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@ -414,6 +414,8 @@ static bool dig_tile(color_ostream &out, MapExtras::MapCache &map,
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}
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static bool is_smooth_wall(MapExtras::MapCache &map, const DFCoord &pos) {
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if (!map.ensureBlockAt(pos))
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return false;
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df::tiletype tt = map.tiletypeAt(pos);
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return tileSpecial(tt) == df::tiletype_special::SMOOTH
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&& tileShape(tt) == df::tiletype_shape::WALL;
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@ -447,9 +449,10 @@ static TileDirection ensure_valid_tdir(TileDirection tdir) {
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}
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// connects adjacent smooth walls to our new smooth wall
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static TileDirection BLANK_TILE_DIRECTION;
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static bool adjust_smooth_wall_dir(MapExtras::MapCache &map,
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const DFCoord &pos,
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TileDirection tdir) {
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TileDirection tdir = BLANK_TILE_DIRECTION) {
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if (!is_smooth_wall(map, pos))
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return false;
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@ -465,6 +468,14 @@ static bool adjust_smooth_wall_dir(MapExtras::MapCache &map,
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return true;
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}
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static void refresh_adjacent_smooth_walls(MapExtras::MapCache &map,
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const DFCoord &pos) {
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adjust_smooth_wall_dir(map, DFCoord(pos.x, pos.y-1, pos.z));
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adjust_smooth_wall_dir(map, DFCoord(pos.x, pos.y+1, pos.z));
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adjust_smooth_wall_dir(map, DFCoord(pos.x-1, pos.y, pos.z));
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adjust_smooth_wall_dir(map, DFCoord(pos.x+1, pos.y, pos.z));
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}
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// assumes that if the game let you designate a tile for smoothing, it must be
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// valid to do so.
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static bool smooth_tile(color_ostream &out, MapExtras::MapCache &map,
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@ -578,6 +589,7 @@ static void do_dig(color_ostream &out, std::vector<DFCoord> &dug_coords,
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map.setDesignationAt(pos, td);
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for (auto info : dug_tiles) {
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dug_coords.push_back(info.pos);
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refresh_adjacent_smooth_walls(map, info.pos);
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if (info.imat < 0)
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continue;
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if (produces_item(options.boulder_percents,
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