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@ -4,6 +4,7 @@
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#include <iostream>
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#include <vector>
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#include <map>
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#include <cstdlib>
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using namespace std;
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#include <DFHack.h>
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@ -45,6 +46,8 @@ int main (void)
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string flowmode="f+";
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string setmode ="s.";
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int amount = 7;
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int width = 1;
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int height = 1;
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while(!end)
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{
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DF->Resume();
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@ -69,6 +72,7 @@ int main (void)
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<< "0-7 - set liquid amount" << endl
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<< "Brush:" << endl
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<< "point - single tile" << endl
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<< "range - rectangle with cursor at top left" << endl
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<< "block - block with cursor in it" << endl
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<< "Other:" << endl
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<< "q - quit" << endl
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@ -110,6 +114,18 @@ int main (void)
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{
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brush = "point";
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}
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else if(command == "range")
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{
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cout << " :set range width<" << width << "># ";
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getline(cin, command);
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width = atoi (command.c_str());
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if(width < 1) width = 1;
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cout << " :set range height<" << height << "># ";
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getline(cin, command);
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height = atoi (command.c_str());
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if(height < 1) height = 1;
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brush = "range";
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}
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else if(command == "block")
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{
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brush = "block";
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@ -257,94 +273,192 @@ int main (void)
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else
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{
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// place the magma
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Maps->ReadDesignations((x/16),(y/16),z, &designations);
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Maps->ReadTemperatures((x/16),(y/16),z, &temp1, &temp2);
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if(brush == "point")
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{
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if(mode != "flowbits")
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{
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// fix temperatures so we don't produce lethal heat traps
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if(amount == 0 || designations[x%16][y%16].bits.liquid_type == DFHack::liquid_magma && mode == "water")
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temp1[x%16][y%16] = temp2[x%16][y%16] = 10015;
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DFHack::naked_designation & flow = designations[x%16][y%16].bits;
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if(setmode == "s.")
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{
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flow.flow_size = amount;
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}
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else if(setmode == "s+")
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{
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if(flow.flow_size < amount)
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flow.flow_size = amount;
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}
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else if(setmode == "s-")
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{
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if (flow.flow_size > amount)
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flow.flow_size = amount;
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}
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}
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if(mode == "magma")
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designations[x%16][y%16].bits.liquid_type = DFHack::liquid_magma;
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else if(mode == "water")
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designations[x%16][y%16].bits.liquid_type = DFHack::liquid_water;
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}
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else
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{
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for(uint32_t xx = 0; xx < 16; xx++) for(uint32_t yy = 0; yy < 16; yy++)
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{
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if(mode != "flowbits")
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{
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// fix temperatures so we don't produce lethal heat traps
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if(amount == 0 || designations[xx][yy].bits.liquid_type == DFHack::liquid_magma && mode == "water")
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temp1[xx%16][yy%16] = temp2[xx%16][yy%16] = 10015;
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DFHack::naked_designation & flow= designations[xx][yy].bits;
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if(setmode == "s.")
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{
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flow.flow_size = amount;
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}
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else if(setmode == "s+")
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{
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if(flow.flow_size < amount)
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flow.flow_size = amount;
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}
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else if(setmode == "s-")
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{
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if (flow.flow_size > amount)
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flow.flow_size = amount;
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}
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}
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if(mode == "magma")
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designations[xx][yy].bits.liquid_type = DFHack::liquid_magma;
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else if(mode == "water")
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designations[xx][yy].bits.liquid_type = DFHack::liquid_water;
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}
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}
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Maps->WriteTemperatures((x/16),(y/16),z, &temp1, &temp2);
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Maps->WriteDesignations(x/16,y/16,z, &designations);
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}
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// make the magma flow :)
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DFHack::t_blockflags bflags;
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Maps->ReadBlockFlags((x/16),(y/16),z,bflags);
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// 0x00000001 = job-designated
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// 0x0000000C = run flows? - both bit 3 and 4 required for making magma placed on a glacier flow
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if(flowmode == "f+")
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{
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bflags.bits.liquid_1 = true;
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bflags.bits.liquid_2 = true;
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}
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else if(flowmode == "f-")
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{
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bflags.bits.liquid_1 = false;
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bflags.bits.liquid_2 = false;
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}
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else
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{
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cout << "flow bit 1 = " << bflags.bits.liquid_1 << endl;
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cout << "flow bit 2 = " << bflags.bits.liquid_2 << endl;
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}
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Maps->WriteBlockFlags((x/16),(y/16),z,bflags);
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cout << "OK" << endl;
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Maps->Finish();
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if(brush != "range")
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{
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Maps->ReadDesignations((x/16),(y/16),z, &designations);
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Maps->ReadTemperatures((x/16),(y/16),z, &temp1, &temp2);
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if(brush == "point")
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{
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if(mode != "flowbits")
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{
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// fix temperatures so we don't produce lethal heat traps
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if(amount == 0 || designations[x%16][y%16].bits.liquid_type == DFHack::liquid_magma && mode == "water")
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temp1[x%16][y%16] = temp2[x%16][y%16] = 10015;
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DFHack::naked_designation & flow = designations[x%16][y%16].bits;
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if(setmode == "s.")
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{
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flow.flow_size = amount;
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}
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else if(setmode == "s+")
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{
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if(flow.flow_size < amount)
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flow.flow_size = amount;
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}
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else if(setmode == "s-")
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{
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if (flow.flow_size > amount)
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flow.flow_size = amount;
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}
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}
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if(mode == "magma")
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designations[x%16][y%16].bits.liquid_type = DFHack::liquid_magma;
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else if(mode == "water")
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designations[x%16][y%16].bits.liquid_type = DFHack::liquid_water;
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}
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else
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{
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for(uint32_t xx = 0; xx < 16; xx++) for(uint32_t yy = 0; yy < 16; yy++)
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{
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if(mode != "flowbits")
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{
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// fix temperatures so we don't produce lethal heat traps
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if(amount == 0 || designations[xx][yy].bits.liquid_type == DFHack::liquid_magma && mode == "water")
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temp1[xx%16][yy%16] = temp2[xx%16][yy%16] = 10015;
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DFHack::naked_designation & flow= designations[xx][yy].bits;
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if(setmode == "s.")
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{
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flow.flow_size = amount;
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}
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else if(setmode == "s+")
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{
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if(flow.flow_size < amount)
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flow.flow_size = amount;
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}
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else if(setmode == "s-")
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{
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if (flow.flow_size > amount)
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flow.flow_size = amount;
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}
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}
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if(mode == "magma")
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designations[xx][yy].bits.liquid_type = DFHack::liquid_magma;
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else if(mode == "water")
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designations[xx][yy].bits.liquid_type = DFHack::liquid_water;
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}
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}
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Maps->WriteTemperatures((x/16),(y/16),z, &temp1, &temp2);
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Maps->WriteDesignations(x/16,y/16,z, &designations);
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// make the magma flow :)
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DFHack::t_blockflags bflags;
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Maps->ReadBlockFlags((x/16),(y/16),z,bflags);
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// 0x00000001 = job-designated
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// 0x0000000C = run flows? - both bit 3 and 4 required for making magma placed on a glacier flow
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if(flowmode == "f+")
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{
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bflags.bits.liquid_1 = true;
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bflags.bits.liquid_2 = true;
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}
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else if(flowmode == "f-")
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{
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bflags.bits.liquid_1 = false;
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bflags.bits.liquid_2 = false;
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}
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else
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{
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cout << "flow bit 1 = " << bflags.bits.liquid_1 << endl;
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cout << "flow bit 2 = " << bflags.bits.liquid_2 << endl;
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}
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Maps->WriteBlockFlags((x/16),(y/16),z,bflags);
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}
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else // (brush == "range")
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{
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// Crop the range into each block if necessary
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int beginxblock = x/16;
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int endxblock = (x+width)/16;
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int beginyblock = y/16;
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int endyblock = (y+height)/16;
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for(uint32_t bx = beginxblock; bx < endxblock+1; bx++) for(uint32_t by = beginyblock; by < endyblock+1; by++)
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{
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if(Maps->isValidBlock(bx,by,z))
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{
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Maps->ReadDesignations(bx,by,z, &designations);
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Maps->ReadTemperatures(bx,by,z, &temp1, &temp2);
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// Take original range and crop it into current block
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int nx = x;
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int ny = y;
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int nwidth = width;
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int nheight = height;
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if(x/16 < bx) //Start point is left of block
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{
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nx = bx*16;
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nwidth -= nx - x;
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}
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if (nx/16 < (nx+nwidth-1)/16)// End point is right of block
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{
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nwidth = (bx*16)+16-nx;
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}
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if(y/16 < by) //Start point is above block
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{
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ny = by*16;
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nheight -= ny - y;
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}
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if (ny/16 < (ny+nheight-1)/16) // End point is below block
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{
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nheight = (by*16)+16-ny;
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}
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cout << " Block:" << bx << "," << by << ":" << endl;
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cout << " Start:" << nx << "," << ny << ":" << endl;
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cout << " Area: " << nwidth << "," << nheight << ":" << endl;
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for(uint32_t xx = nx; xx < nx+nwidth; xx++) for(uint32_t yy = ny; yy < ny+nheight; yy++)
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{
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if(mode != "flowbits")
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{
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// fix temperatures so we don't produce lethal heat traps
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if(amount == 0 || designations[xx%16][yy%16].bits.liquid_type == DFHack::liquid_magma && mode == "water")
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temp1[xx%16][yy%16] = temp2[xx%16][yy%16] = 10015;
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DFHack::naked_designation & flow= designations[xx%16][yy%16].bits;
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if(setmode == "s.")
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{
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flow.flow_size = amount;
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}
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else if(setmode == "s+")
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{
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if(flow.flow_size < amount)
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flow.flow_size = amount;
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}
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else if(setmode == "s-")
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{
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if (flow.flow_size > amount)
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flow.flow_size = amount;
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}
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}
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if(mode == "magma")
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designations[xx%16][yy%16].bits.liquid_type = DFHack::liquid_magma;
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else if(mode == "water")
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designations[xx%16][yy%16].bits.liquid_type = DFHack::liquid_water;
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}
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Maps->WriteTemperatures(bx,by,z, &temp1, &temp2);
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Maps->WriteDesignations(bx,by,z, &designations);
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// make the magma flow :)
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DFHack::t_blockflags bflags;
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Maps->ReadBlockFlags(bx,by,z,bflags);
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// 0x00000001 = job-designated
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// 0x0000000C = run flows? - both bit 3 and 4 required for making magma placed on a glacier flow
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if(flowmode == "f+")
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{
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bflags.bits.liquid_1 = true;
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bflags.bits.liquid_2 = true;
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}
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else if(flowmode == "f-")
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{
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bflags.bits.liquid_1 = false;
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bflags.bits.liquid_2 = false;
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}
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else
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{
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cout << "flow bit 1 = " << bflags.bits.liquid_1 << endl;
|
|
|
|
|
cout << "flow bit 2 = " << bflags.bits.liquid_2 << endl;
|
|
|
|
|
}
|
|
|
|
|
Maps->WriteBlockFlags(bx,by,z,bflags);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
cout << "OK" << endl;
|
|
|
|
|
Maps->Finish();
|
|
|
|
|
} while (0);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|