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move stuff, forests!
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0fac4531e0
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@ -9,11 +9,8 @@ use crate::{
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queue::QueuedBlock,
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};
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mod _01_terrain;
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mod _02_water;
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mod _03_caves;
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mod _04_layers;
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mod _05_decorate;
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pub mod steps;
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pub mod structures;
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#[repr(u8)]
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#[derive(Clone, Copy, Debug, Default, NoUninit, CheckedBitPattern)]
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@ -186,11 +183,12 @@ impl WorldGenerator {
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/// Will return `None` only if the generation was aborted.
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pub fn generate(mut self, abort: Option<Arc<Atomic<AbortState>>>) -> Option<(BlockData, Vec<QueuedBlock>)> {
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run_steps!(&mut self, abort, [
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_01_terrain::TerrainStep,
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_02_water::WaterStep,
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_03_caves::CaveStep,
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_04_layers::LayersStep,
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_05_decorate::DecorateStep,
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steps::_01_terrain::TerrainStep,
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steps::_02_water::WaterStep,
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steps::_03_caves::CaveStep,
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steps::_04_layers::LayersStep,
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steps::_05_decorate::DecorateStep,
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steps::_06_trees::TreesStep,
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]).then_some((self.blocks, self.queue))
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}
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}
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6
kubi-shared/src/worldgen/steps.rs
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6
kubi-shared/src/worldgen/steps.rs
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@ -0,0 +1,6 @@
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pub mod _01_terrain;
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pub mod _02_water;
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pub mod _03_caves;
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pub mod _04_layers;
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pub mod _05_decorate;
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pub mod _06_trees;
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@ -1,7 +1,7 @@
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use fastnoise_lite::{FastNoiseLite, FractalType};
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use glam::ivec3;
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use crate::{block::Block, chunk::CHUNK_SIZE};
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use super::{SeedThingy, WorldGenStep, WorldGenerator};
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use super::super::{SeedThingy, WorldGenStep, WorldGenerator};
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pub struct TerrainStep {
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noise: FastNoiseLite,
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@ -1,6 +1,6 @@
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use glam::ivec3;
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use crate::{block::Block, chunk::CHUNK_SIZE};
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use super::{WorldGenerator, WorldGenStep};
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use super::super::{WorldGenerator, WorldGenStep};
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pub const WATER_LEVEL: i32 = 0;
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@ -1,7 +1,7 @@
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use fastnoise_lite::{FastNoiseLite, FractalType};
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use glam::{ivec3, FloatExt, IVec3};
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use crate::{block::Block, chunk::CHUNK_SIZE};
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use super::{SeedThingy, WorldGenStep, WorldGenerator};
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use super::super::{SeedThingy, WorldGenStep, WorldGenerator};
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pub struct CaveStep {
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a: FastNoiseLite,
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@ -1,6 +1,10 @@
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use glam::ivec3;
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use crate::{block::Block, chunk::CHUNK_SIZE};
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use super::{WorldGenStep, WorldGenerator, _02_water::WATER_LEVEL};
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use super::{
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_02_water::WATER_LEVEL,
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super::{WorldGenStep, WorldGenerator}
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};
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pub struct LayersStep;
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impl WorldGenStep for LayersStep {
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@ -1,6 +1,9 @@
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use glam::ivec3;
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use crate::{block::Block, chunk::CHUNK_SIZE};
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use super::{WorldGenStep, WorldGenerator, _02_water::WATER_LEVEL};
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use super::{
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_02_water::WATER_LEVEL,
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super::{WorldGenStep, WorldGenerator},
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};
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pub struct DecorateStep;
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45
kubi-shared/src/worldgen/steps/_06_trees.rs
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45
kubi-shared/src/worldgen/steps/_06_trees.rs
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@ -0,0 +1,45 @@
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use bincode::de;
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use fastnoise_lite::{FastNoiseLite, NoiseType};
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use glam::ivec3;
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use crate::{block::Block, chunk::CHUNK_SIZE, worldgen::SeedThingy};
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use super::_02_water::WATER_LEVEL;
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use crate::worldgen::{
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WorldGenStep, WorldGenerator,
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structures::{Structure, TreeStructure},
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};
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pub struct TreesStep {
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density_noise: FastNoiseLite,
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}
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impl WorldGenStep for TreesStep {
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fn initialize(gen: &WorldGenerator) -> Self {
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let mut seeder = SeedThingy::new(gen.seed.rotate_left(5));
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let mut density_noise = FastNoiseLite::with_seed(seeder.next_seed());
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density_noise.set_noise_type(Some(NoiseType::OpenSimplex2));
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density_noise.set_frequency(Some(0.008));
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Self { density_noise }
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}
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fn generate(&mut self, gen: &mut WorldGenerator) {
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for x in 0..CHUNK_SIZE as i32 {
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for z in 0..CHUNK_SIZE as i32 {
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let terrain_height = gen.data.master_height_map.as_ref().unwrap()[x as usize][z as usize];
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if terrain_height < WATER_LEVEL { continue }
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let global_xz = gen.global_position(ivec3(x, 0, z));
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let mut density = self.density_noise.get_noise_2d(global_xz.x as f64, global_xz.z as f64) * 0.5 + 0.5;
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density = density.powi(3);
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if gen.seeded_hash((global_xz.x, global_xz.z, 0xfef)) & 0xff >= (density * 7.).round() as u64 {
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continue
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}
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let tree = TreeStructure::default();
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if let Some(local_y) = gen.local_y_position(terrain_height) {
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tree.place(gen, ivec3(x, local_y, z));
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}
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}
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}
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}
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}
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9
kubi-shared/src/worldgen/structures.rs
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9
kubi-shared/src/worldgen/structures.rs
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@ -0,0 +1,9 @@
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use glam::IVec3;
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use super::WorldGenerator;
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mod tree;
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pub use tree::TreeStructure;
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pub trait Structure {
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fn place(&self, gen: &mut WorldGenerator, root_pos: IVec3);
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}
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58
kubi-shared/src/worldgen/structures/tree.rs
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58
kubi-shared/src/worldgen/structures/tree.rs
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@ -0,0 +1,58 @@
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use glam::IVec3;
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use super::Structure;
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use crate::{block::Block, worldgen::WorldGenerator};
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#[derive(Clone, Copy, Debug)]
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pub struct TreeStructure {
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pub height: i32,
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}
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impl Default for TreeStructure {
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fn default() -> Self {
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Self { height: 5 }
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}
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}
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impl Structure for TreeStructure {
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fn place(&self, gen: &mut WorldGenerator, root: IVec3) {
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//check the block below the tree, if it's grass, replace it with dirt
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//XXX: This won't work if root.y == 0
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if root.y != 0 && gen.query(root - IVec3::Y) == Block::Grass {
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gen.place(root - IVec3::Y, Block::Dirt);
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}
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//Tree stem
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for y in root.y..root.y + self.height {
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gen.place_or_queue(IVec3::new(root.x, y, root.z), Block::Wood);
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}
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//Tree leaves
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//Try to create the following shape:
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//(a 5x2x5 cube that wraps around the stem with a 3x1x3 cube on top)
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// xxx
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// xx|xx
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// xx|xx
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// |
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for y in 0..=4_i32 {
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for x in -2..=2_i32 {
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for z in -2..=2_i32 {
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//Do not overwrite the stem
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if y < 3 && x == 0 && z == 0 {
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continue
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}
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// Cut off the corners of the top layer
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if y >= 3 && (x.abs() > 1 || z.abs() > 1) {
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continue
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}
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let position = IVec3::new(
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root.x + x,
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root.y + self.height - 3 + y,
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root.z + z
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);
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gen.place_or_queue(position, Block::Leaf);
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}
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}
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}
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}
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}
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