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Improve Village Path Generation
village paths now generate with cobblestone underneath. village paths that attempt to generate in water will now instead generate on top of the water using oak planks (sandstone in desert villages).
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@@ -556,6 +556,7 @@ bool VillagePieces::Well::postProcess(Level *level, Random *random, BoundingBox
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continue;
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}
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placeBlock(level, Tile::gravel_Id, 0, x, height - 4, z, chunkBB);
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placeBlock(level, Tile::cobblestone_Id, 0, x, height - 5, z, chunkBB);
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generateAirColumnUp(level, x, height - 3, z, chunkBB);
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}
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}
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@@ -710,6 +711,8 @@ BoundingBox *VillagePieces::StraightRoad::findPieceBox(StartPiece *startPiece, l
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bool VillagePieces::StraightRoad::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
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{
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int tile = biomeBlock(Tile::gravel_Id, 0);
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int belowTile = biomeBlock(Tile::cobblestone_Id, 0);
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int waterTile = biomeBlock(Tile::wood_Id, 0);
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for (int x = boundingBox->x0; x <= boundingBox->x1; x++)
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{
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for (int z = boundingBox->z0; z <= boundingBox->z1; z++)
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@@ -717,7 +720,15 @@ bool VillagePieces::StraightRoad::postProcess(Level *level, Random *random, Boun
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if (chunkBB->isInside(x, 64, z))
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{
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int y = level->getTopSolidBlock(x, z) - 1;
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level->setTileAndData(x, y, z,tile, 0, Tile::UPDATE_CLIENTS);
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if ((level->getTile(x, y + 1, z) == Tile::water_Id || level->getTile(x, y + 1, z) == Tile::calmWater_Id))
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{
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level->setTileAndData(x, 63, z,waterTile, 0, Tile::UPDATE_CLIENTS);
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}
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else
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{
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level->setTileAndData(x, y, z,tile, 0, Tile::UPDATE_CLIENTS);
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level->setTileAndData(x, y - 1, z,belowTile, 0, Tile::UPDATE_CLIENTS);
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}
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}
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}
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}
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