feat(core): add temperature and humidity climate sampling
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#pragma once
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#include <cstdint>
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#include <unordered_map>
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#include <vector>
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#include "World.h"
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#include "Math.h"
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#include "BiomeGen.h"
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#include "Weather.h"
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namespace vf {
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struct ClimateChange {
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Vec3i pos;
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Block from;
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Block to;
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};
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struct ClimateConfig {
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int seaLevel = 26;
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// Temperature drop per block of elevation above sea level.
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float heightLapse = 0.006f;
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// Temperature drop per block of distance from the z=0 "equator".
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float latitudeLapse = 0.0009f;
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// Cold enough to lay snow and freeze exposed water.
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float freezeTemperature = 0.15f;
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// Warm enough to thaw ice and melt snow (hysteresis above freezing).
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float meltTemperature = 0.5f;
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// Milder threshold at which water freezes if it already touches ice, so a
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// frozen patch creeps outward across a surface.
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float frostSpreadTemperature = 0.30f;
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int maxSnowDepth = 8;
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// Ticks a block of ice must survive in the cold before it compacts to
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// packed ice.
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int packThreshold = 4;
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};
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// Deterministic per-region climate simulation layered on a BiomeGen. Column
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// temperature is the biome sample adjusted for elevation and latitude. During
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// snowfall it accumulates SnowLayer depth on exposed surfaces; exposed water
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// freezes to Ice when cold; Ice and snow thaw when warm or beside a heat source
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// (lava, torches, glowstone). tick scans the region in a fixed order and emits
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// the resulting block changes without mutating the world; apply commits them.
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class Climate {
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public:
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Climate(const BiomeGen& biomes, const ClimateConfig& config = {});
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float temperatureAt(int gx, int gy, int gz) const;
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float humidityAt(int gx, int gz) const;
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bool freezingAt(int gx, int gy, int gz) const;
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bool thawingAt(int gx, int gy, int gz) const;
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std::vector<ClimateChange> tick(World& world, const Vec3i& origin, const Vec3i& dims,
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Precipitation precip);
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static void apply(World& world, const std::vector<ClimateChange>& changes);
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int snowDepthAt(const Vec3i& pos) const;
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int iceAgeAt(const Vec3i& pos) const;
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std::size_t trackedSnowColumns() const { return snowDepth.size(); }
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const ClimateConfig& settings() const { return config; }
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private:
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bool heatSourceNear(const World& world, const Vec3i& pos) const;
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bool iceNear(const World& world, const Vec3i& pos) const;
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const BiomeGen& biomes;
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ClimateConfig config;
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std::unordered_map<Vec3i, int, Vec3iHash> snowDepth;
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std::unordered_map<Vec3i, int, Vec3iHash> iceAge;
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};
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} // namespace vf
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#include "vf/Climate.h"
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#include <cmath>
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namespace vf {
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namespace {
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bool isHeatSource(Block b) {
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switch (b) {
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case Block::Lava:
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case Block::Torch:
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case Block::Glowstone:
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case Block::FurnaceLit:
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case Block::RedstoneTorch:
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return true;
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default:
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return false;
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}
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}
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bool isFreezable(Block b) { return b == Block::Water; }
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const Vec3i neighbourOffsets[6] = {
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{1, 0, 0}, {-1, 0, 0}, {0, 1, 0}, {0, -1, 0}, {0, 0, 1}, {0, 0, -1},
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};
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} // namespace
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Climate::Climate(const BiomeGen& biomes, const ClimateConfig& config)
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: biomes(biomes), config(config) {}
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float Climate::temperatureAt(int gx, int gy, int gz) const {
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ClimateSample sample = biomes.climateAt(gx, gz);
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float elevation = static_cast<float>(gy - config.seaLevel);
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float heightAdjust = elevation > 0.0f ? -config.heightLapse * elevation : 0.0f;
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float latitudeAdjust = -config.latitudeLapse * static_cast<float>(std::abs(gz));
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return sample.temperature + heightAdjust + latitudeAdjust;
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}
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float Climate::humidityAt(int gx, int gz) const {
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return biomes.climateAt(gx, gz).humidity;
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}
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bool Climate::freezingAt(int gx, int gy, int gz) const {
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return temperatureAt(gx, gy, gz) < config.freezeTemperature;
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}
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bool Climate::thawingAt(int gx, int gy, int gz) const {
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return temperatureAt(gx, gy, gz) >= config.meltTemperature;
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}
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bool Climate::heatSourceNear(const World& world, const Vec3i& pos) const {
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for (const Vec3i& off : neighbourOffsets) {
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if (isHeatSource(world.blockAt(pos.x + off.x, pos.y + off.y, pos.z + off.z))) return true;
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}
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return false;
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}
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bool Climate::iceNear(const World& world, const Vec3i& pos) const {
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for (const Vec3i& off : neighbourOffsets) {
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Block b = world.blockAt(pos.x + off.x, pos.y + off.y, pos.z + off.z);
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if (b == Block::Ice || b == Block::PackedIce) return true;
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}
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return false;
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}
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int Climate::snowDepthAt(const Vec3i& pos) const {
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auto it = snowDepth.find(pos);
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return it == snowDepth.end() ? 0 : it->second;
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}
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int Climate::iceAgeAt(const Vec3i& pos) const {
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auto it = iceAge.find(pos);
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return it == iceAge.end() ? 0 : it->second;
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}
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std::vector<ClimateChange> Climate::tick(World& world, const Vec3i& origin, const Vec3i& dims,
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Precipitation precip) {
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std::vector<ClimateChange> changes;
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int x0 = origin.x, x1 = origin.x + dims.x;
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int y0 = origin.y, y1 = origin.y + dims.y;
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int z0 = origin.z, z1 = origin.z + dims.z;
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for (int x = x0; x < x1; ++x) {
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for (int z = z0; z < z1; ++z) {
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for (int y = y1 - 1; y >= y0; --y) {
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Vec3i cell{x, y, z};
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Block here = world.blockAt(x, y, z);
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Block above = world.blockAt(x, y + 1, z);
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Block below = world.blockAt(x, y - 1, z);
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float temperature = temperatureAt(x, y, z);
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bool cold = temperature < config.freezeTemperature;
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bool warm = temperature >= config.meltTemperature;
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bool warmOrHeated = warm || heatSourceNear(world, cell);
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if (isFreezable(here) && above == Block::Air) {
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bool frostCreep = temperature < config.frostSpreadTemperature &&
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iceNear(world, cell);
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if (cold || frostCreep) {
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changes.push_back({cell, here, Block::Ice});
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continue;
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}
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}
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if (here == Block::Ice) {
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if (warmOrHeated) {
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changes.push_back({cell, here, Block::Water});
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snowDepth.erase(cell);
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iceAge.erase(cell);
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} else if (cold) {
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int age = iceAgeAt(cell) + 1;
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if (age >= config.packThreshold) {
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changes.push_back({cell, here, Block::PackedIce});
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iceAge.erase(cell);
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} else {
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iceAge[cell] = age;
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}
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}
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continue;
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}
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if (here == Block::PackedIce) {
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if (warmOrHeated) changes.push_back({cell, here, Block::Water});
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continue;
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}
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if (here == Block::SnowLayer) {
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if (warmOrHeated) {
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int depth = snowDepthAt(cell) - 1;
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if (depth <= 0) {
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changes.push_back({cell, here, Block::Air});
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snowDepth.erase(cell);
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} else {
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snowDepth[cell] = depth;
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}
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} else if (precip == Precipitation::Snow && cold) {
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int depth = snowDepthAt(cell);
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if (depth < config.maxSnowDepth) snowDepth[cell] = depth + 1;
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}
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continue;
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}
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if (precip == Precipitation::Snow && cold && here == Block::Air &&
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isOpaque(below) && below != Block::Ice) {
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changes.push_back({cell, Block::Air, Block::SnowLayer});
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snowDepth[cell] = 1;
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continue;
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}
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}
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}
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}
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return changes;
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}
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void Climate::apply(World& world, const std::vector<ClimateChange>& changes) {
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for (const ClimateChange& change : changes) {
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world.setBlock(change.pos.x, change.pos.y, change.pos.z, change.to);
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}
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}
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} // namespace vf
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