Implemented skylight headers
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src/inc/skylight.cpp
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src/inc/skylight.cpp
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268
src/inc/skylight.hpp
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268
src/inc/skylight.hpp
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#include <vector>
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#include <tuple>
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// Propagate skylight throughout an entire world.
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void propagate_skylight(world* out)
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{
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// For each vertical strip of land, start with a lighting value of 15. Go
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// downwards, if the block is air, stay at light level 15. If not, set
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// everything below it to 0.
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for (int x = 0; x < out->x_res; x++)
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{
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for (int z = 0; z < out->z_res; z++)
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{
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unsigned char natural = 15;
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for (int y = 0; y < out->y_res; y++)
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{
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out->set_natural(x, y, z, natural);
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if (out->get_id(x, y, z) != id_air)
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{
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natural = 0;
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}
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}
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}
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}
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// All blocks that are of light level 0 that have one or more neighbors
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// that have a light level of 15 are added to the light_queue.
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std::vector<std::tuple<unsigned int, unsigned int, unsigned int>> light_queue;
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for (unsigned int x = 0; x < out->x_res; x++)
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for (unsigned int y = 0; y < out->y_res; y++)
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for (unsigned int z = 0; z < out->z_res; z++)
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{
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if (out->get_natural(x, y, z) == 0)
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{
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if
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(
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out->get_natural_safe(x + 1, y, z) == 15 ||
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out->get_natural_safe(x - 1, y, z) == 15 ||
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out->get_natural_safe(x, y + 1, z) == 15 ||
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out->get_natural_safe(x, y - 1, z) == 15 ||
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out->get_natural_safe(x, y, z + 1) == 15 ||
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out->get_natural_safe(x, y, z - 1) == 15
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)
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{
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out->set_natural(x, y, z, 14);
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light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x, y, z));
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}
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}
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}
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// Pop the top off of the queue. We'll call this the 'current block'.
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// Check it's six neighbors, if any of them have a light value less than
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// the current block's light value minus one, set that neighbors light
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// value to the current block's light value minus one, and add that
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// neighbor to the queue. Keep doing this until the queue is empty.
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while (light_queue.size() > 0)
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{
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int x = std::get<0>(light_queue[light_queue.size() - 1]);
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int y = std::get<1>(light_queue[light_queue.size() - 1]);
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int z = std::get<2>(light_queue[light_queue.size() - 1]);
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light_queue.pop_back();
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unsigned char current_value = out->get_natural(x, y, z);
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// Right neighbor.
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if (out->in_bounds(x + 1, y, z) && out->get_natural(x + 1, y, z) < current_value - 1)
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{
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out->set_natural(x + 1, y, z, current_value - 1);
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light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x + 1, y, z));
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}
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// Left neighbor.
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if (out->in_bounds(x - 1, y, z) && out->get_natural(x - 1, y, z) < current_value - 1)
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{
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out->set_natural(x - 1, y, z, current_value - 1);
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light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x - 1, y, z));
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}
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// Bottom neighbor.
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if (out->in_bounds(x, y + 1, z) && out->get_natural(x, y + 1, z) < current_value - 1)
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{
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out->set_natural(x, y + 1, z, current_value - 1);
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light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x, y + 1, z));
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}
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// Top neighbor.
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if (out->in_bounds(x, y - 1, z) && out->get_natural(x, y - 1, z) < current_value - 1)
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{
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out->set_natural(x, y - 1, z, current_value - 1);
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light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x, y - 1, z));
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}
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// Front neighbor.
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if (out->in_bounds(x, y, z + 1) && out->get_natural(x, y, z + 1) < current_value - 1)
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{
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out->set_natural(x, y, z + 1, current_value - 1);
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light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x, y, z + 1));
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}
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// Back neighbor.
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if (out->in_bounds(x, y, z - 1) && out->get_natural(x, y, z - 1) < current_value - 1)
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{
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out->set_natural(x, y, z - 1, current_value - 1);
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light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x, y, z - 1));
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}
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}
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}
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// Propagate skylight throughout a vertical strip of a world. Set the modified
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// flag of every accessed chunk to true.
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void propagate_skylight_strip
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(
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world* the_world,
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chunk**& the_chunks,
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unsigned int chunk_x_res,
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unsigned int chunk_y_res,
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unsigned int chunk_z_res,
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int cx,
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int cz
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)
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{
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int fx = cx + 1;
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int fz = cz + 1;
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// For each vertical strip of land, start with a lighting value of 15. Go
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// downwards, if the block is air, stay at light level 15. If not, set
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// everything below it to 0. Add all X and Z neighbors to the queue.
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std::vector<std::tuple<unsigned int, unsigned int, unsigned int>> light_queue;
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for (int x = cx; x < fx; x++)
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{
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for (int z = cz; z < fz; z++)
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{
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unsigned char natural = 15;
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for (int y = 0; y < the_world->y_res; y++)
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{
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the_world->set_natural(x, y, z, natural);
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the_chunks[(x / 16) + chunk_x_res * ((y / 16) + chunk_y_res * (z / 16))]->modified = true;
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if (the_world->get_id(x, y, z) != id_air)
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{
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natural = 0;
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}
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light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x, y, z));
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light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x - 1, y, z));
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light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x + 1, y, z));
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light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x, y, z - 1));
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light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x, y, z + 1));
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}
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}
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}
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// Pop the top off of the queue. We'll call this the 'current block'.
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// Check it's six neighbors, if any of them have a light value less than
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// the current block's light value minus one, set that neighbors light
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// value to the current block's light value minus one, and add that
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// neighbor to the queue. Keep doing this until the queue is empty.
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while (light_queue.size() > 0)
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{
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int x = std::get<0>(light_queue[light_queue.size() - 1]);
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int y = std::get<1>(light_queue[light_queue.size() - 1]);
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int z = std::get<2>(light_queue[light_queue.size() - 1]);
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light_queue.pop_back();
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unsigned char current_value = the_world->get_natural(x, y, z);
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// Right neighbor.
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if (the_world->in_bounds(x + 1, y, z) && the_world->get_natural(x + 1, y, z) < current_value - 1)
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{
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the_world->set_natural(x + 1, y, z, current_value - 1);
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the_chunks[((x + 1) / 16) + chunk_x_res * ((y / 16) + chunk_y_res * (z / 16))]->modified = true;
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light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x + 1, y, z));
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}
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// Left neighbor.
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if (the_world->in_bounds(x - 1, y, z) && the_world->get_natural(x - 1, y, z) < current_value - 1)
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{
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the_world->set_natural(x - 1, y, z, current_value - 1);
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the_chunks[((x - 1) / 16) + chunk_x_res * ((y / 16) + chunk_y_res * (z / 16))]->modified = true;
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light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x - 1, y, z));
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}
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// Bottom neighbor.
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if (the_world->in_bounds(x, y + 1, z) && the_world->get_natural(x, y + 1, z) < current_value - 1)
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{
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the_world->set_natural(x, y + 1, z, current_value - 1);
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the_chunks[(x / 16) + chunk_x_res * (((y + 1) / 16) + chunk_y_res * (z / 16))]->modified = true;
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light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x, y + 1, z));
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}
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// Top neighbor.
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if (the_world->in_bounds(x, y - 1, z) && the_world->get_natural(x, y - 1, z) < current_value - 1)
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{
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the_world->set_natural(x, y - 1, z, current_value - 1);
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the_chunks[(x / 16) + chunk_x_res * (((y - 1) / 16) + chunk_y_res * (z / 16))]->modified = true;
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light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x, y - 1, z));
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}
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// Front neighbor.
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if (the_world->in_bounds(x, y, z + 1) && the_world->get_natural(x, y, z + 1) < current_value - 1)
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{
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the_world->set_natural(x, y, z + 1, current_value - 1);
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the_chunks[(x / 16) + chunk_x_res * ((y / 16) + chunk_y_res * ((z + 1) / 16))]->modified = true;
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light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x, y, z + 1));
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}
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// Back neighbor.
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if (the_world->in_bounds(x, y, z - 1) && the_world->get_natural(x, y, z - 1) < current_value - 1)
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{
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the_world->set_natural(x, y, z - 1, current_value - 1);
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the_chunks[(x / 16) + chunk_x_res * ((y / 16) + chunk_y_res * ((z - 1) / 16))]->modified = true;
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light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x, y, z - 1));
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}
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}
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}
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