hedgewars/uLandGenTemplateBased.pas
author unc0rr
Thu, 20 Mar 2014 17:04:49 +0400
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child 10209 76316652ef26
permissions -rw-r--r--
- Limit outline to leftX/rightX/topY instead of LAND_WIDTH/LAND_HEIGHT - Fix most of templates which could produce self-intersecting polyline as a start for distortion - Fix parsing in templates editor
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unit uLandGenTemplateBased;
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interface
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uses uLandTemplates;
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procedure GenTemplated(var Template: TEdgeTemplate);
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implementation
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uses uVariables, uConsts, uFloat, uLandOutline, uLandUtils, uRandom, SDLh, math;
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procedure SetPoints(var Template: TEdgeTemplate; var pa: TPixAr; fps: PPointArray);
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var i: LongInt;
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begin
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    with Template do
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        begin
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        pa.Count:= BasePointsCount;
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        for i:= 0 to pred(pa.Count) do
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            begin
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            pa.ar[i].x:= BasePoints^[i].x + LongInt(GetRandom(BasePoints^[i].w));
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            if pa.ar[i].x <> NTPX then
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                pa.ar[i].x:= pa.ar[i].x + ((LAND_WIDTH - Template.TemplateWidth) div 2);
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            pa.ar[i].y:= BasePoints^[i].y + LongInt(GetRandom(BasePoints^[i].h)) + LAND_HEIGHT - LongInt(Template.TemplateHeight)
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            end;
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        if canMirror then
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            if getrandom(2) = 0 then
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                begin
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                for i:= 0 to pred(BasePointsCount) do
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                if pa.ar[i].x <> NTPX then
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                    pa.ar[i].x:= LAND_WIDTH - 1 - pa.ar[i].x;
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                for i:= 0 to pred(FillPointsCount) do
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                    fps^[i].x:= LAND_WIDTH - 1 - fps^[i].x;
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                end;
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(*  Experiment in making this option more useful
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     if ((not isNegative) and (cTemplateFilter = 4)) or
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        (canFlip and (getrandom(2) = 0)) then
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           begin
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           for i:= 0 to pred(BasePointsCount) do
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               begin
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               pa.ar[i].y:= LAND_HEIGHT - 1 - pa.ar[i].y + (LAND_HEIGHT - TemplateHeight) * 2;
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               if pa.ar[i].y > LAND_HEIGHT - 1 then
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                   pa.ar[i].y:= LAND_HEIGHT - 1;
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               end;
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           for i:= 0 to pred(FillPointsCount) do
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               begin
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               FillPoints^[i].y:= LAND_HEIGHT - 1 - FillPoints^[i].y + (LAND_HEIGHT - TemplateHeight) * 2;
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               if FillPoints^[i].y > LAND_HEIGHT - 1 then
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                   FillPoints^[i].y:= LAND_HEIGHT - 1;
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               end;
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           end;
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     end
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*)
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// template recycling.  Pull these off the floor a bit
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    if (not isNegative) and (cTemplateFilter = 4) then
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        begin
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        for i:= 0 to pred(BasePointsCount) do
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            begin
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            dec(pa.ar[i].y, 100);
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            if pa.ar[i].y < 0 then
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                pa.ar[i].y:= 0;
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            end;
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        for i:= 0 to pred(FillPointsCount) do
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            begin
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            dec(fps^[i].y, 100);
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            if fps^[i].y < 0 then
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                fps^[i].y:= 0;
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            end;
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        end;
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    if (canFlip and (getrandom(2) = 0)) then
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        begin
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        for i:= 0 to pred(BasePointsCount) do
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            pa.ar[i].y:= LAND_HEIGHT - 1 - pa.ar[i].y;
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        for i:= 0 to pred(FillPointsCount) do
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            fps^[i].y:= LAND_HEIGHT - 1 - fps^[i].y;
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        end;
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    end
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end;
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procedure Distort1(var Template: TEdgeTemplate; var pa: TPixAr);
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var i: Longword;
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begin
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    for i:= 1 to Template.BezierizeCount do
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        begin
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        BezierizeEdge(pa, _0_5);
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        RandomizePoints(pa);
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        RandomizePoints(pa)
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        end;
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    for i:= 1 to Template.RandPassesCount do
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        RandomizePoints(pa);
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    BezierizeEdge(pa, _0_1);
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end;
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procedure FindPoint(si, fillPointsCount: LongInt; var newPoint: TPoint; var pa: TPixAr);
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const mapBorderMargin = 40;
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    minDistance = 32; // adjust/parametrize this for different details size
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var p1, p2, p4, fp, mp: TPoint;
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    i, t1, t2, a, b, p, q, iy, ix, aqpb: LongInt;
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    dab, d, distL, distR: LongInt;
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begin
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    // [p1, p2] is the segment we're trying to divide
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    p1:= pa.ar[si];
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    p2:= pa.ar[si + 1];
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    if p2.x = NTPX then
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    // it is segment from last to first point, so need to find first point
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    begin
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        i:= si - 2;
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        while (i >= 0) and (pa.ar[i].x <> NTPX) do
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            dec(i);
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        p2:= pa.ar[i + 1]
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    end;
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    // perpendicular vector
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    a:= p2.y - p1.y;
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    b:= p1.x - p2.x;
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    dab:= DistanceI(a, b).Round;
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    // its middle point
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    mp.x:= (p1.x + p2.x) div 2;
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    mp.y:= (p1.y + p2.y) div 2;
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    // don't process too short segments or those which are too close to map borders
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    if (p1.x = NTPX)
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            or (dab < minDistance * 3) 
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            or (mp.x < leftX + mapBorderMargin)
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            or (mp.x > rightX - mapBorderMargin)
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            or (mp.y < topY + mapBorderMargin)
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            or (mp.y > LAND_HEIGHT - mapBorderMargin)
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    then
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    begin
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        newPoint:= p1;
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        exit;
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    end;
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    // find distances to map borders
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    if a <> 0 then
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    begin
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        // left border
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        iy:= (leftX + mapBorderMargin - mp.x) * b div a + mp.y;
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        d:= DistanceI(mp.x - leftX - mapBorderMargin, mp.y - iy).Round;
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        t1:= a * (mp.x - mapBorderMargin) + b * (mp.y - iy);
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        if t1 > 0 then distL:= d else distR:= d;
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        // right border
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        iy:= (rightX - mapBorderMargin - mp.x) * b div a + mp.y;
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        d:= DistanceI(mp.x - rightX + mapBorderMargin, mp.y - iy).Round;
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        if t1 > 0 then distR:= d else distL:= d;
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    end;
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    if b <> 0 then
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    begin
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   156
        // top border
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        ix:= (topY + mapBorderMargin - mp.y) * a div b + mp.x;
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   158
        d:= DistanceI(mp.y - topY - mapBorderMargin, mp.x - ix).Round;
10200
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   159
        t2:= b * (mp.y - mapBorderMargin) + a * (mp.x - ix);
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   160
        if t2 > 0 then distL:= min(d, distL) else distR:= min(d, distR);
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   161
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   162
        // bottom border
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   163
        ix:= (LAND_HEIGHT - mapBorderMargin - mp.y) * a div b + mp.x;
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   164
        d:= DistanceI(mp.y - LAND_HEIGHT + mapBorderMargin, mp.x - ix).Round;
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   165
        if t2 > 0 then distR:= min(d, distR) else distL:= min(d, distL);
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   166
    end;
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   167
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   168
    // now go through all other segments
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   169
    fp:= pa.ar[0];
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   170
    for i:= 0 to pa.Count - 2 do
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   171
        if pa.ar[i].x = NTPX then
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   172
            fp:= pa.ar[i + 1]
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   173
        else if (i <> si) then
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   174
        begin
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   175
        p4:= pa.ar[i + 1];
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   176
        if p4.x = NTPX then
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   177
            p4:= fp;
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   178
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   179
            // check if it intersects
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   180
            t1:= (mp.x - pa.ar[i].x) * b - a * (mp.y - pa.ar[i].y);
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   181
            t2:= (mp.x - p4.x) * b - a * (mp.y - p4.y);
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   182
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   183
            if (t1 > 0) <> (t2 > 0) then // yes it does, hard arith follows
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   184
            begin
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                p:= p4.x - pa.ar[i].x;
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   186
                q:= p4.y - pa.ar[i].y;
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   187
                aqpb:= a * q - p * b;
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   188
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   189
                if (aqpb <> 0) then
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   190
                begin
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   191
                    // (ix; iy) is intersection point
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9bee9541edf1 Fix detection of intersections, still need to check if passing any point in move, but result is already okayish
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   192
                    iy:= (((pa.ar[i].x - mp.x) * b + mp.y * a) * q - pa.ar[i].y * p * b) div aqpb;
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diff changeset
   193
                    if abs(b) > abs(q) then
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   194
                        ix:= (iy - mp.y) * a div b + mp.x
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fdb689b57b1b Some progress on new generator
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   195
                    else
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   196
                        ix:= (iy - pa.ar[i].y) * p div q + pa.ar[i].x;
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   197
10200
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   198
                    d:= DistanceI(mp.y - iy, mp.x - ix).Round;
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   199
                    t1:= b * (mp.y - iy) + a * (mp.x - ix);
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   200
                    if t1 > 0 then distL:= min(d, distL) else distR:= min(d, distR);
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fdb689b57b1b Some progress on new generator
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   201
                end;
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   202
            end;
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   203
        end;
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   204
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    // go through all points, including fill points
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   206
    for i:= 0 to pa.Count + fillPointsCount - 1 do
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   207
        // if this point isn't on current segment
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   208
        if (si <> i) and (i <> si + 1) and (pa.ar[i].x <> NTPX) then
10202
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   209
        begin
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            // also check intersection with rays through pa.ar[i] if this point is good
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   211
            t1:= (p1.x - pa.ar[i].x) * b - a * (p1.y - pa.ar[i].y);
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   212
            t2:= (p2.x - pa.ar[i].x) * b - a * (p2.y - pa.ar[i].y);
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   213
            if (t1 > 0) <> (t2 > 0) then
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   214
            begin
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   215
                // ray from p1
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   216
                p:= pa.ar[i].x - p1.x;
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   217
                q:= pa.ar[i].y - p1.y;
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   218
                aqpb:= a * q - p * b;
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   219
10202
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   220
                if (aqpb <> 0) then
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   221
                begin
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   222
                    // (ix; iy) is intersection point
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   223
                    iy:= (((p1.x - mp.x) * b + mp.y * a) * q - p1.y * p * b) div aqpb;
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   224
                    if abs(b) > abs(q) then
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   225
                        ix:= (iy - mp.y) * a div b + mp.x
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   226
                    else
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   227
                        ix:= (iy - p1.y) * p div q + p1.x;
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   228
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   229
                    d:= DistanceI(mp.y - iy, mp.x - ix).Round;
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   230
                    t1:= b * (mp.y - iy) + a * (mp.x - ix);
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   231
                    if t1 > 0 then distL:= min(d, distL) else distR:= min(d, distR);
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   232
                end;
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   233
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   234
                // and ray from p2
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   235
                p:= pa.ar[i].x - p2.x;
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   236
                q:= pa.ar[i].y - p2.y;
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   237
                aqpb:= a * q - p * b;
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   238
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   239
                if (aqpb <> 0) then
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   240
                begin
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   241
                    // (ix; iy) is intersection point
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   242
                    iy:= (((p2.x - mp.x) * b + mp.y * a) * q - p2.y * p * b) div aqpb;
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diff changeset
   243
                    if abs(b) > abs(q) then
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   244
                        ix:= (iy - mp.y) * a div b + mp.x
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diff changeset
   245
                    else
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   246
                        ix:= (iy - p2.y) * p div q + p2.x;
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   247
f7c8cb11a70e No self intersections, except for weirdness between first and last point
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   248
                    d:= DistanceI(mp.y - iy, mp.x - ix).Round;
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diff changeset
   249
                    t2:= b * (mp.y - iy) + a * (mp.x - ix);
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diff changeset
   250
                    if t2 > 0 then distL:= min(d, distL) else distR:= min(d, distR);
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   251
                end;
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   252
            end;
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   253
        end;
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   254
f7c8cb11a70e No self intersections, except for weirdness between first and last point
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diff changeset
   255
    // don't move new point for more than length of initial segment
10207
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diff changeset
   256
    // adjust/parametrize for more flat surfaces (try values 3/4, 1/2 of dab, or even 1/4)
10202
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diff changeset
   257
    d:= dab;
10201
9bee9541edf1 Fix detection of intersections, still need to check if passing any point in move, but result is already okayish
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   258
    if distL > d then distL:= d;
9bee9541edf1 Fix detection of intersections, still need to check if passing any point in move, but result is already okayish
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diff changeset
   259
    if distR > d then distR:= d;
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diff changeset
   260
10204
50e52e511300 Fix div by zero error in new generator
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diff changeset
   261
    if distR + distL < minDistance * 2 + 10 then
10200
edc2fe0ca03f More math, implementation is nearly complete, just still have an issue to resolve
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   262
    begin
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diff changeset
   263
        // limits are too narrow, leave point alone
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diff changeset
   264
        newPoint:= p1
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diff changeset
   265
    end
edc2fe0ca03f More math, implementation is nearly complete, just still have an issue to resolve
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diff changeset
   266
    else
edc2fe0ca03f More math, implementation is nearly complete, just still have an issue to resolve
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diff changeset
   267
    begin
edc2fe0ca03f More math, implementation is nearly complete, just still have an issue to resolve
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   268
        // select distance within [-distL; distR]
10201
9bee9541edf1 Fix detection of intersections, still need to check if passing any point in move, but result is already okayish
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diff changeset
   269
        d:= -distL + minDistance + GetRandom(distR + distL - minDistance * 2);
9bee9541edf1 Fix detection of intersections, still need to check if passing any point in move, but result is already okayish
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diff changeset
   270
        //d:= distR - minDistance;
10202
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diff changeset
   271
        //d:= - distL + minDistance;
10200
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   272
edc2fe0ca03f More math, implementation is nearly complete, just still have an issue to resolve
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   273
        // calculate new point
edc2fe0ca03f More math, implementation is nearly complete, just still have an issue to resolve
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   274
        newPoint.x:= mp.x + a * d div dab;
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   275
        newPoint.y:= mp.y + b * d div dab;
edc2fe0ca03f More math, implementation is nearly complete, just still have an issue to resolve
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diff changeset
   276
    end;
10199
fdb689b57b1b Some progress on new generator
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diff changeset
   277
end;
fdb689b57b1b Some progress on new generator
unc0rr
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diff changeset
   278
10207
9dd3a44805a1 - Make sure distortion doesn't move fill point to other side of segment, this prevents corrupted maps
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   279
procedure DivideEdges(fillPointsCount: LongInt; var pa: TPixAr);
10202
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   280
var i, t: LongInt;
10200
edc2fe0ca03f More math, implementation is nearly complete, just still have an issue to resolve
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diff changeset
   281
    newPoint: TPoint;
10199
fdb689b57b1b Some progress on new generator
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   282
begin
fdb689b57b1b Some progress on new generator
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diff changeset
   283
    i:= 0;
10202
f7c8cb11a70e No self intersections, except for weirdness between first and last point
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diff changeset
   284
f7c8cb11a70e No self intersections, except for weirdness between first and last point
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diff changeset
   285
    while i < pa.Count - 1 do
10199
fdb689b57b1b Some progress on new generator
unc0rr
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diff changeset
   286
    begin
10207
9dd3a44805a1 - Make sure distortion doesn't move fill point to other side of segment, this prevents corrupted maps
unc0rr
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diff changeset
   287
        FindPoint(i, fillPointsCount, newPoint, pa);
9dd3a44805a1 - Make sure distortion doesn't move fill point to other side of segment, this prevents corrupted maps
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diff changeset
   288
10202
f7c8cb11a70e No self intersections, except for weirdness between first and last point
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diff changeset
   289
        if (newPoint.x <> pa.ar[i].x) or (newPoint.y <> pa.ar[i].y) then
10199
fdb689b57b1b Some progress on new generator
unc0rr
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diff changeset
   290
        begin
10207
9dd3a44805a1 - Make sure distortion doesn't move fill point to other side of segment, this prevents corrupted maps
unc0rr
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diff changeset
   291
            // point found, free a slot for it in array, don't forget to move appended fill points
9dd3a44805a1 - Make sure distortion doesn't move fill point to other side of segment, this prevents corrupted maps
unc0rr
parents: 10206
diff changeset
   292
            for t:= pa.Count + fillPointsCount downto i + 2 do
10202
f7c8cb11a70e No self intersections, except for weirdness between first and last point
unc0rr
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diff changeset
   293
                pa.ar[t]:= pa.ar[t - 1];
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diff changeset
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            inc(pa.Count);
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            pa.ar[i + 1]:= newPoint;
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            inc(i)
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        end;
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        inc(i)
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    end;
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end;
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procedure Distort2(var Template: TEdgeTemplate; fps: PPointArray; var pa: TPixAr);
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var i: Longword;
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begin
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    // append fill points to ensure distortion won't move them to other side of segment
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    for i:= 0 to pred(Template.FillPointsCount) do
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        begin
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            pa.ar[pa.Count + i].x:= fps^[i].x;
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            pa.ar[pa.Count + i].y:= fps^[i].y;
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        end;
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    // divide while it divides
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    repeat
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        i:= pa.Count;
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        DivideEdges(Template.FillPointsCount, pa)
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    until i = pa.Count;
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    // make it smooth
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    BezierizeEdge(pa, _0_2);
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end;
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procedure GenTemplated(var Template: TEdgeTemplate);
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var pa: TPixAr;
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    i: Longword;
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    y, x: Longword;
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    fps: TPointArray;
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begin
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    fps:=Template.FillPoints^;
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    ResizeLand(Template.TemplateWidth, Template.TemplateHeight);
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    for y:= 0 to LAND_HEIGHT - 1 do
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        for x:= 0 to LAND_WIDTH - 1 do
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            Land[y, x]:= lfBasic;
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    MaxHedgehogs:= Template.MaxHedgehogs;
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    hasGirders:= Template.hasGirders;
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    playHeight:= Template.TemplateHeight;
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    playWidth:= Template.TemplateWidth;
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    leftX:= (LAND_WIDTH - playWidth) div 2;
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    rightX:= leftX + playWidth - 1;
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    topY:= LAND_HEIGHT - playHeight;
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    {$HINTS OFF}
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    SetPoints(Template, pa, @fps);
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    {$HINTS ON}
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    Distort2(Template, @fps, pa);
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    DrawEdge(pa, 0);
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    with Template do
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        for i:= 0 to pred(FillPointsCount) do
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            with fps[i] do
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                FillLand(x, y, 0, 0);
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    DrawEdge(pa, lfBasic);
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    // HACK: force to only cavern even if a cavern map is invertable if cTemplateFilter = 4 ?
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    if (cTemplateFilter = 4)
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    or (Template.canInvert and (getrandom(2) = 0))
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    or (not Template.canInvert and Template.isNegative) then
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        begin
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        hasBorder:= true;
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        for y:= 0 to LAND_HEIGHT - 1 do
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            for x:= 0 to LAND_WIDTH - 1 do
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                if (y < topY) or (x < leftX) or (x > rightX) then
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                    Land[y, x]:= 0
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                else
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                    begin
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                    if Land[y, x] = 0 then
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                        Land[y, x]:= lfBasic
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                    else if Land[y, x] = lfBasic then
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                        Land[y, x]:= 0;
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                    end;
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        end;
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end;
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end.