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Changed logic for zone placement.
Now every zone can be surface, underground, or both. This is separate from water <-> land distinction. Iand type is now a combination of flags and can take multiple values: "type": ["LAND", "WATER", "SURFACE", "SUB", "ROCK"]. In nothing is specified, terrains get LAND | SURFACE flags by default. Non-surface zones will default to DIRT, and non-underground zones will default to SUBTERRA.
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@@ -32,8 +32,6 @@ class DLL_LINKAGE CMapGenerator: public Load::Progress
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public:
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struct Config
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{
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std::vector<TTerrain> terrainUndergroundAllowed;
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std::vector<TTerrain> terrainGroundProhibit;
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std::vector<CTreasureInfo> waterTreasure;
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int shipyardGuard;
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int mineExtraResources;
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