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Parallel RMG works fine for maps without water.
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@@ -51,6 +51,7 @@ void createBorder(RmgMap & gen, Zone & zone)
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return gen.isOnMap(tile) && gen.getZones()[gen.getZoneID(tile)]->getType() != ETemplateZoneType::WATER;
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});
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Zone::Lock lock(zone.areaMutex); //Protect from erasing same tiles again
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for(const auto & tile : blockBorder.getTilesVector())
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{
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if(gen.isPossible(tile))
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@@ -70,11 +71,10 @@ void createBorder(RmgMap & gen, Zone & zone)
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}
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}
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void paintZoneTerrain(const Zone & zone, CRandomGenerator & generator, RmgMap & map, TerrainId terrain)
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void paintZoneTerrain(const Zone & zone, CRandomGenerator & generator, std::shared_ptr<MapProxy> mapProxy, TerrainId terrain)
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{
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auto v = zone.getArea().getTilesVector();
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map.getEditManager()->getTerrainSelection().setSelection(v);
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map.getEditManager()->drawTerrain(terrain, &generator);
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mapProxy->drawTerrain(generator, v, terrain);
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}
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int chooseRandomAppearance(CRandomGenerator & generator, si32 ObjID, TerrainId terrain)
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@@ -153,15 +153,15 @@ void initTerrainType(Zone & zone, CMapGenerator & gen)
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void createObstaclesCommon2(RmgMap & map, CRandomGenerator & generator)
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{
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if(map.map().twoLevel)
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if(map.levels())
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{
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//finally mark rock tiles as occupied, spawn no obstacles there
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for(int x = 0; x < map.map().width; x++)
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for(int x = 0; x < map.width(); x++)
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{
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for(int y = 0; y < map.map().height; y++)
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for(int y = 0; y < map.height(); y++)
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{
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int3 tile(x, y, 1);
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if(!map.map().getTile(tile).terType->isPassable())
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if(!map.getTile(tile).terType->isPassable())
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{
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map.setOccupied(tile, ETileType::USED);
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}
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