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@@ -17,8 +17,11 @@
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#include "Engine/DataAsset.h"
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#include "GameplayTagContainer.h"
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#include "VoxelStrateTypes.h"
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#include "VoxelBiomeTypes.h"
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#include "VoxelStrateDefinition.generated.h"
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class UVoxelBiomeDefinition;
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/**
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* UVoxelStrateDefinition — The content bag for a strate type.
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*
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@@ -147,6 +150,24 @@ public:
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meta = (EditCondition = "GeneratorType == ECaveGeneratorType::FloatingIslands"))
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FFloatingIslandParams FloatingIslandParams;
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//=========================================================================
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// BIOMES (vary terrain & content WITHIN this strate — any archetype)
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//=========================================================================
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// Optional. When empty, this strate generates exactly as before (no biome field,
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// bit-identical output). When populated, a deterministic world-XY biome field
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// (warped Voronoi + climate, see FBiomeMapParams) assigns regions; each biome can
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// supply its OWN archetype params (a mini-strate-variant, output-blended for surface)
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// plus its own decorations / atmosphere / water. Surface terrain wired today;
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// content/atmosphere work for any archetype.
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Strate|Biomes")
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TArray<UVoxelBiomeDefinition*> Biomes;
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// World-XY biome field tuning (cell size, border warp/blend, climate fields).
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// Only relevant when Biomes is non-empty. Bake AVoxelWorld::BakeBiomePreview to
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// see the resulting map before regenerating the world.
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Strate|Biomes")
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FBiomeMapParams BiomeMapParams;
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//=========================================================================
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// DISTURBANCES (the "wow" layer — applies on top of ANY archetype)
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//=========================================================================
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