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package Games::Terrain::DiamondSquare; |
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{ |
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$Games::Terrain::DiamondSquare::VERSION = '0.02'; |
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} |
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## ABSTRACT: Random terrain generation via the Diamond Square algorithm |
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1
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1
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186838
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use strict; |
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2
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1
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35
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9
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1
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1
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6
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use warnings; |
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1
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1
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1
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34
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10
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1
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1
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use List::Util 'sum'; |
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6
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1
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104
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11
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1
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1
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955
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use POSIX 'floor'; |
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9844
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1
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6
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12
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1
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1
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1295
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use base 'Exporter'; |
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2
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1
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112
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13
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our @EXPORT_OK = 'create_terrain'; |
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14
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15
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my ( $FULL_SIZE, $ROUGHNESS ); |
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1
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1
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5
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use constant NW => 0; |
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1
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1
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56
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17
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1
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1
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5
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use constant NE => 1; |
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2
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1
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39
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18
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1
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1
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use constant SW => 2; |
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1
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1
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36
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19
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1
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1
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5
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use constant SE => 3; |
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1
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1
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1
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745
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20
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21
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sub create_terrain { |
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1
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1
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1
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10
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my ( $height, $width, $roughness ) = @_; |
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1
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50
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4
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$roughness ||= .5; |
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# seed the four corners of the grid with random color values |
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1
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4
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my @corners = map {rand} 1 .. 4; |
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4
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50
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27
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1
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3
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$ROUGHNESS = $roughness; |
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1
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2
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$FULL_SIZE = $height + $width; |
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1
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2
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my @points; |
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1
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5
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subdivide( \@points, 0, 0, $height, $width, \@corners ); |
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1
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24
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return \@points; |
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} |
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35
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sub subdivide { |
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9557
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9557
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0
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13640
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my ( $points, $x, $y, $height, $width, $corners ) = @_; |
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38
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9557
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100
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100
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33795
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if ( $height > 1 || $width > 1 ) { |
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39
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2389
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4852
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my $new_height = floor( $height / 2 ); |
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2389
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4430
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my $new_width = floor( $width / 2 ); |
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42
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2389
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8429
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my $middle |
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= sum(@$corners) / 4 + displace( $new_height + $new_width ); |
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44
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2389
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4266
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my $edge_1 = ( $corners->[NW] + $corners->[NE] ) / 2; |
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2389
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3054
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my $edge_2 = ( $corners->[NE] + $corners->[SW] ) / 2; |
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46
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2389
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21333
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my $edge_3 = ( $corners->[SW] + $corners->[SE] ) / 2; |
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47
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2389
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3345
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my $edge_4 = ( $corners->[SE] + $corners->[NW] ) / 2; |
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48
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49
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$_ = constrain($_) |
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2389
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5069
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foreach $middle, $edge_1, $edge_2, $edge_3, $edge_4; |
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51
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52
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# do it again for each of the four new grids. |
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53
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2389
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10779
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subdivide( |
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54
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$points, $x, $y, $new_height, $new_width, |
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55
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[ $corners->[NW], $edge_1, $middle, $edge_4 ] |
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56
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); |
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57
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2389
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8907
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subdivide( |
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$points, $x + $new_height, $y, $height - $new_height, $new_width, |
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59
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[ $edge_1, $corners->[NE], $edge_2, $middle ] |
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60
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); |
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61
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2389
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9578
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subdivide( |
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$points, $x + $new_height, $y + $new_width, $height - $new_height, |
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63
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$width - $new_width, |
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[ $middle, $edge_2, $corners->[SW], $edge_3 ] |
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65
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); |
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66
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2389
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9995
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subdivide( |
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67
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$points, $x, $y + $new_width, $new_height, $width - $new_width, |
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68
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[ $edge_4, $middle, $edge_3, $corners->[SE] ] |
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69
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); |
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70
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} |
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71
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else # this is the "base case," where each grid piece is less than the size of a pixel. |
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72
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{ |
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73
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74
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# the corners of the grid piece will be averaged and drawn as a single pixel. |
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75
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7168
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14764
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my $c = sum(@$corners) / 4; |
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76
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77
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7168
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10651
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$points->[$x][$y] = $c; |
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78
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7168
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50
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18340
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if ( $height == 2 ) { |
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79
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0
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0
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$points->[ $x + 1 ][$y] = $c; |
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80
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} |
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81
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7168
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50
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13596
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if ( $width == 2 ) { |
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0
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0
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$points->[$x][ $y + 1 ] = $c; |
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83
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} |
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84
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7168
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50
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33
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15547
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if ( $height == 2 and $width == 2 ) { |
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85
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0
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0
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$points->[ $x + 1 ][ $y + 1 ] = $c; |
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86
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} |
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87
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} |
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88
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9557
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13707
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return; |
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89
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} |
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90
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91
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sub constrain { |
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92
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11945
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11945
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0
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12370
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my $num = shift; |
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93
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return |
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94
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11945
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50
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41865
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$num < 0 ? 0 |
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50
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95
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: $num > 1 ? 1 |
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96
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: $num; |
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97
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} |
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98
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99
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sub displace { |
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100
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2389
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2389
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0
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2701
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my $curr_size = shift; |
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101
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102
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2389
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3068
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my $max = $curr_size / $FULL_SIZE * $ROUGHNESS; |
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103
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2389
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5229
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return ( rand() - 0.5 ) * $max; |
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104
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} |
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105
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106
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1; |
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107
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108
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__END__ |