Now we can generate 3D layouts
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@@ -100,9 +100,6 @@ growth_module::growth_module(flecs::world &ecs)
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west_id, north_id, east_id, south_id
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};
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bool outside = false;
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#if 0
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bool border = false;
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#endif
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for (i = 0; i < (int)neighbors.size(); i++) {
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int id = neighbors[i];
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print_line("id=" + itos(id));
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@@ -114,31 +111,31 @@ growth_module::growth_module(flecs::world &ecs)
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.ptr());
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if (!neighbor_e.is_valid()) {
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outside = true;
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if (id == west_id)
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if (id == west_id) {
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e.add<WorldEditor::components::
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outside_wall_west>();
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else if (id == east_id)
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e.add<WorldEditor::components::
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internal_wall_west>();
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} else if (id == east_id) {
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e.add<WorldEditor::components::
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outside_wall_east>();
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else if (id == north_id)
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e.add<WorldEditor::components::
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internal_wall_east>();
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} else if (id == north_id) {
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e.add<WorldEditor::components::
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outside_wall_north>();
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else if (id == south_id)
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e.add<WorldEditor::components::
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internal_wall_north>();
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} else if (id == south_id) {
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e.add<WorldEditor::components::
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outside_wall_south>();
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e.add<WorldEditor::components::
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internal_wall_south>();
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}
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}
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#if 0
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if (!e.parent()
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.get<WorldEditor::components::
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buildings_layout_grid_floor>()
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->cells.has(id)) {
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outside = true;
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break;
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}
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#endif
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}
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bool border = false;
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flecs::log::dbg("outside: %d", outside);
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#ifdef MAKE_BORDER
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for (i = 0; i < (int)neighbors.size(); i++) {
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int id = neighbors[i];
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print_line("id=" + itos(id));
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@@ -156,10 +153,20 @@ growth_module::growth_module(flecs::world &ecs)
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buildings_layout_grid_cell>();
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if (cell.type != neighbor_cell->type) {
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border = true;
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break;
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if (id == west_id)
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e.add<WorldEditor::components::
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internal_wall_west>();
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else if (id == east_id)
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e.add<WorldEditor::components::
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internal_wall_east>();
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else if (id == north_id)
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e.add<WorldEditor::components::
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internal_wall_north>();
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else if (id == south_id)
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e.add<WorldEditor::components::
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internal_wall_south>();
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}
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}
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#endif
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if (outside) {
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e.add<WorldEditor::components::
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outside_wall>();
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@@ -168,10 +175,8 @@ growth_module::growth_module(flecs::world &ecs)
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} else
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e.add<WorldEditor::components::
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final_cell>();
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#if 0
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if (border)
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e.add<WorldEditor::components::border>();
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#endif
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if (border)
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e.add<WorldEditor::components::border>();
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print_line("outside: " + itos(outside));
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print_line("position: " +
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(position.operator String()));
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