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#pragma once
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#include "GameRuleDefinition.h"
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#include "ConsoleSchematicFile.h"
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class AABB;
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class Vec3;
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class LevelChunk;
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class LevelGenerationOptions;
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class GRFObject;
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class ApplySchematicRuleDefinition : public GameRuleDefinition
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{
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private:
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LevelGenerationOptions *m_levelGenOptions;
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wstring m_schematicName;
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ConsoleSchematicFile *m_schematic;
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Vec3 *m_location;
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AABB *m_locationBox;
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ConsoleSchematicFile::ESchematicRotation m_rotation;
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int m_dimension;
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__int64 m_totalBlocksChanged;
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__int64 m_totalBlocksChangedLighting;
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bool m_completed;
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void updateLocationBox();
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public:
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ApplySchematicRuleDefinition(LevelGenerationOptions *levelGenOptions);
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~ApplySchematicRuleDefinition();
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virtual ConsoleGameRules::EGameRuleType getActionType() { return ConsoleGameRules::eGameRuleType_ApplySchematic; }
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virtual void writeAttributes(DataOutputStream *dos, UINT numAttrs);
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virtual void addAttribute(const wstring &attributeName, const wstring &attributeValue);
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void processSchematic(AABB *chunkBox, LevelChunk *chunk);
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void processSchematicLighting(AABB *chunkBox, LevelChunk *chunk);
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bool checkIntersects(int x0, int y0, int z0, int x1, int y1, int z1);
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int getMinY();
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bool isComplete() { return m_completed; }
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wstring getSchematicName() { return m_schematicName; }
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/** 4J-JEV:
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* This GameRuleDefinition contains limited game state.
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* Reset any state to how it should be before a new game.
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*/
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void reset();
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};
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