220 lines
6.6 KiB
JavaScript
220 lines
6.6 KiB
JavaScript
// Basic element behaviors (sand, water, dirt)
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function updateSand(x, y) {
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// Try to move down with stronger gravity (up to 5 pixels at once)
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let maxFall = 5;
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let newY = y;
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// Check how far down we can fall
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for (let i = 1; i <= maxFall; i++) {
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if (getPixel(x, y + i) === EMPTY) {
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newY = y + i;
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} else {
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break;
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}
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}
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if (newY > y) {
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// Fall straight down as far as possible
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setPixel(x, y, EMPTY);
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setPixel(x, newY, SAND);
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return true;
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}
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// Try to move down-left or down-right
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else if (getPixel(x - 1, y + 1) === EMPTY) {
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setPixel(x, y, EMPTY);
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setPixel(x - 1, y + 1, SAND);
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return true;
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}
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else if (getPixel(x + 1, y + 1) === EMPTY) {
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setPixel(x, y, EMPTY);
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setPixel(x + 1, y + 1, SAND);
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return true;
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}
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// Sand can displace water
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else if (getPixel(x, y + 1) === WATER) {
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setPixel(x, y, WATER);
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setPixel(x, y + 1, SAND);
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return true;
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}
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return false;
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}
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function updateWater(x, y) {
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let modified = false;
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// Update water color dynamically
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const metadata = getMetadata(x, y);
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if (metadata) {
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if (metadata.waterColorTimer === undefined) {
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metadata.waterColorTimer = 0;
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modified = true;
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}
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metadata.waterColorTimer++;
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// Change color occasionally
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if (metadata.waterColorTimer > 20 && Math.random() < 0.1) {
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metadata.colorIndex = Math.floor(Math.random() * 10);
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metadata.waterColorTimer = 0;
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modified = true;
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}
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setMetadata(x, y, metadata);
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}
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// Try to move down with stronger gravity (up to 4 pixels at once)
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let maxFall = 4;
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let newY = y;
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// Check how far down we can fall
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for (let i = 1; i <= maxFall; i++) {
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if (getPixel(x, y + i) === EMPTY) {
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newY = y + i;
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} else {
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break;
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}
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}
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if (newY > y) {
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// Fall straight down as far as possible
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setPixel(x, y, EMPTY);
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setPixel(x, newY, WATER);
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moveMetadata(x, y, x, newY);
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return true;
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}
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// Try to move down-left or down-right
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else if (getPixel(x - 1, y + 1) === EMPTY) {
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setPixel(x, y, EMPTY);
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setPixel(x - 1, y + 1, WATER);
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moveMetadata(x, y, x - 1, y + 1);
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return true;
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}
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else if (getPixel(x + 1, y + 1) === EMPTY) {
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setPixel(x, y, EMPTY);
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setPixel(x + 1, y + 1, WATER);
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moveMetadata(x, y, x + 1, y + 1);
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return true;
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}
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// Try to spread horizontally
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else {
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let moved = false;
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// Randomly choose direction first
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const goLeft = Math.random() > 0.5;
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if (goLeft && getPixel(x - 1, y) === EMPTY) {
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setPixel(x, y, EMPTY);
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setPixel(x - 1, y, WATER);
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moveMetadata(x, y, x - 1, y);
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return true;
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} else if (!goLeft && getPixel(x + 1, y) === EMPTY) {
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setPixel(x, y, EMPTY);
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setPixel(x + 1, y, WATER);
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moveMetadata(x, y, x + 1, y);
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return true;
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}
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// Try the other direction if first failed
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else if (!goLeft && getPixel(x - 1, y) === EMPTY) {
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setPixel(x, y, EMPTY);
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setPixel(x - 1, y, WATER);
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moveMetadata(x, y, x - 1, y);
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return true;
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} else if (goLeft && getPixel(x + 1, y) === EMPTY) {
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setPixel(x, y, EMPTY);
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setPixel(x + 1, y, WATER);
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moveMetadata(x, y, x + 1, y);
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return true;
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}
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}
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// Water extinguishes fire and turns lava into stone
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const directions = [
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{dx: -1, dy: 0}, {dx: 1, dy: 0},
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{dx: 0, dy: -1}, {dx: 0, dy: 1},
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{dx: -1, dy: -1}, {dx: 1, dy: -1},
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{dx: -1, dy: 1}, {dx: 1, dy: 1}
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];
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for (const dir of directions) {
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if (getPixel(x + dir.dx, y + dir.dy) === FIRE) {
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setPixel(x + dir.dx, y + dir.dy, EMPTY);
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removeMetadata(x + dir.dx, y + dir.dy);
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return true;
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} else if (getPixel(x + dir.dx, y + dir.dy) === LAVA) {
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// Water turns lava into stone
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setPixel(x + dir.dx, y + dir.dy, STONE);
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removeMetadata(x + dir.dx, y + dir.dy);
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// Water is consumed in the process
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setPixel(x, y, EMPTY);
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return true;
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}
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}
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return modified;
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}
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function updateDirt(x, y) {
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// Try to move down with stronger gravity (up to 5 pixels at once)
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let maxFall = 5;
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let newY = y;
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// Check how far down we can fall
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for (let i = 1; i <= maxFall; i++) {
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if (getPixel(x, y + i) === EMPTY) {
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newY = y + i;
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} else {
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break;
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}
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}
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if (newY > y) {
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// Fall straight down as far as possible
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setPixel(x, y, EMPTY);
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setPixel(x, newY, DIRT);
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return true;
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}
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// Try to move down-left or down-right
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else if (getPixel(x - 1, y + 1) === EMPTY) {
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setPixel(x, y, EMPTY);
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setPixel(x - 1, y + 1, DIRT);
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return true;
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}
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else if (getPixel(x + 1, y + 1) === EMPTY) {
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setPixel(x, y, EMPTY);
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setPixel(x + 1, y + 1, DIRT);
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return true;
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}
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// Dirt can displace water
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else if (getPixel(x, y + 1) === WATER) {
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setPixel(x, y, WATER);
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setPixel(x, y + 1, DIRT);
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return true;
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}
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// Dirt can turn into grass if exposed to air above
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if (getPixel(x, y - 1) === EMPTY && Math.random() < 0.001) {
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setPixel(x, y, GRASS);
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return true;
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}
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// Dirt can randomly spawn seeds if exposed to air above
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if (getPixel(x, y - 1) === EMPTY) {
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// Spawn different types of seeds with different probabilities
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const seedRoll = Math.random();
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if (seedRoll < 0.0002) { // Grass blade seed (most common)
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setPixel(x, y - 1, SEED);
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return true;
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} else if (seedRoll < 0.00025) { // Flower seed (less common)
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setPixel(x, y - 1, SEED);
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// Mark this seed as a flower seed (will be handled in updateSeed)
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setMetadata(x, y - 1, { type: 'flower' });
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return true;
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} else if (seedRoll < 0.00026) { // Tree seed (rare)
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setPixel(x, y - 1, TREE_SEED);
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return true;
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}
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}
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return false;
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}
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