text: 
  // BiomeDef.h
  
  // Defines relevant information and methods related to biomes
  
  
  
  
  
  #pragma once
  
  
  #include "StringUtils.h"
  
  
  // tolua_begin
  /** Biome IDs
  The first batch corresponds to the clientside biomes, used by MineCraft.
  BiomeIDs over 255 are used by MCServer internally and are translated to MC biomes before sending them to client
  */
  enum EMCSBiome
  {
  	biInvalidBiome     = -1,
  
  	biFirstBiome       = 0,
  	biOcean            = 0,
  	biPlains           = 1,
  	biDesert           = 2,
  	biExtremeHills     = 3,
  	biForest           = 4,
  	biTaiga            = 5,
  	biSwampland        = 6,
  	biRiver            = 7,
  	biHell             = 8,  // same as Nether
  	biNether           = 8,
  	biSky              = 9,  // same as biEnd
  	biEnd              = 9,
  	biFrozenOcean      = 10,
  	biFrozenRiver      = 11,
  	biIcePlains        = 12,
  	biTundra           = 12,  // same as Ice Plains
  	biIceMountains     = 13,
  	biMushroomIsland   = 14,
  	biMushroomShore    = 15,
  	biBeach            = 16,
  	biDesertHills      = 17,
  	biForestHills      = 18,
  	biTaigaHills       = 19,
  	biExtremeHillsEdge = 20,
  	biJungle           = 21,
  	biJungleHills      = 22,
  	
  	// Release 1.7 biomes:
  	biJungleEdge       = 23,
  	biDeepOcean        = 24,
  	biStoneBeach       = 25,
  	biColdBeach        = 26,
  	biBirchForest      = 27,
  	biBirchForestHills = 28,
  	biRoofedForest     = 29,
  	biColdTaiga        = 30,
  	biColdTaigaHills   = 31,
  	biMegaTaiga        = 32,
  	biMegaTaigaHills   = 33,
  	biExtremeHillsPlus = 34,
  	biSavanna          = 35,
  	biSavannaPlateau   = 36,
  	biMesa             = 37,
  	biMesaPlateauF     = 38,
  	biMesaPlateau      = 39,
  	
  	// Automatically capture the maximum consecutive biome value into biMaxBiome:
  	biNumBiomes,  // True number of biomes, since they are zero-based
  	biMaxBiome = biNumBiomes - 1,  // The maximum biome value
  	
  	// Add this number to the biomes to get the variant
  	biVariant = 128,
  	
  	// Release 1.7 biome variants:
  	biFirstVariantBiome    = 129,
  	biSunflowerPlains      = 129,
  	biDesertM              = 130,
  	biExtremeHillsM        = 131,
  	biFlowerForest         = 132,
  	biTaigaM               = 133,
  	biSwamplandM           = 134,
  	biIcePlainsSpikes      = 140,
  	biJungleM              = 149,
  	biJungleEdgeM          = 151,
  	biBirchForestM         = 155,
  	biBirchForestHillsM    = 156,
  	biRoofedForestM        = 157,
  	biColdTaigaM           = 158,
  	biMegaSpruceTaiga      = 160,
  	biMegaSpruceTaigaHills = 161,
  	biExtremeHillsPlusM    = 162,
  	biSavannaM             = 163,
  	biSavannaPlateauM      = 164,
  	biMesaBryce            = 165,
  	biMesaPlateauFM        = 166,
  	biMesaPlateauM         = 167,
  	// Automatically capture the maximum consecutive biome value into biVarientMaxBiome:
  	biNumVariantBiomes,  // True number of biomes, since they are zero-based
  	biMaxVariantBiome = biNumVariantBiomes - 1,  // The maximum biome value
  } ;
  
  /** Translates a biome string to biome enum. Takes either a number or a biome alias (built-in). Returns biInvalidBiome on failure. */
  extern EMCSBiome StringToBiome(const AString & a_BiomeString);
  
  /** Translates biome enum into biome string. Returns empty string on failure (unknown biome). */
  extern AString BiomeToString(int a_Biome);
  
  /** Returns true if the biome has no downfall - deserts and savannas */
  extern bool IsBiomeNoDownfall(EMCSBiome a_Biome);
  
  /** Returns true if the biome is an ocean biome. */
  inline bool IsBiomeOcean(int a_Biome)
  {
  	return ((a_Biome == biOcean) || (a_Biome == biDeepOcean));
  }
  
  /** Returns true if the biome is very cold
  (has snow on ground everywhere, turns top water to ice, has snowfall instead of rain everywhere).
  Doesn't report mildly cold biomes (where it snows above certain elevation), use IsBiomeCold() for those. */
  extern bool IsBiomeVeryCold(EMCSBiome a_Biome);
  
  /** Returns true if the biome is cold
  (has snow and snowfall at higher elevations but not at regular heights).
  Doesn't report Very Cold biomes, use IsBiomeVeryCold() for those. */
  extern bool IsBiomeCold(EMCSBiome a_Biome);
  
  /** Returns the height when a biome when a biome starts snowing.*/
  extern int GetSnowStartHeight(EMCSBiome a_Biome);
  
  // tolua_end
  