text: /*
  * From http://www.redblobgames.com/maps/mapgen2/
  * Original work copyright 2017 Red Blob Games <redblobgames@gmail.com>
  * Unreal Engine 4 implementation copyright 2018 Jay Stevens <jaystevens42@gmail.com>
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
  * You may obtain a copy of the License at
  *
  * http://www.apache.org/licenses/LICENSE-2.0
  *
  * Unless required by applicable law or agreed to in writing, software
  * distributed under the License is distributed on an "AS IS" BASIS,
  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
  * See the License for the specific language governing permissions and
  * limitations under the License.
  */
  
  #include "Moisture.h"
  
  TSet<int32> UMoisture::find_moisture_seeds_r(UTriangleDualMesh* Mesh, const TArray<int32>& s_flow, const TArray<bool>& r_ocean, const TArray<bool>& r_water) const
  {
  	unimplemented();
  	return TSet<int32>();
  }
  
  void UMoisture::assign_r_moisture(TArray<int32>& r_moisture, TArray<int32>& r_waterdistance, UTriangleDualMesh* Mesh, const TArray<bool>& r_water, const TSet<int32>& r_moisture_seeds) const
  {
  	unimplemented();
  }
  
  void UMoisture::redistribute_r_moisture(TArray<int32>& r_moisture, UTriangleDualMesh* Mesh, const TArray<bool>& r_water, float MinMoisture, float MaxMoisture) const
  {
  	unimplemented();
  }
  