basis for project to upload to server.
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17
include/layers.hpp
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17
include/layers.hpp
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#ifndef LAYERS_H_
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#define LAYERS_H_
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struct Layer_s{
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unsigned int size;
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unsigned int* location_index;
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float* compaction;
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float* H2O;
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float* Organic_life;
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float* Organic_dead;
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float* Lime;
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float* Roots;
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float* Stone_volume;
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}
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#endif // LAYERS_H_
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20
include/neighbours.hpp
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20
include/neighbours.hpp
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#ifndef NEIGHBOURS_H_
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#define NEIGHBOURS_H_
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template <int edge_ammount>
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class Neighbours_s {
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private:
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unsigned int size;
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unsigned int[edge_ammount] location_index_A;
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unsigned int[edge_ammount] location_index_B;
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float[edge_ammount] distance;
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};
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struct neighbourloop{
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int[locations-1] till_next;
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int[allNeighbours] distance;
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int[allNeighbours] neighbour;
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};
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#endif // NEIGHBOURS_H_
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19
include/plant_types.hpp
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include/plant_types.hpp
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#ifndef PLANT_TYPES_H_
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#define PLANT_TYPES_H_
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#include <sqlite3.h>
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static class Plant_type_s{
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public:
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void LoadIn(sqlite3 *db);
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private:
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unsigned int size;
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char** name;
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float* Moister_release_ratio;
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float* Nutrient_absorbtion_cap;
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float* Growth_Shadow_ratio;
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}plant_types;
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#endif // PLANT_TYPES_H_
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14
include/plants.hpp
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14
include/plants.hpp
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#ifndef PLANTS_H_
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#define PLANTS_H_
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struct Plant_s{
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unsigned int* location_index;
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unsigned int* plant_type_index;
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float* Growth;
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float* Moister;
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float* Nutrient;
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float* Weeds;
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};
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#endif // PLANTS_H_
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20
include/weather.hpp
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20
include/weather.hpp
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#ifndef WEATHER_H_
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#define WEATHER_H_
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#include <vector>
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class Weather{
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private:
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float* rain;
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float* rain_nutrient;
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float* rain_ph;
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float* temperature;
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float* wind;
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float* O2;
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float* CO2;
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float* H2O;
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float* CH4;
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float* N2;
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float* airpressure;
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};
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#endif // WEATHER_H_
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