use bevy states
despawn plugin buiding plugin
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@@ -3,6 +3,7 @@ use bevy::log::*;
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use bevy::{asset::LoadState, pbr::ExtendedMaterial, prelude::*};
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use bevy_inspector_egui::quick::ResourceInspectorPlugin;
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use rayon::iter::{IntoParallelRefIterator, ParallelIterator};
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use shared::states::{GameState, GameplayState};
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use world_generation::{
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biome_painter::*,
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heightmap::generate_heightmap,
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@@ -14,10 +15,10 @@ use world_generation::{
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use crate::{
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camera_system::components::*,
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prelude::{ChunkAtlas, PhosChunk, PhosChunkRegistry, PhosMap},
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prelude::{ChunkAtlas, PhosChunk, PhosChunkRegistry},
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shader_extensions::chunk_material::ChunkMaterial,
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utlis::{
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chunk_utils::{paint_map, prepare_chunk_mesh, prepare_chunk_mesh_with_collider},
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chunk_utils::{paint_map, prepare_chunk_mesh_with_collider},
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render_distance_system::RenderDistanceVisibility,
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},
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};
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@@ -30,23 +31,46 @@ pub struct MapInitPlugin;
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impl Plugin for MapInitPlugin {
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fn build(&self, app: &mut App) {
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app.insert_state(GeneratorState::GenerateHeightmap);
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app.insert_state(AssetLoadState::StartLoading);
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app.add_plugins((
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ResourceInspectorPlugin::<PhosMap>::default(),
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ResourceInspectorPlugin::<GenerationConfig>::default(),
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ChunkRebuildPlugin,
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TerraFormingTestPlugin,
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));
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app.add_systems(Startup, (load_textures, load_tiles));
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app.add_systems(PostStartup, create_map);
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app.add_systems(Startup, (load_textures, load_tiles).in_set(AssetLoaderSet));
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app.add_systems(Startup, create_heightmap.in_set(GeneratorSet));
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app.configure_sets(Startup, AssetLoaderSet.run_if(in_state(AssetLoadState::StartLoading)));
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app.configure_sets(
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Startup,
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GeneratorSet.run_if(in_state(GeneratorState::GenerateHeightmap)),
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);
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app.add_systems(Update, check_asset_load.run_if(in_state(AssetLoadState::Loading)));
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app.add_systems(
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Update,
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finalize_texture.run_if(in_state(AssetLoadState::FinalizeAssets)),
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);
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app.add_systems(Update, despawn_map.run_if(in_state(GeneratorState::Regenerate)));
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app.add_systems(
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Update,
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spawn_map
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.run_if(in_state(AssetLoadState::LoadComplete))
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.run_if(in_state(GeneratorState::SpawnMap)),
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);
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app.add_systems(Update, finalize_texture);
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app.add_systems(PostUpdate, (despawn_map, spawn_map).chain());
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app.insert_resource(TileManager::default());
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app.insert_resource(PhosMap::default());
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}
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}
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#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
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struct GeneratorSet;
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#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
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struct AssetLoaderSet;
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fn load_textures(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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@@ -67,26 +91,25 @@ fn load_textures(
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});
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}
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fn load_tiles(mut commands: Commands, asset_server: Res<AssetServer>) {
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fn load_tiles(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut next_state: ResMut<NextState<AssetLoadState>>,
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) {
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let handle: Handle<BiomePainterAsset> = asset_server.load("biome_painters/terra.biomes.json");
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commands.insert_resource(CurrentBiomePainter { handle });
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next_state.set(AssetLoadState::Loading);
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}
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fn finalize_texture(
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fn check_asset_load(
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asset_server: Res<AssetServer>,
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mut atlas: ResMut<ChunkAtlas>,
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mut map: ResMut<PhosMap>,
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mut images: ResMut<Assets<Image>>,
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atlas: Res<ChunkAtlas>,
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painter: Res<CurrentBiomePainter>,
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painter_load: Res<BiomePainterLoadState>,
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tile_load: Res<TileAssetLoadState>,
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mut chunk_materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, ChunkMaterial>>>,
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mapper_load: Res<TileMapperLoadState>,
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mut next_state: ResMut<NextState<AssetLoadState>>,
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) {
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if atlas.is_loaded {
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return;
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}
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if !painter_load.is_all_loaded() || !tile_load.is_all_loaded() || !mapper_load.is_all_loaded() {
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return;
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}
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@@ -97,6 +120,16 @@ fn finalize_texture(
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if asset_server.load_state(painter.handle.clone()) != LoadState::Loaded {
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return;
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}
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next_state.set(AssetLoadState::FinalizeAssets);
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}
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fn finalize_texture(
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mut atlas: ResMut<ChunkAtlas>,
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mut images: ResMut<Assets<Image>>,
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mut chunk_materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, ChunkMaterial>>>,
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mut next_state: ResMut<NextState<AssetLoadState>>,
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) {
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let image = images.get_mut(&atlas.handle).unwrap();
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let array_layers = 14;
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@@ -110,11 +143,15 @@ fn finalize_texture(
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},
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});
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atlas.chunk_material_handle = chunk_material;
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map.ready = true;
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map.regenerate = true;
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next_state.set(AssetLoadState::LoadComplete);
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}
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fn create_map(mut commands: Commands, mut cam: Query<(&mut Transform, Entity), With<PhosCamera>>) {
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fn create_heightmap(
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mut commands: Commands,
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mut cam: Query<(&mut Transform, Entity), With<PhosCamera>>,
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mut next_state: ResMut<NextState<GeneratorState>>,
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) {
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let config = GenerationConfig {
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layers: vec![
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GeneratorLayer {
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@@ -193,6 +230,7 @@ fn create_map(mut commands: Commands, mut cam: Query<(&mut Transform, Entity), W
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commands.insert_resource(heightmap);
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commands.insert_resource(config);
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next_state.set(GeneratorState::SpawnMap);
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}
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fn spawn_map(
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@@ -200,16 +238,15 @@ fn spawn_map(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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atlas: Res<ChunkAtlas>,
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mut map: ResMut<PhosMap>,
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tile_assets: Res<Assets<TileAsset>>,
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tile_mappers: Res<Assets<TileMapperAsset>>,
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biome_painters: Res<Assets<BiomePainterAsset>>,
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painter: Res<CurrentBiomePainter>,
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mut generator_state: ResMut<NextState<GeneratorState>>,
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cur_game_state: Res<State<GameState>>,
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mut game_state: ResMut<NextState<GameState>>,
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mut gameplay_state: ResMut<NextState<GameplayState>>,
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) {
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if !map.ready || !map.regenerate {
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return;
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}
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map.regenerate = false;
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let b_painter = biome_painters.get(painter.handle.clone());
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let cur_painter = b_painter.unwrap();
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paint_map(&mut heightmap, cur_painter, &tile_assets, &tile_mappers);
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@@ -224,7 +261,6 @@ fn spawn_map(
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.collect();
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let mut registry = PhosChunkRegistry::new(chunk_meshes.len());
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{
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#[cfg(feature = "tracing")]
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let _spawn_span = info_span!("Spawn Chunks").entered();
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@@ -262,21 +298,24 @@ fn spawn_map(
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},));
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commands.insert_resource(registry);
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generator_state.set(GeneratorState::Idle);
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if cur_game_state.get() != &GameState::Playing {
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game_state.set(GameState::Playing);
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gameplay_state.set(GameplayState::PlaceHQ);
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}
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}
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fn despawn_map(
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mut commands: Commands,
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mut heightmap: ResMut<Map>,
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cfg: Res<GenerationConfig>,
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map: Res<PhosMap>,
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chunks: Query<Entity, With<PhosChunk>>,
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mut next_state: ResMut<NextState<GeneratorState>>,
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) {
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if !map.regenerate {
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return;
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}
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for chunk in chunks.iter() {
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commands.entity(chunk).despawn();
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}
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*heightmap = generate_heightmap(&cfg, 4);
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next_state.set(GeneratorState::SpawnMap);
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}
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