New modular biomes system and updated world generator
This commit is contained in:
Submodule game/main/assets updated: ad2a485fc5...f809b7232a
@@ -19,7 +19,7 @@ impl Plugin for PhosCameraPlugin {
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app.add_systems(PreStartup, setup);
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app.add_systems(Update, rts_camera_system.run_if(in_state(MenuState::InGame)));
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app.add_systems(PostUpdate, limit_camera_bounds);
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app.add_systems(PostUpdate, limit_camera_bounds.run_if(in_state(MenuState::InGame)));
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//Free Cam
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//app.add_systems(Update, (grab_mouse, (update_camera, update_camera_mouse).chain()));
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@@ -16,8 +16,8 @@ impl Default for PhosCamera {
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fn default() -> Self {
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Self {
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min_height: 10.,
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max_height: 120.,
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speed: 30.,
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max_height: 420.,
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speed: 100.,
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zoom_speed: 0.3,
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min_angle: (20. as f32).to_radians(),
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max_angle: 1.,
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@@ -5,6 +5,7 @@ use bevy::utils::futures;
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use bevy_rapier3d::geometry::Collider;
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use bevy_rapier3d::geometry::TriMeshFlags;
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use world_generation::prelude::Map;
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use world_generation::states::GeneratorState;
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use crate::prelude::RebuildChunk;
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use crate::{
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@@ -18,7 +19,7 @@ impl Plugin for ChunkRebuildPlugin {
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fn build(&self, app: &mut App) {
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app.insert_resource(ChunkRebuildQueue::default());
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app.init_resource::<PhosChunkRegistry>();
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app.add_systems(PreUpdate, chunk_rebuilder);
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app.add_systems(PreUpdate, chunk_rebuilder.run_if(in_state(GeneratorState::SpawnMap)));
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app.add_systems(PostUpdate, collider_task_resolver);
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}
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}
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@@ -1,7 +1,7 @@
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#[cfg(feature = "tracing")]
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use bevy::log::*;
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use bevy::{
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asset::{LoadState, StrongHandle},
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asset::LoadState,
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pbr::{ExtendedMaterial, NotShadowCaster},
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prelude::*,
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};
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@@ -9,7 +9,7 @@ use bevy_inspector_egui::quick::ResourceInspectorPlugin;
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use rayon::iter::{IntoParallelRefIterator, ParallelIterator};
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use shared::states::{GameplayState, MenuState};
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use world_generation::{
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biome_asset::BiomeAsset,
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biome_asset::{BiomeAsset, BiomeAssetLoadState},
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biome_painter::*,
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heightmap::generate_heightmap,
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hex_utils::{offset_to_index, SHORT_DIAGONAL},
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@@ -39,7 +39,7 @@ 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(GeneratorState::Startup);
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app.insert_state(AssetLoadState::StartLoading);
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app.add_plugins(ResourceInspectorPlugin::<GenerationConfig>::default());
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@@ -57,18 +57,17 @@ impl Plugin for MapInitPlugin {
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));
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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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app.add_systems(
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Update,
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create_heightmap.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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(finalize_texture, finalize_biome_painter).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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@@ -82,8 +81,6 @@ impl Plugin for MapInitPlugin {
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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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@@ -137,11 +134,16 @@ fn check_asset_load(
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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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biome_load: Res<BiomeAssetLoadState>,
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tile_load: Res<TileAssetLoadState>,
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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 !painter_load.is_all_loaded() || !tile_load.is_all_loaded() || !mapper_load.is_all_loaded() {
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if !painter_load.is_all_loaded()
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|| !tile_load.is_all_loaded()
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|| !mapper_load.is_all_loaded()
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|| !biome_load.is_all_loaded()
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{
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return;
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}
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@@ -155,11 +157,30 @@ fn check_asset_load(
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next_state.set(AssetLoadState::FinalizeAssets);
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}
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fn finalize_biome_painter(
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mut commands: Commands,
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mut next_generator_state: ResMut<NextState<GeneratorState>>,
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painter: Res<CurrentBiomePainter>,
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painter_load: Res<BiomePainterLoadState>,
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biome_load: Res<BiomeAssetLoadState>,
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biome_painters: Res<Assets<BiomePainterAsset>>,
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biome_assets: Res<Assets<BiomeAsset>>,
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) {
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if !painter_load.is_all_loaded() || !biome_load.is_all_loaded() {
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return;
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}
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let painter_asset = biome_painters.get(painter.handle.clone()).unwrap();
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let biome_painter = painter_asset.build(&biome_assets);
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commands.insert_resource(biome_painter);
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next_generator_state.set(GeneratorState::GenerateHeightmap);
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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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mut next_load_state: ResMut<NextState<AssetLoadState>>,
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) {
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let image = images.get_mut(&atlas.handle).unwrap();
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@@ -175,21 +196,23 @@ fn finalize_texture(
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});
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atlas.chunk_material_handle = chunk_material;
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next_state.set(AssetLoadState::LoadComplete);
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next_load_state.set(AssetLoadState::LoadComplete);
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}
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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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biome_painter: Res<BiomePainter>,
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) {
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let config = GenerationConfig {
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biome_blend: 3,
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layers: vec![
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GeneratorLayer {
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continent_layer: NoiseConfig {
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scale: 450.,
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layers: vec![GeneratorLayer {
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base_roughness: 2.14,
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roughness: 0.87,
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strength: 8.3,
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strength: 100.,
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min_value: -0.2,
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persistence: 0.77,
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is_rigid: false,
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@@ -197,63 +220,44 @@ fn create_heightmap(
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weight_multi: 0.,
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layers: 4,
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first_layer_mask: false,
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},
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GeneratorLayer {
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base_roughness: 2.85,
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roughness: 2.,
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strength: -0.23,
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min_value: -0.,
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persistence: 1.,
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}],
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},
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moisture_layer: NoiseConfig {
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scale: 450.,
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layers: vec![GeneratorLayer {
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base_roughness: 2.14,
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roughness: 0.87,
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strength: 100.,
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min_value: -0.2,
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persistence: 0.77,
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is_rigid: false,
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weight: 0.,
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weight_multi: 0.,
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layers: 4,
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first_layer_mask: false,
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},
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GeneratorLayer {
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base_roughness: 2.6,
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roughness: 4.,
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strength: 3.1,
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min_value: 0.,
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persistence: 1.57,
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is_rigid: true,
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weight: 1.,
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weight_multi: 0.35,
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}],
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},
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temperature_layer: NoiseConfig {
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scale: 450.,
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layers: vec![GeneratorLayer {
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base_roughness: 2.14,
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roughness: 0.87,
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strength: 100.,
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min_value: -0.2,
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persistence: 0.77,
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is_rigid: false,
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weight: 0.,
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weight_multi: 0.,
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layers: 4,
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first_layer_mask: true,
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},
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GeneratorLayer {
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base_roughness: 3.87,
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roughness: 5.8,
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strength: -1.,
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min_value: 0.,
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persistence: 0.,
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is_rigid: true,
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weight: 1.,
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weight_multi: 4.57,
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layers: 3,
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first_layer_mask: true,
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},
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GeneratorLayer {
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base_roughness: 3.87,
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roughness: 5.8,
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strength: -1.5,
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min_value: 0.,
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persistence: 0.3,
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is_rigid: true,
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weight: 1.,
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weight_multi: 4.57,
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layers: 3,
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first_layer_mask: false,
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},
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],
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noise_scale: 450.,
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}],
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},
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sea_level: 8.5,
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border_size: 64.,
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size: UVec2::splat(1024 / Chunk::SIZE as u32),
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// size: UVec2::splat(1),
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};
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let heightmap = generate_heightmap(&config, 42069);
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let heightmap = generate_heightmap(&config, 42069, &biome_painter);
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let (mut cam_t, cam_entity) = cam.single_mut();
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cam_t.translation = heightmap.get_center();
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@@ -272,17 +276,13 @@ fn spawn_map(
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atlas: Res<ChunkAtlas>,
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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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biome_assets: Res<Assets<BiomeAsset>>,
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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<MenuState>>,
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mut game_state: ResMut<NextState<MenuState>>,
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mut gameplay_state: ResMut<NextState<GameplayState>>,
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biome_painter: Res<BiomePainter>,
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) {
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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, &biome_assets, &tile_mappers);
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paint_map(&mut heightmap, &biome_painter, &tile_assets, &tile_mappers);
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let chunk_meshes: Vec<_> = heightmap
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.chunks
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@@ -347,11 +347,12 @@ fn despawn_map(
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cfg: Res<GenerationConfig>,
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chunks: Query<Entity, With<PhosChunk>>,
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mut next_state: ResMut<NextState<GeneratorState>>,
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biome_painter: Res<BiomePainter>,
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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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*heightmap = generate_heightmap(&cfg, 4, &biome_painter);
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next_state.set(GeneratorState::SpawnMap);
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}
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@@ -12,10 +12,10 @@ use bevy_rapier3d::plugin::{NoUserData, RapierPhysicsPlugin};
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use buildings::BuildingPugin;
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use iyes_perf_ui::prelude::*;
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use shared::despawn::DespawnPuglin;
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use shared::states::{MenuState, GameplayState};
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use world_generation::biome_painter::BiomePainterPlugin;
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use shared::states::{GameplayState, MenuState};
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use world_generation::tile_manager::TileAssetPlugin;
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use world_generation::tile_mapper::TileMapperAssetPlugin;
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use world_generation::{biome_asset::BiomeAssetPlugin, biome_painter::BiomePainterPlugin};
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pub struct PhosGamePlugin;
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@@ -48,6 +48,7 @@ impl Plugin for PhosGamePlugin {
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app.add_plugins(TileAssetPlugin);
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app.add_plugins(TileMapperAssetPlugin);
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app.add_plugins(BiomePainterPlugin);
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app.add_plugins(BiomeAssetPlugin);
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//Physics
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app.add_plugins(RapierPhysicsPlugin::<NoUserData>::default());
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// app.add_plugins(RapierDebugRenderPlugin::default());
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@@ -9,8 +9,7 @@ use bevy::{
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use bevy_rapier3d::geometry::{Collider, TriMeshFlags};
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use rayon::iter::{IntoParallelRefMutIterator, ParallelIterator};
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use world_generation::{
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biome_asset::BiomeAsset,
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biome_painter::BiomePainterAsset,
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biome_painter::BiomePainter,
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generators::{chunk_colliders::generate_chunk_collider, mesh_generator::generate_chunk_mesh},
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hex_utils::offset_to_world,
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prelude::{Chunk, Map, MeshChunkData},
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@@ -20,32 +19,27 @@ use world_generation::{
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pub fn paint_map(
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map: &mut Map,
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painter: &BiomePainterAsset,
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painter: &BiomePainter,
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tiles: &Res<Assets<TileAsset>>,
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biomes: &Res<Assets<BiomeAsset>>,
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mappers: &Res<Assets<TileMapperAsset>>,
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) {
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map.chunks.par_iter_mut().for_each(|chunk: &mut Chunk| {
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paint_chunk(chunk, painter, tiles, biomes, mappers);
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paint_chunk(chunk, painter, tiles, mappers);
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});
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}
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pub fn paint_chunk(
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chunk: &mut Chunk,
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painter: &BiomePainterAsset,
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painter: &BiomePainter,
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tiles: &Res<Assets<TileAsset>>,
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biomes: &Res<Assets<BiomeAsset>>,
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mappers: &Res<Assets<TileMapperAsset>>,
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) {
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for z in 0..Chunk::SIZE {
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for x in 0..Chunk::SIZE {
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let idx = x + z * Chunk::SIZE;
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let height = chunk.heights[idx];
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let moisture = chunk.moisture[idx];
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let temperature = chunk.temperature[idx];
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let biome = biomes
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.get(painter.sample_biome(&biomes, moisture, temperature, 0.))
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.unwrap();
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let biome_data = &chunk.biome_data[idx];
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let biome = painter.sample_biome(biome_data);
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let mapper = mappers.get(biome.tile_mapper.clone());
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let tile_handle = mapper.unwrap().sample_tile(height);
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let tile = tiles.get(tile_handle).unwrap();
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Reference in New Issue
Block a user