New modular biomes system and updated world generator
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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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