everything is broken
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@@ -1,7 +1,9 @@
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use bevy::asset::io::memory::Value::Vec;
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use bevy::pbr::wireframe::{WireframeConfig, WireframePlugin};
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use bevy::{pbr::CascadeShadowConfig, prelude::*};
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use camera_system::PhosCameraPlugin;
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use iyes_perf_ui::prelude::*;
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use world_generation::hex_utils::offset_to_world;
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use world_generation::hex_utils::{offset_to_world, HexCoord};
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use world_generation::{
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heightmap::generate_heightmap, hex_utils::offset3d_to_world,
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mesh_generator::generate_chunk_mesh, prelude::*,
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@@ -13,11 +15,17 @@ impl Plugin for PhosGamePlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins(PhosCameraPlugin);
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app.add_systems(Startup, init_game)
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.add_systems(Startup, create_map);
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.add_systems(Startup, create_map)
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.add_systems(Update, draw_gizmos);
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app.add_plugins(bevy::diagnostic::FrameTimeDiagnosticsPlugin)
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.add_plugins(bevy::diagnostic::EntityCountDiagnosticsPlugin)
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.add_plugins(bevy::diagnostic::SystemInformationDiagnosticsPlugin)
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.add_plugins(PerfUiPlugin);
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app.add_plugins(WireframePlugin);
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// app.insert_resource(WireframeConfig {
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// global: true,
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// default_color: Color::CYAN,
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// });
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}
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}
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@@ -30,76 +38,103 @@ fn init_game(mut commands: Commands) {
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commands.spawn(DirectionalLightBundle {
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directional_light: DirectionalLight {
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shadows_enabled: false,
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shadows_enabled: true,
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..default()
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},
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cascade_shadow_config: CascadeShadowConfig {
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bounds: vec![20., 40., 80., 1000., 5000., 19000., 20000.],
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bounds: vec![500., 1000., 5000., 10000.],
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..default()
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},
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transform: Transform::from_xyz(0.0, 16.0, 5.).looking_at(Vec3::ZERO, Vec3::Y),
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transform: Transform::from_xyz(500., 160.0, 500.).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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fn draw_gizmos(mut gizmos: Gizmos, hm: Res<Map>) {
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gizmos.arrow(Vec3::ZERO, Vec3::Y * 1.5, Color::GREEN);
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gizmos.arrow(Vec3::ZERO, Vec3::Z * 1.5, Color::BLUE);
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gizmos.arrow(Vec3::ZERO, Vec3::X * 1.5, Color::RED);
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let ch = &hm.chunks[0];
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let coord = HexCoord::new(16, 16);
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let h = ch.points[coord.to_chunk_local_index() as usize];
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gizmos.ray(coord.to_world(h), Vec3::Y, Color::RED);
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gizmos.ray(coord.to_world(h), Vec3::Z * 1.5, Color::BLUE);
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// let t = coord.get_neighbor(5);
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// let h = ch.points[t.to_chunk_local_index() as usize];
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// gizmos.ray(t.to_world(h), Vec3::Y * 1., Color::PINK);
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let n = coord.get_neighbors();
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for i in 0..6 {
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let t = n[i];
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let h = ch.points[t.to_chunk_local_index() as usize];
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gizmos.ray(t.to_world(h), Vec3::Y * (i + 1) as f32, Color::CYAN);
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}
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}
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fn create_map(
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mut commands: Commands,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut meshes: ResMut<Assets<Mesh>>,
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) {
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let heightmap = generate_heightmap(
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32,
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32,
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1,
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1,
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&GenerationConfig {
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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: 2.93,
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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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},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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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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},GeneratorLayer {
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base_roughness: 2.6,
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roughness: 4.,
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strength: 10.44,
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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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layers: 4,
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first_layer_mask: true,
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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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layers: vec![
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GeneratorLayer {
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base_roughness: 2.14,
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roughness: 0.87,
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strength: 2.93,
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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: 2.85,
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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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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: 10.44,
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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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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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],
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noise_scale: 350.,
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sea_level: 4.,
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},
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1,
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2,
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);
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let debug_material = materials.add(StandardMaterial {
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@@ -107,9 +142,9 @@ fn create_map(
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..default()
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});
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for chunk in heightmap.chunks {
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let mesh = generate_chunk_mesh(&chunk);
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let pos = offset_to_world(chunk.chunk_offset * Chunk::SIZE as i32);
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for chunk in &heightmap.chunks {
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let mesh = generate_chunk_mesh(&chunk, &heightmap);
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let pos = offset_to_world(chunk.chunk_offset * Chunk::SIZE as i32, 0.);
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commands.spawn(PbrBundle {
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mesh: meshes.add(mesh),
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material: debug_material.clone(),
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@@ -117,4 +152,6 @@ fn create_map(
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..default()
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});
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}
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commands.insert_resource(heightmap);
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}
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