356 lines
9.6 KiB
Rust
356 lines
9.6 KiB
Rust
#[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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pbr::{ExtendedMaterial, NotShadowCaster},
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prelude::*,
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};
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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::{GameplayState, MenuState};
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use world_generation::{
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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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prelude::*,
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tile_manager::*,
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tile_mapper::*,
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};
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use crate::{
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camera_system::components::*,
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prelude::{ChunkAtlas, PhosChunk, PhosChunkRegistry},
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shader_extensions::{
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chunk_material::ChunkMaterial,
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water_material::{WaterMaterial, WaterSettings},
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},
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utlis::{
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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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use super::{
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chunk_rebuild::ChunkRebuildPlugin, prelude::CurrentBiomePainter, terraforming_test::TerraFormingTestPlugin,
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};
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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(ResourceInspectorPlugin::<GenerationConfig>::default());
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app.add_plugins(ResourceInspectorPlugin::<WaterInspect>::default());
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app.register_type::<ExtendedMaterial<StandardMaterial, WaterMaterial>>();
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app.register_asset_reflect::<ExtendedMaterial<StandardMaterial, WaterMaterial>>();
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app.add_plugins((
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ChunkRebuildPlugin,
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TerraFormingTestPlugin,
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MaterialPlugin::<ExtendedMaterial<StandardMaterial, ChunkMaterial>>::default(),
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MaterialPlugin::<ExtendedMaterial<StandardMaterial, WaterMaterial>> {
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prepass_enabled: false,
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..Default::default()
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},
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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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);
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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.insert_resource(TileManager::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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#[derive(Resource, Reflect, Default)]
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#[reflect(Resource)]
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struct WaterInspect(Handle<ExtendedMaterial<StandardMaterial, WaterMaterial>>);
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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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mut water_materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, WaterMaterial>>>,
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) {
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let main_tex = asset_server.load("textures/world/Terra.png");
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let water_material = water_materials.add(ExtendedMaterial {
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base: StandardMaterial {
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base_color: Color::CYAN.with_a(0.8),
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alpha_mode: AlphaMode::Blend,
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..Default::default()
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},
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extension: WaterMaterial {
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settings: WaterSettings {
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offset: 0.5,
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scale: 100.,
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..Default::default()
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},
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..default()
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},
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});
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commands.insert_resource(WaterInspect(water_material.clone()));
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commands.insert_resource(ChunkAtlas {
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handle: main_tex.clone(),
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is_loaded: false,
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chunk_material_handle: Handle::default(),
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water_material: water_material,
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});
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}
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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 check_asset_load(
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asset_server: Res<AssetServer>,
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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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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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return;
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}
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if asset_server.load_state(atlas.handle.clone()) != LoadState::Loaded {
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return;
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}
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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 = image.height() / image.width();
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image.reinterpret_stacked_2d_as_array(array_layers);
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atlas.is_loaded = true;
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let chunk_material = chunk_materials.add(ExtendedMaterial {
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base: StandardMaterial::default(),
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extension: ChunkMaterial {
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array_texture: atlas.handle.clone(),
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},
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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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}
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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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biome_blend: 3,
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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: 8.3,
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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: 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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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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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 (mut cam_t, cam_entity) = cam.single_mut();
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cam_t.translation = heightmap.get_center();
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commands.entity(cam_entity).insert(CameraBounds::from_size(config.size));
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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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mut heightmap: ResMut<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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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<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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) {
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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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let chunk_meshes: Vec<_> = heightmap
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.chunks
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.par_iter()
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.map(|chunk: &Chunk| {
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let index = offset_to_index(chunk.chunk_offset, heightmap.width);
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return prepare_chunk_mesh_with_collider(&heightmap.get_chunk_mesh_data(index), chunk.chunk_offset, index);
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})
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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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let visibility_offset = Vec3::new(
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(Chunk::SIZE / 2) as f32 * SHORT_DIAGONAL,
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0.,
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(Chunk::SIZE / 2) as f32 * 1.5,
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);
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for (mesh, collider, pos, index) in chunk_meshes {
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// let mesh_handle = meshes.a
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let chunk = commands.spawn((
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MaterialMeshBundle {
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mesh: meshes.add(mesh),
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material: atlas.chunk_material_handle.clone(),
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transform: Transform::from_translation(pos),
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..default()
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},
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PhosChunk::new(index),
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RenderDistanceVisibility::default().with_offset(visibility_offset),
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collider,
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));
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registry.chunks.push(chunk.id());
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}
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}
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commands.spawn((
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MaterialMeshBundle {
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transform: Transform::from_translation(heightmap.get_center()),
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mesh: meshes.add(
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Plane3d::default()
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.mesh()
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.size(heightmap.get_world_width(), heightmap.get_world_height()),
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),
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material: atlas.water_material.clone(),
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..default()
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},
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NotShadowCaster,
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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() != &MenuState::InGame {
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game_state.set(MenuState::InGame);
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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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chunks: Query<Entity, With<PhosChunk>>,
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mut next_state: ResMut<NextState<GeneratorState>>,
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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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