2020-10-01 21:00:46 +00:00
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use crate::{column::ColumnSample, sim::SimChunk, util::RandomField, IndexRef, CONFIG};
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use common::{
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2020-10-06 08:18:35 +00:00
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comp::{quadruped_low, quadruped_medium, quadruped_small, Alignment},
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generation::{ChunkSupplement, EntityInfo},
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2020-10-01 21:00:46 +00:00
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terrain::{Block, SpriteKind},
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vol::{BaseVol, ReadVol, RectSizedVol, WriteVol},
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};
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use noise::NoiseFn;
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use rand::prelude::*;
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use std::{f32, ops::Range};
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use vek::*;
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fn close(x: f32, tgt: f32, falloff: f32) -> f32 {
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(1.0 - (x - tgt).abs() / falloff).max(0.0).powf(0.125)
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}
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const BASE_DENSITY: f32 = 1.0e-5; // Base wildlife density
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#[allow(clippy::eval_order_dependence)]
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pub fn apply_wildlife_supplement<'a, R: Rng>(
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// NOTE: Used only for dynamic elements like chests and entities!
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dynamic_rng: &mut R,
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wpos2d: Vec2<i32>,
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mut get_column: impl FnMut(Vec2<i32>) -> Option<&'a ColumnSample<'a>>,
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vol: &(impl BaseVol<Vox = Block> + RectSizedVol + ReadVol + WriteVol),
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index: IndexRef,
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chunk: &SimChunk,
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supplement: &mut ChunkSupplement,
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) {
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let scatter: &[(
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fn(Vec3<f32>, &mut R) -> EntityInfo, // Entity
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Range<usize>, // Group size range
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bool, // Underwater?
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fn(&SimChunk, &ColumnSample) -> f32, // Density
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)] = &[
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// Wolves
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(
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2020-10-06 08:18:35 +00:00
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|pos, rng| {
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EntityInfo::at(pos)
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.with_body(
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quadruped_medium::Body::random_with(rng, &quadruped_medium::Species::Wolf)
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.into(),
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)
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.with_alignment(Alignment::Enemy)
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},
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3..8,
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false,
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|c, col| close(c.temp, CONFIG.snow_temp, 0.7) * col.tree_density * BASE_DENSITY * 0.3,
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),
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// Frostfang
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(
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2020-10-06 08:18:35 +00:00
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|pos, rng| {
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EntityInfo::at(pos)
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.with_body(
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quadruped_medium::Body::random_with(
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rng,
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&quadruped_medium::Species::Frostfang,
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)
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.into(),
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)
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.with_alignment(Alignment::Enemy)
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},
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1..4,
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false,
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|c, col| close(c.temp, CONFIG.snow_temp, 0.15) * BASE_DENSITY * 0.15,
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),
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// Bonerattler
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(
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|pos, rng| {
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EntityInfo::at(pos)
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.with_body(
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quadruped_medium::Body::random_with(
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rng,
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&quadruped_medium::Species::Bonerattler,
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)
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.into(),
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)
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.with_alignment(Alignment::Enemy)
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},
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1..3,
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false,
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|c, col| close(c.humidity, CONFIG.desert_hum, 0.3) * BASE_DENSITY * 0.5,
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),
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// Forest herd (Deer, Hirdrasil, etc.)
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(
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|pos, rng| {
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EntityInfo::at(pos)
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.with_body(match rng.gen_range(0, 10) {
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0 => quadruped_medium::Body::random_with(
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rng,
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&quadruped_medium::Species::Deer,
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)
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.into(),
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1 => quadruped_medium::Body::random_with(
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rng,
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&quadruped_medium::Species::Hirdrasil,
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)
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.into(),
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2 => quadruped_small::Body::random_with(
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rng,
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&quadruped_small::Species::Rabbit,
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)
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.into(),
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3 => quadruped_small::Body::random_with(
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rng,
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&quadruped_small::Species::Jackalope,
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)
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.into(),
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4 => {
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quadruped_small::Body::random_with(rng, &quadruped_small::Species::Boar)
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.into()
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},
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5 => quadruped_small::Body::random_with(
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rng,
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&quadruped_small::Species::Sheep,
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)
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.into(),
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6 => {
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quadruped_small::Body::random_with(rng, &quadruped_small::Species::Pig)
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.into()
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},
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7 => quadruped_small::Body::random_with(
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rng,
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&quadruped_small::Species::Truffler,
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)
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.into(),
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8 => quadruped_small::Body::random_with(
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rng,
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&quadruped_small::Species::Squirrel,
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)
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.into(),
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_ => quadruped_small::Body::random_with(
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rng,
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&quadruped_small::Species::Porcupine,
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)
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.into(),
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})
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.with_alignment(Alignment::Wild)
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},
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3..8,
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false,
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|c, col| {
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close(c.temp, CONFIG.temperate_temp, 0.7) * col.tree_density * BASE_DENSITY * 1.5
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},
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),
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// Amphibians (Frog, Axolotl, Crocodile, etc.)
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(
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|pos, rng| {
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EntityInfo::at(pos)
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.with_body(match rng.gen_range(0, 6) {
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0 => {
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quadruped_small::Body::random_with(rng, &quadruped_small::Species::Frog)
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.into()
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},
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1 => quadruped_small::Body::random_with(
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rng,
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&quadruped_small::Species::Axolotl,
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)
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.into(),
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2 => quadruped_small::Body::random_with(
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rng,
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&quadruped_small::Species::Fungome,
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)
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.into(),
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// WE GROW 'EM BIG 'ERE
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3 => quadruped_low::Body::random_with(
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rng,
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&quadruped_low::Species::Crocodile,
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)
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.into(),
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4 => quadruped_low::Body::random_with(
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rng,
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&quadruped_low::Species::Alligator,
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)
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.into(),
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_ => quadruped_low::Body::random_with(
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rng,
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&quadruped_low::Species::Salamander,
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)
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.into(),
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})
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.with_alignment(Alignment::Wild)
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},
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1..3,
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false,
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|c, col| {
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close(col.temp, CONFIG.tropical_temp, 0.8)
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* if col.water_dist.map(|d| d < 10.0).unwrap_or(false) {
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0.001
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} else {
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0.0
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}
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},
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),
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];
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for y in 0..vol.size_xy().y as i32 {
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for x in 0..vol.size_xy().x as i32 {
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let offs = Vec2::new(x, y);
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let wpos2d = wpos2d + offs;
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// Sample terrain
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let col_sample = if let Some(col_sample) = get_column(offs) {
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col_sample
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} else {
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continue;
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};
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let underwater = col_sample.water_level > col_sample.alt;
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let entity_group = scatter.iter().enumerate().find_map(
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|(i, (make_entity, group_size, is_underwater, f))| {
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let density = f(chunk, col_sample);
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if density > 0.0
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&& RandomField::new(i as u32 * 7)
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.chance(Vec3::new(wpos2d.x, wpos2d.y, i as i32), density)
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&& underwater == *is_underwater
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{
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Some((make_entity, group_size.clone()))
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} else {
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None
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}
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},
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);
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if let Some((make_entity, group_size)) = entity_group {
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let alt = col_sample.alt as i32;
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// Find the intersection between ground and air, if there is one near the
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// surface
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if let Some(solid_end) = (-4..8)
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.find(|z| {
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vol.get(Vec3::new(offs.x, offs.y, alt + z))
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.map(|b| b.is_solid())
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.unwrap_or(false)
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})
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.and_then(|solid_start| {
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(1..8).map(|z| solid_start + z).find(|z| {
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vol.get(Vec3::new(offs.x, offs.y, alt + z))
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.map(|b| !b.is_solid())
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.unwrap_or(true)
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})
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})
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{
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let group_size = dynamic_rng.gen_range(group_size.start, group_size.end);
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let entity = make_entity(
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Vec3::new(wpos2d.x, wpos2d.y, alt + solid_end).map(|e| e as f32),
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dynamic_rng,
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);
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for _ in 0..group_size {
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let mut entity = entity.clone();
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entity.pos = entity.pos.map(|e| e + dynamic_rng.gen::<f32>());
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supplement.add_entity(entity.with_automatic_name());
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}
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}
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}
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}
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}
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}
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