2020-09-02 11:50:16 +00:00
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use crate::{column::ColumnSample, sim::SimChunk, util::RandomField, IndexRef, CONFIG};
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2020-08-31 16:21:42 +00:00
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use common::{
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terrain::{Block, BlockKind},
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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 std::f32;
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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 MUSH_FACT: f32 = 1.0e-4; // To balance everything around the mushroom spawning rate
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pub fn apply_scatter_to<'a>(
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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: &mut (impl BaseVol<Vox = Block> + RectSizedVol + ReadVol + WriteVol),
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index: IndexRef,
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chunk: &SimChunk,
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) {
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use BlockKind::*;
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#[allow(clippy::type_complexity)]
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// TODO: Add back all sprites we had before
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let scatter: &[(
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_,
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bool,
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fn(&SimChunk, &ColumnSample) -> (f32, Option<(f32, f32)>),
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)] = &[
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// (density, Option<(wavelen, threshold)>)
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// Flowers
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(BlueFlower, false, |c, col| {
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(
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close(c.temp, CONFIG.temperate_temp, 0.7).min(close(
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c.humidity,
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CONFIG.jungle_hum,
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0.4,
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)) * col.tree_density
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* MUSH_FACT
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* 256.0,
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Some((256.0, 0.25)),
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)
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}),
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(PinkFlower, false, |c, col| {
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(
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close(c.temp, 0.0, 0.7).min(close(c.humidity, CONFIG.jungle_hum, 0.4))
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* col.tree_density
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* MUSH_FACT
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* 350.0,
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Some((64.0, 0.2)),
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)
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}),
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(PurpleFlower, false, |c, col| {
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(
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close(c.temp, CONFIG.temperate_temp, 0.7).min(close(
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c.humidity,
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CONFIG.jungle_hum,
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0.4,
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)) * col.tree_density
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* MUSH_FACT
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* 350.0,
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Some((64.0, 0.2)),
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)
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}),
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(RedFlower, false, |c, col| {
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(
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close(c.temp, CONFIG.tropical_temp, 0.6).min(close(
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c.humidity,
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CONFIG.jungle_hum,
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0.3,
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)) * col.tree_density
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* MUSH_FACT
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* 350.0,
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Some((64.0, 0.1)),
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)
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}),
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(WhiteFlower, false, |c, col| {
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(
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close(c.temp, 0.0, 0.7).min(close(c.humidity, CONFIG.jungle_hum, 0.4))
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* col.tree_density
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* MUSH_FACT
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* 350.0,
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Some((64.0, 0.2)),
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)
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}),
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(YellowFlower, false, |c, col| {
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(
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close(c.temp, 0.0, 0.7).min(close(c.humidity, CONFIG.jungle_hum, 0.4))
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* col.tree_density
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* MUSH_FACT
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* 350.0,
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Some((64.0, 0.2)),
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)
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}),
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(Sunflower, false, |c, col| {
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(
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close(c.temp, 0.0, 0.7).min(close(c.humidity, CONFIG.jungle_hum, 0.4))
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* col.tree_density
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* MUSH_FACT
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* 350.0,
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2020-09-02 11:50:16 +00:00
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Some((300.0, 0.2)),
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2020-08-31 16:21:42 +00:00
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)
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}),
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// Herbs and Spices
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(LingonBerry, false, |c, _| {
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(
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close(c.temp, 0.3, 0.4).min(close(c.humidity, CONFIG.jungle_hum, 0.5))
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* MUSH_FACT
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* 2.5,
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None,
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)
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}),
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(LeafyPlant, false, |c, _| {
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(
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close(c.temp, 0.3, 0.4).min(close(c.humidity, CONFIG.jungle_hum, 0.3))
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* MUSH_FACT
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* 4.0,
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None,
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)
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}),
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(Fern, false, |c, _| {
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(
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close(c.temp, 0.3, 0.4).min(close(c.humidity, CONFIG.forest_hum, 0.5))
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* MUSH_FACT
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* 0.5,
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Some((48.0, 0.3)),
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)
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}),
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(Blueberry, false, |c, _| {
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(
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close(c.temp, CONFIG.temperate_temp, 0.5).min(close(
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c.humidity,
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CONFIG.forest_hum,
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0.5,
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)) * MUSH_FACT
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* 0.3,
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None,
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)
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}),
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// Collectable Objects
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// Only spawn twigs in temperate forests
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(Twigs, false, |c, _| {
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((c.tree_density - 0.5).max(0.0) * 1.0e-3, None)
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}),
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(Stones, false, |c, _| {
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((c.rockiness - 0.5).max(0.0) * 1.0e-3, None)
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}),
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// Don't spawn Mushrooms in snowy regions
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(Mushroom, false, |c, _| {
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(
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close(c.temp, 0.3, 0.4).min(close(c.humidity, CONFIG.forest_hum, 0.35)) * MUSH_FACT,
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None,
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)
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}),
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// Grass
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(ShortGrass, false, |c, _| {
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(
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close(c.temp, 0.2, 0.65).min(close(c.humidity, CONFIG.jungle_hum, 0.4)) * 0.03,
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None,
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)
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}),
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(MediumGrass, false, |c, _| {
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(
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close(c.temp, 0.2, 0.6).min(close(c.humidity, CONFIG.jungle_hum, 0.4)) * 0.02,
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None,
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)
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}),
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(LongGrass, false, |c, _| {
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(
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close(c.temp, 0.3, 0.35).min(close(c.humidity, CONFIG.jungle_hum, 0.3)) * 0.15,
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Some((48.0, 0.3)),
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)
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}),
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// Jungle Sprites
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// (LongGrass, false, |c, col| {
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// (
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// close(c.temp, CONFIG.tropical_temp, 0.4).min(close(
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// c.humidity,
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// CONFIG.jungle_hum,
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// 0.6,
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// )) * 0.08,
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// Some((60.0, 5.0)),
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// )
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// }),
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/*(WheatGreen, false, |c, col| {
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(
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close(c.temp, 0.4, 0.2).min(close(c.humidity, CONFIG.forest_hum, 0.1))
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* MUSH_FACT
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* 0.001,
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None,
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)
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}),*/
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(GrassSnow, false, |c, _| {
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(
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close(c.temp, CONFIG.snow_temp - 0.2, 0.4).min(close(
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c.humidity,
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CONFIG.forest_hum,
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0.5,
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)) * 0.01,
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Some((48.0, 0.2)),
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)
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}),
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// Desert Plants
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(DeadBush, false, |c, _| {
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(
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close(c.temp, 1.0, 0.95).min(close(c.humidity, 0.0, 0.3)) * MUSH_FACT * 15.0,
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None,
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)
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}),
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(LargeCactus, false, |c, _| {
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(
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close(c.temp, CONFIG.desert_temp + 0.2, 0.3).min(close(
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c.humidity,
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CONFIG.desert_hum,
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0.2,
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)) * MUSH_FACT
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* 0.1,
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None,
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)
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}),
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/*(BarrelCactus, false, |c, col| {
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(
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close(c.temp, CONFIG.desert_temp + 0.2, 0.3).min(close(
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c.humidity,
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CONFIG.desert_hum,
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0.2,
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)) * MUSH_FACT
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* 0.1,
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None,
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)
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}),
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(RoundCactus, false, |c, col| {
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(
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close(c.temp, CONFIG.desert_temp + 0.2, 0.3).min(close(
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c.humidity,
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CONFIG.desert_hum,
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0.2,
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)) * MUSH_FACT
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* 0.1,
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None,
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)
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}),
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(ShortCactus, false, |c, col| {
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(
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close(c.temp, CONFIG.desert_temp + 0.2, 0.3).min(close(
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c.humidity,
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CONFIG.desert_hum,
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0.2,
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)) * MUSH_FACT
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* 0.1,
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None,
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)
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}),
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(MedFlatCactus, false, |c, col| {
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(
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close(c.temp, CONFIG.desert_temp + 0.2, 0.3).min(close(
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c.humidity,
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CONFIG.desert_hum,
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0.2,
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)) * MUSH_FACT
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* 0.1,
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None,
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)
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}),
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(ShortFlatCactus, false, |c, col| {
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(
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close(c.temp, CONFIG.desert_temp + 0.2, 0.3).min(close(
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c.humidity,
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CONFIG.desert_hum,
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0.2,
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)) * MUSH_FACT
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* 0.1,
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None,
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)
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}),*/
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(Reed, false, |c, col| {
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(
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close(c.humidity, CONFIG.jungle_hum, 0.7)
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* col
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.water_dist
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.map(|wd| Lerp::lerp(0.2, 0.0, (wd / 8.0).clamped(0.0, 1.0)))
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.unwrap_or(0.0),
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Some((128.0, 0.5)),
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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 bk = scatter
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.iter()
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.enumerate()
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.find_map(|(i, (bk, is_underwater, f))| {
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let (density, patch) = f(chunk, col_sample);
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let is_patch = patch
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.map(|(wavelen, threshold)| {
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index
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.noise
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.scatter_nz
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.get(
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wpos2d
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.map(|e| e as f64 / wavelen as f64 + i as f64 * 43.0)
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.into_array(),
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)
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.abs()
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> 1.0 - threshold as f64
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})
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.unwrap_or(true);
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if density > 0.0
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&& is_patch
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&& RandomField::new(i as u32)
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.chance(Vec3::new(wpos2d.x, wpos2d.y, 0), density)
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&& underwater == *is_underwater
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{
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Some(*bk)
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} else {
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None
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}
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});
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if let Some(bk) = bk {
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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 _ = vol.set(
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Vec3::new(offs.x, offs.y, alt + solid_end),
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Block::new(bk, Rgb::broadcast(0)),
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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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