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Worldgen colour tweaks, better buildings, better warping
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assets/world/module/human/corner_ground.vox
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assets/world/module/human/corner_ground.vox
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assets/world/module/human/corner_upstairs.vox
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assets/world/module/human/corner_upstairs.vox
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assets/world/module/human/window_corner_ground.vox
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assets/world/module/human/window_corner_ground.vox
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assets/world/module/human/window_corner_upstairs.vox
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assets/world/module/human/window_corner_upstairs.vox
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assets/world/module/human/window_ground.vox
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assets/world/module/human/window_ground.vox
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@ -178,12 +178,13 @@ impl<'a> BlockGen<'a> {
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(true, alt, CONFIG.sea_level /*water_level*/)
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} else {
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// Apply warping
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let warp = (world.sim().gen_ctx.warp_nz.get(wposf.div(48.0)) as f32)
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.mul((chaos - 0.1).max(0.0))
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.mul(48.0)
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+ (world.sim().gen_ctx.warp_nz.get(wposf.div(15.0)) as f32)
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.mul((chaos - 0.1).max(0.0))
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.mul(24.0);
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let warp = world
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.sim()
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.gen_ctx
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.warp_nz
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.get(wposf.div(24.0))
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.mul((chaos - 0.1).max(0.0).powf(2.0))
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.mul(48.0);
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let height = if (wposf.z as f32) < alt + warp - 10.0 {
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// Shortcut cliffs
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@ -168,10 +168,10 @@ impl<'a> Sampler<'a> for ColumnGen<'a> {
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+ (sim
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.gen_ctx
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.small_nz
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.get((wposf_turb.div(150.0)).into_array()) as f32)
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.get((wposf_turb.div(200.0)).into_array()) as f32)
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.abs()
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.mul(chaos.max(0.025))
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.mul(64.0)
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.mul(50.0)
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+ (sim
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.gen_ctx
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.small_nz
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@ -179,7 +179,7 @@ impl<'a> Sampler<'a> for ColumnGen<'a> {
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.abs()
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.mul(1.0 - chaos)
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.mul(1.0 - humidity)
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.mul(96.0);
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.mul(75.0);
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let is_cliffs = sim_chunk.is_cliffs;
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let near_cliffs = sim_chunk.near_cliffs;
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@ -225,13 +225,13 @@ impl<'a> Sampler<'a> for ColumnGen<'a> {
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let wet_grass = Rgb::new(0.1, 0.8, 0.2);
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let cold_stone = Rgb::new(0.57, 0.67, 0.8);
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let warm_stone = Rgb::new(0.77, 0.77, 0.64);
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let beach_sand = Rgb::new(0.89, 0.87, 0.64);
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let desert_sand = Rgb::new(0.93, 0.80, 0.54);
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let beach_sand = Rgb::new(0.9, 0.82, 0.6);
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let desert_sand = Rgb::new(0.95, 0.75, 0.5);
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let snow = Rgb::new(0.8, 0.85, 1.0);
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let dirt = Lerp::lerp(
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Rgb::new(0.078, 0.078, 0.20),
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Rgb::new(0.61, 0.49, 0.0),
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Rgb::new(0.085, 0.075, 0.25),
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Rgb::new(0.75, 0.45, 0.1),
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marble,
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);
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let tundra = Lerp::lerp(snow, Rgb::new(0.01, 0.3, 0.0), 0.4 + marble * 0.6);
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@ -421,7 +421,7 @@ impl TownVol {
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let mut cells: HashSet<_> = Some(entrance).into_iter().collect();
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let mut energy = 1000;
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let mut energy = 3000;
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while energy > 0 {
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energy -= 1;
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@ -441,6 +441,8 @@ impl TownVol {
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|| cells.contains(&(parent + dir - Vec3::unit_z()))
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})
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.unwrap_or(false)
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&& parent.z + dir.z <= entrance.z + 3
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// Maximum house height
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{
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cells.insert(parent + dir);
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energy -= 10;
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@ -613,6 +615,10 @@ lazy_static! {
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module("human.floor_ground", [This, This, This, This, This, That]),
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module("human.stair_ground", [This, This, This, This, This, That]),
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module("human.corner_ground", [This, This, That, That, This, That]),
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module(
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"human.window_corner_ground",
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[This, This, That, That, This, That],
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),
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module("human.wall_ground", [This, This, This, That, This, That]),
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module("human.door_ground", [This, This, This, That, This, That]),
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module("human.window_ground", [This, This, This, That, This, That]),
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@ -629,6 +635,10 @@ lazy_static! {
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"human.corner_upstairs",
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[This, This, That, That, This, This],
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),
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module(
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"human.window_corner_upstairs",
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[This, This, That, That, This, This],
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),
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module("human.wall_upstairs", [This, This, This, That, This, This]),
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module(
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"human.window_upstairs",
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