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Added reseeding for sites
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3421b3d8da
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@ -156,8 +156,8 @@ impl FigureMgr {
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// TODO: Investigate passing the velocity into the shader so we can at least
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// TODO: Investigate passing the velocity into the shader so we can at least
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// interpolate motion
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// interpolate motion
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const MIN_PERFECT_RATE_DIST: f32 = 50.0;
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const MIN_PERFECT_RATE_DIST: f32 = 50.0;
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if (i as u64 + tick) % (1
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if (i as u64 + tick)
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+ ((pos.0.distance_squared(camera.get_focus_pos()).powf(0.25)
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% (1 + ((pos.0.distance_squared(camera.get_focus_pos()).powf(0.25)
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- MIN_PERFECT_RATE_DIST.powf(0.5))
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- MIN_PERFECT_RATE_DIST.powf(0.5))
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.max(0.0)
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.max(0.0)
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/ 3.0) as u64)
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/ 3.0) as u64)
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@ -142,10 +142,10 @@ impl Civs {
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let world_site = match &site.kind {
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let world_site = match &site.kind {
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SiteKind::Settlement => {
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SiteKind::Settlement => {
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WorldSite::from(Settlement::generate(wpos, Some(ctx.sim), &mut ctx.rng))
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WorldSite::from(Settlement::generate(wpos, Some(ctx.sim), &mut ctx.reseed().rng))
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},
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},
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SiteKind::Dungeon => {
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SiteKind::Dungeon => {
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WorldSite::from(Dungeon::generate(wpos, Some(ctx.sim), &mut ctx.rng))
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WorldSite::from(Dungeon::generate(wpos, Some(ctx.sim), &mut ctx.reseed().rng))
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},
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},
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};
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};
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