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Better grass colours, made flora more common
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1a9408c397
commit
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@ -166,7 +166,7 @@ impl<'a> BlockGen<'a> {
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cliff_hill,
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close_cliffs,
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temp,
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humidity,
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chunk,
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..
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} = sample;
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@ -265,9 +265,10 @@ impl<'a> BlockGen<'a> {
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} else if (wposf.z as f32) < height + 0.9
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&& temp < CONFIG.desert_temp
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&& (wposf.z as f32 > water_height + 3.0)
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&& marble > 0.68
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&& marble_small > 0.65
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&& (marble * 3173.7).fract() < 0.5
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&& marble > 0.6
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&& marble_small > 0.55
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&& (marble * 3173.7).fract() < 0.6
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&& humidity > 0.4
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{
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let flowers = [
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BlockKind::BlueFlower,
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@ -287,10 +288,10 @@ impl<'a> BlockGen<'a> {
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];
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Some(Block::new(
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if (height * 1271.0).fract() < 0.15 {
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if (height * 1271.0).fract() < 0.1 {
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flowers[(height * 0.2) as usize % flowers.len()]
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} else {
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grasses[(height * 0.3) as usize % grasses.len()]
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grasses[(height * 103.3) as usize % grasses.len()]
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},
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Rgb::broadcast(0),
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))
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@ -221,8 +221,8 @@ impl<'a> Sampler<'a> for ColumnGen<'a> {
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// Colours
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let cold_grass = Rgb::new(0.0, 0.5, 0.25);
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let warm_grass = Rgb::new(0.03, 0.8, 0.0);
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let dark_grass = Rgb::new(0.01, 0.3, 0.0);
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let warm_grass = Rgb::new(0.4, 0.8, 0.0);
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let dark_grass = Rgb::new(0.15, 0.4, 0.1);
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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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@ -513,6 +513,7 @@ impl<'a> Sampler<'a> for ColumnGen<'a> {
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cliff_hill,
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close_cliffs: sim.gen_ctx.cliff_gen.get(wpos),
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temp,
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humidity,
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spawn_rate,
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location: sim_chunk.location.as_ref(),
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@ -548,6 +549,7 @@ pub struct ColumnSample<'a> {
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pub cliff_hill: f32,
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pub close_cliffs: [(Vec2<i32>, u32); 9],
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pub temp: f32,
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pub humidity: f32,
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pub spawn_rate: f32,
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pub location: Option<&'a LocationInfo>,
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