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naming behind feature and fix addition overflow
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parent
4ce05099a6
commit
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@ -13,4 +13,6 @@
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site2_towns: true,
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site2_giant_trees: true,
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wildlife_density: 1.0,
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peak_naming: true,
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biome_naming: true,
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)
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@ -81,10 +81,14 @@ impl Civs {
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let rng = ChaChaRng::from_seed(seed_expan::rng_state(seed));
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let initial_civ_count = initial_civ_count(sim.map_size_lg());
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let mut ctx = GenCtx { sim, rng };
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info!("starting peak naming");
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this.name_peaks(&mut ctx);
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info!("starting biome naming");
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this.name_biomes(&mut ctx);
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if index.features().peak_naming {
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info!("starting peak naming");
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this.name_peaks(&mut ctx);
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}
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if index.features().biome_naming {
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info!("starting biome naming");
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this.name_biomes(&mut ctx);
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}
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for _ in 0..ctx.sim.get_size().product() / 10_000 {
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this.generate_cave(&mut ctx);
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@ -775,9 +779,11 @@ impl Civs {
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let center = biome
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.1
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.iter()
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.map(|b| uniform_idx_as_vec2(map_size_lg, *b))
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.sum::<Vec2<i32>>()
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/ biome.1.len() as i32;
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.map(|b| {
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uniform_idx_as_vec2(map_size_lg, *b).as_::<f32>() / biome.1.len() as f32
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})
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.sum::<Vec2<f32>>()
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.as_::<i32>();
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// Select the point closest to the center
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let idx = *biome
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.1
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@ -91,6 +91,8 @@ pub struct Features {
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pub site2_giant_trees: bool,
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// 1.0 is the default wildlife density
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pub wildlife_density: f32,
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pub peak_naming: bool,
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pub biome_naming: bool,
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}
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impl assets::Asset for Features {
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