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Merge branch 'isse/test-world-fix' into 'master'
Fix compilation with worldgen turned off. See merge request veloren/veloren!3531
This commit is contained in:
commit
9f9bfc8fb3
@ -12,7 +12,6 @@
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option_zip,
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option_zip,
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unwrap_infallible
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unwrap_infallible
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)]
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)]
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#![cfg_attr(not(feature = "worldgen"), feature(const_panic))]
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pub mod automod;
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pub mod automod;
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mod character_creator;
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mod character_creator;
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@ -39,7 +38,9 @@ pub mod sys;
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#[cfg(feature = "persistent_world")]
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#[cfg(feature = "persistent_world")]
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pub mod terrain_persistence;
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pub mod terrain_persistence;
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#[cfg(not(feature = "worldgen"))] mod test_world;
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#[cfg(not(feature = "worldgen"))] mod test_world;
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mod weather;
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mod weather;
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pub mod wiring;
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pub mod wiring;
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// Reexports
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// Reexports
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@ -546,12 +547,13 @@ impl Server {
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// Initiate real-time world simulation
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// Initiate real-time world simulation
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#[cfg(feature = "worldgen")]
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#[cfg(feature = "worldgen")]
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rtsim::init(&mut state, &world, index.as_index_ref(), spawn_point);
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{
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rtsim::init(&mut state, &world, index.as_index_ref(), spawn_point);
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weather::init(&mut state, &world);
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}
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#[cfg(not(feature = "worldgen"))]
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#[cfg(not(feature = "worldgen"))]
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rtsim::init(&mut state);
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rtsim::init(&mut state);
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weather::init(&mut state, &world);
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let this = Self {
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let this = Self {
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state,
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state,
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world,
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world,
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@ -689,8 +691,10 @@ impl Server {
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sys::msg::add_server_systems(dispatcher_builder);
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sys::msg::add_server_systems(dispatcher_builder);
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sys::add_server_systems(dispatcher_builder);
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sys::add_server_systems(dispatcher_builder);
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#[cfg(feature = "worldgen")]
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#[cfg(feature = "worldgen")]
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rtsim::add_server_systems(dispatcher_builder);
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{
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weather::add_server_systems(dispatcher_builder);
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rtsim::add_server_systems(dispatcher_builder);
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weather::add_server_systems(dispatcher_builder);
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}
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},
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},
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false,
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false,
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);
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);
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@ -20,6 +20,7 @@ pub fn add_server_systems(dispatch_builder: &mut DispatcherBuilder) {
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dispatch::<sync::Sys>(dispatch_builder, &[&tick::Sys::sys_name()]);
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dispatch::<sync::Sys>(dispatch_builder, &[&tick::Sys::sys_name()]);
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}
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}
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#[cfg(feature = "worldgen")]
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pub fn init(state: &mut State, world: &world::World) {
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pub fn init(state: &mut State, world: &world::World) {
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let weather_size = world.sim().get_size() / CHUNKS_PER_CELL;
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let weather_size = world.sim().get_size() / CHUNKS_PER_CELL;
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let sim = WeatherSim::new(weather_size, world);
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let sim = WeatherSim::new(weather_size, world);
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@ -53,7 +53,7 @@ impl Lod {
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client.world_data().lod_base.raw(),
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client.world_data().lod_base.raw(),
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client.world_data().lod_alt.raw(),
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client.world_data().lod_alt.raw(),
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client.world_data().lod_horizon.raw(),
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client.world_data().lod_horizon.raw(),
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client.world_data().chunk_size().as_() / weather::CHUNKS_PER_CELL,
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(client.world_data().chunk_size().as_() / weather::CHUNKS_PER_CELL).map(|e| e.max(1)),
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settings.graphics.lod_detail.max(100).min(2500),
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settings.graphics.lod_detail.max(100).min(2500),
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/* TODO: figure out how we want to do this without color borders?
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/* TODO: figure out how we want to do this without color borders?
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* water_color().into_array().into(), */
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* water_color().into_array().into(), */
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