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Overhauled terrain sprite spawning
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032ec9ef41
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@ -28,7 +28,7 @@ pub struct Colors {
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}
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fn close(x: f32, tgt: f32, falloff: f32) -> f32 {
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(1.0 - (x - tgt).abs() / falloff).max(0.0).powf(0.5)
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(1.0 - (x - tgt).abs() / falloff).max(0.0).powf(0.125)
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}
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const MUSH_FACT: f32 = 1.0e-4; // To balance everything around the mushroom spawning rate
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pub fn apply_scatter_to<'a>(
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@ -50,75 +50,90 @@ pub fn apply_scatter_to<'a>(
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// Flowers
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(BlueFlower, false, |c, col| {
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(
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close(c.temp, 0.1, 0.2).min(close(c.humidity, CONFIG.forest_hum, 0.35))
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close(c.temp, CONFIG.temperate_temp, 0.7).min(close(
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c.humidity,
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CONFIG.jungle_hum,
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0.4,
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)) * col.tree_density
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* MUSH_FACT
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* 0.01,
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Some((48.0, 0.2)),
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* 256.0,
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Some((256.0, 0.25)),
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)
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}),
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(PinkFlower, false, |c, col| {
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(
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close(c.temp, 0.2, 0.2).min(close(c.humidity, CONFIG.forest_hum, 0.35))
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close(c.temp, 0.0, 0.7).min(close(c.humidity, CONFIG.jungle_hum, 0.4))
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* col.tree_density
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* MUSH_FACT
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* 0.01,
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Some((48.0, 0.2)),
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* 350.0,
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Some((64.0, 0.2)),
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)
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}),
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(PurpleFlower, false, |c, col| {
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(
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close(c.temp, 0.3, 0.2).min(close(c.humidity, CONFIG.forest_hum, 0.35))
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close(c.temp, CONFIG.temperate_temp, 0.7).min(close(
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c.humidity,
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CONFIG.jungle_hum,
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0.4,
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)) * col.tree_density
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* MUSH_FACT
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* 0.01,
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Some((48.0, 0.2)),
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* 350.0,
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Some((64.0, 0.2)),
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)
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}),
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(RedFlower, false, |c, col| {
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(
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close(c.temp, 0.5, 0.2).min(close(c.humidity, CONFIG.forest_hum, 0.35))
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close(c.temp, CONFIG.tropical_temp, 0.6).min(close(
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c.humidity,
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CONFIG.jungle_hum,
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0.3,
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)) * col.tree_density
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* MUSH_FACT
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* 0.01,
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Some((48.0, 0.2)),
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* 350.0,
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Some((64.0, 0.1)),
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)
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}),
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(WhiteFlower, false, |c, col| {
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(
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close(c.temp, 0.0, 0.3).min(close(c.humidity, CONFIG.forest_hum, 0.35))
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close(c.temp, 0.0, 0.7).min(close(c.humidity, CONFIG.jungle_hum, 0.4))
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* col.tree_density
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* MUSH_FACT
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* 0.01,
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Some((48.0, 0.2)),
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* 350.0,
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Some((64.0, 0.2)),
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)
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}),
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(YellowFlower, false, |c, col| {
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(
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close(c.temp, 0.3, 0.2).min(close(c.humidity, CONFIG.forest_hum, 0.35))
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close(c.temp, 0.0, 0.7).min(close(c.humidity, CONFIG.jungle_hum, 0.4))
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* col.tree_density
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* MUSH_FACT
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* 0.01,
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Some((48.0, 0.2)),
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* 350.0,
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Some((64.0, 0.2)),
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)
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}),
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// Herbs and Spices
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(LingonBerry, false, |c, col| {
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(
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close(c.temp, 0.3, 0.4).min(close(c.humidity, CONFIG.forest_hum, 0.35))
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close(c.temp, 0.3, 0.4).min(close(c.humidity, CONFIG.jungle_hum, 0.5))
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* MUSH_FACT
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* 0.5,
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* 2.5,
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None,
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)
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}),
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(LeafyPlant, false, |c, col| {
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(
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close(c.temp, 0.3, 0.4).min(close(c.humidity, CONFIG.forest_hum, 0.35))
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close(c.temp, 0.3, 0.4).min(close(c.humidity, CONFIG.jungle_hum, 0.3))
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* MUSH_FACT
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* 0.5,
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* 4.0,
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None,
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)
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}),
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(Fern, false, |c, col| {
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(
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close(c.temp, 0.3, 0.4).min(close(c.humidity, CONFIG.forest_hum, 0.35))
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close(c.temp, 0.3, 0.4).min(close(c.humidity, CONFIG.forest_hum, 0.5))
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* MUSH_FACT
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* 0.5,
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Some((48.0, 0.4)),
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Some((48.0, 0.3)),
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)
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}),
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(Blueberry, false, |c, col| {
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@ -126,7 +141,7 @@ pub fn apply_scatter_to<'a>(
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close(c.temp, CONFIG.temperate_temp, 0.5).min(close(
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c.humidity,
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CONFIG.forest_hum,
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0.35,
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0.5,
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)) * MUSH_FACT
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* 0.3,
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None,
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@ -150,33 +165,33 @@ pub fn apply_scatter_to<'a>(
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// Grass
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(ShortGrass, false, |c, col| {
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(
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close(c.temp, 0.3, 0.4).min(close(c.humidity, 0.6, 0.35)) * 0.05,
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Some((48.0, 0.4)),
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close(c.temp, 0.2, 0.65).min(close(c.humidity, CONFIG.jungle_hum, 0.4)) * 0.03,
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None,
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)
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}),
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(MediumGrass, false, |c, col| {
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(
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close(c.temp, 0.0, 0.6).min(close(c.humidity, 0.6, 0.35)) * 0.05,
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Some((48.0, 0.2)),
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close(c.temp, 0.2, 0.6).min(close(c.humidity, CONFIG.jungle_hum, 0.4)) * 0.02,
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None,
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)
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}),
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(LongGrass, false, |c, col| {
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(
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close(c.temp, 0.4, 0.4).min(close(c.humidity, 0.8, 0.2)) * 0.08,
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Some((48.0, 0.1)),
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close(c.temp, 0.3, 0.35).min(close(c.humidity, CONFIG.jungle_hum, 0.3)) * 0.15,
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Some((48.0, 0.3)),
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)
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}),
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// Jungle Sprites
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(LongGrass, false, |c, col| {
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(
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close(c.temp, CONFIG.tropical_temp, 0.4).min(close(
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c.humidity,
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CONFIG.jungle_hum,
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0.6,
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)) * 0.08,
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Some((60.0, 5.0)),
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)
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}),
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// (LongGrass, false, |c, col| {
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// (
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// close(c.temp, CONFIG.tropical_temp, 0.4).min(close(
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// c.humidity,
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// CONFIG.jungle_hum,
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// 0.6,
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// )) * 0.08,
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// Some((60.0, 5.0)),
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// )
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// }),
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/*(WheatGreen, false, |c, col| {
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(
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close(c.temp, 0.4, 0.2).min(close(c.humidity, CONFIG.forest_hum, 0.1))
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@ -198,12 +213,7 @@ pub fn apply_scatter_to<'a>(
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// Desert Plants
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(DeadBush, false, |c, col| {
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(
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close(c.temp, CONFIG.desert_temp + 0.2, 0.3).min(close(
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c.humidity,
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CONFIG.desert_hum,
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0.3,
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)) * MUSH_FACT
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* 0.1,
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close(c.temp, 1.0, 0.95).min(close(c.humidity, 0.0, 0.3)) * MUSH_FACT * 15.0,
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None,
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)
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}),
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@ -280,7 +290,7 @@ pub fn apply_scatter_to<'a>(
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.water_dist
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.map(|wd| Lerp::lerp(0.2, 0.0, (wd / 8.0).clamped(0.0, 1.0)))
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.unwrap_or(0.0),
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None,
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Some((128.0, 0.5)),
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)
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}),
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];
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@ -307,22 +317,27 @@ pub fn apply_scatter_to<'a>(
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let (density, patch) = f(chunk, col_sample);
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let is_patch = patch
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.map(|(wavelen, threshold)| {
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index.noise.scatter_nz.get(
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wpos2d
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.map(|e| e as f64 / wavelen as f64 + i as f64 * 43.0)
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.into_array(),
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) < threshold as f64
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index
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.noise
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.scatter_nz
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.get(
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wpos2d
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.map(|e| e as f64 / wavelen as f64 + i as f64 * 43.0)
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.into_array(),
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)
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.abs()
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> 1.0 - threshold as f64
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})
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.unwrap_or(false);
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if density <= 0.0
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|| is_patch
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|| !RandomField::new(i as u32)
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.unwrap_or(true);
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if density > 0.0
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&& is_patch
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&& RandomField::new(i as u32)
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.chance(Vec3::new(wpos2d.x, wpos2d.y, 0), density)
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|| underwater != *is_underwater
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&& underwater == *is_underwater
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{
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None
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} else {
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Some(*bk)
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} else {
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None
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}
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});
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@ -17,6 +17,7 @@ mod column;
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pub mod config;
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pub mod index;
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pub mod layer;
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pub mod rtsim;
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pub mod sim;
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pub mod sim2;
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pub mod site;
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1
world/src/rtsim/mod.rs
Normal file
1
world/src/rtsim/mod.rs
Normal file
@ -0,0 +1 @@
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