Tweak world generation
3396b4a9e53be34ec2fdcc3bd24034e39937f5e0 2e566dc9ad45b80e4c94031b5be78ca6703cba45 66ce82b31d0a61a31a96ba909332069606b700ad 4f133213e787fd7d725ed8147376814b05e9694a a282ae965bf83736f48f47cddc2fc8a799455fda e28eb81541730277e437003005707728669ea859 4947b7be051971432f5569bfbf4e5414f7cd3532
This commit is contained in:
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3 changed files with 163 additions and 109 deletions
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@ -57,8 +57,8 @@ impl From<BiomeType> for BiomeStats {
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color: Color::rgb_u8(167, 177, 84),
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min_altitude: 0.0,
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max_altitude: World::MAX_ALTITUDE,
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min_rainfall: 25.0,
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max_rainfall: 1475.0,
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min_rainfall: 15.0,
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max_rainfall: 1575.0,
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min_temperature: -5.0,
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max_temperature: World::MAX_TEMPERATURE,
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},
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@ -68,8 +68,8 @@ impl From<BiomeType> for BiomeStats {
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color: Color::rgb_u8(76, 132, 55),
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min_altitude: 0.0,
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max_altitude: World::MAX_ALTITUDE,
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min_rainfall: 975.0,
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max_rainfall: 2475.0,
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min_rainfall: 1375.0,
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max_rainfall: 2975.0,
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min_temperature: -5.0,
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max_temperature: World::MAX_TEMPERATURE,
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},
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@ -102,7 +102,7 @@ impl From<BiomeType> for BiomeStats {
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min_altitude: 0.0,
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max_altitude: World::MAX_ALTITUDE,
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min_rainfall: World::MIN_RAINFALL,
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max_rainfall: 125.0,
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max_rainfall: 275.0,
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min_temperature: -5.0,
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max_temperature: World::MAX_TEMPERATURE,
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},
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@ -112,7 +112,7 @@ impl From<BiomeType> for BiomeStats {
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color: Color::rgb_u8(59, 103, 43),
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min_altitude: 0.0,
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max_altitude: World::MAX_ALTITUDE,
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min_rainfall: 1975.0,
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min_rainfall: 1775.0,
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max_rainfall: World::MAX_RAINFALL,
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min_temperature: -5.0,
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max_temperature: World::MAX_TEMPERATURE,
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@ -107,26 +107,20 @@ pub struct TerrainCell {
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impl World {
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pub const ALTITUDE_SPAN: f32 = World::MAX_ALTITUDE - World::MIN_ALTITUDE;
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pub const CONTINENT_MAX_SIZE_FACTOR: f32 = 6.0;
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pub const CONTINENT_MIN_SIZE_FACTOR: f32 = 2.5;
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pub const CONTINENT_MAX_SIZE_FACTOR: f32 = 8.0;
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pub const CONTINENT_MIN_SIZE_FACTOR: f32 = 6.0;
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pub const MAX_ALTITUDE: f32 = 15000.0;
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pub const MAX_RAINFALL: f32 = 7500.0;
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pub const MAX_RAINFALL: f32 = 13000.0;
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pub const MAX_TEMPERATURE: f32 = 30.0;
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pub const MIN_ALTITUDE: f32 = -15000.0;
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pub const MIN_RAINFALL: f32 = 0.0;
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pub const MIN_TEMPERATURE: f32 = -35.0;
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pub const MOUNTAIN_RANGE_MIX_FACTOR: f32 = 0.075;
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pub const MOUNTAIN_RANGE_WIDTH_FACTOR: f32 = 25.0;
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pub const NUM_CONTINENTS: u8 = 7;
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pub const NUM_CONTINENTS: u8 = 6;
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pub const RAINFALL_DRYNESS_FACTOR: f32 = 0.005;
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pub const RAINFALL_DRYNESS_OFFSET: f32 = World::RAINFALL_DRYNESS_FACTOR * World::MAX_RAINFALL;
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pub const RAINFALL_SPAN: f32 = World::MAX_RAINFALL - World::MIN_RAINFALL;
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pub const TEMPERATURE_ALTITUDE_FACTOR: f32 = 1.0;
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pub const TEMPERATURE_ALTITUDE_FACTOR: f32 = 2.05;
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pub const TEMPERATURE_SPAN: f32 = World::MAX_TEMPERATURE - World::MIN_TEMPERATURE;
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pub const TERRAIN_NOISE_FACTOR_1: f32 = 0.15;
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pub const TERRAIN_NOISE_FACTOR_2: f32 = 0.15;
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pub const TERRAIN_NOISE_FACTOR_3: f32 = 0.1;
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pub const TERRAIN_NOISE_FACTOR_4: f32 = 2.5;
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pub fn new(width: u32, height: u32, seed: u32) -> World {
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World {
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@ -199,6 +193,8 @@ impl World {
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let width = self.width as f32;
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let height = self.height as f32;
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const LATITUDE_FACTOR: f32 = 6.0;
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for i in 0..World::NUM_CONTINENTS {
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// #[cfg(feature = "logging")]
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// info!("Continents: {}/{}", i, World::NUM_CONTINENTS);
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@ -207,8 +203,9 @@ impl World {
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.rng
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.gen_range(width * i as f32 * 2.0 / 5.0..(width * (i as f32 + 2.0) * 2.0 / 5.0))
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.repeat(width);
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self.continent_offsets[i as usize].y =
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self.rng.gen_range(height * 1.0 / 6.0..height * 5.0 / 6.0);
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self.continent_offsets[i as usize].y = self.rng.gen_range(
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height * 1.0 / LATITUDE_FACTOR..height * (LATITUDE_FACTOR - 1.0) / LATITUDE_FACTOR,
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);
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self.continent_sizes[i as usize] = Vec2 {
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x: self
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@ -216,47 +213,61 @@ impl World {
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.gen_range(World::CONTINENT_MIN_SIZE_FACTOR..World::CONTINENT_MAX_SIZE_FACTOR),
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y: self
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.rng
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.gen_range(World::CONTINENT_MIN_SIZE_FACTOR..World::CONTINENT_MAX_SIZE_FACTOR),
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.gen_range(World::CONTINENT_MIN_SIZE_FACTOR..World::CONTINENT_MAX_SIZE_FACTOR)
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/ 2.0,
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};
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}
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info!("Done generating continents");
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}
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fn continent_modifier(&self, x: usize, y: usize) -> f32 {
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let x = x as f32;
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let y = y as f32;
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let width = self.width as f32;
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let height = self.height as f32;
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fn continent_distance(&self, continent_num: u8, x: usize, y: usize) -> f32 {
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let beta_factor = f32::sin(std::f32::consts::PI * y as f32 / self.height as f32);
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let Vec2 {
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x: continent_x,
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y: continent_y,
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} = self.continent_offsets[usize::from(continent_num)];
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let distance_x = f32::min(
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f32::abs(continent_x - x as f32),
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f32::abs(self.width as f32 + continent_x - x as f32),
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);
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let distance_x = f32::min(
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distance_x,
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f32::abs(continent_x - x as f32 - self.width as f32),
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);
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let distance_x = distance_x * beta_factor;
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let distance_y = f32::abs(continent_y - y as f32);
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let Vec2 {
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x: continent_width,
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y: continent_height,
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} = self.continent_sizes[usize::from(continent_num)];
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f32::sqrt(
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f32::powi(distance_x * continent_width, 2)
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+ f32::powi(distance_y * continent_height, 2),
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)
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}
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fn continent_modifier(&self, x: usize, y: usize) -> f32 {
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let mut max_value = 0.0;
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let beta_factor = f32::sin(PI * y / height);
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for i in 0..World::NUM_CONTINENTS {
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let idx = i as usize;
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let Vec2 {
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x: offset_x,
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y: offset_y,
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} = self.continent_offsets[idx];
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let Vec2 {
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x: continent_width,
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y: continent_height,
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} = self.continent_sizes[idx];
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let distance = self.continent_distance(i, x, y);
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let value = f32::clamp(1.0 - distance / self.width as f32, 0.0, 1.0);
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let distance_x = f32::min(
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f32::min(f32::abs(offset_x - x), f32::abs(width + offset_x - x)),
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f32::abs(offset_x - x - width),
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) * beta_factor
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* continent_width;
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let distance_y = f32::abs(offset_y - y) * continent_height;
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let distance = f32::sqrt((distance_x * distance_x) + (distance_y * distance_y));
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let value = f32::max(0.0, 1.0 - distance / width);
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let mut other_value = value;
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if value > max_value {
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other_value = max_value;
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max_value = value;
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}
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let value_mod = f32::min(other_value * 2.0, 1.0);
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max_value = mix_values(max_value, other_value, value_mod);
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}
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max_value
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@ -270,16 +281,26 @@ impl World {
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self.generate_continents();
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const RADIUS_1: f32 = 0.5;
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const RADIUS_2: f32 = 4.0;
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const RADIUS_2: f32 = 8.0;
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const RADIUS_3: f32 = 4.0;
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const RADIUS_4: f32 = 8.0;
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const RADIUS_5: f32 = 16.0;
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const RADIUS_6: f32 = 64.0;
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const RADIUS_7: f32 = 128.0;
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const RADIUS_8: f32 = 1.0;
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const RADIUS_9: f32 = 1.0;
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let offset_1 = World::random_offset_vector(&mut self.rng);
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let offset_1b = World::random_offset_vector(&mut self.rng);
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let offset_2 = World::random_offset_vector(&mut self.rng);
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let offset_2b = World::random_offset_vector(&mut self.rng);
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let offset_3 = World::random_offset_vector(&mut self.rng);
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let offset_4 = World::random_offset_vector(&mut self.rng);
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let offset_5 = World::random_offset_vector(&mut self.rng);
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let offset_6 = World::random_offset_vector(&mut self.rng);
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let offset_7 = World::random_offset_vector(&mut self.rng);
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let offset_8 = World::random_offset_vector(&mut self.rng);
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let offset_9 = World::random_offset_vector(&mut self.rng);
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let height = self.terrain.len();
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for y in 0..height {
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@ -299,46 +320,62 @@ impl World {
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let value_1 =
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self.random_noise_from_polar_coordinates(alpha, beta, RADIUS_1, offset_1)?;
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let value_1b =
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self.random_noise_from_polar_coordinates(alpha, beta, RADIUS_1, offset_1b)?;
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let value_2 =
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self.random_noise_from_polar_coordinates(alpha, beta, RADIUS_2, offset_2)?;
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let value_2b =
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self.random_noise_from_polar_coordinates(alpha, beta, RADIUS_2, offset_2b)?;
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let value_3 =
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self.random_noise_from_polar_coordinates(alpha, beta, RADIUS_3, offset_3)?;
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let value_4 =
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self.random_noise_from_polar_coordinates(alpha, beta, RADIUS_4, offset_4)?;
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let value_5 =
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self.random_noise_from_polar_coordinates(alpha, beta, RADIUS_5, offset_5)?;
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let value_6 =
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self.random_noise_from_polar_coordinates(alpha, beta, RADIUS_6, offset_6)?;
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let value_7 =
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self.random_noise_from_polar_coordinates(alpha, beta, RADIUS_7, offset_7)?;
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let value_8 = self
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.random_noise_from_polar_coordinates(alpha, beta, RADIUS_8, offset_8)?
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* 1.5
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+ 0.25;
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let value_9 =
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self.random_noise_from_polar_coordinates(alpha, beta, RADIUS_9, offset_9)?;
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let value_a = mix_values(
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self.continent_modifier(x, y),
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value_3,
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World::TERRAIN_NOISE_FACTOR_1,
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) * mix_values(1.0, value_4, World::TERRAIN_NOISE_FACTOR_2)
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* mix_values(1.0, value_5, World::TERRAIN_NOISE_FACTOR_3);
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let mut value_a = self.continent_modifier(x, y);
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value_a = mix_values(value_a, value_3, 0.22 * value_8);
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value_a = mix_values(value_a, value_4, 0.15 * value_8);
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value_a = mix_values(value_a, value_5, 0.1 * value_8);
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value_a = mix_values(value_a, value_6, 0.03 * value_8);
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value_a = mix_values(value_a, value_7, 0.005 * value_8);
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let value_b = value_a * 0.04 + 0.48;
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let mut value_c = mix_values(value_1, value_9, 0.5 * value_8);
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value_c = mix_values(value_c, value_2, 0.04 * value_8);
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value_c = self.mountain_range_noise_from_random_noise(value_c, 25.0);
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let value_c = mix_values(
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self.mountain_range_noise_from_random_noise(mix_values(
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value_1,
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value_2,
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World::MOUNTAIN_RANGE_MIX_FACTOR,
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)),
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value_3,
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World::TERRAIN_NOISE_FACTOR_1 * World::TERRAIN_NOISE_FACTOR_4,
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) * mix_values(
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1.0,
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value_4,
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World::TERRAIN_NOISE_FACTOR_2 * World::TERRAIN_NOISE_FACTOR_4,
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) * mix_values(
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1.0,
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value_5,
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World::TERRAIN_NOISE_FACTOR_3 * World::TERRAIN_NOISE_FACTOR_4,
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let mut value_cb = mix_values(value_1b, value_9, 0.5 * value_8);
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value_cb = mix_values(value_cb, value_2b, 0.04 * value_8);
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value_cb = self.mountain_range_noise_from_random_noise(value_cb, 25.0);
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value_c = mix_values(value_c, value_cb, 0.5 * value_8);
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value_c = mix_values(value_c, value_3, 0.35 * value_8);
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value_c = mix_values(value_c, value_4, 0.075);
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value_c = mix_values(value_c, value_5, 0.05);
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value_c = mix_values(value_c, value_6, 0.02);
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value_c = mix_values(value_c, value_7, 0.01);
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let value_b = mix_values(
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value_a,
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value_a * 0.02 + 0.49,
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value_a - f32::max(0.0, 2.0 * value_c - 1.0),
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);
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let mut value_d = mix_values(value_a, value_c, 0.25);
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value_d = mix_values(value_d, value_c, 0.1);
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value_d = mix_values(value_d, value_b, 0.1);
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let value_d = mix_values(value_b, value_c, 0.225 * value_8);
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// todo!("Calculate and set altitude");
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// This is done in a separate method in the original. But why?
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let altitude = World::calculate_altitude(value_d);
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self.terrain[y][x].altitude = altitude;
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@ -376,27 +413,13 @@ impl World {
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))
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}
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fn mountain_range_noise_from_random_noise(&self, noise: f32) -> f32 {
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fn mountain_range_noise_from_random_noise(&self, noise: f32, width_factor: f32) -> f32 {
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let noise = noise * 2.0 - 1.0;
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let value_1 = -f32::exp(-f32::powi(
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noise * World::MOUNTAIN_RANGE_WIDTH_FACTOR + 1.0,
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2,
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));
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let value_2 = f32::exp(-f32::powi(
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noise * World::MOUNTAIN_RANGE_WIDTH_FACTOR - 1.0,
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2,
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));
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let value_3 = -f32::exp(-f32::powi(
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noise * World::MOUNTAIN_RANGE_WIDTH_FACTOR + World::MOUNTAIN_RANGE_WIDTH_FACTOR / 2.0,
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2,
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));
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let value_4 = f32::exp(-f32::powi(
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noise * World::MOUNTAIN_RANGE_WIDTH_FACTOR - World::MOUNTAIN_RANGE_WIDTH_FACTOR / 2.0,
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2,
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));
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let value_1 = -f32::exp(-f32::powi(noise * width_factor + 1.0, 2));
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let value_2 = f32::exp(-f32::powi(noise * width_factor - 1.0, 2));
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(value_1 + value_2 + value_3 + value_4 + 1.0) / 2.0
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(value_1 + value_2 + 1.0) / 2.0
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}
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fn calculate_altitude(raw_altitude: f32) -> f32 {
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@ -408,8 +431,10 @@ impl World {
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progress_sender: &Sender<(f32, String)>,
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) -> Result<(), CartesianError> {
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info!("Generating rainfall");
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const RADIUS: f32 = 2.0;
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let offset = World::random_offset_vector(&mut self.rng);
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const RADIUS_1: f32 = 2.0;
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const RADIUS_2: f32 = 1.0;
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let offset_1 = World::random_offset_vector(&mut self.rng);
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let offset_2 = World::random_offset_vector(&mut self.rng);
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let height = self.terrain.len();
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for y in 0..height {
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@ -426,35 +451,66 @@ impl World {
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);
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let beta = (x as f32 / self.width as f32) * TAU;
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let random_noise =
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self.random_noise_from_polar_coordinates(alpha, beta, RADIUS, offset)?;
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let random_noise_1 =
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self.random_noise_from_polar_coordinates(alpha, beta, RADIUS_1, offset_1)?;
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let random_noise_2 = self
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.random_noise_from_polar_coordinates(alpha, beta, RADIUS_2, offset_2)?
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* 1.5
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+ 0.25;
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let latitude_factor = alpha + (random_noise * 2.0 - 1.0) * PI * 0.1;
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let latitude_factor = alpha + (random_noise_1 * 2.0 - 1.0) * PI * 0.2;
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let latitude_modifier_1 = (1.5 * f32::sin(latitude_factor)) - 0.5;
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let latitude_modifier_2 = f32::cos(latitude_factor);
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let offset_cell_x =
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let offset_cell_x_1 =
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(width + x + f32::floor(latitude_modifier_2 * width as f32 / 20.0) as usize)
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% width;
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let offset_cell_2_x =
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let offset_cell_x_2 =
|
||||
(width + x + f32::floor(latitude_modifier_2 * width as f32 / 15.0) as usize)
|
||||
% width;
|
||||
let offset_cell_x_3 =
|
||||
(width + x + f32::floor(latitude_modifier_2 * width as f32 / 10.0) as usize)
|
||||
% width;
|
||||
let offset_cell_x_4 =
|
||||
(width + x + f32::floor(latitude_modifier_2 * width as f32 / 5.0) as usize)
|
||||
% width;
|
||||
let offset_cell_y =
|
||||
y + f32::floor(latitude_modifier_2 * height as f32 / 10.0) as usize;
|
||||
|
||||
let offset_cell = &self.terrain[y][offset_cell_x];
|
||||
let offset_cell = &self.terrain[y][offset_cell_x_1];
|
||||
let offset_altitude = f32::max(0.0, offset_cell.altitude);
|
||||
|
||||
let offset_cell_2 = &self.terrain[y][offset_cell_2_x];
|
||||
let offset_cell_2 = &self.terrain[y][offset_cell_x_2];
|
||||
let offset_altitude_2 = f32::max(0.0, offset_cell_2.altitude);
|
||||
|
||||
let offset_cell_3 = &self.terrain[y][offset_cell_x_3];
|
||||
let offset_altitude_3 = f32::max(0.0, offset_cell_3.altitude);
|
||||
|
||||
let offset_cell_4 = &self.terrain[y][offset_cell_x_4];
|
||||
let offset_altitude_4 = f32::max(0.0, offset_cell_4.altitude);
|
||||
|
||||
let offset_cell_5 = &self.terrain[offset_cell_y][x];
|
||||
let offset_altitude_5 = f32::max(0.0, offset_cell_5.altitude);
|
||||
|
||||
let cell = &mut self.terrain[y][x];
|
||||
let altitude_value = f32::max(0.0, cell.altitude);
|
||||
|
||||
let altitude_modifier =
|
||||
(altitude_value - (offset_altitude * 1.5) - (offset_altitude_2))
|
||||
/ World::MAX_ALTITUDE;
|
||||
let altitude_modifier = (altitude_value
|
||||
- (offset_altitude * 0.7)
|
||||
- (offset_altitude_2 * 0.6)
|
||||
- (offset_altitude_3 * 0.5)
|
||||
- (offset_altitude_4 * 0.4)
|
||||
- (offset_altitude_5 * 0.5)
|
||||
+ (World::MAX_ALTITUDE * 0.18 * random_noise_2)
|
||||
- (altitude_value * 0.25))
|
||||
/ World::MAX_ALTITUDE;
|
||||
|
||||
let rainfall_value = mix_values(latitude_modifier_1, altitude_modifier, 0.63);
|
||||
let rainfall_value = mix_values(rainfall_value.powi(2), rainfall_value, 0.85);
|
||||
let mut rainfall_value = mix_values(latitude_modifier_1, altitude_modifier, 0.85);
|
||||
rainfall_value = mix_values(
|
||||
rainfall_value.powi(2).copysign(rainfall_value),
|
||||
rainfall_value,
|
||||
0.75,
|
||||
);
|
||||
let rainfall = f32::min(
|
||||
World::MAX_RAINFALL,
|
||||
World::calculate_rainfall(rainfall_value),
|
||||
|
|
|
@ -155,14 +155,12 @@ impl WorldManager {
|
|||
WorldManager::NEW_WORLD_HEIGHT,
|
||||
seed,
|
||||
);
|
||||
if let Err(_) =
|
||||
progress_sender.try_send((0.0, String::from("Generating new world...")))
|
||||
if let Err(_) = progress_sender.try_send((0.0, String::from("Generating new world...")))
|
||||
{
|
||||
// Quietly ignore. It's not critical and logging is slow.
|
||||
}
|
||||
let result = new_world.generate(&progress_sender);
|
||||
if let Err(_) =
|
||||
progress_sender.try_send((1.0, String::from("Done generating world!")))
|
||||
if let Err(_) = progress_sender.try_send((1.0, String::from("Done generating world!")))
|
||||
{
|
||||
// Quietly ignore. See above
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue