Add mountains on coastline map; Fix minimal builds
2a1277a83ae1668d31cf0950397fc816f8a508e8
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9464a495ea
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df1172e9a9
7 changed files with 186 additions and 78 deletions
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@ -27,7 +27,7 @@ codegen-units = 1
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# bevy/trace_chrome for tracing by function
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# https://github.com/bevyengine/bevy/blob/main/docs/profiling.md
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logging = ["planet/logging"]
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render = ["bevy/bevy_asset", "bevy/bevy_winit", "bevy/x11", "bevy/wayland", "bevy/render", "dep:fxhash", "dep:bevy_egui", "dep:tinyfiledialogs"]
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render = ["bevy/bevy_asset", "bevy/bevy_winit", "bevy/x11", "bevy/wayland", "bevy/render", "planet/render", "dep:fxhash", "dep:bevy_egui", "dep:tinyfiledialogs"]
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default = ["render", "logging"]
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[dependencies.planet]
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@ -8,7 +8,8 @@ release = { strip = "symbols", lto = "thin", opt-level = "z" }
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[features]
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logging = []
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default = ["logging"]
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render = ["bevy/render"]
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default = ["logging", "render"]
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[dependencies.rand]
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version = "0.8.5"
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@ -1,11 +1,11 @@
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use {
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crate::{macros::iterable_enum, World},
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bevy::render::color::Color,
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};
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use crate::{macros::iterable_enum, World};
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#[cfg(feature = "render")]
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use bevy::prelude::Color;
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#[derive(Debug, Clone, Default)]
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pub struct BiomeStats {
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pub name: String,
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#[cfg(feature = "render")]
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pub color: Color,
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pub min_altitude: f32,
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pub max_altitude: f32,
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@ -31,6 +31,7 @@ impl From<BiomeType> for BiomeStats {
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match biome_type {
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BiomeType::IceCap => BiomeStats {
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name: "Ice Cap".into(),
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#[cfg(feature = "render")]
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color: Color::rgb_u8(253, 244, 235),
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min_altitude: World::MIN_ALTITUDE,
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max_altitude: World::MAX_ALTITUDE,
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@ -41,6 +42,7 @@ impl From<BiomeType> for BiomeStats {
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},
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BiomeType::Ocean => BiomeStats {
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name: "Ocean".into(),
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#[cfg(feature = "render")]
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color: Color::rgb_u8(28, 66, 84),
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min_altitude: World::MIN_ALTITUDE,
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max_altitude: 0.0,
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@ -51,6 +53,7 @@ impl From<BiomeType> for BiomeStats {
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},
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BiomeType::Grassland => BiomeStats {
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name: "Grassland".into(),
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#[cfg(feature = "render")]
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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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@ -61,6 +64,7 @@ impl From<BiomeType> for BiomeStats {
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},
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BiomeType::Forest => BiomeStats {
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name: "Forest".into(),
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#[cfg(feature = "render")]
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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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@ -71,6 +75,7 @@ impl From<BiomeType> for BiomeStats {
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},
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BiomeType::Taiga => BiomeStats {
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name: "Taiga".into(),
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#[cfg(feature = "render")]
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color: Color::rgb_u8(43, 63, 40),
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min_altitude: 0.0,
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max_altitude: World::MAX_ALTITUDE,
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@ -81,6 +86,7 @@ impl From<BiomeType> for BiomeStats {
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},
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BiomeType::Tundra => BiomeStats {
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name: "Tundra ".into(),
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#[cfg(feature = "render")]
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color: Color::rgb_u8(139, 139, 128),
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min_altitude: 0.0,
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max_altitude: World::MAX_ALTITUDE,
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@ -91,6 +97,7 @@ impl From<BiomeType> for BiomeStats {
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},
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BiomeType::Desert => BiomeStats {
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name: "Desert ".into(),
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#[cfg(feature = "render")]
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color: Color::rgb_u8(253, 225, 171),
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min_altitude: 0.0,
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max_altitude: World::MAX_ALTITUDE,
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@ -101,6 +108,7 @@ impl From<BiomeType> for BiomeStats {
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},
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BiomeType::Rainforest => BiomeStats {
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name: "Rainforest".into(),
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#[cfg(feature = "render")]
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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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@ -631,6 +631,56 @@ impl World {
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west_altitude - east_altitude
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}
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pub fn is_cell_near_coastline(&self, cell: &TerrainCell) -> bool {
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if cell.altitude >= 0.0 {
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return false;
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}
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let neighbors = self.cell_neighbors(cell.x, cell.y);
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if let Some(neighbor) = neighbors.get(&CompassDirection::West) {
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if neighbor.altitude >= 0.0 {
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return true;
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}
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}
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if let Some(neighbor) = neighbors.get(&CompassDirection::NorthWest) {
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if neighbor.altitude >= 0.0 {
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return true;
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}
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}
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if let Some(neighbor) = neighbors.get(&CompassDirection::North) {
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if neighbor.altitude >= 0.0 {
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return true;
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}
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}
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if let Some(neighbor) = neighbors.get(&CompassDirection::NorthEast) {
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if neighbor.altitude >= 0.0 {
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return true;
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}
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}
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if let Some(neighbor) = neighbors.get(&CompassDirection::East) {
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if neighbor.altitude >= 0.0 {
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return true;
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}
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}
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if let Some(neighbor) = neighbors.get(&CompassDirection::SouthEast) {
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if neighbor.altitude >= 0.0 {
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return true;
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}
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}
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if let Some(neighbor) = neighbors.get(&CompassDirection::South) {
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if neighbor.altitude >= 0.0 {
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return true;
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}
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}
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if let Some(neighbor) = neighbors.get(&CompassDirection::SouthWest) {
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if neighbor.altitude >= 0.0 {
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return true;
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}
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}
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return false;
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}
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#[must_use]
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pub fn is_cell_coastline(&self, cell: &TerrainCell) -> bool {
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if cell.altitude <= 0.0 {
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@ -1,8 +1,3 @@
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#[cfg(feature = "render")]
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use {
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crate::{BiomeStats, TerrainCell, WorldOverlay, WorldRenderSettings, WorldView},
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bevy::render::color::Color,
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};
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use {
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crate::{World, WorldGenError},
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bevy::{log::warn, utils::default},
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@ -16,6 +16,7 @@ macro_rules! iterable_enum {
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}
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}
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}
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#[cfg(feature = "render")]
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macro_rules! iterable_enum_stringify {
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($Name:ident { $($Variant:ident),*$(,)? }) =>
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{
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@ -38,4 +39,5 @@ macro_rules! iterable_enum_stringify {
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}
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#[cfg(feature = "render")]
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pub(crate) use iterable_enum;
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#[cfg(feature = "render")]
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pub(crate) use iterable_enum_stringify;
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@ -45,24 +45,34 @@ impl WorldRenderSettings {
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}
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#[must_use]
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fn altitude_contour_color(altitude: f32) -> Color {
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if altitude < 0.0 {
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Color::rgb(0.0, 0.0, (2.0 - altitude / World::MIN_ALTITUDE) / 2.0)
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} else {
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fn altitude_contour_color(world: &World, altitude: f32) -> Color {
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let mut color = Color::rgb(1.0, 0.6, 0.0);
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let mut shade_value = 1.0;
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let mut value = f32::max(0.0, altitude / world.max_altitude);
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while shade_value > altitude / World::MAX_ALTITUDE {
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shade_value -= 0.05;
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if altitude < 0.0 {
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value = f32::max(0.0, 1.0 - (altitude / world.min_altitude));
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color = Color::BLUE;
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}
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Color::rgb(shade_value, shade_value, shade_value)
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while shade_value > value {
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shade_value -= 0.15;
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}
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shade_value = 0.5 * shade_value + 0.5;
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Color::rgb(
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color.r() * shade_value,
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color.g() * shade_value,
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color.b() * shade_value,
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)
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}
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#[cfg(feature = "placeholder")]
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#[must_use]
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fn rainfall_contour_color(world: &World, rainfall: f32) -> Color {
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let mut shade_value = 1.0;
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let value = rainfall / world.max_rainfall;
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let value = f32::max(0.0, rainfall / world.max_rainfall);
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while shade_value > value {
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shade_value -= 0.1;
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@ -71,6 +81,16 @@ fn rainfall_contour_color(world: &World, rainfall: f32) -> Color {
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Color::rgb(0.0, shade_value, 0.0)
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}
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#[must_use]
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fn rainfall_color(rainfall: f32) -> Color {
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if rainfall <= 0.0 {
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Color::BLACK
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} else {
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Color::rgb(rainfall / World::MAX_RAINFALL, 0.0, 0.0)
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}
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}
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#[cfg(feature = "placeholder")]
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#[must_use]
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fn temperature_contour_color(world: &World, temperature: f32) -> Color {
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let mut shade_value = 1.0;
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@ -84,6 +104,12 @@ fn temperature_contour_color(world: &World, temperature: f32) -> Color {
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Color::rgb(shade_value, 0.0, 1.0 - shade_value)
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}
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#[must_use]
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fn temperature_color(temperature: f32) -> Color {
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let value = (temperature - World::MIN_TEMPERATURE) / World::TEMPERATURE_SPAN;
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Color::rgb(value, 0.0, 1.0 - value)
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}
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#[must_use]
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fn biome_color(world: &World, cell: &TerrainCell) -> Color {
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let slant = world.get_slant(cell);
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@ -109,14 +135,31 @@ fn biome_color(world: &World, cell: &TerrainCell) -> Color {
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Color::rgb(red, green, blue)
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}
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const COASTLINE_PALETTE: [Color; 5] = [
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Color::rgb(251.0 / 255.0, 230.0 / 255.0, 197.0 / 255.0),
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Color::rgb(233.0 / 255.0, 192.0 / 255.0, 136.0 / 255.0),
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Color::rgb(74.0 / 255.0, 39.0 / 255.0, 13.0 / 255.0),
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Color::rgb(155.0 / 255.0, 105.0 / 255.0, 72.0 / 255.0),
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Color::rgb(188.0 / 255.0, 136.0 / 255.0, 84.0 / 255.0),
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];
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#[must_use]
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fn coastline_color(world: &World, cell: &TerrainCell) -> Color {
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if world.is_cell_coastline(cell) {
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Color::BLACK
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COASTLINE_PALETTE[2]
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} else if world.is_cell_near_coastline(cell) {
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COASTLINE_PALETTE[3]
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} else if cell.altitude > 0.0 {
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Color::rgb(0.75, 0.75, 0.75)
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let slant = world.get_slant(cell);
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let altitude_span = world.max_altitude - world.min_altitude;
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let slant_factor = f32::min(1.0, -(500.0 * (slant / altitude_span)));
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if slant_factor > 0.9 {
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COASTLINE_PALETTE[4] * slant_factor + COASTLINE_PALETTE[1] * (1.0 - slant_factor)
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} else {
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Color::ANTIQUE_WHITE
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COASTLINE_PALETTE[1]
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}
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} else {
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COASTLINE_PALETTE[0]
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}
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}
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pub(crate) trait WorldRenderer {
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@ -144,9 +187,9 @@ impl WorldRenderer for WorldManager {
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#[must_use]
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fn generate_color(&self, cell: &TerrainCell, render_settings: &WorldRenderSettings) -> Color {
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let base_color = match render_settings.view {
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WorldView::Biomes => biome_color(&self.world(), cell),
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WorldView::Topography => altitude_contour_color(cell.altitude),
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WorldView::Coastlines => coastline_color(&self.world(), cell),
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WorldView::Biomes => biome_color(self.world(), cell),
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WorldView::Topography => altitude_contour_color(self.world(), cell.altitude),
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WorldView::Coastlines => coastline_color(self.world(), cell),
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};
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let mut normalizer = 1.0;
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let mut green = base_color.g();
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let mut blue = base_color.b();
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if render_settings.overlay_visible(&WorldOverlay::Rainfall)
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|| render_settings.overlay_visible(&WorldOverlay::Temperature)
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{
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let grey = (red + green + blue) / 3.0;
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red = grey;
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green = grey;
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blue = grey;
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}
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if render_settings.overlay_visible(&WorldOverlay::Rainfall) {
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normalizer += 1.0;
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let rainfall_color = rainfall_contour_color(self.world(), cell.rainfall);
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let rainfall_color = rainfall_color(cell.rainfall);
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red += rainfall_color.r();
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green += rainfall_color.g();
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@ -165,7 +217,7 @@ impl WorldRenderer for WorldManager {
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if render_settings.overlay_visible(&WorldOverlay::Temperature) {
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normalizer += 1.0;
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let temperature_color = temperature_contour_color(self.world(), cell.temperature);
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let temperature_color = temperature_color(cell.temperature);
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red += temperature_color.r();
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green += temperature_color.g();
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