average composite on terrain sprites
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+7
-5
@@ -46,6 +46,7 @@ pub fn handle_tile_occlusion_updates(
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)>,
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mut cwss: ResMut<CurrentWorldSpriteState>,
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) {
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println!("updating tile occlusion");
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query_set
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.p0()
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.par_iter_mut()
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@@ -91,7 +92,8 @@ pub fn calculate_visibility(pos: IVec3, tilemap: &TileMap) -> [u32; 8] {
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let mut is_occluded = false;
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'vertical_check: for z_offset in 1..15 {
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let v_check_height: i32 = Z_TOTAL as i32 - (camera_z / ITILE_SIZE) + Z_BELOW as i32 + 1;
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'vertical_check: for z_offset in 1..v_check_height {
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let above_pos = IVec3::new(pos.x, pos.y, pos.z + (z_offset * ITILE_SIZE));
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if above_pos.z <= camera_z {
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if let Some(&(_, opaque, _, _, _)) = tilemap.floor_tiles.get(&above_pos) {
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@@ -194,13 +196,13 @@ fn generate_chunks_from_algo(
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);
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let pos_ivec = position.as_ivec3();
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if z < -8 {
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if z < -5 {
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let noise_value = cave_noise.get([
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world_x as f64 * 0.05,
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world_y as f64 * 0.05,
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z as f64 * 0.05,
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z as f64 * (0.15 * -z as f64),
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]);
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if noise_value < -0.5 {
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if noise_value < -0.65 {
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FloorTilePrefab::air(position).spawn(&mut commands);
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tilemap
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.floor_tiles
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@@ -275,7 +277,7 @@ fn generate_chunks_from_algo(
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fn setup_initial_chunks(mut event_writer: EventWriter<LoadChunkEvent>) {
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println!("setup_initial_chunks");
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for x in -2..=2 {
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for x in -3..=3 {
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for y in -2..=2 {
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event_writer.write(LoadChunkEvent {
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chunk_position: IVec2::new(x, y),
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