Basic proc gen with hash noise
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@ -26,9 +26,9 @@ main :: proc() {
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player = {
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position = {CELL_SIZE * 10, CELL_SIZE * 10},
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position = {CELL_SIZE * 10000, CELL_SIZE * 10000},
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camera = {
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zoom = 3,
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zoom = 4,
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target = {player.position.x + (CELL_SIZE / 2), player.position.y + (CELL_SIZE / 2)},
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offset = {f32(rl.GetScreenWidth()) / 2, f32(rl.GetScreenHeight()) / 2},
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},
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@ -38,7 +38,7 @@ main :: proc() {
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load_tilemap()
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defer unload_tilemap()
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world = create_world("test_world")
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world = create_world("test_world", 5761)
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set_tile(&world, tree_tile, {400,400})
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@ -58,7 +58,7 @@ game_loop :: proc() {
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update()
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rl.BeginDrawing()
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rl.ClearBackground(rl.BLACK)
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rl.ClearBackground({10,80,10,255})
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rl.BeginMode2D(player.camera)
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draw()
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@ -1,5 +1,7 @@
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package game
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import "core:math"
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Vec2i :: struct {
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x: int,
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y: int,
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@ -13,14 +15,12 @@ vec2_to_vec2i :: proc(v2:[2]f32) -> Vec2i {
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return {int(v2.x), int(v2.y)}
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}
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to_bytes :: proc(v: $T) -> [size_of(T)]u8 {
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val := v
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encoded_bytes := (^[size_of(T)]u8)(&val)
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return encoded_bytes^
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hash_noise :: proc(x, y: int, seed: u32) -> f32 {
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h: u32 = u32(x) * 374761393
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h *= u32(y) * 668265263
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h *= seed
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h *= 3266489917
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h >>= 16
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return f32(h & 0xFFFF) / 65535.0
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}
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from_bytes :: proc($T:typeid, data: [size_of(T)]u8) -> T {
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bytes := data
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decoded_value := (^T)(&bytes)^
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return decoded_value
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}
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@ -32,7 +32,7 @@ player_update :: proc(p : ^Player, w: ^World) {
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handle_player_camera(p)
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if rl.IsKeyPressed(.SPACE) {
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set_tile(w, tree_tile, vec2_to_vec2i(get_player_grid_position(p)))
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set_tile(w, bricks_tile, vec2_to_vec2i(get_player_grid_position(p)))
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}
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}
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@ -199,7 +199,7 @@ get_player_grid_position :: proc(player:^Player) -> rl.Vector2 {
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}
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draw_player :: proc(player:^Player) {
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draw_tile({27,0}, player.position, rl.DARKBLUE)
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draw_tile({25,0}, player.position, {50,0,80,255})
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}
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@ -15,6 +15,7 @@ TileType :: enum u8 {
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NOTHING,
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SOLID,
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FOLIAGE,
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WATER,
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}
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ResourceType :: enum u8 {
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@ -29,9 +30,17 @@ InteractionType :: enum u8 {
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}
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nothing_tile := Tile {
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type = .NOTHING,
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tilemap_pos = {0,0},
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color = {0,0,0,255},
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interaction = .NOTHING,
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resource = .NOTHING
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}
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grass_tile := Tile {
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type = .FOLIAGE,
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tilemap_pos = {1,2},
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color = {30,30,0,255},
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tilemap_pos = {5,0},
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color = {50,120,25,255},
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interaction = .NOTHING,
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resource = .NOTHING
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}
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@ -39,7 +48,23 @@ nothing_tile := Tile {
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tree_tile := Tile {
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type = .SOLID,
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tilemap_pos = {0,1},
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color = {17,87,30,255},
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color = {10,60,15,255},
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resource = .TREE,
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interaction = .RESOURCE,
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}
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bricks_tile := Tile {
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type = .SOLID,
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tilemap_pos = {10,17},
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color = {140,30,10,255},
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resource = .NOTHING,
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interaction = .NOTHING,
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}
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water_tile := Tile {
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type = .WATER,
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tilemap_pos = {19,1},
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color = {5,40,80,255},
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resource = .NOTHING,
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interaction = .NOTHING,
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}
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@ -12,7 +12,8 @@ WORLD_DATA_PATH :: "data/worlds"
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World :: struct {
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data_dir: string,
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chunks: map[Vec2i]Chunk
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chunks: map[Vec2i]Chunk,
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seed: u32
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}
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Chunk :: struct #packed {
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@ -20,7 +21,7 @@ Chunk :: struct #packed {
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tiles: [CHUNK_SIZE][CHUNK_SIZE]Tile,
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}
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create_world :: proc(name:string) -> World {
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create_world :: proc(name:string, seed:u32) -> World {
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data_dir := fmt.tprintf("%v/%v", WORLD_DATA_PATH, name)
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if !os.is_dir(data_dir) {
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fmt.printfln("Data dir: %v does not exist", data_dir)
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@ -35,10 +36,11 @@ create_world :: proc(name:string) -> World {
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return World {
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data_dir = data_dir,
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chunks = make(map[Vec2i]Chunk),
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seed = seed
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}
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}
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load_world :: proc(name:string) -> World {
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load_world :: proc(name:string, seed:u32) -> World {
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dir := fmt.tprintf("%v/%v", WORLD_DATA_PATH, name)
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if !os.is_dir(dir) {
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panic("Couldnt load world")
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@ -47,6 +49,7 @@ load_world :: proc(name:string) -> World {
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return World {
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data_dir = dir,
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chunks = make(map[Vec2i]Chunk),
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seed = seed
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}
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}
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@ -97,7 +100,7 @@ load_chunk :: proc(pos:Vec2i, w:^World) -> Chunk {
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data, err := os.read_entire_file_from_filename_or_err(filename)
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if err != nil {
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// fmt.printfln("No chunk %v found, generating new chunk", pos)
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chunk := generate_chunk(pos)
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chunk := generate_chunk(pos, w.seed)
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save_chunk(&chunk, w)
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return chunk
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}
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@ -147,21 +150,43 @@ unload_chunk :: proc(pos:Vec2i, w:^World) {
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}
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}
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generate_chunk :: proc(pos:Vec2i) -> Chunk {
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generate_chunk :: proc(pos:Vec2i, seed:u32) -> Chunk {
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chunk := Chunk {position = pos}
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for x in 0..<CHUNK_SIZE {
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for y in 0..<CHUNK_SIZE {
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chunk.tiles[x][y] = nothing_tile
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}
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}
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world_x := pos.x * CHUNK_SIZE + x
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world_y := pos.y * CHUNK_SIZE + y
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center_pos := Vec2i{CHUNK_SIZE/2, CHUNK_SIZE/2}
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set_chunk_tile(&chunk, tree_tile, center_pos)
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chunk.tiles[x][y] = generate_tile(world_x, world_y, seed)
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}
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}
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return chunk
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}
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generate_tile :: proc(x, y: int, seed: u32) -> Tile {
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base_noise := hash_noise(x, y, seed)
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cluster_noise := hash_noise(x / 3, y / 3, seed + 12345) // Larger scale noise for clusters
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if base_noise < 0.70 {
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return nothing_tile
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} else if base_noise < 0.85 {
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return grass_tile
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} else if base_noise < 0.95 {
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if cluster_noise > 0.5 { // Favor trees in cluster regions
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return tree_tile
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}
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return grass_tile
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} else {
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if cluster_noise > 0.4 { // Only allow ponds in certain areas
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return water_tile
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}
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return nothing_tile
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}
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}
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get_chunk :: proc(w:^World, chunk_pos:Vec2i) -> ^Chunk {
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chunk, exists := w.chunks[chunk_pos]
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if !exists {
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