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Use the world "tile" instead of "block"
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2 changed files with 10 additions and 10 deletions
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@ -17,7 +17,7 @@ It is a liquid layer, an endless sea of extremely hot and destructive lava.
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It's the end of progression, bottom of the map, can't progress further.
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It's the end of progression, bottom of the map, can't progress further.
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The evil source is somewhat above that, at about 100 km.
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The evil source is somewhat above that, at about 100 km.
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The final goal is the evil source, so player is expected to mine about 100 km deep to beat the game.
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The final goal is the evil source, so player is expected to mine about 100 km deep to beat the game.
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1 meter = one block. 100 km = 100,000 blocks deep.
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1 meter = one tile. 100 km = 100,000 tiles deep.
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## Number of stuff
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## Number of stuff
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18
src/world.rs
18
src/world.rs
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@ -22,28 +22,28 @@ impl Default for World {
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}
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}
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const CHUNK_EXTENT: u16 = 256;
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const CHUNK_EXTENT: u16 = 256;
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const CHUNK_N_BLOCKS: usize = CHUNK_EXTENT as usize * CHUNK_EXTENT as usize;
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const CHUNK_N_TILES: usize = CHUNK_EXTENT as usize * CHUNK_EXTENT as usize;
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type ChunkBlocks = [Block; CHUNK_N_BLOCKS];
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type ChunkTiles = [Tile; CHUNK_N_TILES];
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pub struct Chunk {
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pub struct Chunk {
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blocks: ChunkBlocks,
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tiles: ChunkTiles,
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}
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}
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impl Chunk {
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impl Chunk {
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pub fn new_rand() -> Self {
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pub fn new_rand() -> Self {
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let mut rng = thread_rng();
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let mut rng = thread_rng();
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let mut blocks = [Block { id: 0 }; CHUNK_N_BLOCKS];
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let mut tiles = [Tile { id: 0 }; CHUNK_N_TILES];
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for b in &mut blocks {
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for b in &mut tiles {
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b.id = rng.gen();
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b.id = rng.gen();
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}
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}
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Self { blocks }
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Self { tiles }
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}
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}
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}
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}
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type BlockId = u16;
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type TileId = u16;
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#[derive(Clone, Copy)]
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#[derive(Clone, Copy)]
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pub struct Block {
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pub struct Tile {
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id: BlockId,
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id: TileId,
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}
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}
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