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use bevy::prelude::*; |
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|
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use crate::{ |
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sim::{SimSystems, SimTick, TICKS_PER_HOUR, hour_of_day}, |
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structures::{Structure, StructureKind}, |
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world::{TilePos, WorldMap}, |
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}; |
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|
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pub struct LightPlugin; |
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|
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impl Plugin for LightPlugin { |
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fn build(&self, app: &mut App) { |
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app.init_resource::<LightMap>() |
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.add_systems(FixedUpdate, update_light_map.in_set(SimSystems::Decide)); |
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} |
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} |
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|
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pub const LIT_BRIGHTNESS: f32 = 0.5; |
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pub const LIGHT_LOOKAHEAD_TICKS: u64 = TICKS_PER_HOUR * 3 / 2; |
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const AMBIENT_STEPS: f32 = 16.0; |
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const DAY_COLOR: Vec3 = Vec3::ONE; |
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const NIGHT_COLOR: Vec3 = Vec3::new(0.2, 0.24, 0.4); |
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|
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pub fn daylight(hour: f32) -> f32 { |
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match hour { |
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h if h < 5.0 => 0.0, |
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h if h < 7.0 => (h - 5.0) / 2.0, |
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h if h < 18.0 => 1.0, |
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h if h < 20.0 => 1.0 - (h - 18.0) / 2.0, |
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_ => 0.0, |
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} |
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} |
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|
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pub fn ambient_color(daylight: f32) -> Vec3 { |
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NIGHT_COLOR.lerp(DAY_COLOR, daylight) |
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} |
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|
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pub fn brightness(color: Vec3) -> f32 { |
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(color.x + color.y + color.z) / 3.0 |
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} |
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|
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pub fn dark_soon(tick: SimTick) -> bool { |
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let later = SimTick(tick.0 + LIGHT_LOOKAHEAD_TICKS); |
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daylight(hour_of_day(tick)) < LIT_BRIGHTNESS || daylight(hour_of_day(later)) < LIT_BRIGHTNESS |
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} |
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|
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pub fn light_at(kind: StructureKind, source: UVec2, tile: UVec2) -> Vec3 { |
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let Some((radius, color)) = kind.light() else { |
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return Vec3::ZERO; |
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}; |
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let d = source.as_vec2().distance(tile.as_vec2()) / radius; |
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if d >= 1.0 { |
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return Vec3::ZERO; |
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} |
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color * (1.0 - d * d).powi(2) |
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} |
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|
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pub fn light_from(tile: UVec2, sources: impl IntoIterator<Item = (UVec2, StructureKind)>) -> Vec3 { |
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sources |
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.into_iter() |
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.map(|(pos, kind)| light_at(kind, pos, tile)) |
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.sum() |
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} |
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|
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#[derive(Resource, Default, Debug, Clone, PartialEq)] |
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pub struct LightMap { |
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size: UVec2, |
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ambient_step: u32, |
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ambient: Vec3, |
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sources: Vec<Vec3>, |
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} |
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|
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impl LightMap { |
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pub fn color(&self, tile: UVec2) -> Vec3 { |
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if self.sources.is_empty() || tile.x >= self.size.x || tile.y >= self.size.y { |
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return Vec3::ONE; |
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} |
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(self.ambient + self.sources[(tile.y * self.size.x + tile.x) as usize]).min(Vec3::ONE) |
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} |
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|
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pub fn is_lit(&self, tile: UVec2) -> bool { |
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brightness(self.color(tile)) >= LIT_BRIGHTNESS |
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} |
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|
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pub fn compute( |
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size: UVec2, |
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daylight: f32, |
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sources: impl IntoIterator<Item = (UVec2, StructureKind)>, |
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) -> Self { |
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let ambient_step = (daylight * AMBIENT_STEPS).round() as u32; |
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let mut light = vec![Vec3::ZERO; size.element_product() as usize]; |
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for (pos, kind) in sources { |
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let Some((radius, _)) = kind.light() else { |
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continue; |
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}; |
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let r = radius.ceil() as i32; |
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for dy in -r..=r { |
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for dx in -r..=r { |
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let tile = pos.as_ivec2() + IVec2::new(dx, dy); |
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if tile.x < 0 |
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|| tile.y < 0 |
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|| tile.x >= size.x as i32 |
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|| tile.y >= size.y as i32 |
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{ |
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continue; |
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} |
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let tile = tile.as_uvec2(); |
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light[(tile.y * size.x + tile.x) as usize] += light_at(kind, pos, tile); |
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} |
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} |
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} |
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Self { |
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size, |
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ambient_step, |
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ambient: ambient_color(ambient_step as f32 / AMBIENT_STEPS), |
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sources: light, |
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} |
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} |
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} |
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|
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fn update_light_map( |
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tick: Res<SimTick>, |
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map: Res<WorldMap>, |
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structures: Query<(&TilePos, &Structure)>, |
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added: Query<(), Added<Structure>>, |
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mut removed: RemovedComponents<Structure>, |
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mut light: ResMut<LightMap>, |
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) { |
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let day = daylight(hour_of_day(*tick)); |
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let step = (day * AMBIENT_STEPS).round() as u32; |
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let sources_changed = !added.is_empty() || removed.read().count() > 0; |
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if !sources_changed && step == light.ambient_step && light.size == map.size { |
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return; |
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} |
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*light = LightMap::compute( |
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map.size, |
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day, |
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structures.iter().map(|(pos, s)| (pos.0, s.kind)), |
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); |
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} |
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|
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#[cfg(test)] |
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mod tests { |
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use super::*; |
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use crate::sim::TICKS_PER_HOUR; |
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|
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#[test] |
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fn days_are_bright_and_nights_dark_with_gradual_dusk_and_dawn() { |
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assert_eq!(daylight(12.0), 1.0); |
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assert_eq!(daylight(23.0), 0.0); |
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assert_eq!(daylight(2.0), 0.0); |
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assert_eq!(daylight(19.0), 0.5); |
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assert_eq!(daylight(6.0), 0.5); |
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} |
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|
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|
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#[test] |
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fn darkness_is_anticipated_before_dusk() { |
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let at = |hour: u64| SimTick((hour + 24 - 6) % 24 * TICKS_PER_HOUR); |
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assert!(!dark_soon(at(12))); |
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assert!(dark_soon(at(18))); |
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assert!(dark_soon(at(23))); |
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assert!(!dark_soon(at(8))); |
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} |
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|
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#[test] |
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fn fires_light_their_surroundings_with_falloff() { |
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let fire = UVec2::new(10, 10); |
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let near = light_at(StructureKind::Campfire, fire, UVec2::new(11, 10)); |
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let far = light_at(StructureKind::Campfire, fire, UVec2::new(15, 10)); |
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assert!(brightness(near) > brightness(far)); |
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assert_eq!( |
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light_at(StructureKind::Campfire, fire, UVec2::new(17, 10)), |
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Vec3::ZERO |
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); |
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} |
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|
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#[test] |
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fn light_map_combines_ambient_and_fires() { |
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let fire = (UVec2::new(5, 5), StructureKind::Campfire); |
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let night = LightMap::compute(UVec2::splat(20), 0.0, [fire]); |
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assert!(night.is_lit(UVec2::new(5, 6))); |
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assert!(!night.is_lit(UVec2::new(18, 18))); |
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let day = LightMap::compute(UVec2::splat(20), 1.0, []); |
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assert!(day.is_lit(UVec2::new(18, 18))); |
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} |
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|
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#[test] |
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fn an_empty_light_map_counts_as_daylight() { |
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assert!(LightMap::default().is_lit(UVec2::new(3, 3))); |
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} |
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|
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#[test] |
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fn beds_give_no_light() { |
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let bed = UVec2::new(4, 4); |
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assert_eq!(light_at(StructureKind::Bed, bed, bed), Vec3::ZERO); |
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} |
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} |