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	ravine gaming
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		@ -1,35 +1,52 @@
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struct StandardWorldGenerator: WorldGenerator {
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  private var heightNoise: LayeredNoiseAlt<SimplexNoise<Float>>!
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  private var terrainNoise: LayeredNoise<ImprovedPerlin<Float>>!
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  private var ravineNoise: LayeredNoise<SimplexNoise<Float>>!
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  private var ravineMask: LayeredNoise<SimplexNoise<Float>>!
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  private var colorNoise: LayeredNoiseAlt<SimplexNoise<Float>>!
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  public mutating func reset(seed: UInt64) {
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    var random = PCG32Random(seed: SplitMix64.createState(seed: seed))
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    self.heightNoise  = .init(random: &random, octaves: 200, frequency: 0.0002,    amplitude:  2.000)
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    self.terrainNoise = .init(random: &random, octaves:  10, frequency: 0.01,      amplitude:  0.437)
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    self.colorNoise   = .init(random: &random, octaves: 150, frequency: 0.0006667, amplitude: 17.000)
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    self.heightNoise  = .init(random: &random, octaves: 28, frequency: 0.0008,   amplitude: 1.4)
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    self.terrainNoise = .init(random: &random, octaves: 10, frequency: 0.01,     amplitude: 0.437)
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    self.ravineNoise  = .init(random: &random, octaves: 12, frequency: 0.01)
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    self.ravineMask   = .init(random: &random, octaves:  2, frequency: 0.00241,  amplitude: 2)
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    self.colorNoise   = .init(random: &random, octaves: 15, frequency: 0.006667, amplitude: 3)
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  }
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  public func makeChunk(id chunkID: SIMD3<Int>) -> Chunk {
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    let blockFunc = { (height: Float, position: SIMD3<Float>) -> BlockType in
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#if true
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      let value = height + self.terrainNoise.get(position * SIMD3(1, 2, 1))
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      if value >= 0 {
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        return .air
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      }
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#else
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      if height >= 0 {
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        return .air
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      }
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#endif
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#if true
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      // Carve out ravines
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      if self.ravineMask.get(position * SIMD3(1, 0.441, 1)) >= 0.8 &&
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        abs(self.ravineNoise.get(position * SIMD3(1, 0.6, 1))) <= 0.1 { return .air }
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#endif
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      return .solid(.init(
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        hue: Float(180 + self.colorNoise.get(position) * 180),
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        saturation: 0.47, value: 0.9).linear)
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    }
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    let chunkOrigin = chunkID &<< Chunk.shift
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    var chunk = Chunk(position: chunkOrigin)
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    for z in 0..<Chunk.size {
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      for x in 0..<Chunk.size {
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        let height = self.heightNoise.get(SIMD2<Float>(chunkOrigin.xz &+ SIMD2<Int>(x, z)))
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        let fpos2D = SIMD2<Float>(chunkOrigin.xz &+ SIMD2<Int>(x, z))
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        let height = self.heightNoise.get(fpos2D)
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        for y in 0..<Chunk.size {
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          let ipos = SIMD3(x, y, z)
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          let fpos = SIMD3<Float>(chunkOrigin &+ ipos)
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          let height = fpos.y / 64.0 + height
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          let value = height + self.terrainNoise.get(fpos * SIMD3(1, 2, 1))
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          let block: BlockType = if value < 0 {
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            .solid(.init(
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              hue: Float(180 + self.colorNoise.get(fpos) * 180),
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              saturation: 0.47, value: 0.9).linear)
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          } else {
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            .air
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          }
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          chunk.setBlock(internal: ipos, type: block)
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          chunk.setBlock(internal: ipos, type: blockFunc(fpos.y / 64.0 + height, fpos))
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        }
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      }
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    }
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