mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-11-12 18:38:43 -06:00
changed a lot of stuff, too lazy to write
This commit is contained in:
parent
f88e2733f3
commit
1ae34def21
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@ -4,7 +4,7 @@
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use shipyard::{
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use shipyard::{
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World, Workload, IntoWorkload,
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World, Workload, IntoWorkload,
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UniqueView, UniqueViewMut,
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UniqueView, UniqueViewMut,
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NonSendSync
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NonSendSync, WorkloadModificator
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};
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};
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use glium::{
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use glium::{
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glutin::{
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glutin::{
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@ -13,7 +13,6 @@ use glium::{
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}
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}
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};
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};
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use glam::vec3;
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use glam::vec3;
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use state::GameState;
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use std::time::Instant;
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use std::time::Instant;
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mod logging;
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mod logging;
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@ -38,7 +37,7 @@ pub(crate) mod init;
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use world::{
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use world::{
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init_game_world,
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init_game_world,
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loading::update_loaded_world_around_player,
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loading::{update_loaded_world_around_player, switch_to_ingame_if_loaded},
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raycast::update_raycasts, queue::apply_queued_blocks
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raycast::update_raycasts, queue::apply_queued_blocks
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};
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};
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use player::spawn_player;
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use player::spawn_player;
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@ -65,6 +64,7 @@ use block_placement::block_placement_system;
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use delta_time::{DeltaTime, init_delta_time};
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use delta_time::{DeltaTime, init_delta_time};
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use cursor_lock::{insert_lock_state, update_cursor_lock_state, lock_cursor_now};
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use cursor_lock::{insert_lock_state, update_cursor_lock_state, lock_cursor_now};
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use control_flow::{exit_on_esc, insert_control_flow_unique, SetControlFlow};
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use control_flow::{exit_on_esc, insert_control_flow_unique, SetControlFlow};
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use state::{GameState, is_ingame, is_ingame_or_loading, is_loading};
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use init::initialize_from_args;
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use init::initialize_from_args;
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fn startup() -> Workload {
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fn startup() -> Workload {
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@ -84,24 +84,33 @@ fn startup() -> Workload {
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}
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}
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fn update() -> Workload {
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fn update() -> Workload {
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(
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(
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process_inputs,
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update_controllers,
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generate_move_events,
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update_loaded_world_around_player,
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update_raycasts,
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block_placement_system,
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apply_queued_blocks,
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update_cursor_lock_state,
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update_cursor_lock_state,
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compute_cameras,
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process_inputs,
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exit_on_esc,
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exit_on_esc,
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(
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switch_to_ingame_if_loaded,
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).into_workload().run_if(is_loading),
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(
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update_loaded_world_around_player,
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).into_workload().run_if(is_ingame_or_loading),
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(
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update_controllers,
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generate_move_events,
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update_raycasts,
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block_placement_system,
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apply_queued_blocks,
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).into_workload().run_if(is_ingame),
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compute_cameras,
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).into_workload()
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).into_workload()
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}
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}
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fn render() -> Workload {
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fn render() -> Workload {
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(
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(
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clear_background,
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clear_background,
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draw_world,
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(
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draw_current_chunk_border,
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draw_world,
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render_selection_box,
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draw_current_chunk_border,
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render_selection_box,
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).into_sequential_workload().run_if(is_ingame)
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).into_sequential_workload()
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).into_sequential_workload()
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}
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}
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fn after_frame_end() -> Workload {
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fn after_frame_end() -> Workload {
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@ -1,10 +1,27 @@
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use strum::EnumIter;
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use shipyard::{Unique, UniqueView};
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use shipyard::Unique;
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#[derive(Unique, EnumIter)]
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#[derive(Unique, PartialEq, Eq)]
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#[track(All)]
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#[track(All)]
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pub enum GameState {
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pub enum GameState {
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Connecting,
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Connecting,
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LoadingWorld,
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LoadingWorld,
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InGame
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InGame
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}
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}
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pub fn is_ingame(
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state: UniqueView<GameState>
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) -> bool {
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*state == GameState::InGame
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}
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pub fn is_loading(
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state: UniqueView<GameState>
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) -> bool {
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matches!(*state, GameState::LoadingWorld)
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}
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pub fn is_ingame_or_loading(
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state: UniqueView<GameState>
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) -> bool {
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matches!(*state, GameState::InGame | GameState::LoadingWorld)
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}
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@ -30,6 +30,11 @@ pub enum CurrentChunkState {
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RecalculatingMesh,
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RecalculatingMesh,
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Unloading,
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Unloading,
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}
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}
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impl CurrentChunkState {
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pub fn matches(self, desired: DesiredChunkState) -> bool {
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desired.matches(self)
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}
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}
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
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pub enum DesiredChunkState {
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pub enum DesiredChunkState {
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@ -39,6 +44,13 @@ pub enum DesiredChunkState {
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Rendered,
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Rendered,
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ToUnload,
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ToUnload,
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}
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}
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impl DesiredChunkState {
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pub fn matches(self, current: CurrentChunkState) -> bool {
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(matches!(self, DesiredChunkState::Nothing) && matches!(current, CurrentChunkState::Nothing)) ||
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(matches!(self, DesiredChunkState::Loaded) && matches!(current, CurrentChunkState::Loaded)) ||
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(matches!(self, DesiredChunkState::Rendered) && matches!(current, CurrentChunkState::Rendered))
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}
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}
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pub struct Chunk {
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pub struct Chunk {
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pub position: IVec3,
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pub position: IVec3,
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@ -5,7 +5,8 @@ use crate::{
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player::MainPlayer,
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player::MainPlayer,
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transform::Transform,
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transform::Transform,
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settings::GameSettings,
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settings::GameSettings,
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rendering::Renderer
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rendering::Renderer,
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state::GameState
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};
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};
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use super::{
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use super::{
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ChunkStorage, ChunkMeshStorage,
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ChunkStorage, ChunkMeshStorage,
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@ -168,7 +169,8 @@ fn process_completed_tasks(
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task_manager: UniqueView<ChunkTaskManager>,
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task_manager: UniqueView<ChunkTaskManager>,
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mut world: UniqueViewMut<ChunkStorage>,
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mut world: UniqueViewMut<ChunkStorage>,
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mut meshes: NonSendSync<UniqueViewMut<ChunkMeshStorage>>,
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mut meshes: NonSendSync<UniqueViewMut<ChunkMeshStorage>>,
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renderer: NonSendSync<UniqueView<Renderer>>
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renderer: NonSendSync<UniqueView<Renderer>>,
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state: UniqueView<GameState>
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) {
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) {
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let mut ops: usize = 0;
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let mut ops: usize = 0;
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while let Some(res) = task_manager.receive() {
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while let Some(res) = task_manager.receive() {
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ops += 1;
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ops += 1;
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}
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}
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}
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}
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if ops >= MAX_CHUNK_OPS {
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if (ops >= MAX_CHUNK_OPS) && matches!(*state, GameState::InGame) {
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break
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break
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}
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}
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}
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}
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}
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}
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pub fn switch_to_ingame_if_loaded(
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world: UniqueView<ChunkStorage>,
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mut state: UniqueViewMut<GameState>
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) {
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if world.chunks.iter().all(|(_, chunk)| {
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chunk.desired_state.matches(chunk.current_state)
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}) {
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*state = GameState::InGame;
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}
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}
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