Seed automation works
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use crate::SeededRng;
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use crate::basic::{IntoImage, Table};
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use bevy::asset::{Assets, RenderAssetUsages};
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use bevy::image::{BevyDefault, Image};
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use bevy::input::ButtonInput;
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use bevy::prelude::{Commands, Component, Entity, KeyCode, Query, ResMut, Sprite};
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use bevy::render::render_resource::{Extent3d, TextureDimension, TextureFormat};
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use rand::RngExt;
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use rand_chacha::ChaCha8Rng;
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pub fn update_automation_view_seed(
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query: Query<(&Sprite, &SeedAutomation)>,
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mut images: ResMut<Assets<Image>>,
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) {
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let (sprite, automation) = query.iter().next().unwrap();
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let size = automation.world.side as u32;
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let data = automation.world.get_image_data();
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let image = Image::new(
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Extent3d {
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width: size,
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height: size,
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depth_or_array_layers: 1,
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},
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TextureDimension::D2,
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data,
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TextureFormat::bevy_default(),
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RenderAssetUsages::default(),
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);
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images.remove(sprite.image.id());
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images.insert(sprite.image.id(), image).unwrap();
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}
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pub fn update_automation_seed(
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mut query: Query<(&mut SeedAutomation, Entity)>,
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mut seeded_rng: ResMut<SeededRng>,
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keys: ResMut<ButtonInput<KeyCode>>,
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mut commands: Commands) {
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let (mut automation, entity) = query.iter_mut().next().unwrap();
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if keys.just_pressed(KeyCode::Space){
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let random = &mut seeded_rng.0;
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automation.next(random)
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}
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if keys.just_pressed(KeyCode::Tab){
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commands.entity(entity).;
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}
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}
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#[derive(Component)]
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pub struct SeedAutomation {
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pub(crate) world: Table<bool>,
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}
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impl SeedAutomation {
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fn next(&mut self, rng: &mut ChaCha8Rng) {
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let len = (self.world.side * self.world.side) as f32;
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loop {
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let index = (rng.random::<f32>() * len) as usize;
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if *self.world.get(index) {
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continue;
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}
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self.world.set(index, true);
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break;
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}
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}
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}
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