/*
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* Copyright (C) 2021 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "game/load.hpp"
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#include "game/world.hpp"
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#include "application.hpp"
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#include "debug/logger.hpp"
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#include "resources/json.hpp"
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#include "resources/resource-manager.hpp"
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#include "render/model.hpp"
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#include "render/material.hpp"
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#include "render/passes/sky-pass.hpp"
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#include "render/passes/ground-pass.hpp"
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#include "game/system/astronomy.hpp"
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#include "game/system/terrain.hpp"
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#include "math/random.hpp"
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#include "math/noise/noise.hpp"
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#include <fstream>
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#include <iostream>
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#include <stb/stb_image_write.h>
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#include "resources/image.hpp"
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#include <algorithm>
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#include <execution>
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namespace game {
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namespace load {
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void biome(game::context& ctx, const std::filesystem::path& path)
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{
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ctx.logger->push_task("Loading biome from \"" + path.string() + "\"");
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image img;
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img.format(1, 1);
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img.resize(2048, 2048);
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float frequency = 10.0f;
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std::size_t octaves = 4;
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float lacunarity = 2.0f;
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float gain = 0.5f;
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auto hash = static_cast<std::uint32_t(*)(const math::vector<float, 2>&)>(math::noise::hash::pcg3d_1);
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auto noise = static_cast<float(*)(const math::vector<float, 2>&, decltype(hash))>(math::noise::simplex);
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auto fbm = [&](const float2& x)
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{
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return math::noise::fbm
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(
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x,
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octaves,
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lacunarity,
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gain,
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noise,
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hash
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);
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};
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auto width = img.get_width();
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auto height = img.get_height();
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unsigned char* pixels = (unsigned char*)img.data();
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float scale_x = 1.0f / static_cast<float>(width - 1) * frequency;
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float scale_y = 1.0f / static_cast<float>(height - 1) * frequency;
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std::for_each
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(
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std::execution::par_unseq,
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img.begin<unsigned char>(),
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img.end<unsigned char>(),
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[pixels, width, height, scale_x, scale_y, &fbm](auto& pixel)
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{
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std::size_t i = &pixel - pixels;
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std::size_t y = i / width;
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std::size_t x = i % width;
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float2 position =
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{
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static_cast<float>(x) * scale_x,
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static_cast<float>(y) * scale_y
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};
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//float n = math::noise::simplex<float, 2>(position, &math::noise::hash::pcg3d_1);
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float n = fbm(position);
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pixel = static_cast<unsigned char>((n * 0.5f + 0.5f) * 255.0f);
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}
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);
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stbi_flip_vertically_on_write(1);
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stbi_write_png((ctx.config_path / "gallery" / "simplex-noise.png").string().c_str(), img.get_width(), img.get_height(), img.get_channel_count(), img.data(), img.get_width() * img.get_channel_count());
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try
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{
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json* data = ctx.resource_manager->load<json>(path);
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// Load location
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if (auto location = data->find("location"); location != data->end())
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{
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double elevation = 0.0;
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double latitude = 0.0;
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double longitude = 0.0;
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if (auto location_ele = location->find("elevation"); location_ele != location->end())
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elevation = location_ele->get<double>();
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else
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ctx.logger->warning("Biome elevation undefined");
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if (auto location_lat = location->find("latitude"); location_lat != location->end())
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latitude = math::radians<double>(location_lat->get<double>());
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else
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ctx.logger->warning("Biome latitude undefined");
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if (auto location_lon = location->find("longitude"); location_lon != location->end())
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longitude = math::radians<double>(location_lon->get<double>());
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else
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ctx.logger->warning("Biome longitude undefined");
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// Set location
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game::world::set_location(ctx, elevation, latitude, longitude);
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}
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else
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{
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ctx.logger->warning("Biome location undefined");
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}
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// Setup sky
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ctx.sky_pass->set_sky_model(ctx.resource_manager->load<render::model>("celestial-hemisphere.mdl"));
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// Load terrain
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if (auto terrain = data->find("terrain"); terrain != data->end())
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{
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if (auto material = terrain->find("material"); material != terrain->end())
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{
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render::material* terrain_material = ctx.resource_manager->load<render::material>(material->get<std::string>());
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ctx.terrain_system->set_patch_material(terrain_material);
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}
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else
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{
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ctx.logger->warning("Biome terrain material undefined");
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}
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if (auto material = terrain->find("horizon_material"); material != terrain->end())
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{
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render::model* terrestrial_hemisphere_model = ctx.resource_manager->load<render::model>("terrestrial-hemisphere.mdl");
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(*terrestrial_hemisphere_model->get_groups())[0]->set_material(ctx.resource_manager->load<render::material>(material->get<std::string>()));
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ctx.ground_pass->set_ground_model(terrestrial_hemisphere_model);
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}
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else
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{
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ctx.logger->warning("Biome terrain horizon material undefined");
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}
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// Terrain elevation function
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ctx.terrain_system->set_elevation_function
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(
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[](float x, float z) -> float
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{
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float angle = math::radians(30.0f);
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float c = std::cos(angle);
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float s = std::sin(angle);
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x = x * c - z * s;
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z = x * s + z * c;
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float frequency = 0.01f;
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std::size_t octaves = 4;
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float lacunarity = 3.0f;
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float gain = 0.5f;
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auto noise = static_cast<float(*)(const math::vector<float, 2>&, decltype(hash))>(math::noise::simplex);
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auto hash = static_cast<std::uint32_t(*)(const math::vector<float, 2>&)>(math::noise::hash::pcg3d_1);
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float2 position = float2{x, z} * frequency;
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float n = math::noise::fbm
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(
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position,
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octaves,
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lacunarity,
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gain,
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noise,
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hash
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);
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return 2.0f * n;
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}
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);
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// Setup lighting
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double3 terrain_albedo = {0, 0, 0};
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if (terrain->contains("albedo"))
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{
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const auto& albedo_element = (*terrain)["albedo"];
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terrain_albedo[0] = albedo_element[0].get<double>();
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terrain_albedo[1]= albedo_element[1].get<double>();
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terrain_albedo[2] = albedo_element[2].get<double>();
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}
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ctx.astronomy_system->set_bounce_albedo(terrain_albedo);
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}
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else
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{
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ctx.logger->warning("Biome terrain undefined");
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}
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}
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catch (...)
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{
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ctx.logger->pop_task(EXIT_FAILURE);
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}
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ctx.logger->pop_task(EXIT_SUCCESS);
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}
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void colony(game::context& ctx, const std::filesystem::path& path)
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{
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ctx.logger->push_task("Loading colony from \"" + path.string() + "\"");
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try
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{
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json* data = ctx.resource_manager->load<json>(path);
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}
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catch (...)
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{
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ctx.logger->pop_task(EXIT_FAILURE);
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}
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ctx.logger->pop_task(EXIT_SUCCESS);
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}
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} // namespace load
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} // namespace game
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