broken_seals/game/modules/planets/test_planet/biomes/simple_biome.gd

200 lines
6.8 KiB
GDScript3
Raw Normal View History

extends BiomeBase
# Copyright (c) 2019-2020 Péter Magyar
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in all
# copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.
func _setup():
if !data:
return
for i in range(data.get_dungeon_data_count()):
var dd : DungeonData = data.get_dungeon_data(i)
if !dd:
continue
var d : Dungeon = dd.instance()
d.posx = 0
d.posz = 0
d.posy = -20
d.current_seed = current_seed
d.setup()
add_dungeon(d)
func _generate_chunk(chunk: VoxelChunk, spawn_mobs: bool) -> void:
# var chunk : VoxelChunk = chunk.get_chunk()
# generate_terrarin(chunk, spawn_mobs)
for i in range(get_dungeon_count()):
get_dungeon(i).generate_chunk(chunk, spawn_mobs)
generate_simple_terrarin(chunk, spawn_mobs)
2020-07-06 22:38:07 +02:00
if not Engine.editor_hint and chunk.position_y == 0 and spawn_mobs and randi() % 4 == 0:
ESS.entity_spawner.spawn_mob(0, randi() % 3, Vector3(chunk.position_x * chunk.size_x * chunk.voxel_scale + chunk.size_x / 2,\
(chunk.position_y + 1) * chunk.size_y * chunk.voxel_scale, \
chunk.position_z * chunk.size_z * chunk.voxel_scale + chunk.size_z / 2))
func generate_terrarin(chunk : VoxelChunk, spawn_mobs: bool) -> void:
var noise : OpenSimplexNoise = OpenSimplexNoise.new()
noise.seed = 10 * current_seed
noise.octaves = 4
noise.period = 280.0
noise.persistence = 0.8
var terr_noise : OpenSimplexNoise = OpenSimplexNoise.new()
terr_noise.seed = 10 * 321 + 112 * current_seed
terr_noise.octaves = 4
terr_noise.period = 90.0
terr_noise.persistence = 0.9
var det_noise : OpenSimplexNoise = OpenSimplexNoise.new()
det_noise.seed = 10 * 3231 + 112 * current_seed
det_noise.octaves = 6
det_noise.period = 80.0
det_noise.persistence = 0.3
for x in range(-chunk.get_margin_start(), chunk.size_x + chunk.get_margin_end()):
for z in range(-chunk.get_margin_start(), chunk.size_z + chunk.get_margin_end()):
var val : float = noise.get_noise_2d(x + (chunk.position_x * chunk.size_x), z + (chunk.position_z * chunk.size_z))
val *= val
val *= 200
val += 2
var tv : float = terr_noise.get_noise_2d(x + (chunk.position_x * chunk.size_x), z + (chunk.position_z * chunk.size_z))
tv *= tv * tv * tv
val += tv * 2
var dval : float = noise.get_noise_2d(x + (chunk.position_x * chunk.size_x), z + (chunk.position_z * chunk.size_z))
val += dval * 6
var v : int = (int(val))
v -= chunk.position_y * (chunk.size_y)
if v > chunk.size_y + chunk.get_margin_end():
v = chunk.size_y + chunk.get_margin_end()
for y in range(-chunk.get_margin_start(), v):
seed(x + (chunk.position_x * chunk.size_x) + z + (chunk.position_z * chunk.size_z) + y + (chunk.position_y * chunk.size_y))
if v < 2:
chunk.set_voxel(1, x, y, z, VoxelChunkDefault.DEFAULT_CHANNEL_TYPE)
elif v == 2:
chunk.set_voxel(3, x, y, z, VoxelChunkDefault.DEFAULT_CHANNEL_TYPE)
else:
chunk.set_voxel(2, x, y, z, VoxelChunkDefault.DEFAULT_CHANNEL_TYPE)
# if y == v - 1:
# chunk.set_voxel(int(255.0 * (val - int(val))), x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
# else:
# chunk.set_voxel(255, x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
#
var val2 : float = (val - int(val)) * 4.0
val2 = int(val2)
val2 /= 4.0
chunk.set_voxel(int(255.0 * val2), x, y, z, VoxelChunkDefault.DEFAULT_CHANNEL_ISOLEVEL)
# chunk.set_voxel(int(255.0 * (val - int(val)) / 180.0) * 180, x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
# chunk.set_voxel(int(255.0 * (val - int(val))), x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
# box_blur(chunk)
# chunk.build()
if not Engine.editor_hint and chunk.position_y == 0 and spawn_mobs:
2020-05-06 21:50:15 +02:00
ESS.entity_spawner.spawn_mob(0, randi() % 3, Vector3(chunk.position_x * chunk.size_x * chunk.voxel_scale + chunk.size_x / 2,\
(chunk.position_y + 1) * chunk.size_y * chunk.voxel_scale, \
chunk.position_z * chunk.size_z * chunk.voxel_scale + chunk.size_z / 2))
func box_blur(chunk : VoxelChunk):
for x in range(0, chunk.size_x):
for z in range(0, chunk.size_z):
for y in range(0, chunk.size_z):
var avg : float = 0
var avgc : int = 0
var curr : int = chunk.get_voxel(x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
if curr > 0:
avg += curr
avgc += 1
curr = chunk.get_voxel(x + 1, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
if curr > 0:
avg += curr
avgc += 1
curr = chunk.get_voxel(x, y, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
if curr > 0:
avg += curr
avgc += 1
curr = chunk.get_voxel(x + 1, y, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
if curr > 0:
avg += curr
avgc += 1
curr = chunk.get_voxel(x, y + 1, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
if curr > 0:
avg += curr
avgc += 1
curr = chunk.get_voxel(x + 1, y + 1, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
if curr > 0:
avg += curr
avgc += 1
curr = chunk.get_voxel(x, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
if curr > 0:
avg += curr
avgc += 1
curr = chunk.get_voxel(x + 1, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
if curr > 0:
avg += curr
avgc += 1
avg /= float(avgc)
var aavg: int = int(avg)
chunk.set_voxel(aavg, x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
chunk.set_voxel(aavg, x + 1, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
chunk.set_voxel(aavg, x, y, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
chunk.set_voxel(aavg, x + 1, y, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
chunk.set_voxel(aavg, x, y + 1, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
chunk.set_voxel(aavg, x + 1, y + 1, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
chunk.set_voxel(aavg, x, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
chunk.set_voxel(aavg, x + 1, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)