broken_seals/game/scenes/menu/MenuWorld.gd

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tool
extends TerrainWorldBlocky
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# Copyright Péter Magyar relintai@gmail.com
# MIT License, might be merged into the Voxelman engine module
# Copyright (c) 2019-2021 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.
export(Array, MeshDataResource) var meshes : Array
export(bool) var editor_generate : bool = false setget set_editor_generate, get_editor_generate
export(bool) var show_loading_screen : bool = true
export(bool) var generate_on_ready : bool = false
export(int) var spawn_height : int = 5
export(bool) var use_global_chunk_settings : bool = true
export(PropData) var test_prop : PropData
var mob_level : int = 1
var initial_generation : bool = true
var spawned : bool = false
var _editor_generate : bool
var _player_file_name : String
var _player : Entity
const VIS_UPDATE_INTERVAL = 5
var vis_update : float = 0
var _max_frame_chunk_build_temp : int
var rc : int = 0
export(int) var test_lod : int = 0 setget set_test_lod
func _enter_tree():
if !Engine.is_editor_hint() && use_global_chunk_settings:
Settings.connect("setting_changed", self, "on_setting_changed")
Settings.connect("settings_loaded", self, "on_settings_loaded")
if Settings.loaded:
on_settings_loaded()
if generate_on_ready and not Engine.is_editor_hint():
# call_deferred("generate")
generate()
func on_setting_changed(section, key, value):
if section == "game":
if key == "chunk_spawn_range":
chunk_spawn_range = value
elif key == "chunk_lod_falloff":
chunk_lod_falloff = value
elif key == "chunk_lod_first_falloff":
chunk_lod_first_falloff = value
func on_settings_loaded():
chunk_spawn_range = Settings.get_value("game", "chunk_spawn_range")
chunk_lod_falloff = Settings.get_value("game", "chunk_lod_falloff")
chunk_lod_first_falloff = Settings.get_value("game", "chunk_lod_first_falloff")
vis_update += VIS_UPDATE_INTERVAL
func generate():
if level_generator != null:
level_generator.setup(self, 80, false, library)
spawn(0, 0)
func _process(delta):
if initial_generation:
return
if _player == null:
set_process(false)
return
vis_update += delta
if vis_update >= VIS_UPDATE_INTERVAL:
vis_update = 0
var ppos : Vector3 = _player.get_body_3d().transform.origin
var cpos : Vector3 = ppos
var ppx : int = int(cpos.x / (chunk_size_x * voxel_scale))
var ppz : int = int(cpos.z / (chunk_size_z * voxel_scale))
cpos.x = ppx
cpos.y = 0
cpos.z = ppz
var count : int = chunk_get_count()
var i : int = 0
while i < count:
var c : TerrainChunk = chunk_get_index(i)
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var l : float = (Vector2(cpos.x, cpos.z) - Vector2(c.position_x, c.position_z)).length()
if l > chunk_spawn_range + 3:
# print("despawn " + str(Vector3(c.position_x, c.position_y, c.position_z)))
chunk_remove_index(i)
i -= 1
count -= 1
# else:
# var dx : int = abs(ppx - c.position_x)
# var dy : int = abs(ppy - c.position_y)
# var dz : int = abs(ppz - c.position_z)
#
# var mr : int = max(max(dx, dy), dz)
#
# if mr <= 1:
# c.current_lod_level = 0
# elif mr == 2:
# c.current_lod_level = 1
# elif mr == 3:# or mr == 4:
# c.current_lod_level = 2
# else:
# c.current_lod_level = 3
i += 1
for x in range(int(cpos.x) - chunk_spawn_range, chunk_spawn_range + int(cpos.x)):
for z in range(int(cpos.z) - chunk_spawn_range, chunk_spawn_range + int(cpos.z)):
var l : float = (Vector2(cpos.x, cpos.z) - Vector2(x, z)).length()
if l > chunk_spawn_range:
continue
for y in range(-1 + cpos.y, spawn_height + cpos.y):
if not chunk_has(x, z):
#print("spawn " + str(Vector2(x, z)))
chunk_create(x, z)
update_lods()
#func _process(delta : float) -> void:
# if not generation_queue.empty():
# var chunk : TerrainChunk = generation_queue.front()
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# refresh_chunk_lod_level_data(chunk)
# level_generator.generate_chunk(chunk)
# generation_queue.remove(0)
#
# if generation_queue.empty():
# emit_signal("generation_finished")
# initial_generation = false
#
# if show_loading_screen and not Engine.editor_hint:
# get_node("..").hide_loading_screen()
func _generation_finished():
initial_generation = false
# for i in range(get_chunk_count()):
# get_chunk_index(i).draw_debug_voxels(555555)
if show_loading_screen and not Engine.editor_hint:
get_node("..").hide_loading_screen()
#TODO hack, do this properly
if _player:
_player.set_physics_process(true)
func get_chunk_lod_level(x : int, z : int, default : int) -> int:
# var key : String = str(x) + "," + str(y) + "," + str(z)
var ch : TerrainChunk = chunk_get(x, z)
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if ch == null:
return default
return ch.lod_size
func _create_chunk(x : int, z : int, pchunk : TerrainChunk) -> TerrainChunk:
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if !pchunk:
pchunk = TerrainChunkBlocky.new()
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if pchunk.job_get_count() == 0:
var tj : TerrainTerrainJob = TerrainTerrainJob.new()
var lj : TerrainLightJob = TerrainLightJob.new()
var pj : TerrainPropJob = TerrainPropJob.new()
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var prop_mesher = TerrainMesherBlocky.new()
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prop_mesher.base_light_value = 0.45
prop_mesher.ao_strength = 0.2
prop_mesher.uv_margin = Rect2(0.017, 0.017, 1 - 0.034, 1 - 0.034)
prop_mesher.voxel_scale = voxel_scale
prop_mesher.build_flags = build_flags
prop_mesher.texture_scale = 3
pj.set_prop_mesher(prop_mesher);
var mesher : TerrainMesherBlocky = TerrainMesherBlocky.new()
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mesher.base_light_value = 0.45
mesher.ao_strength = 0.2
mesher.uv_margin = Rect2(0.017, 0.017, 1 - 0.034, 1 - 0.034)
mesher.voxel_scale = voxel_scale
mesher.build_flags = build_flags
mesher.texture_scale = 3
mesher.channel_index_type = TerrainChunkDefault.DEFAULT_CHANNEL_TYPE
mesher.channel_index_isolevel = TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL
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# mesher.lod_index = 3
tj.set_mesher(mesher)
var s : TerrainMesherJobStep = TerrainMesherJobStep.new()
s.job_type = TerrainMesherJobStep.TYPE_NORMAL
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tj.add_jobs_step(s)
# s = TerrainMesherJobStep.new()
# s.job_type = TerrainMesherJobStep.TYPE_NORMAL_LOD
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# s.lod_index = 1
# tj.add_jobs_step(s)
#
# s = TerrainMesherJobStep.new()
# s.job_type = TerrainMesherJobStep.TYPE_NORMAL_LOD
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# s.lod_index = 2
# tj.add_jobs_step(s)
#
# s = TerrainMesherJobStep.new()
# s.job_type = TerrainMesherJobStep.TYPE_MERGE_VERTS
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# tj.add_jobs_step(s)
#
# s = TerrainMesherJobStep.new()
# s.job_type = TerrainMesherJobStep.TYPE_BAKE_TEXTURE
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# tj.add_jobs_step(s)
pchunk.job_add(lj)
pchunk.job_add(tj)
pchunk.job_add(pj)
return ._create_chunk(x, z, pchunk)
func spawn(start_x : int, start_z : int) -> void:
var spv : Vector2 = Vector2(start_x, start_z)
for x in range(start_x - chunk_spawn_range, chunk_spawn_range + start_x):
for z in range(start_z - chunk_spawn_range, chunk_spawn_range + start_z):
var l : float = (spv - Vector2(x, z)).length()
if l > chunk_spawn_range:
continue
chunk_create(x, z)
# add_prop(Transform().translated_local(Vector3(0, 2, 0)), test_prop)
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set_process(true)
func get_editor_generate() -> bool:
return _editor_generate
func set_editor_generate(value : bool) -> void:
if value:
library.refresh_rects()
level_generator.setup(self, current_seed, false, library)
spawn(0, 0)
# else:
# spawned = false
# clear()
_editor_generate = value
func create_light(x : int, y : int, z : int, size : int, color : Color) -> void:
var chunkx : int = int(x / chunk_size_x)
var chunkz : int = int(z / chunk_size_z)
var light : TerrainLight = TerrainLight.new()
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light.color = color
light.size = size
light.set_world_position(x, 20, z)
light_add(light)
func setup_client_seed(pseed : int) -> void:
# _player_file_name = ""
# _player = null
Server.sset_seed(pseed)
if level_generator != null:
level_generator.setup(self, pseed, false, library)
spawn(0, 0)
func load_character(file_name : String) -> void:
_player_file_name = file_name
_player = ESS.entity_spawner.load_player(file_name, Vector3(5, 30, 5), 1) as Entity
#TODO hack, do this properly
_player.set_physics_process(false)
mob_level = _player.clevel
set_player(_player.get_body())
Server.sset_seed(_player.sseed)
if level_generator != null:
level_generator.setup(self, _player.sseed, true, library)
spawn(0, 0)
set_process(true)
func needs_loading_screen() -> bool:
return show_loading_screen
func save() -> void:
if _player == null or _player_file_name == "":
return
ESS.entity_spawner.save_player(_player, _player_file_name)
func get_mob_level() -> int:
return mob_level
func set_mob_level(level : int) -> void:
mob_level = level
func set_test_lod(val : int) -> void:
test_lod = val
for i in range(chunk_get_count()):
var c : TerrainChunkDefault = chunk_get_index(i)
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c.current_lod_level = test_lod