broken_seals/game/scenes/world/new_terramanlevelgenerator.gd

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tool
extends TerrainLevelGenerator
var lseed = 0
func setup(world : TerrainWorld, level_seed : int, spawn_mobs : bool, library: TerrainLibrary) -> void:
lseed = level_seed
func _generate_chunk(chunk: TerrainChunk) -> void:
chunk.channel_ensure_allocated(TerrainChunkDefault.DEFAULT_CHANNEL_TYPE, 1)
chunk.channel_ensure_allocated(TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL, 0)
var s : OpenSimplexNoise = OpenSimplexNoise.new()
s.seed = lseed
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for x in range(-chunk.margin_start, chunk.size_x + chunk.margin_end):
for z in range(-chunk.margin_start, chunk.size_x + chunk.margin_end):
var vx : int = x + (chunk.position_x * chunk.size_x)
var vz : int = z + (chunk.position_z * chunk.size_z)
var val : float = (s.get_noise_2d(vx, vz) + 2)
val *= val
val *= 20.0
chunk.set_voxel(val, x, z, TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL)
if val < 50:
chunk.set_voxel(2, x, z, TerrainChunkDefault.DEFAULT_CHANNEL_TYPE)
elif val > 70:
chunk.set_voxel(4, x, z, TerrainChunkDefault.DEFAULT_CHANNEL_TYPE)