Moved tree spawning out from the test zone to a new forest subzone.

This commit is contained in:
Relintai 2022-08-05 19:10:13 +02:00
parent 82d1e29132
commit 0e20607c9d
3 changed files with 381 additions and 46 deletions

View File

@ -0,0 +1,73 @@
tool
extends SubZone
export(PropData) var prop_tree : PropData
export(PropData) var prop_tree2 : PropData
func get_prop_tree() -> PropData:
return prop_tree
func set_prop_tree(ed : PropData) -> void:
prop_tree = ed
emit_changed()
func get_prop_tree2() -> PropData:
return prop_tree2
func set_prop_tree2(ed : PropData) -> void:
prop_tree2 = ed
emit_changed()
func get_editor_rect_border_color() -> Color:
return Color(0.8, 0.8, 0.8, 1)
func get_editor_rect_color() -> Color:
return Color(0.8, 0.8, 0.8, 0.9)
func get_editor_rect_border_size() -> int:
return 2
func get_editor_font_color() -> Color:
return Color(0, 0, 0, 1)
func get_editor_class() -> String:
return "Forest"
func get_editor_additional_text() -> String:
return ""
func _generate_terra_chunk(chunk: TerrainChunk, pseed : int, spawn_mobs: bool, raycast : WorldGenRaycast) -> void:
var cx : int = chunk.get_position_x()
var cz : int = chunk.get_position_z()
var chunk_seed : int = 123 + (cx * 231) + (cz * 123)
var rng : RandomNumberGenerator = RandomNumberGenerator.new()
rng.seed = chunk_seed
#chunk.channel_ensure_allocated(TerrainChunkDefault.DEFAULT_CHANNEL_TYPE, 1)
chunk.channel_ensure_allocated(TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL, 0)
# TODO refactor this, it's inefficient
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):
if rng.randf() > 0.992:
var oil : int = chunk.get_voxel(x, z, TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL)
var tr : Transform = Transform()
tr = tr.rotated(Vector3(0, 1, 0), rng.randf() * PI)
tr = tr.rotated(Vector3(1, 0, 0), rng.randf() * 0.2 - 0.1)
tr = tr.rotated(Vector3(0, 0, 1), rng.randf() * 0.2 - 0.1)
tr = tr.scaled(Vector3(0.9 + rng.randf() * 0.2, 0.9 + rng.randf() * 0.2, 0.9 + rng.randf() * 0.2))
tr.origin = Vector3((x + chunk.position_x * chunk.size_x), ((oil - 2) / 255.0) * chunk.world_height, (z + chunk.position_z * chunk.size_z))
chunk.voxel_world.prop_add(tr, prop_tree)
func setup_property_inspector(inspector) -> void:
.setup_property_inspector(inspector)
inspector.add_h_separator()
inspector.add_slot_resource("get_prop_tree", "set_prop_tree", "Prop Tree", "PropData")
inspector.add_slot_resource("get_prop_tree2", "set_prop_tree2", "Prop Tree2", "PropData")

View File

@ -5,9 +5,6 @@ export(float) var zone_radius : float = 0.5
export(float) var zone_bevel : float = 0.3
export(float) var zone_base : float = 0
export(PropData) var prop_tree : PropData
export(PropData) var prop_tree2 : PropData
var voxel_scale : float = 1
var current_seed : int = 0
@ -32,20 +29,6 @@ func set_zone_base(ed : float) -> void:
zone_base = ed
emit_changed()
func get_prop_tree() -> PropData:
return prop_tree
func set_prop_tree(ed : PropData) -> void:
prop_tree = ed
emit_changed()
func get_prop_tree2() -> PropData:
return prop_tree2
func set_prop_tree2(ed : PropData) -> void:
prop_tree2 = ed
emit_changed()
func get_editor_rect_border_color() -> Color:
return Color(0.8, 0.8, 0.8, 1)
@ -148,30 +131,10 @@ func gen_terra_chunk(chunk: TerrainChunk, rng : RandomNumberGenerator, raycast :
chunk.set_voxel(1, x, z, TerrainChunkDefault.DEFAULT_CHANNEL_TYPE)
if chunk.position_x == 0 && chunk.position_z == 0:
continue
if rng.randf() > 0.992:
var tr : Transform = Transform()
tr = tr.rotated(Vector3(0, 1, 0), rng.randf() * PI)
tr = tr.rotated(Vector3(1, 0, 0), rng.randf() * 0.2 - 0.1)
tr = tr.rotated(Vector3(0, 0, 1), rng.randf() * 0.2 - 0.1)
tr = tr.scaled(Vector3(0.9 + rng.randf() * 0.2, 0.9 + rng.randf() * 0.2, 0.9 + rng.randf() * 0.2))
tr.origin = Vector3((x + chunk.position_x * chunk.size_x), ((oil - 2) / 255.0) * chunk.world_height, (z + chunk.position_z * chunk.size_z))
chunk.voxel_world.prop_add(tr, prop_tree)
func setup_property_inspector(inspector) -> void:
.setup_property_inspector(inspector)
inspector.add_h_separator()
inspector.add_slot_resource("get_prop_tree", "set_prop_tree", "Prop Tree", "PropData")
inspector.add_slot_resource("get_prop_tree2", "set_prop_tree2", "Prop Tree2", "PropData")
inspector.add_h_separator()
inspector.add_slot_float("get_zone_radius", "set_zone_radius", "Zone Radius", 0.01)
inspector.add_slot_float("get_zone_bevel", "set_zone_bevel", "Zone Bevel", 0.01)
inspector.add_slot_float("get_zone_base", "set_zone_base", "Zone Base", 0.01)

View File

@ -1,4 +1,4 @@
[gd_resource type="Resource" load_steps=18 format=2]
[gd_resource type="Resource" load_steps=37 format=2]
[ext_resource path="res://scripts/world_generator/worlds/ocean_base_world.gd" type="Script" id=1]
[ext_resource path="res://scripts/world_generator/subzones/test_subzone.gd" type="Script" id=2]
@ -12,11 +12,15 @@
[ext_resource path="res://worlds/test_world/noises/base_ocean_noise.tres" type="FastnoiseNoiseParams" id=10]
[ext_resource path="res://entity_classes/naturalist/entities/3_naturalist_trainer.tres" type="EntityData" id=11]
[ext_resource path="res://worlds/test_world/dungeons/dung_teleporter.tscn" type="PackedScene" id=12]
[ext_resource path="res://scripts/world_generator/subzones/forest.gd" type="Script" id=13]
[ext_resource path="res://models/collections/low_poly_rpg_item_collection_3/tree256.png" type="Texture" id=14]
[ext_resource path="res://models/collections/low_poly_rpg_item_collection_3/t1.tres" type="MeshDataResource" id=15]
[ext_resource path="res://models/collections/low_poly_rpg_item_collection_3/tree2_256.png" type="Texture" id=16]
[sub_resource type="Resource" id=5]
resource_name = "Spawner"
script = ExtResource( 8 )
rect = Rect2( 1.01562, 2.54688, 2.45312, 2.09375 )
rect = Rect2( 1.04718, 2.54688, 2.45312, 2.09375 )
min_size = Vector2i( 1, 1 )
max_size = Vector2i( 1e+06, 1e+06 )
locked = false
@ -35,12 +39,310 @@ dungeon_teleporter = ExtResource( 12 )
[sub_resource type="Resource" id=4]
resource_name = "Village"
script = ExtResource( 2 )
rect = Rect2( 6.4375, 3.21875, 6.3125, 5.5625 )
rect = Rect2( 7.75716, 3.27374, 6.3125, 5.5625 )
min_size = Vector2i( 1, 1 )
max_size = Vector2i( 1e+06, 1e+06 )
locked = false
subzone_props = [ SubResource( 5 ), SubResource( 6 ) ]
[sub_resource type="Resource" id=7]
resource_name = "Forest"
script = ExtResource( 13 )
rect = Rect2( 0.714818, 1.1547, 8.23499, 9.43806 )
min_size = Vector2i( 1, 1 )
max_size = Vector2i( 1e+06, 1e+06 )
locked = false
subzone_props = [ ]
prop_tree = ExtResource( 6 )
prop_tree2 = ExtResource( 5 )
[sub_resource type="PropDataMeshData" id=1]
mesh = ExtResource( 15 )
texture = ExtResource( 14 )
[sub_resource type="PropData" id=8]
props = [ SubResource( 1 ) ]
[sub_resource type="PropDataMeshData" id=9]
mesh = ExtResource( 15 )
texture = ExtResource( 16 )
[sub_resource type="PropData" id=10]
props = [ SubResource( 9 ) ]
[sub_resource type="GDScript" id=11]
script/source = "tool
extends SubZone
export(PropData) var prop_tree : PropData
export(PropData) var prop_tree2 : PropData
func get_prop_tree() -> PropData:
return prop_tree
func set_prop_tree(ed : PropData) -> void:
prop_tree = ed
emit_changed()
func get_prop_tree2() -> PropData:
return prop_tree2
func set_prop_tree2(ed : PropData) -> void:
prop_tree2 = ed
emit_changed()
func get_editor_rect_border_color() -> Color:
return Color(0.8, 0.8, 0.8, 1)
func get_editor_rect_color() -> Color:
return Color(0.8, 0.8, 0.8, 0.9)
func get_editor_rect_border_size() -> int:
return 2
func get_editor_font_color() -> Color:
return Color(0, 0, 0, 1)
func get_editor_class() -> String:
return \"Forest\"
func get_editor_additional_text() -> String:
return \"\"
func _generate_terra_chunk(chunk: TerrainChunk, pseed : int, spawn_mobs: bool, raycast : WorldGenRaycast) -> void:
var cx : int = chunk.get_position_x()
var cz : int = chunk.get_position_z()
var chunk_seed : int = 123 + (cx * 231) + (cz * 123)
var rng : RandomNumberGenerator = RandomNumberGenerator.new()
rng.seed = chunk_seed
#chunk.channel_ensure_allocated(TerrainChunkDefault.DEFAULT_CHANNEL_TYPE, 1)
chunk.channel_ensure_allocated(TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL, 0)
# TODO refactor this, it's inefficient
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):
if rng.randf() > 0.992:
var oil : int = chunk.get_voxel(x, z, TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL)
var tr : Transform = Transform()
tr = tr.rotated(Vector3(0, 1, 0), rng.randf() * PI)
tr = tr.rotated(Vector3(1, 0, 0), rng.randf() * 0.2 - 0.1)
tr = tr.rotated(Vector3(0, 0, 1), rng.randf() * 0.2 - 0.1)
tr = tr.scaled(Vector3(0.9 + rng.randf() * 0.2, 0.9 + rng.randf() * 0.2, 0.9 + rng.randf() * 0.2))
tr.origin = Vector3((x + chunk.position_x * chunk.size_x), ((oil - 2) / 255.0) * chunk.world_height, (z + chunk.position_z * chunk.size_z))
chunk.voxel_world.prop_add(tr, prop_tree)
func setup_property_inspector(inspector) -> void:
.setup_property_inspector(inspector)
inspector.add_h_separator()
inspector.add_slot_resource(\"get_prop_tree\", \"set_prop_tree\", \"Prop Tree\", \"PropData\")
inspector.add_slot_resource(\"get_prop_tree2\", \"set_prop_tree2\", \"Prop Tree2\", \"PropData\")
"
[sub_resource type="Resource" id=12]
resource_name = "Forest"
script = SubResource( 11 )
rect = Rect2( 11.9503, 1.1547, 9.16433, 9.43806 )
min_size = Vector2i( 1, 1 )
max_size = Vector2i( 1e+06, 1e+06 )
locked = false
subzone_props = [ ]
prop_tree = SubResource( 8 )
prop_tree2 = SubResource( 10 )
[sub_resource type="PropData" id=13]
props = [ SubResource( 1 ) ]
[sub_resource type="PropData" id=14]
props = [ SubResource( 9 ) ]
[sub_resource type="GDScript" id=15]
script/source = "tool
extends SubZone
export(PropData) var prop_tree : PropData
export(PropData) var prop_tree2 : PropData
func get_prop_tree() -> PropData:
return prop_tree
func set_prop_tree(ed : PropData) -> void:
prop_tree = ed
emit_changed()
func get_prop_tree2() -> PropData:
return prop_tree2
func set_prop_tree2(ed : PropData) -> void:
prop_tree2 = ed
emit_changed()
func get_editor_rect_border_color() -> Color:
return Color(0.8, 0.8, 0.8, 1)
func get_editor_rect_color() -> Color:
return Color(0.8, 0.8, 0.8, 0.9)
func get_editor_rect_border_size() -> int:
return 2
func get_editor_font_color() -> Color:
return Color(0, 0, 0, 1)
func get_editor_class() -> String:
return \"Forest\"
func get_editor_additional_text() -> String:
return \"\"
func _generate_terra_chunk(chunk: TerrainChunk, pseed : int, spawn_mobs: bool, raycast : WorldGenRaycast) -> void:
var cx : int = chunk.get_position_x()
var cz : int = chunk.get_position_z()
var chunk_seed : int = 123 + (cx * 231) + (cz * 123)
var rng : RandomNumberGenerator = RandomNumberGenerator.new()
rng.seed = chunk_seed
#chunk.channel_ensure_allocated(TerrainChunkDefault.DEFAULT_CHANNEL_TYPE, 1)
chunk.channel_ensure_allocated(TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL, 0)
# TODO refactor this, it's inefficient
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):
if rng.randf() > 0.992:
var oil : int = chunk.get_voxel(x, z, TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL)
var tr : Transform = Transform()
tr = tr.rotated(Vector3(0, 1, 0), rng.randf() * PI)
tr = tr.rotated(Vector3(1, 0, 0), rng.randf() * 0.2 - 0.1)
tr = tr.rotated(Vector3(0, 0, 1), rng.randf() * 0.2 - 0.1)
tr = tr.scaled(Vector3(0.9 + rng.randf() * 0.2, 0.9 + rng.randf() * 0.2, 0.9 + rng.randf() * 0.2))
tr.origin = Vector3((x + chunk.position_x * chunk.size_x), ((oil - 2) / 255.0) * chunk.world_height, (z + chunk.position_z * chunk.size_z))
chunk.voxel_world.prop_add(tr, prop_tree)
func setup_property_inspector(inspector) -> void:
.setup_property_inspector(inspector)
inspector.add_h_separator()
inspector.add_slot_resource(\"get_prop_tree\", \"set_prop_tree\", \"Prop Tree\", \"PropData\")
inspector.add_slot_resource(\"get_prop_tree2\", \"set_prop_tree2\", \"Prop Tree2\", \"PropData\")
"
[sub_resource type="Resource" id=16]
resource_name = "Forest"
script = SubResource( 15 )
rect = Rect2( 9.19214, 1.0339, 2.62036, 3.48083 )
min_size = Vector2i( 1, 1 )
max_size = Vector2i( 1e+06, 1e+06 )
locked = false
subzone_props = [ ]
prop_tree = SubResource( 13 )
prop_tree2 = SubResource( 14 )
[sub_resource type="PropData" id=17]
props = [ SubResource( 1 ) ]
[sub_resource type="PropData" id=18]
props = [ SubResource( 9 ) ]
[sub_resource type="GDScript" id=19]
script/source = "tool
extends SubZone
export(PropData) var prop_tree : PropData
export(PropData) var prop_tree2 : PropData
func get_prop_tree() -> PropData:
return prop_tree
func set_prop_tree(ed : PropData) -> void:
prop_tree = ed
emit_changed()
func get_prop_tree2() -> PropData:
return prop_tree2
func set_prop_tree2(ed : PropData) -> void:
prop_tree2 = ed
emit_changed()
func get_editor_rect_border_color() -> Color:
return Color(0.8, 0.8, 0.8, 1)
func get_editor_rect_color() -> Color:
return Color(0.8, 0.8, 0.8, 0.9)
func get_editor_rect_border_size() -> int:
return 2
func get_editor_font_color() -> Color:
return Color(0, 0, 0, 1)
func get_editor_class() -> String:
return \"Forest\"
func get_editor_additional_text() -> String:
return \"\"
func _generate_terra_chunk(chunk: TerrainChunk, pseed : int, spawn_mobs: bool, raycast : WorldGenRaycast) -> void:
var cx : int = chunk.get_position_x()
var cz : int = chunk.get_position_z()
var chunk_seed : int = 123 + (cx * 231) + (cz * 123)
var rng : RandomNumberGenerator = RandomNumberGenerator.new()
rng.seed = chunk_seed
#chunk.channel_ensure_allocated(TerrainChunkDefault.DEFAULT_CHANNEL_TYPE, 1)
chunk.channel_ensure_allocated(TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL, 0)
# TODO refactor this, it's inefficient
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):
if rng.randf() > 0.992:
var oil : int = chunk.get_voxel(x, z, TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL)
var tr : Transform = Transform()
tr = tr.rotated(Vector3(0, 1, 0), rng.randf() * PI)
tr = tr.rotated(Vector3(1, 0, 0), rng.randf() * 0.2 - 0.1)
tr = tr.rotated(Vector3(0, 0, 1), rng.randf() * 0.2 - 0.1)
tr = tr.scaled(Vector3(0.9 + rng.randf() * 0.2, 0.9 + rng.randf() * 0.2, 0.9 + rng.randf() * 0.2))
tr.origin = Vector3((x + chunk.position_x * chunk.size_x), ((oil - 2) / 255.0) * chunk.world_height, (z + chunk.position_z * chunk.size_z))
chunk.voxel_world.prop_add(tr, prop_tree)
func setup_property_inspector(inspector) -> void:
.setup_property_inspector(inspector)
inspector.add_h_separator()
inspector.add_slot_resource(\"get_prop_tree\", \"set_prop_tree\", \"Prop Tree\", \"PropData\")
inspector.add_slot_resource(\"get_prop_tree2\", \"set_prop_tree2\", \"Prop Tree2\", \"PropData\")
"
[sub_resource type="Resource" id=20]
resource_name = "Forest"
script = SubResource( 19 )
rect = Rect2( 9.27578, 7.43671, 2.34922, 3.51792 )
min_size = Vector2i( 1, 1 )
max_size = Vector2i( 1e+06, 1e+06 )
locked = false
subzone_props = [ ]
prop_tree = SubResource( 17 )
prop_tree2 = SubResource( 18 )
[sub_resource type="Resource" id=3]
resource_name = "TestForest"
script = ExtResource( 7 )
@ -48,15 +350,12 @@ rect = Rect2( 8.85557, 6.975, 21.9944, 11.2839 )
min_size = Vector2i( 1, 1 )
max_size = Vector2i( 1e+06, 1e+06 )
locked = false
subzones = [ SubResource( 4 ) ]
subzones = [ SubResource( 4 ), SubResource( 7 ), SubResource( 12 ), SubResource( 16 ), SubResource( 20 ) ]
zone_radius = 0.5
zone_bevel = 0.3
zone_base = 0.0
prop_tree = ExtResource( 6 )
prop_tree2 = ExtResource( 5 )
[sub_resource type="Resource" id=1]
resource_name = "Continent"
[sub_resource type="Resource" id=21]
script = ExtResource( 3 )
rect = Rect2( 241, 247, 40, 25 )
min_size = Vector2i( 1, 1 )
@ -74,7 +373,7 @@ rect = Rect2( -250, -250, 500, 500 )
min_size = Vector2i( 1, 1 )
max_size = Vector2i( 1e+06, 1e+06 )
locked = false
continents = [ SubResource( 1 ) ]
continents = [ SubResource( 21 ) ]
normal_surface_id = 2
base_iso_level = 0
water_iso_level = 100