diff --git a/game/scripts/world_generator/continents/test_continent.gd b/game/scripts/world_generator/continents/test_continent.gd index 26963529..7b71bd67 100644 --- a/game/scripts/world_generator/continents/test_continent.gd +++ b/game/scripts/world_generator/continents/test_continent.gd @@ -51,21 +51,15 @@ func _setup_terra_library(library : TerrainLibrary, pseed : int) -> void: pass func _generate_terra_chunk(chunk: TerrainChunk, pseed : int, spawn_mobs: bool, raycast : WorldGenRaycast) -> void: + pass + + + + +func _generate_terra_chunk_old(chunk: TerrainChunk, pseed : int, spawn_mobs: bool, raycast : WorldGenRaycast) -> void: voxel_scale = chunk.voxel_scale current_seed = pseed -# #todo generate this properly -# var entrance_position : Vector3 = Vector3(7, 5, 7) -# -# for i in range(get_building_count()): -# var d : Building = get_building(i) -# -# if d.has_method("has_entrance_position"): -# d.entrance_position.origin = entrance_position -# -# entrance_position = d.next_level_teleporter_position_data_space -# entrance_position *= voxel_scale - var cx : int = chunk.get_position_x() var cz : int = chunk.get_position_z() @@ -74,7 +68,6 @@ func _generate_terra_chunk(chunk: TerrainChunk, pseed : int, spawn_mobs: bool, r var rng : RandomNumberGenerator = RandomNumberGenerator.new() rng.seed = chunk_seed - #terrarin_gen.generate_simple_terrarin(chunk, spawn_mobs) gen_terra_chunk(chunk, rng) if chunk.position_x == 0 && chunk.position_z == 0: @@ -84,9 +77,6 @@ func _generate_terra_chunk(chunk: TerrainChunk, pseed : int, spawn_mobs: bool, r if rng.randi() % 10 == 0: spawn_dungeon(chunk, chunk_seed, spawn_mobs) -# for i in range(get_building_count()): -# get_building(i).generate_terra_chunk(chunk, spawn_mobs) - if not Engine.editor_hint and spawn_mobs and rng.randi() % 4 == 0: var level : int = 1 @@ -142,13 +132,6 @@ func gen_terra_chunk(chunk: TerrainChunk, rng : RandomNumberGenerator) -> void: chunk.voxel_world.prop_add(tr, prop_tree) -# Uncomment to test the prop texture merger system: -# if randf() > 0.5: -# chunk.voxel_world.prop_add(tr, prop_tree) -# else: -# chunk.voxel_world.prop_add(tr, prop_tree2) - - func spawn_dungeon(chunk: TerrainChunk, dungeon_seed : int, spawn_mobs : bool) -> void: var world_space_data_coordinates_x : int = chunk.position_x * chunk.size_x var world_space_data_coordinates_z : int = chunk.position_z * chunk.size_z