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https://github.com/Relintai/broken_seals.git
synced 2025-01-08 01:49:35 +01:00
Cleanups to the test continent, and disabled the current generation algorithm in it. It will be moved around.
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@ -51,21 +51,15 @@ func _setup_terra_library(library : TerrainLibrary, pseed : int) -> void:
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pass
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pass
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func _generate_terra_chunk(chunk: TerrainChunk, pseed : int, spawn_mobs: bool, raycast : WorldGenRaycast) -> void:
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func _generate_terra_chunk(chunk: TerrainChunk, pseed : int, spawn_mobs: bool, raycast : WorldGenRaycast) -> void:
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pass
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func _generate_terra_chunk_old(chunk: TerrainChunk, pseed : int, spawn_mobs: bool, raycast : WorldGenRaycast) -> void:
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voxel_scale = chunk.voxel_scale
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voxel_scale = chunk.voxel_scale
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current_seed = pseed
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current_seed = pseed
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# #todo generate this properly
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# var entrance_position : Vector3 = Vector3(7, 5, 7)
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#
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# for i in range(get_building_count()):
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# var d : Building = get_building(i)
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#
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# if d.has_method("has_entrance_position"):
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# d.entrance_position.origin = entrance_position
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#
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# entrance_position = d.next_level_teleporter_position_data_space
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# entrance_position *= voxel_scale
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var cx : int = chunk.get_position_x()
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var cx : int = chunk.get_position_x()
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var cz : int = chunk.get_position_z()
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var cz : int = chunk.get_position_z()
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@ -74,7 +68,6 @@ func _generate_terra_chunk(chunk: TerrainChunk, pseed : int, spawn_mobs: bool, r
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var rng : RandomNumberGenerator = RandomNumberGenerator.new()
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var rng : RandomNumberGenerator = RandomNumberGenerator.new()
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rng.seed = chunk_seed
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rng.seed = chunk_seed
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#terrarin_gen.generate_simple_terrarin(chunk, spawn_mobs)
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gen_terra_chunk(chunk, rng)
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gen_terra_chunk(chunk, rng)
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if chunk.position_x == 0 && chunk.position_z == 0:
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if chunk.position_x == 0 && chunk.position_z == 0:
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@ -84,9 +77,6 @@ func _generate_terra_chunk(chunk: TerrainChunk, pseed : int, spawn_mobs: bool, r
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if rng.randi() % 10 == 0:
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if rng.randi() % 10 == 0:
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spawn_dungeon(chunk, chunk_seed, spawn_mobs)
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spawn_dungeon(chunk, chunk_seed, spawn_mobs)
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# for i in range(get_building_count()):
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# get_building(i).generate_terra_chunk(chunk, spawn_mobs)
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if not Engine.editor_hint and spawn_mobs and rng.randi() % 4 == 0:
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if not Engine.editor_hint and spawn_mobs and rng.randi() % 4 == 0:
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var level : int = 1
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var level : int = 1
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@ -142,13 +132,6 @@ func gen_terra_chunk(chunk: TerrainChunk, rng : RandomNumberGenerator) -> void:
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chunk.voxel_world.prop_add(tr, prop_tree)
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chunk.voxel_world.prop_add(tr, prop_tree)
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# Uncomment to test the prop texture merger system:
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# if randf() > 0.5:
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# chunk.voxel_world.prop_add(tr, prop_tree)
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# else:
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# chunk.voxel_world.prop_add(tr, prop_tree2)
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func spawn_dungeon(chunk: TerrainChunk, dungeon_seed : int, spawn_mobs : bool) -> void:
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func spawn_dungeon(chunk: TerrainChunk, dungeon_seed : int, spawn_mobs : bool) -> void:
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var world_space_data_coordinates_x : int = chunk.position_x * chunk.size_x
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var world_space_data_coordinates_x : int = chunk.position_x * chunk.size_x
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var world_space_data_coordinates_z : int = chunk.position_z * chunk.size_z
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var world_space_data_coordinates_z : int = chunk.position_z * chunk.size_z
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