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https://github.com/Relintai/broken_seals.git
synced 2025-01-11 13:51:11 +01:00
Now the forest is generated by the test zone.
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parent
3fc2096b27
commit
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@ -1,6 +1,59 @@
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tool
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extends Zone
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export(float) var zone_radius : float = 0.5
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export(float) var zone_bevel : float = 0.3
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export(float) var zone_base : float = 0
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export(PackedScene) var dungeon_teleporter : PackedScene
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export(PropData) var prop_tree : PropData
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export(PropData) var prop_tree2 : PropData
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var voxel_scale : float = 1
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var current_seed : int = 0
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func get_zone_radius() -> float:
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return zone_radius
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func set_zone_radius(ed : float) -> void:
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zone_radius = ed
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emit_changed()
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func get_zone_bevel() -> float:
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return zone_bevel
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func set_zone_bevel(ed : float) -> void:
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zone_bevel = ed
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emit_changed()
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func get_zone_base() -> float:
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return zone_base
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func set_zone_base(ed : float) -> void:
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zone_base = ed
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emit_changed()
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func get_dungeon_teleporter() -> PackedScene:
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return dungeon_teleporter
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func set_dungeon_teleporter(ed : PackedScene) -> void:
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dungeon_teleporter = ed
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emit_changed()
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func get_prop_tree() -> PropData:
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return prop_tree
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func set_prop_tree(ed : PropData) -> void:
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prop_tree = ed
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emit_changed()
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func get_prop_tree2() -> PropData:
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return prop_tree2
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func set_prop_tree2(ed : PropData) -> void:
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prop_tree2 = ed
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emit_changed()
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func get_editor_rect_border_color() -> Color:
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return Color(0.8, 0.8, 0.8, 1)
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@ -18,3 +71,154 @@ func get_editor_class() -> String:
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func get_editor_additional_text() -> String:
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return "TestZone"
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static func circle(uv : Vector2, c : Vector2, r : float) -> float:
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c.x += 0.5
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c.y += 0.5
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return (uv - c).length() - r;
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func get_value_for(uv : Vector2) -> float:
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var f : float = circle(uv, Vector2(), zone_radius)
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var cf : float = clamp(zone_base - f / max(zone_bevel, 0.00001), 0.0, 1.0)
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return cf
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func _generate_terra_chunk(chunk: TerrainChunk, pseed : int, spawn_mobs: bool, raycast : WorldGenRaycast) -> void:
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voxel_scale = chunk.voxel_scale
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current_seed = pseed
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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 chunk_seed : int = 123 + (cx * 231) + (cz * 123)
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var rng : RandomNumberGenerator = RandomNumberGenerator.new()
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rng.seed = chunk_seed
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gen_terra_chunk(chunk, rng, raycast)
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if chunk.position_x == 0 && chunk.position_z == 0:
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#test
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spawn_dungeon(chunk, chunk_seed, spawn_mobs)
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else:
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if rng.randi() % 10 == 0:
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spawn_dungeon(chunk, chunk_seed, spawn_mobs)
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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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if chunk.get_voxel_world().has_method("get_mob_level"):
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level = chunk.get_voxel_world().get_mob_level()
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ESS.entity_spawner.spawn_mob(0, level, \
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Vector3(chunk.position_x * chunk.size_x * chunk.voxel_scale + chunk.size_x / 2,\
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100, \
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chunk.position_z * chunk.size_z * chunk.voxel_scale + chunk.size_z / 2))
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func gen_terra_chunk(chunk: TerrainChunk, rng : RandomNumberGenerator, raycast : WorldGenRaycast) -> void:
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chunk.channel_ensure_allocated(TerrainChunkDefault.DEFAULT_CHANNEL_TYPE, 1)
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chunk.channel_ensure_allocated(TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL, 0)
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var s : FastNoise = FastNoise.new()
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s.set_noise_type(FastNoise.TYPE_SIMPLEX)
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s.set_seed(current_seed)
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var sdet : FastNoise = FastNoise.new()
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sdet.set_noise_type(FastNoise.TYPE_SIMPLEX)
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sdet.set_seed(current_seed)
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var luv : Vector2 = raycast.get_local_uv()
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var lhit_world_pos : Vector2 = raycast.get_local_position()
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lhit_world_pos.x *= chunk.size_x
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lhit_world_pos.y *= chunk.size_z
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var world_rect_size : Vector2 = get_rect().size
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world_rect_size.x *= chunk.size_x
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world_rect_size.y *= chunk.size_z
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for x in range(-chunk.margin_start, chunk.size_x + chunk.margin_end):
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for z in range(-chunk.margin_start, chunk.size_x + chunk.margin_end):
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var vx : int = x + (chunk.position_x * chunk.size_x)
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var vz : int = z + (chunk.position_z * chunk.size_z)
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var lwp : Vector2 = lhit_world_pos + Vector2(x, z)
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var local_uv : Vector2 = lwp / world_rect_size
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var interp : float = get_value_for(local_uv)
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var val : float = (s.get_noise_2d(vx * 0.05, vz * 0.05) + 2)
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val *= val
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#val *= 10.0
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val += abs(sdet.get_noise_2d(vx * 0.8, vz * 0.8)) * 5
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var oil : int = chunk.get_voxel(x, z, TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL)
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oil += float(val) * interp
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chunk.set_voxel(oil, x, z, TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL)
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chunk.set_voxel(1, x, z, TerrainChunkDefault.DEFAULT_CHANNEL_TYPE)
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if chunk.position_x == 0 && chunk.position_z == 0:
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continue
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if rng.randf() > 0.992:
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var tr : Transform = Transform()
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tr = tr.rotated(Vector3(0, 1, 0), rng.randf() * PI)
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tr = tr.rotated(Vector3(1, 0, 0), rng.randf() * 0.2 - 0.1)
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tr = tr.rotated(Vector3(0, 0, 1), rng.randf() * 0.2 - 0.1)
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tr = tr.scaled(Vector3(0.9 + rng.randf() * 0.2, 0.9 + rng.randf() * 0.2, 0.9 + rng.randf() * 0.2))
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tr.origin = Vector3((x + chunk.position_x * chunk.size_x), ((oil - 2) / 255.0) * chunk.world_height, (z + chunk.position_z * chunk.size_z))
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chunk.voxel_world.prop_add(tr, prop_tree)
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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_z : int = chunk.position_z * chunk.size_z
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var vpx : int = 6
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var vpz : int = 6
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var x : float = (world_space_data_coordinates_x + vpx) * chunk.voxel_scale
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var z : float = (world_space_data_coordinates_z + vpz) * chunk.voxel_scale
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var vh : int = chunk.get_voxel(vpx, vpz, TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL)
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var orx : int = (randi() % 3) + 2
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var orz : int = (randi() % 3) + 2
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for wx in range(vpx - orx, vpx + orx + 1):
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for wz in range(vpz - orz, vpz + orz + 1):
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chunk.set_voxel(vh, wx, wz, TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL)
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var vwh : float = chunk.get_voxel_scale() * chunk.get_world_height() * (vh / 255.0)
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var dt : Spatial = dungeon_teleporter.instance()
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chunk.voxel_world.add_child(dt)
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dt.owner_chunk = chunk
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var level : int = 2
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if chunk.get_voxel_world().has_method("get_mob_level"):
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level = chunk.get_voxel_world().get_mob_level()
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dt.min_level = level - 1
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dt.max_level = level + 1
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dt.dungeon_seed = dungeon_seed
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dt.spawn_mobs = spawn_mobs
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dt.transform = Transform(Basis().scaled(Vector3(chunk.voxel_scale, chunk.voxel_scale, chunk.voxel_scale)), Vector3(x, vwh, z))
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func setup_property_inspector(inspector) -> void:
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.setup_property_inspector(inspector)
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inspector.add_h_separator()
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inspector.add_slot_resource("get_dungeon_teleporter", "set_dungeon_teleporter", "Dungeon Teleporter", "PackedScene")
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inspector.add_slot_resource("get_prop_tree", "set_prop_tree", "Prop Tree", "PropData")
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inspector.add_slot_resource("get_prop_tree2", "set_prop_tree2", "Prop Tree2", "PropData")
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inspector.add_h_separator()
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inspector.add_slot_float("get_zone_radius", "set_zone_radius", "Zone Radius", 0.01)
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inspector.add_slot_float("get_zone_bevel", "set_zone_bevel", "Zone Bevel", 0.01)
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inspector.add_slot_float("get_zone_base", "set_zone_base", "Zone Base", 0.01)
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