mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-25 01:17:10 +01:00
Now the level generator won't load planets from a folder, instead they are directly set from the editor, ands tarted porting the dungeon generator from the roguelike project. Also updated the world generator module to get the property type changes, this fixes some of the crashes.
This commit is contained in:
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HEADS
2
HEADS
@ -1 +1 @@
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{"engine": {"3.2": "07b24de868457c0a190c88771e99ff09e5451c3b", "master": "8c73e813134001e575b6f59e3b0100471c007410"}, "world_generator": {"master": "b70154cbddde9178e1d159a7acb7f738f7c8f487"}, "entity_spell_system": {"master": "af1bd74fbf38d0ac42d3cf203feb3c7212d01849"}, "ui_extensions": {"master": "6fe4f69fea8d71043b08d959b8085404c9c4fe47"}, "voxelman": {"master": "dee38b1588ef3224cf8022eaf227e1dcaead6277"}, "texture_packer": {"master": "2993ed34f34cfa6a5e61b7913380231e9c55eda6"}, "fastnoise": {"master": "d0e3f1c759332cf0d9a5d7e0e71d0b0278310651"}, "mesh_data_resource": {"master": "85417ebee9198be3cd7cc643e0e0e934db64a620"}, "procedural_animations": {"master": "9226d21781ea05828570e592874aa319df0dc53d"}, "ess_data": {"master": "3bd637fdd3304b64a18287a49a6b7387acf2f5de"}, "props": {"master": "544654f49b13af2d25ac14152c8a5014474e6333"}, "mesh_utils": {"master": "4f69ec67b861ce4475cfd17946dfaa586c888d94"}, "broken_seals_module": {"master": "0e5c54a70f8e90f95cbf11419b959a5f67562d48"}, "thread_pool": {"master": "93320fe864128d706bcc47fc7ed0731e6e9bcf69"}}
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{"engine": {"3.2": "07b24de868457c0a190c88771e99ff09e5451c3b", "master": "8c73e813134001e575b6f59e3b0100471c007410"}, "world_generator": {"master": "873a5f3e4a88bbebdc317c2bd82d1ec0d045c9b5"}, "entity_spell_system": {"master": "af1bd74fbf38d0ac42d3cf203feb3c7212d01849"}, "ui_extensions": {"master": "6fe4f69fea8d71043b08d959b8085404c9c4fe47"}, "voxelman": {"master": "dee38b1588ef3224cf8022eaf227e1dcaead6277"}, "texture_packer": {"master": "2993ed34f34cfa6a5e61b7913380231e9c55eda6"}, "fastnoise": {"master": "d0e3f1c759332cf0d9a5d7e0e71d0b0278310651"}, "mesh_data_resource": {"master": "85417ebee9198be3cd7cc643e0e0e934db64a620"}, "procedural_animations": {"master": "9226d21781ea05828570e592874aa319df0dc53d"}, "ess_data": {"master": "3bd637fdd3304b64a18287a49a6b7387acf2f5de"}, "props": {"master": "544654f49b13af2d25ac14152c8a5014474e6333"}, "mesh_utils": {"master": "4f69ec67b861ce4475cfd17946dfaa586c888d94"}, "broken_seals_module": {"master": "0e5c54a70f8e90f95cbf11419b959a5f67562d48"}, "thread_pool": {"master": "93320fe864128d706bcc47fc7ed0731e6e9bcf69"}}
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@ -1,4 +1,4 @@
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[gd_scene load_steps=24 format=2]
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[gd_scene load_steps=25 format=2]
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[ext_resource path="res://ui/theme/ui_theme.tres" type="Theme" id=1]
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[ext_resource path="res://ui/menu/CharacterEntry.tscn" type="PackedScene" id=2]
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@ -20,12 +20,14 @@
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[ext_resource path="res://scripts/world_generators/MainPlanetGenerator.gd" type="Script" id=18]
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[ext_resource path="res://scripts/settings/DirectionalLightSettings.gd" type="Script" id=19]
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[ext_resource path="res://ui/about/About.tscn" type="PackedScene" id=20]
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[ext_resource path="res://modules/planets/test_planet/DungeonPlanetData.tres" type="PlanetData" id=21]
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[sub_resource type="VoxelmanLevelGenerator" id=1]
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script = ExtResource( 18 )
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_force_planet = -1
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_level_seed = 0
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_spawn_mobs = false
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planet = ExtResource( 21 )
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[sub_resource type="ProceduralSky" id=2]
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sky_top_color = Color( 0.447059, 0.780392, 0.854902, 1 )
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@ -1,9 +1,9 @@
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[gd_resource type="PlanetData" load_steps=3 format=2]
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[ext_resource path="res://modules/planets/test_planet/biomes/2_tdungb.tres" type="BiomeData" id=1]
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[ext_resource path="res://modules/planets/test_planet/planets/simple_planet.tres" type="Planet" id=2]
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[ext_resource path="res://modules/planets/test_planet/planets/simple_planet.tres" type="Planet" id=1]
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[ext_resource path="res://modules/planets/test_planet/biomes/2_tdungb.tres" type="BiomeData" id=2]
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[resource]
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id = 1
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planet = ExtResource( 2 )
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biome_datas = [ ExtResource( 1 ) ]
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planet = ExtResource( 1 )
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biome_datas = [ ExtResource( 2 ) ]
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9
game/modules/planets/test_planet/SimplePlanetData.tres
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9
game/modules/planets/test_planet/SimplePlanetData.tres
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@ -0,0 +1,9 @@
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[gd_resource type="PlanetData" load_steps=3 format=2]
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[ext_resource path="res://modules/planets/test_planet/planets/simple_planet.tres" type="Planet" id=1]
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[ext_resource path="res://modules/planets/test_planet/biomes/2_tdungb.tres" type="BiomeData" id=2]
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[resource]
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id = 1
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planet = ExtResource( 1 )
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biome_datas = [ ExtResource( 2 ) ]
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@ -6,4 +6,3 @@
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[resource]
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biome = ExtResource( 2 )
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dungeon_datas = [ ExtResource( 1 ) ]
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voxel_surfaces = [ null, null, null, null ]
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@ -20,11 +20,30 @@ extends BiomeBase
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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func _setup():
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if !data:
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return
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for i in range(data.get_dungeon_data_count()):
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var dd : DungeonData = data.get_dungeon_data(i)
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if !dd:
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continue
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var d : Dungeon = dd.instance()
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d.posx = 0
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d.posz = 0
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d.posy = -20
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d.current_seed = current_seed
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d.setup()
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add_dungeon(d)
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return
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func _generate_chunk(chunk: VoxelChunk, spawn_mobs: bool) -> void:
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# var chunk : VoxelChunk = chunk.get_chunk()
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# generate_terrarin(chunk, spawn_mobs)
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generate_simple_terrarin(chunk, spawn_mobs)
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if not Engine.editor_hint and chunk.position_y == 0 and spawn_mobs and randi() % 4 == 0:
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@ -21,26 +21,41 @@ extends Dungeon
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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func _setup():
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if data.get_dungeon_start_room_data_count() == 0:
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return
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var drd : DungeonRoomData = data.get_dungeon_start_room_data(0)
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var dung : DungeonRoom
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if drd.dungeon_room != null:
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dung = drd.dungeon_room.duplicate()
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else:
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dung = DungeonRoom.new()
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dung.posx = posx
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dung.posy = posy
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dung.posz = posz
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dung.current_seed = current_seed
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dung.data = drd
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dung.setup()
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export(int) var level_room_count : int = 9
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export(int) var min_room_dimension : int = 5
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export(int) var max_room_dimension : int = 8
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export(int) var enemy_count : int = 14
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add_dungeon_start_room(dung)
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var map : Array = []
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var rooms : Array = []
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var enemies : Array = []
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#var nav_graph : AStar2D
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var entrance_position : Transform = Transform()
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enum Tile { None, Floor, Wall, Door }
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func _setup():
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if sizex == 0 || sizey == 0 || sizez == 0:
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print("Dungeon size is 0!")
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return
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# if data.get_dungeon_start_room_data_count() == 0:
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# return
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#
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# var drd : DungeonRoomData = data.get_dungeon_start_room_data(0)
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#
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# var dung : DungeonRoom = drd.instance()
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#
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# dung.posx = posx
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# dung.posy = posy
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# dung.posz = posz
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# dung.current_seed = current_seed
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# dung.data = drd
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# dung.setup()
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#
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# add_dungeon_start_room(dung)
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# build()
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pass
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func _setup_library(library):
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._setup_library(library)
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@ -51,3 +66,293 @@ func _setup_library(library):
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func _generate_chunk(chunk, spawn_mobs):
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for i in range(get_dungeon_start_room_count()):
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get_dungeon_start_room(i).generate_chunk(chunk, spawn_mobs)
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func build():
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# randomize()
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build_level()
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#Place player
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# var start_room = rooms.front()
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# var player_x = start_room.position.x + 1 + randi() % int(start_room.size.x - 2)
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# var player_y = start_room.position.y + 1 + randi() % int(start_room.size.y - 2)
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# entrance_position.origin = Vector2(player_x * tile_size + tile_size / 2, player_y * tile_size + tile_size / 2)
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# _player = ESS.entity_spawner.load_player(_player_file_name, pos, 1) as Entity
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#Server.sset_seed(_player.sseed)
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#Place enemies
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# for i in range(enemy_count):
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# var room = rooms[1 + randi() % (rooms.size() - 1)]
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# var x = room.position.x + 1 + randi() % int (room.size.x - 2)
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# var y = room.position.y + 1 + randi() % int (room.size.y - 2)
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#
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# var blocked = false
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# for enemy in enemies:
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# var body = enemy.get_body()
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# var bp = body.get_tile_position()
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# if bp.x == x && bp.y == y:
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# blocked = true
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# break
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#
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# if !blocked:
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# var t = tile_to_pixel_center(x, y)
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# var enemy = ESS.entity_spawner.spawn_mob(1, 1, Vector3(t.x, t.y, 0), get_path())
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#
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# enemies.append(enemy)
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#
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# tile_map.update_dirty_quadrants()
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#
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# generated = true
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func build_level():
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rooms.clear()
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map.clear()
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for e in enemies:
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e.queue_free()
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enemies.clear()
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# nav_graph = AStar2D.new()
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for x in range(sizex):
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map.append([])
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for y in range(sizez):
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map[x].append(Tile.Wall)
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var free_regions = [Rect2(Vector2(2, 2), Vector2(sizex, sizez) - Vector2(4, 4))]
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for i in range(level_room_count):
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add_room(free_regions)
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if free_regions.empty():
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break
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connect_rooms()
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func connect_rooms():
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var stone_graph : AStar2D = AStar2D.new()
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var point_id : int = 0
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for x in range(sizex):
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for y in range(sizez):
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if map[x][y] == Tile.Wall:
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stone_graph.add_point(point_id, Vector2(x, y))
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#connect to left if also stone
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if x > 0 && map[x - 1][y] == Tile.Wall:
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var left_point = stone_graph.get_closest_point(Vector2(x - 1, y))
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stone_graph.connect_points(point_id, left_point)
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#connect to above if also stone
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if y > 0 && map[x][y - 1] == Tile.Wall:
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var above_point = stone_graph.get_closest_point(Vector2(x, y - 1))
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stone_graph.connect_points(point_id, above_point)
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point_id += 1
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#Build an AStar graph of room connections
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var room_graph : AStar2D = AStar2D.new()
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point_id = 0
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for room in rooms:
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var room_center = room.position + room.size / 2
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room_graph.add_point(point_id, Vector2(room_center.x, room_center.y))
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point_id += 1
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#Add random connections until everything is connected
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while !is_everything_connected(room_graph):
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add_random_connection(stone_graph, room_graph)
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func is_everything_connected(graph : AStar2D):
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var points = graph.get_points()
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var start = points.pop_back()
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for point in points:
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var path = graph.get_point_path(start, point)
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if !path:
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return false
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return true
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func add_random_connection(stone_graph : AStar2D, room_graph : AStar2D):
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#Pick rooms to connect
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var start_room_id = get_least_connected_point(room_graph)
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var end_room_id = get_nearest_unconnected_point(room_graph, start_room_id)
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#Pick door locations
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var start_position = pick_random_door_location(rooms[start_room_id])
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var end_position = pick_random_door_location(rooms[end_room_id])
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#Find a path to connect the doors to each other
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var closest_start_point = stone_graph.get_closest_point(start_position)
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var closest_end_point = stone_graph.get_closest_point(end_position)
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var path = stone_graph.get_point_path(closest_start_point, closest_end_point)
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assert(path)
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#Add path to the map
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set_tile(start_position.x, start_position.y, Tile.Door)
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set_tile(end_position.x, end_position.y, Tile.Door)
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for position in path:
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set_tile(position.x, position.y, Tile.Floor)
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room_graph.connect_points(start_room_id, end_room_id)
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func get_least_connected_point(graph : AStar2D):
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var point_ids = graph.get_points()
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var least
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var tied_for_least = []
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for point in point_ids:
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var count = graph.get_point_connections(point).size()
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if !least || count < least:
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least = count
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tied_for_least = [point]
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elif count == least:
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tied_for_least.append(point)
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return tied_for_least[randi() % tied_for_least.size()]
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func get_nearest_unconnected_point(graph : AStar2D, target_point):
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var target_position = graph.get_point_position(target_point)
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var point_ids = graph.get_points()
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var nearest
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var tied_for_nearest = []
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for point in point_ids:
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if point == target_point:
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continue
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var path = graph.get_point_path(point, target_point)
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if path:
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continue
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var dist = (graph.get_point_position(point) - target_position).length()
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if !nearest || dist < nearest:
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nearest = dist
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tied_for_nearest = [point]
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elif dist == nearest:
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tied_for_nearest.append(point)
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return tied_for_nearest[randi() % tied_for_nearest.size()]
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func pick_random_door_location(room):
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var options = []
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#Top and bottom walls
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for x in range(room.position.x + 1, room.end.x - 2):
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options.append(Vector2(x, room.position.y))
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options.append(Vector2(x, room.end.y))
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#Left and right walls
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for y in range(room.position.y + 1, room.end.y - 2):
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options.append(Vector2(room.position.x, y))
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options.append(Vector2(room.end.x, y))
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return options[randi() % options.size()]
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func add_room(free_regions):
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var region = free_regions[randi() % free_regions.size()]
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var size_x = min_room_dimension
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if region.size.x > min_room_dimension:
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size_x += randi() % int(region.size.x - min_room_dimension)
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var size_y = min_room_dimension
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if region.size.y > min_room_dimension:
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size_y += randi() % int(region.size.y - min_room_dimension)
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size_x = min(size_x, min_room_dimension)
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size_y = min(size_y, min_room_dimension)
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var start_x = region.position.x
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if region.size.x > size_x:
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start_x += randi() % int(region.size.x - size_x)
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var start_y = region.position.y
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if region.size.y > size_y:
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start_y += randi() % int(region.size.y - size_y)
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var room = Rect2(start_x, start_y, size_x, size_y)
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rooms.append(room)
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for x in range(start_x, start_x + size_x):
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set_tile(x, start_y, Tile.Wall)
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set_tile(x, start_y + size_y - 1, Tile.Wall)
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for y in range(start_y, start_y + size_y):
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set_tile(start_x, y, Tile.Wall)
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set_tile(start_x + size_x - 1, y, Tile.Wall)
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for x in range(start_x + 1, start_x + size_x - 1):
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set_tile(x, y, Tile.Floor)
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cut_regions(free_regions, room)
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func cut_regions(free_regions, region_to_remove):
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var removal_queue = []
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var addition_queue = []
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for region in free_regions:
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if region.intersects(region_to_remove):
|
||||
removal_queue.append(region)
|
||||
|
||||
var leftover_left = region_to_remove.position.x - region.position.x - 1
|
||||
var leftover_right = region_to_remove.end.x - region_to_remove.end.x - 1
|
||||
var leftover_above = region_to_remove.position.y - region.position.y - 1
|
||||
var leftover_below = region.end.y - region_to_remove.end.y - 1
|
||||
|
||||
if leftover_left >= min_room_dimension:
|
||||
addition_queue.append(Rect2(region.position, Vector2(leftover_left, region.size.y)))
|
||||
|
||||
if leftover_right >= min_room_dimension:
|
||||
addition_queue.append(Rect2(Vector2(region_to_remove.end.x + 1, region.position.y), Vector2(leftover_right, region.size.y)))
|
||||
|
||||
if leftover_above >= min_room_dimension:
|
||||
addition_queue.append(Rect2(region.position, Vector2(region.size.x, leftover_above)))
|
||||
|
||||
if leftover_below >= min_room_dimension:
|
||||
addition_queue.append(Rect2(Vector2(region.position.x, region_to_remove.end.y + 1), Vector2(region.size.x, leftover_below)))
|
||||
|
||||
for region in removal_queue:
|
||||
free_regions.erase(region)
|
||||
|
||||
for region in addition_queue:
|
||||
free_regions.append(region)
|
||||
#
|
||||
#func clear_path(tile):
|
||||
# var new_point = nav_graph.get_available_point_id()
|
||||
# nav_graph.add_point(new_point, Vector2(tile.x, tile.y))
|
||||
#
|
||||
# var points_to_conect = []
|
||||
#
|
||||
# if tile.x > 0 && map[tile.x - 1][tile.y] == Tile.Floor:
|
||||
# points_to_conect.append(nav_graph.get_closest_point(Vector2(tile.x - 1, tile.y)))
|
||||
#
|
||||
# if tile.y > 0 && map[tile.x][tile.y - 1] == Tile.Floor:
|
||||
# points_to_conect.append(nav_graph.get_closest_point(Vector2(tile.x, tile.y - 1)))
|
||||
#
|
||||
# if tile.x < 0 && map[tile.x + 1][tile.y] == Tile.Floor:
|
||||
# points_to_conect.append(nav_graph.get_closest_point(Vector2(tile.x + 1, tile.y)))
|
||||
#
|
||||
# if tile.y < 0 && map[tile.x][tile.y + 1] == Tile.Floor:
|
||||
# points_to_conect.append(nav_graph.get_closest_point(Vector2(tile.x, tile.y + 1)))
|
||||
#
|
||||
# for point in points_to_conect:
|
||||
# nav_graph.connect_points(point, new_point)
|
||||
|
||||
func set_tile(x, y, type):
|
||||
map[x][y] = type
|
||||
|
||||
# if type == Tile.Floor:
|
||||
# clear_path(Vector2(x, y))
|
||||
|
@ -3,4 +3,11 @@
|
||||
[ext_resource path="res://modules/planets/test_planet/dungeons/dungeon.gd" type="Script" id=1]
|
||||
|
||||
[resource]
|
||||
sizex = 40
|
||||
sizey = 3
|
||||
sizez = 40
|
||||
script = ExtResource( 1 )
|
||||
level_room_count = 9
|
||||
min_room_dimension = 5
|
||||
max_room_dimension = 8
|
||||
enemy_count = 14
|
||||
|
@ -36,20 +36,20 @@ func _setup():
|
||||
b.setup()
|
||||
add_biome(b)
|
||||
|
||||
if bdata.get_dungeon_data_count() == 0:
|
||||
return
|
||||
|
||||
var dd : DungeonData = bdata.get_dungeon_data(0)
|
||||
|
||||
var dung : Dungeon = dd.instance()
|
||||
|
||||
dung.posx = 0
|
||||
dung.posy = -4
|
||||
dung.posz = 0
|
||||
dung.current_seed = current_seed
|
||||
dung.setup()
|
||||
|
||||
add_dungeon(dung)
|
||||
# if bdata.get_dungeon_data_count() == 0:
|
||||
# return
|
||||
#
|
||||
# var dd : DungeonData = bdata.get_dungeon_data(0)
|
||||
#
|
||||
# var dung : Dungeon = dd.instance()
|
||||
#
|
||||
# dung.posx = 0
|
||||
# dung.posy = -4
|
||||
# dung.posz = 0
|
||||
# dung.current_seed = current_seed
|
||||
# dung.setup()
|
||||
#
|
||||
# add_dungeon(dung)
|
||||
|
||||
func _setup_library(library):
|
||||
._setup_library(library)
|
||||
|
@ -1,9 +1,10 @@
|
||||
[gd_scene load_steps=9 format=2]
|
||||
[gd_scene load_steps=10 format=2]
|
||||
|
||||
[ext_resource path="res://scripts/world_generators/MainPlanetGenerator.gd" type="Script" id=1]
|
||||
[ext_resource path="res://modules/planets/test_planet/voxel_library/1_main_lib_merger_empty.tres" type="VoxelmanLibraryMerger" id=2]
|
||||
[ext_resource path="res://scripts/settings/DirectionalLightSettings.gd" type="Script" id=3]
|
||||
[ext_resource path="res://test_props/MeshDataInstance.tres" type="PropData" id=4]
|
||||
[ext_resource path="res://modules/planets/test_planet/DungeonPlanetData.tres" type="PlanetData" id=5]
|
||||
[ext_resource path="res://voxelman/world/TVVoxelWorld.gd" type="Script" id=8]
|
||||
|
||||
[sub_resource type="VoxelmanLevelGenerator" id=1]
|
||||
@ -11,6 +12,7 @@ script = ExtResource( 1 )
|
||||
_force_planet = -1
|
||||
_level_seed = 0
|
||||
_spawn_mobs = false
|
||||
planet = ExtResource( 5 )
|
||||
|
||||
[sub_resource type="ProceduralSky" id=2]
|
||||
sky_top_color = Color( 0.34902, 0.643137, 0.705882, 1 )
|
||||
|
@ -27,6 +27,7 @@ const planet_folder : String = "res://modules/planets"
|
||||
export(int) var _force_planet : int = -1
|
||||
export(int) var _level_seed : int
|
||||
export(bool) var _spawn_mobs : bool
|
||||
export(PlanetData) var planet : PlanetData = null
|
||||
|
||||
var _world : VoxelWorld
|
||||
var _planet : Planet
|
||||
@ -38,7 +39,13 @@ func setup(world : VoxelWorld, level_seed : int, spawn_mobs : bool, library: Vox
|
||||
_spawn_mobs = spawn_mobs
|
||||
_library = library
|
||||
|
||||
create_planet()
|
||||
if planet:
|
||||
_planet = planet.instance()
|
||||
_planet.current_seed = _level_seed
|
||||
_planet.setup()
|
||||
_planet.setup_library(_library)
|
||||
|
||||
# create_planet()
|
||||
|
||||
func _generate_chunk(chunk : VoxelChunk) -> void:
|
||||
if _planet == null:
|
||||
@ -66,11 +73,8 @@ func create_planet():
|
||||
return
|
||||
|
||||
print("planet loaded: " + planet_data.resource_path)
|
||||
|
||||
if planet_data.planet != null:
|
||||
_planet = planet_data.planet.duplicate()
|
||||
else:
|
||||
_planet = Planet.new()
|
||||
|
||||
_planet = planet_data.instance()
|
||||
|
||||
_planet.current_seed = _level_seed
|
||||
_planet.data = planet_data
|
||||
|
@ -45,13 +45,18 @@ const VIS_UPDATE_INTERVAL = 5
|
||||
var vis_update : float = 0
|
||||
var _max_frame_chunk_build_temp : int
|
||||
|
||||
var rc : int = 0
|
||||
|
||||
func _enter_tree():
|
||||
if generate_on_ready and not Engine.is_editor_hint():
|
||||
# call_deferred("generate")
|
||||
generate()
|
||||
|
||||
func generate():
|
||||
if level_generator != null:
|
||||
level_generator.setup(self, 80, false, library)
|
||||
|
||||
if level_generator != null:
|
||||
level_generator.setup(self, 80, false, library)
|
||||
|
||||
spawn()
|
||||
spawn()
|
||||
|
||||
func _process(delta):
|
||||
if initial_generation:
|
||||
|
Loading…
Reference in New Issue
Block a user