tool extends Biome # Copyright (c) 2019-2021 Péter Magyar # # Permission is hereby granted, free of charge, to any person obtaining a copy # of this software and associated documentation files (the "Software"), to deal # in the Software without restriction, including without limitation the rights # to use, copy, modify, merge, publish, distribute, sublicense, and/or sell # copies of the Software, and to permit persons to whom the Software is # furnished to do so, subject to the following conditions: # # The above copyright notice and this permission notice shall be included in all # copies or substantial portions of the Software. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE # AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER # LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, # OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE # SOFTWARE. export(PackedScene) var tree : PackedScene export(PackedScene) var dungeon_teleporter : PackedScene export(PropData) var prop_tree : PropData export(PropData) var prop_tree2 : PropData var terrarin_gen : BiomeTerrarinGenerator = BiomeTerrarinGenerator.new() var voxel_scale : float = -1 func _setup(): terrarin_gen.set_current_seed(current_seed) for i in range(get_building_count()): var d : Building = get_building(i) d.setup() func _instance(p_seed, p_instance): p_instance.tree = tree p_instance.prop_tree = prop_tree p_instance.prop_tree2 = prop_tree2 p_instance.dungeon_teleporter = dungeon_teleporter return ._instance(p_seed, p_instance) func _generate_terra_chunk(chunk, spawn_mobs): if voxel_scale < 0: voxel_scale = chunk.voxel_scale # #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 #terrarin_gen.generate_simple_terrarin(chunk, spawn_mobs) gen_terra_chunk(chunk) if chunk.position_x == 0 && chunk.position_z == 0: #test spawn_dungeon(chunk) else: if randi() % 10 == 0: spawn_dungeon(chunk) 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 randi() % 4 == 0: var level : int = 1 if chunk.get_voxel_world().has_method("get_mob_level"): level = chunk.get_voxel_world().get_mob_level() ESS.entity_spawner.spawn_mob(0, level, \ Vector3(chunk.position_x * chunk.size_x * chunk.voxel_scale + chunk.size_x / 2,\ 100, \ chunk.position_z * chunk.size_z * chunk.voxel_scale + chunk.size_z / 2)) func gen_terra_chunk(chunk: TerraChunk) -> void: chunk.channel_ensure_allocated(TerraChunkDefault.DEFAULT_CHANNEL_TYPE, 1) chunk.channel_ensure_allocated(TerraChunkDefault.DEFAULT_CHANNEL_ISOLEVEL, 0) var s : FastNoise = FastNoise.new() s.set_noise_type(FastNoise.TYPE_SIMPLEX) s.set_seed(current_seed) var sdet : FastNoise = FastNoise.new() sdet.set_noise_type(FastNoise.TYPE_SIMPLEX) sdet.set_seed(current_seed) 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): var vx : int = x + (chunk.position_x * chunk.size_x) var vz : int = z + (chunk.position_z * chunk.size_z) var val : float = (s.get_noise_2d(vx * 0.05, vz * 0.05) + 2) val *= val val *= 20.0 val += abs(sdet.get_noise_2d(vx * 0.8, vz * 0.8)) * 20 chunk.set_voxel(val, x, z, TerraChunkDefault.DEFAULT_CHANNEL_ISOLEVEL) if val < 50: chunk.set_voxel(2, x, z, TerraChunkDefault.DEFAULT_CHANNEL_TYPE) elif val > 90: chunk.set_voxel(4, x, z, TerraChunkDefault.DEFAULT_CHANNEL_TYPE) else: #Todo use the prop system for this if randf() > 0.992: # var t = tree.instance() # # var spat : Spatial = t as Spatial # # spat.rotate(Vector3(0, 1, 0), randf() * PI) # spat.rotate(Vector3(1, 0, 0), randf() * 0.2 - 0.1) # spat.rotate(Vector3(0, 0, 1), randf() * 0.2 - 0.1) # spat.transform = spat.transform.scaled(Vector3(0.9 + 0.8 - randf(), 0.9 + 0.8 - randf(), 0.9 + 0.8 - randf())) # spat.transform.origin = Vector3((x + chunk.position_x * chunk.size_x) * chunk.voxel_scale, ((val - 2) / 255.0) * chunk.world_height * chunk.voxel_scale, (z + chunk.position_z * chunk.size_z) * chunk.voxel_scale) # chunk.voxel_world.call_deferred("add_child", spat) var tr : Transform = Transform() tr = tr.rotated(Vector3(0, 1, 0), randf() * PI) tr = tr.rotated(Vector3(1, 0, 0), randf() * 0.2 - 0.1) tr = tr.rotated(Vector3(0, 0, 1), randf() * 0.2 - 0.1) tr = tr.scaled(Vector3(0.9 + randf() * 0.2, 0.9 + randf() * 0.2, 0.9 + randf() * 0.2)) tr.origin = Vector3((x + chunk.position_x * chunk.size_x), ((val - 2) / 255.0) * chunk.world_height, (z + chunk.position_z * chunk.size_z)) 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: TerraChunk) -> void: var x : float = chunk.position_x * chunk.voxel_scale * chunk.size_x var z : float = chunk.position_z * chunk.voxel_scale * chunk.size_z var vh : int = chunk.get_voxel(6, 6, TerraChunkDefault.DEFAULT_CHANNEL_ISOLEVEL) var vwh : float = chunk.get_voxel_scale() * chunk.get_world_height() * (vh / 256.0) var dt : Spatial = dungeon_teleporter.instance() chunk.voxel_world.add_child(dt) dt.owner_chunk = chunk dt.transform = Transform(Basis().scaled(Vector3(chunk.voxel_scale, chunk.voxel_scale, chunk.voxel_scale)), Vector3(x, vwh, z))