tool extends VoxelmanLevelGenerator class_name MainDungeonGenerator enum GenType { TEST = 0, NORMAL = 1, NOISE3D = 2, ANL = 3 } export(MeshDataResource) var prop_mesht : MeshDataResource export(int) var gen_type : int = GenType.NORMAL export(int) var _level_seed : int export(bool) var _spawn_mobs : bool var _world : VoxelWorld func setup(world : VoxelWorld, level_seed : int, spawn_mobs : bool) -> void: _level_seed = level_seed _world = world _spawn_mobs = spawn_mobs func _generate_chunk(chunk : VoxelChunk) -> void: if gen_type == GenType.NORMAL: generate_terrarin(chunk) elif gen_type == GenType.NOISE3D: generate_noise3d_terrarin(chunk) else: generate_test(chunk) func generate_terrarin(chunk : VoxelChunk) -> void: var buffer : VoxelChunk = chunk.get_buffer() buffer.create(int(chunk.size_x) + 1, int(chunk.size_y) + 1, int(chunk.size_z) + 1) var noise : OpenSimplexNoise = OpenSimplexNoise.new() noise.seed = 10 * _level_seed noise.octaves = 4 noise.period = 180.0 noise.persistence = 0.8 var terr_noise : OpenSimplexNoise = OpenSimplexNoise.new() terr_noise.seed = 10 * 321 + 112 * _level_seed terr_noise.octaves = 4 terr_noise.period = 20.0 terr_noise.persistence = 0.9 var det_noise : OpenSimplexNoise = OpenSimplexNoise.new() det_noise.seed = 10 * 3231 + 112 * _level_seed det_noise.octaves = 6 det_noise.period = 10.0 det_noise.persistence = 0.3 for x in range(0, chunk.size_x + 1): for z in range(0, chunk.size_z + 1): var val : float = noise.get_noise_2d(x + (chunk.position_x * chunk.size_x), z + (chunk.position_z * chunk.size_z)) val *= val val *= 100 val += 2 var tv : float = terr_noise.get_noise_2d(x + (chunk.position_x * chunk.size_x), z + (chunk.position_z * chunk.size_z)) tv *= tv * tv val += tv * 2 var dval : float = noise.get_noise_2d(x + (chunk.position_x * chunk.size_x), z + (chunk.position_z * chunk.size_z)) val += dval * 6 var v : int = (int(val)) v -= chunk.position_y * (chunk.size_y) # var cmaxy : int = (chunk.position_y + 1) * chunk.size_y if v > chunk.size_y + 1: v = chunk.size_y + 1 for y in range(0, v): seed(x + (chunk.position_x * chunk.size_x) + z + (chunk.position_z * chunk.size_z) + y + (chunk.position_y * chunk.size_y)) if v < 2: buffer.set_voxel(1, x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) elif v == 2: buffer.set_voxel(3, x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) else: buffer.set_voxel(2, x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) # if y != v: # buffer.set_voxel(255, x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) # else: # randi() % 50 + 205 buffer.set_voxel(int(255.0 * (val - int(val)) / 180.0) * 180, x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) # buffer.set_voxel(int(255.0 * (val - int(val))), x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) # buffer.set_voxel(255.0 * int(90 * (val - int(val))) / 200.0, x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) # buffer.set_voxel(int(255.0 * (val - int(val)) / 180.0) * 180, x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) # buffer.set_voxel(int(255.0 * (int((val - int(val) * 100.0)) / 100.0)), x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) # print(val) # buffer.set_voxel(int(255.0 * (val - int(val))), x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) # var t_noise : OpenSimplexNoise = OpenSimplexNoise.new() # t_noise.seed = 10 * 32331 + 1132 # t_noise.octaves = 10 # t_noise.period = 10.0 # t_noise.persistence = 0.8 # # for x in range(0, chunk.size_x + 1): # for y in range(0, chunk.size_y + 1): # for z in range(0, chunk.size_z + 1): # var val : float = t_noise.get_noise_3d( # x + (chunk.position_x * chunk.size_x), # y + (chunk.position_y * chunk.size_y), # z + (chunk.position_z * chunk.size_z)) # # val *= val # val *= 100 # val += 2 # # if val > 3 and buffer.get_voxel(x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) == 0: # buffer.set_voxel(2, x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) # buffer.set_voxel(int(255.0 * (val - int(val))), x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) # for x in range(0, chunk.size_x + 1): # for z in range(5, 7): # for y in range(0, 10): # var val : float = det_noise.get_noise_3d( # x + (chunk.position_x * chunk.size_x), # y + (chunk.position_y * chunk.size_y), # z + (chunk.position_z * chunk.size_z)) # # val *= 10 # # if val > 1: # val = 1 # # buffer.set_voxel(3, x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) # # buffer.set_voxel(int(255.0 * val), x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) # var prop_data : VoxelChunkPropData = VoxelChunkPropData.new() # prop_data.x = 10 # prop_data.y = 3 # prop_data.z = 10 ## prop_data.rotation = Vector3(randi() % 360, randi() % 360, randi() % 360) ## prop_data.scale = Vector3(2, 2, 2) ## prop_data.mesh = prop_mesht # prop_data.prop = prop # chunk.add_prop(prop_data) # generate_caves(chunk) # for i in range(5): # #var light : VoxelLight = VoxelLight.new() # randomize() # var color : Color = Color(randf(), randf(), randf()) # var size : int = randi() % 5 + 5 # var lx : int = (chunk.position_x * chunk.size_x) + (randi() % (chunk.size_x - 3)) # var ly : int = (chunk.position_y * chunk.size_y) + (randi() % 6) # var lz : int = (chunk.position_z * chunk.size_z) + (randi() % (chunk.size_z - 3)) ## light.set_world_position((chunk.position_x * chunk.size_x) + 10, (chunk.position_y * chunk.size_y) + 10, (chunk.position_z * chunk.size_z) + 10) # _world.add_light(lx, ly, lz, size, color) # chunk.bake_lights() chunk.build() # chunk.draw_debug_voxel_lights() # chunk.draw_debug_voxels(2000) # chunk.draw_debug_voxel_lights() if not Engine.editor_hint and chunk.position_y == 0 and _spawn_mobs: ESS.entity_spawner.spawn_mob(1, randi() % 3, Vector3(chunk.position_x * chunk.size_x * chunk.voxel_scale - chunk.size_x / 2,\ (chunk.position_y + 1) * chunk.size_y * chunk.voxel_scale, \ chunk.position_z * chunk.size_z * chunk.voxel_scale - chunk.size_z / 2)) func generate_caves(chunk : VoxelChunk) -> void: var buffer : VoxelChunk = chunk.get_buffer() var noise : OpenSimplexNoise = OpenSimplexNoise.new() noise.seed = 1230 * 3241 + 16 noise.octaves = 3 noise.period = 20.0 noise.persistence = 0.9 for x in range(0, chunk.size_x + 1): for z in range(0, chunk.size_z + 1): for y in range(0, chunk.size_y + 1): # var val : float = noise.get_noise_2d(x + (chunk.position_x * chunk.size_x), z + (chunk.position_z * chunk.size_z)) buffer.set_voxel(0, x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) func generate_test(chunk : VoxelChunk) ->void: var buffer : VoxelChunk = chunk.get_buffer() buffer.create(40, 40, 40) var i : int = 1 for y in range(4): for z in range(8): for x in range(8): spawn_equiv_class(buffer, i, x * 4 + 1, y * 4 + 1, z * 4 + 1) i += 1 # spawn_equiv_class(buffer,127, 4, 4, 4) chunk.build() # chunk.draw_debug_voxels(2000) # chunk.draw_debug_voxel_lights() func spawn_equiv_class(buffer : VoxelChunk, cls : int, x : int, y : int, z : int) -> void: # var size : int = 100 if cls & VoxelMesherUVTransvoxel.VOXEL_ENTRY_MASK_000: buffer.set_voxel(1, x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) buffer.set_voxel(randi() % 255, x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) if cls & VoxelMesherUVTransvoxel.VOXEL_ENTRY_MASK_100: buffer.set_voxel(1, x + 1, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) buffer.set_voxel(randi() % 255, x + 1, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) if cls & VoxelMesherUVTransvoxel.VOXEL_ENTRY_MASK_001: buffer.set_voxel(1, x, y, z + 1, VoxelChunk.DEFAULT_CHANNEL_TYPE) buffer.set_voxel(randi() % 255, x, y, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) if cls & VoxelMesherUVTransvoxel.VOXEL_ENTRY_MASK_101: buffer.set_voxel(1, x + 1, y, z + 1, VoxelChunk.DEFAULT_CHANNEL_TYPE) buffer.set_voxel(randi() % 255, x + 1, y, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) if cls & VoxelMesherUVTransvoxel.VOXEL_ENTRY_MASK_010: buffer.set_voxel(1, x, y + 1, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) buffer.set_voxel(randi() % 255, x, y + 1, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) if cls & VoxelMesherUVTransvoxel.VOXEL_ENTRY_MASK_110: buffer.set_voxel(1, x + 1, y + 1, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) buffer.set_voxel(randi() % 255, x + 1, y + 1, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) if cls & VoxelMesherUVTransvoxel.VOXEL_ENTRY_MASK_011: buffer.set_voxel(1, x, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_TYPE) buffer.set_voxel(randi() % 255, x, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) if cls & VoxelMesherUVTransvoxel.VOXEL_ENTRY_MASK_111: buffer.set_voxel(1, x + 1, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_TYPE) buffer.set_voxel(randi() % 255, x + 1, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) func generate_noise3d_terrarin(chunk : VoxelChunk) -> void: var buffer : VoxelChunk = chunk.get_buffer() buffer.create(int(chunk.size_x) + 1, int(chunk.size_y) + 1, int(chunk.size_z) + 1) var noise : OpenSimplexNoise = OpenSimplexNoise.new() noise.seed = 10 * 321 + 112 noise.octaves = 4 noise.period = 20.0 noise.persistence = 0.9 for x in range(0, chunk.size_x + 1): for y in range(0, chunk.size_y + 1): for z in range(0, chunk.size_z + 1): var val : float = noise.get_noise_3d( x + (chunk.position_x * chunk.size_x), y + (chunk.position_y * chunk.size_y), z + (chunk.position_z * chunk.size_z)) val *= val val *= 100 val += 2 if val > 4: buffer.set_voxel(3, x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) buffer.set_voxel(int(255.0 * (val - int(val))), x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) # generate_random_ao(chunk) #warning-ignore:unused_variable # for i in range(5): # #var light : VoxelLight = VoxelLight.new() # randomize() # var color : Color = Color(randf(), randf(), randf()) # var size : int = randi() % 5 + 5 # var lx : int = (chunk.position_x * chunk.size_x) + (randi() % (chunk.size_x - 3)) # var ly : int = (chunk.position_y * chunk.size_y) + (randi() % 6) # var lz : int = (chunk.position_z * chunk.size_z) + (randi() % (chunk.size_z - 3)) ## light.set_world_position((chunk.position_x * chunk.size_x) + 10, (chunk.position_y * chunk.size_y) + 10, (chunk.position_z * chunk.size_z) + 10) # _world.add_light(lx, ly, lz, size, color) chunk.bake_lights() chunk.build()