extends Biome # This Source Code Form is subject to the terms of the Mozilla Public # License, v. 2.0. If a copy of the MPL was not distributed with this # file, You can obtain one at https://mozilla.org/MPL/2.0/. func _generate_chunk(chunk: VoxelChunk, spawn_mobs: bool) -> void: # var chunk : VoxelChunk = chunk.get_chunk() generate_terrarin(chunk, spawn_mobs) func generate_terrarin(chunk : VoxelChunk, spawn_mobs: bool) -> void: # chunk.create(int(chunk.size_x) + 1, int(chunk.size_y) + 1, int(chunk.size_z) + 1) chunk.set_size(int(chunk.size_x), int(chunk.size_y), int(chunk.size_z), 0, 1) var noise : OpenSimplexNoise = OpenSimplexNoise.new() noise.seed = 10 * current_seed noise.octaves = 4 noise.period = 180.0 noise.persistence = 0.8 var terr_noise : OpenSimplexNoise = OpenSimplexNoise.new() terr_noise.seed = 10 * 321 + 112 * current_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 * current_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 * 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) 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: chunk.set_voxel(1, x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) elif v == 2: chunk.set_voxel(3, x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) else: chunk.set_voxel(2, x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) # chunk.set_voxel(int(255.0 * (val - int(val)) / 180.0) * 180, x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) chunk.set_voxel(int(255.0 * (val - int(val))), x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) # chunk.build() if not Engine.editor_hint and chunk.position_y == 0 and spawn_mobs: Entities.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))