extends BiomeBase # Copyright (c) 2019-2020 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. func _setup(): if !data: return for i in range(data.get_dungeon_data_count()): var dd : DungeonData = data.get_dungeon_data(i) if !dd: continue var d : Dungeon = dd.instance() d.posx = 0 d.posz = 0 d.posy = -20 d.current_seed = current_seed d.setup() add_dungeon(d) func _generate_chunk(chunk: VoxelChunk, spawn_mobs: bool) -> void: # var chunk : VoxelChunk = chunk.get_chunk() # generate_terrarin(chunk, spawn_mobs) for i in range(get_dungeon_count()): get_dungeon(i).generate_chunk(chunk, spawn_mobs) generate_simple_terrarin(chunk, spawn_mobs) if not Engine.editor_hint and chunk.position_y == 0 and spawn_mobs and randi() % 4 == 0: ESS.entity_spawner.spawn_mob(0, 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_terrarin(chunk : VoxelChunk, spawn_mobs: bool) -> void: var noise : OpenSimplexNoise = OpenSimplexNoise.new() noise.seed = 10 * current_seed noise.octaves = 4 noise.period = 280.0 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 = 90.0 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 = 80.0 det_noise.persistence = 0.3 for x in range(-chunk.get_margin_start(), chunk.size_x + chunk.get_margin_end()): for z in range(-chunk.get_margin_start(), chunk.size_z + chunk.get_margin_end()): var val : float = noise.get_noise_2d(x + (chunk.position_x * chunk.size_x), z + (chunk.position_z * chunk.size_z)) val *= val val *= 200 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 + chunk.get_margin_end(): v = chunk.size_y + chunk.get_margin_end() for y in range(-chunk.get_margin_start(), 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, VoxelChunkDefault.DEFAULT_CHANNEL_TYPE) elif v == 2: chunk.set_voxel(3, x, y, z, VoxelChunkDefault.DEFAULT_CHANNEL_TYPE) else: chunk.set_voxel(2, x, y, z, VoxelChunkDefault.DEFAULT_CHANNEL_TYPE) # if y == v - 1: # chunk.set_voxel(int(255.0 * (val - int(val))), x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) # else: # chunk.set_voxel(255, x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) # var val2 : float = (val - int(val)) * 4.0 val2 = int(val2) val2 /= 4.0 chunk.set_voxel(int(255.0 * val2), x, y, z, VoxelChunkDefault.DEFAULT_CHANNEL_ISOLEVEL) # 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) # box_blur(chunk) # chunk.build() if not Engine.editor_hint and chunk.position_y == 0 and spawn_mobs: ESS.entity_spawner.spawn_mob(0, 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 box_blur(chunk : VoxelChunk): for x in range(0, chunk.size_x): for z in range(0, chunk.size_z): for y in range(0, chunk.size_z): var avg : float = 0 var avgc : int = 0 var curr : int = chunk.get_voxel(x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) if curr > 0: avg += curr avgc += 1 curr = chunk.get_voxel(x + 1, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) if curr > 0: avg += curr avgc += 1 curr = chunk.get_voxel(x, y, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) if curr > 0: avg += curr avgc += 1 curr = chunk.get_voxel(x + 1, y, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) if curr > 0: avg += curr avgc += 1 curr = chunk.get_voxel(x, y + 1, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) if curr > 0: avg += curr avgc += 1 curr = chunk.get_voxel(x + 1, y + 1, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) if curr > 0: avg += curr avgc += 1 curr = chunk.get_voxel(x, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) if curr > 0: avg += curr avgc += 1 curr = chunk.get_voxel(x + 1, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) if curr > 0: avg += curr avgc += 1 avg /= float(avgc) var aavg: int = int(avg) chunk.set_voxel(aavg, x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) chunk.set_voxel(aavg, x + 1, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) chunk.set_voxel(aavg, x, y, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) chunk.set_voxel(aavg, x + 1, y, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) chunk.set_voxel(aavg, x, y + 1, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) chunk.set_voxel(aavg, x + 1, y + 1, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) chunk.set_voxel(aavg, x, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) chunk.set_voxel(aavg, x + 1, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)