mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-28 13:27:10 +01:00
221 lines
7.4 KiB
GDScript
221 lines
7.4 KiB
GDScript
extends Biome
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# Copyright (c) 2019-2020 Péter Magyar
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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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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var terrarin_gen : BiomeTerrarinGenerator = BiomeTerrarinGenerator.new()
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var voxel_scale : float = -1
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func _setup():
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terrarin_gen.set_current_seed(current_seed)
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for i in range(get_dungeon_count()):
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var d : Dungeon = get_dungeon(i)
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d.setup()
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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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if voxel_scale < 0:
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voxel_scale = chunk.voxel_scale
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#todo generate this properly
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var entrance_position : Vector3 = Vector3(7, 5, 7)
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for i in range(get_dungeon_count()):
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var d : Dungeon = get_dungeon(i)
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d.entrance_position.origin = entrance_position
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# print(entrance_position)
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entrance_position = d.next_level_teleporter_position_data_space
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entrance_position *= voxel_scale
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terrarin_gen.generate_simple_terrarin(chunk, spawn_mobs)
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for i in range(get_dungeon_count()):
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get_dungeon(i).generate_chunk(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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var level : int = 1
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if chunk.get_voxel_world().has_method("get_mob_level"):
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level = chunk.get_voxel_world().get_mob_level()
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ESS.entity_spawner.spawn_mob(0, level, \
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Vector3(chunk.position_x * chunk.size_x * chunk.voxel_scale + chunk.size_x / 2,\
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(chunk.position_y + 1) * chunk.size_y * chunk.voxel_scale, \
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chunk.position_z * chunk.size_z * chunk.voxel_scale + chunk.size_z / 2))
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func generate_terrarin(chunk : VoxelChunk, spawn_mobs: bool) -> void:
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var noise : OpenSimplexNoise = OpenSimplexNoise.new()
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noise.seed = 10 * current_seed
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noise.octaves = 4
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noise.period = 280.0
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noise.persistence = 0.8
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var terr_noise : OpenSimplexNoise = OpenSimplexNoise.new()
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terr_noise.seed = 10 * 321 + 112 * current_seed
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terr_noise.octaves = 4
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terr_noise.period = 90.0
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terr_noise.persistence = 0.9
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var det_noise : OpenSimplexNoise = OpenSimplexNoise.new()
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det_noise.seed = 10 * 3231 + 112 * current_seed
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det_noise.octaves = 6
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det_noise.period = 80.0
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det_noise.persistence = 0.3
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for x in range(-chunk.get_margin_start(), chunk.size_x + chunk.get_margin_end()):
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for z in range(-chunk.get_margin_start(), chunk.size_z + chunk.get_margin_end()):
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var val : float = noise.get_noise_2d(x + (chunk.position_x * chunk.size_x), z + (chunk.position_z * chunk.size_z))
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val *= val
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val *= 200
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val += 2
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var tv : float = terr_noise.get_noise_2d(x + (chunk.position_x * chunk.size_x), z + (chunk.position_z * chunk.size_z))
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tv *= tv * tv * tv
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val += tv * 2
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var dval : float = noise.get_noise_2d(x + (chunk.position_x * chunk.size_x), z + (chunk.position_z * chunk.size_z))
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val += dval * 6
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var v : int = (int(val))
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v -= chunk.position_y * (chunk.size_y)
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if v > chunk.size_y + chunk.get_margin_end():
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v = chunk.size_y + chunk.get_margin_end()
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for y in range(-chunk.get_margin_start(), v):
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seed(x + (chunk.position_x * chunk.size_x) + z + (chunk.position_z * chunk.size_z) + y + (chunk.position_y * chunk.size_y))
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if v < 2:
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chunk.set_voxel(1, x, y, z, VoxelChunkDefault.DEFAULT_CHANNEL_TYPE)
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elif v == 2:
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chunk.set_voxel(3, x, y, z, VoxelChunkDefault.DEFAULT_CHANNEL_TYPE)
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else:
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chunk.set_voxel(2, x, y, z, VoxelChunkDefault.DEFAULT_CHANNEL_TYPE)
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# if y == v - 1:
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# chunk.set_voxel(int(255.0 * (val - int(val))), x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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# else:
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# chunk.set_voxel(255, x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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#
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var val2 : float = (val - int(val)) * 4.0
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val2 = int(val2)
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val2 /= 4.0
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chunk.set_voxel(int(255.0 * val2), x, y, z, VoxelChunkDefault.DEFAULT_CHANNEL_ISOLEVEL)
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# chunk.set_voxel(int(255.0 * (val - int(val)) / 180.0) * 180, x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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# chunk.set_voxel(int(255.0 * (val - int(val))), x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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# box_blur(chunk)
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# chunk.build()
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if not Engine.editor_hint and chunk.position_y == 0 and spawn_mobs:
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var level : int = 1
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if chunk.get_voxel_world().has_method("get_mob_level"):
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level = chunk.get_voxel_world().mob_level
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ESS.entity_spawner.spawn_mob(0, level, \
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Vector3(chunk.position_x * chunk.size_x * chunk.voxel_scale + chunk.size_x / 2,\
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(chunk.position_y + 1) * chunk.size_y * chunk.voxel_scale, \
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chunk.position_z * chunk.size_z * chunk.voxel_scale + chunk.size_z / 2))
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func box_blur(chunk : VoxelChunk):
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for x in range(0, chunk.size_x):
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for z in range(0, chunk.size_z):
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for y in range(0, chunk.size_z):
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var avg : float = 0
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var avgc : int = 0
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var curr : int = chunk.get_voxel(x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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if curr > 0:
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avg += curr
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avgc += 1
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curr = chunk.get_voxel(x + 1, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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if curr > 0:
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avg += curr
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avgc += 1
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curr = chunk.get_voxel(x, y, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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if curr > 0:
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avg += curr
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avgc += 1
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curr = chunk.get_voxel(x + 1, y, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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if curr > 0:
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avg += curr
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avgc += 1
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curr = chunk.get_voxel(x, y + 1, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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if curr > 0:
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avg += curr
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avgc += 1
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curr = chunk.get_voxel(x + 1, y + 1, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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if curr > 0:
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avg += curr
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avgc += 1
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curr = chunk.get_voxel(x, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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if curr > 0:
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avg += curr
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avgc += 1
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curr = chunk.get_voxel(x + 1, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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if curr > 0:
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avg += curr
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avgc += 1
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avg /= float(avgc)
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var aavg: int = int(avg)
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chunk.set_voxel(aavg, x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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chunk.set_voxel(aavg, x + 1, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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chunk.set_voxel(aavg, x, y, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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chunk.set_voxel(aavg, x + 1, y, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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chunk.set_voxel(aavg, x, y + 1, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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chunk.set_voxel(aavg, x + 1, y + 1, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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chunk.set_voxel(aavg, x, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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chunk.set_voxel(aavg, x + 1, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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