mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-18 01:06:47 +01:00
244 lines
6.5 KiB
GDScript
244 lines
6.5 KiB
GDScript
tool
|
|
extends VoxelWorldDefault
|
|
|
|
# Copyright Péter Magyar relintai@gmail.com
|
|
# MIT License, might be merged into the Voxelman engine module
|
|
|
|
# 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.
|
|
|
|
export(Array, MeshDataResource) var meshes : Array
|
|
|
|
export(bool) var editor_generate : bool = false setget set_editor_generate, get_editor_generate
|
|
export(bool) var show_loading_screen : bool = true
|
|
export(bool) var generate_on_ready : bool = false
|
|
|
|
var initial_generation : bool = true
|
|
|
|
var spawned : bool = false
|
|
|
|
var _editor_generate : bool
|
|
|
|
var _player_file_name : String
|
|
var _player : Entity
|
|
|
|
const VIS_UPDATE_INTERVAL = 5
|
|
var vis_update : float = 0
|
|
var _max_frame_chunk_build_temp : int
|
|
|
|
func _enter_tree():
|
|
if generate_on_ready and not Engine.is_editor_hint():
|
|
|
|
if level_generator != null:
|
|
level_generator.setup(self, 80, false, library)
|
|
|
|
spawn()
|
|
|
|
func _process(delta):
|
|
if initial_generation:
|
|
return
|
|
|
|
if _player == null:
|
|
set_process(false)
|
|
return
|
|
|
|
vis_update += delta
|
|
|
|
if vis_update >= VIS_UPDATE_INTERVAL:
|
|
vis_update = 0
|
|
|
|
var ppos : Vector3 = _player.get_transform_3d().origin
|
|
|
|
var cpos : Vector3 = ppos
|
|
var ppx : int = int(cpos.x / (chunk_size_x * voxel_scale))
|
|
var ppy : int = int(cpos.y / (chunk_size_y * voxel_scale))
|
|
var ppz : int = int(cpos.z / (chunk_size_z * voxel_scale))
|
|
|
|
cpos.x = ppx
|
|
cpos.y = ppy
|
|
cpos.z = ppz
|
|
|
|
var count : int = get_chunk_count()
|
|
var i : int = 0
|
|
while i < count:
|
|
var c : VoxelChunk = get_chunk_index(i)
|
|
|
|
var l : float = (Vector2(cpos.x, cpos.z) - Vector2(c.position_x, c.position_z)).length()
|
|
|
|
if l > chunk_spawn_range + 2:
|
|
# print("despawn " + str(Vector3(c.position_x, c.position_y, c.position_z)))
|
|
remove_chunk_index(i)
|
|
i -= 1
|
|
count -= 1
|
|
# else:
|
|
# var dx : int = abs(ppx - c.position_x)
|
|
# var dy : int = abs(ppy - c.position_y)
|
|
# var dz : int = abs(ppz - c.position_z)
|
|
#
|
|
# var mr : int = max(max(dx, dy), dz)
|
|
#
|
|
# if mr <= 1:
|
|
# c.current_lod_level = 0
|
|
# elif mr == 2:
|
|
# c.current_lod_level = 1
|
|
# elif mr == 3:# or mr == 4:
|
|
# c.current_lod_level = 2
|
|
# else:
|
|
# c.current_lod_level = 3
|
|
|
|
i += 1
|
|
|
|
for x in range(-chunk_spawn_range + int(cpos.x), chunk_spawn_range + int(cpos.x)):
|
|
for z in range(-chunk_spawn_range + int(cpos.z), chunk_spawn_range + int(cpos.z)):
|
|
for y in range(-1, 2):
|
|
if not has_chunk(x, y, z):
|
|
# print("spawn " + str(Vector3(x, y, z)))
|
|
create_chunk(x, y, z)
|
|
|
|
#func _process(delta : float) -> void:
|
|
# if not generation_queue.empty():
|
|
# var chunk : VoxelChunk = generation_queue.front()
|
|
|
|
# refresh_chunk_lod_level_data(chunk)
|
|
|
|
# level_generator.generate_chunk(chunk)
|
|
|
|
# generation_queue.remove(0)
|
|
#
|
|
# if generation_queue.empty():
|
|
# emit_signal("generation_finished")
|
|
# initial_generation = false
|
|
#
|
|
# if show_loading_screen and not Engine.editor_hint:
|
|
# get_node("..").hide_loading_screen()
|
|
|
|
func _generation_finished():
|
|
if not Engine.editor_hint:
|
|
max_frame_chunk_build_steps = _max_frame_chunk_build_temp
|
|
|
|
initial_generation = false
|
|
|
|
# for i in range(get_chunk_count()):
|
|
# get_chunk_index(i).draw_debug_voxels(555555)
|
|
|
|
if show_loading_screen and not Engine.editor_hint:
|
|
get_node("..").hide_loading_screen()
|
|
|
|
#TODO hack, do this properly
|
|
if _player:
|
|
_player.set_physics_process(true)
|
|
|
|
func get_chunk_lod_level(x : int, y : int, z : int, default : int) -> int:
|
|
# var key : String = str(x) + "," + str(y) + "," + str(z)
|
|
|
|
var ch : VoxelChunk = get_chunk(x, y, z)
|
|
|
|
if ch == null:
|
|
return default
|
|
|
|
return ch.lod_size
|
|
|
|
func _create_chunk(x : int, y : int, z : int, pchunk : VoxelChunk) -> VoxelChunk:
|
|
var chunk : VoxelChunk = TVVoxelChunk.new()
|
|
|
|
#chunk.meshing_create_collider = false
|
|
|
|
chunk.lod_size = 1
|
|
# print("added " + str(Vector3(x, y, z)))
|
|
return ._create_chunk(x, y, z, chunk)
|
|
|
|
func spawn() -> void:
|
|
if not Engine.editor_hint:
|
|
_max_frame_chunk_build_temp = max_frame_chunk_build_steps
|
|
max_frame_chunk_build_steps = 0
|
|
|
|
for x in range(-chunk_spawn_range, chunk_spawn_range):
|
|
for z in range(-chunk_spawn_range, chunk_spawn_range):
|
|
for y in range(-1, 2):
|
|
create_chunk(x, y, z)
|
|
|
|
set_process(true)
|
|
|
|
|
|
func get_editor_generate() -> bool:
|
|
return _editor_generate
|
|
|
|
func set_editor_generate(value : bool) -> void:
|
|
if value:
|
|
library.refresh_rects()
|
|
|
|
level_generator.setup(self, current_seed, false, library)
|
|
spawn()
|
|
# else:
|
|
# spawned = false
|
|
# clear()
|
|
|
|
_editor_generate = value
|
|
|
|
func create_light(x : int, y : int, z : int, size : int, color : Color) -> void:
|
|
var chunkx : int = int(x / chunk_size_x)
|
|
var chunky : int = int(y / chunk_size_y)
|
|
var chunkz : int = int(z / chunk_size_z)
|
|
|
|
var light : VoxelLight = VoxelLight.new()
|
|
light.color = color
|
|
light.size = size
|
|
light.set_world_position(x, y, z)
|
|
|
|
add_light(light)
|
|
|
|
|
|
func setup_client_seed(pseed : int) -> void:
|
|
# _player_file_name = ""
|
|
# _player = null
|
|
|
|
Server.sset_seed(pseed)
|
|
|
|
if level_generator != null:
|
|
level_generator.setup(self, pseed, false, library)
|
|
|
|
spawn()
|
|
|
|
func load_character(file_name : String) -> void:
|
|
_player_file_name = file_name
|
|
_player = ESS.entity_spawner.load_player(file_name, Vector3(5, 30, 5), 1) as Entity
|
|
#TODO hack, do this properly
|
|
_player.set_physics_process(false)
|
|
|
|
set_player(_player.get_body())
|
|
|
|
Server.sset_seed(_player.sseed)
|
|
|
|
if level_generator != null:
|
|
level_generator.setup(self, _player.sseed, true, library)
|
|
|
|
spawn()
|
|
|
|
set_process(true)
|
|
|
|
func needs_loading_screen() -> bool:
|
|
return show_loading_screen
|
|
|
|
func save() -> void:
|
|
if _player == null or _player_file_name == "":
|
|
return
|
|
|
|
ESS.entity_spawner.save_player(_player, _player_file_name)
|