broken_seals/game/world_generator/continents/test_continent.gd

180 lines
5.9 KiB
GDScript

tool
extends Continent
export(PackedScene) var dungeon_teleporter : PackedScene
export(PropData) var prop_tree : PropData
export(PropData) var prop_tree2 : PropData
var voxel_scale : float = 1
var current_seed : int = 0
func get_dungeon_teleporter() -> PackedScene:
return dungeon_teleporter
func set_dungeon_teleporter(ed : PackedScene) -> void:
dungeon_teleporter = ed
emit_changed()
func get_prop_tree() -> PropData:
return prop_tree
func set_prop_tree(ed : PropData) -> void:
prop_tree = ed
emit_changed()
func get_prop_tree2() -> PropData:
return prop_tree2
func set_prop_tree2(ed : PropData) -> void:
prop_tree2 = ed
emit_changed()
func get_editor_rect_border_color() -> Color:
return Color(0.8, 0.8, 0.8, 1)
func get_editor_rect_color() -> Color:
return Color(0.8, 0.8, 0.8, 0.9)
func get_editor_rect_border_size() -> int:
return 2
func get_editor_font_color() -> Color:
return Color(0, 0, 0, 1)
func get_editor_class() -> String:
return "TestContinent"
func get_editor_additional_text() -> String:
return "TestContinent"
func _setup_terra_library(library : TerrainLibrary, pseed : int) -> void:
pass
func _generate_terra_chunk(chunk: TerrainChunk, pseed : int, spawn_mobs: bool, stack : Array, stack_index : int) -> void:
voxel_scale = chunk.voxel_scale
current_seed = pseed
# #todo generate this properly
# var entrance_position : Vector3 = Vector3(7, 5, 7)
#
# for i in range(get_building_count()):
# var d : Building = get_building(i)
#
# if d.has_method("has_entrance_position"):
# d.entrance_position.origin = entrance_position
#
# entrance_position = d.next_level_teleporter_position_data_space
# entrance_position *= voxel_scale
var cx : int = chunk.get_position_x()
var cz : int = chunk.get_position_z()
var chunk_seed : int = 123 + (cx * 231) + (cz * 123)
var rng : RandomNumberGenerator = RandomNumberGenerator.new()
rng.seed = chunk_seed
#terrarin_gen.generate_simple_terrarin(chunk, spawn_mobs)
gen_terra_chunk(chunk, rng)
if chunk.position_x == 0 && chunk.position_z == 0:
#test
spawn_dungeon(chunk, chunk_seed, spawn_mobs)
else:
if rng.randi() % 10 == 0:
spawn_dungeon(chunk, chunk_seed, spawn_mobs)
# for i in range(get_building_count()):
# get_building(i).generate_terra_chunk(chunk, spawn_mobs)
if not Engine.editor_hint and spawn_mobs and rng.randi() % 4 == 0:
var level : int = 1
if chunk.get_voxel_world().has_method("get_mob_level"):
level = chunk.get_voxel_world().get_mob_level()
ESS.entity_spawner.spawn_mob(0, level, \
Vector3(chunk.position_x * chunk.size_x * chunk.voxel_scale + chunk.size_x / 2,\
100, \
chunk.position_z * chunk.size_z * chunk.voxel_scale + chunk.size_z / 2))
func gen_terra_chunk(chunk: TerrainChunk, rng : RandomNumberGenerator) -> void:
chunk.channel_ensure_allocated(TerrainChunkDefault.DEFAULT_CHANNEL_TYPE, 1)
chunk.channel_ensure_allocated(TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL, 0)
var s : FastNoise = FastNoise.new()
s.set_noise_type(FastNoise.TYPE_SIMPLEX)
s.set_seed(current_seed)
var sdet : FastNoise = FastNoise.new()
sdet.set_noise_type(FastNoise.TYPE_SIMPLEX)
sdet.set_seed(current_seed)
for x in range(-chunk.margin_start, chunk.size_x + chunk.margin_end):
for z in range(-chunk.margin_start, chunk.size_x + chunk.margin_end):
var vx : int = x + (chunk.position_x * chunk.size_x)
var vz : int = z + (chunk.position_z * chunk.size_z)
var val : float = (s.get_noise_2d(vx * 0.05, vz * 0.05) + 2)
val *= val
val *= 20.0
val += abs(sdet.get_noise_2d(vx * 0.8, vz * 0.8)) * 20
chunk.set_voxel(val, x, z, TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL)
if val < 50:
chunk.set_voxel(2, x, z, TerrainChunkDefault.DEFAULT_CHANNEL_TYPE)
elif val > 90:
chunk.set_voxel(4, x, z, TerrainChunkDefault.DEFAULT_CHANNEL_TYPE)
else:
if chunk.position_x == 0 && chunk.position_z == 0:
continue
if rng.randf() > 0.992:
var tr : Transform = Transform()
tr = tr.rotated(Vector3(0, 1, 0), rng.randf() * PI)
tr = tr.rotated(Vector3(1, 0, 0), rng.randf() * 0.2 - 0.1)
tr = tr.rotated(Vector3(0, 0, 1), rng.randf() * 0.2 - 0.1)
tr = tr.scaled(Vector3(0.9 + rng.randf() * 0.2, 0.9 + rng.randf() * 0.2, 0.9 + rng.randf() * 0.2))
tr.origin = Vector3((x + chunk.position_x * chunk.size_x), ((val - 2) / 255.0) * chunk.world_height, (z + chunk.position_z * chunk.size_z))
chunk.voxel_world.prop_add(tr, prop_tree)
# Uncomment to test the prop texture merger system:
# if randf() > 0.5:
# chunk.voxel_world.prop_add(tr, prop_tree)
# else:
# chunk.voxel_world.prop_add(tr, prop_tree2)
func spawn_dungeon(chunk: TerrainChunk, dungeon_seed : int, spawn_mobs : bool) -> void:
var x : float = chunk.position_x * chunk.voxel_scale * chunk.size_x
var z : float = chunk.position_z * chunk.voxel_scale * chunk.size_z
var vh : int = chunk.get_voxel(6, 6, TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL)
var vwh : float = chunk.get_voxel_scale() * chunk.get_world_height() * (vh / 256.0)
var dt : Spatial = dungeon_teleporter.instance()
chunk.voxel_world.add_child(dt)
dt.owner_chunk = chunk
var level : int = 2
if chunk.get_voxel_world().has_method("get_mob_level"):
level = chunk.get_voxel_world().get_mob_level()
dt.min_level = level - 1
dt.max_level = level + 1
dt.dungeon_seed = dungeon_seed
dt.spawn_mobs = spawn_mobs
dt.transform = Transform(Basis().scaled(Vector3(chunk.voxel_scale, chunk.voxel_scale, chunk.voxel_scale)), Vector3(x, vwh, z))
func setup_property_inspector(inspector) -> void:
.setup_property_inspector(inspector)
inspector.add_h_separator()
inspector.add_slot_resource("get_dungeon_teleporter", "set_dungeon_teleporter", "Dungeon Teleporter", "PackedScene")
inspector.add_slot_resource("get_prop_tree", "set_prop_tree", "Prop Tree", "PropData")
inspector.add_slot_resource("get_prop_tree2", "set_prop_tree2", "Prop Tree2", "PropData")