mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-11-13 20:47:19 +01:00
193 lines
5.4 KiB
GDScript
193 lines
5.4 KiB
GDScript
tool
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extends VoxelWorld
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# Copyright Péter Magyar relintai@gmail.com
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# MIT License, might be merged into the Voxelman engine module
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# Copyright (c) 2019 Péter Magyar
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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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# 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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export(Array, MeshDataResource) var meshes : Array
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export(bool) var editor_generate : bool = false setget set_editor_generate, get_editor_generate
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export(bool) var show_loading_screen : bool = true
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export(bool) var generate_on_ready : bool = false
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var initial_generation : bool = true
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var spawned : bool = false
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var _editor_generate : bool
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var _player_file_name : String
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var _player : Entity
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func _ready():
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if generate_on_ready and not Engine.is_editor_hint():
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if level_generator != null:
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level_generator.setup(self, 80, false, library)
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spawn()
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#func _process(delta : float) -> void:
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# if not generation_queue.empty():
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# var chunk : VoxelChunk = generation_queue.front()
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# refresh_chunk_lod_level_data(chunk)
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# level_generator.generate_chunk(chunk)
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# generation_queue.remove(0)
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#
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# if generation_queue.empty():
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# emit_signal("generation_finished")
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# initial_generation = false
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#
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# if show_loading_screen and not Engine.editor_hint:
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# get_node("..").hide_loading_screen()
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func _generation_finished():
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initial_generation = false
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if show_loading_screen and not Engine.editor_hint:
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get_node("..").hide_loading_screen()
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#TODO hack, do this properly
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if _player:
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_player.set_physics_process(true)
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func _prepare_chunk_for_generation(chunk):
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refresh_chunk_lod_level_data(chunk)
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func refresh_chunk_lod_level_data(chunk : VoxelChunk) -> void:
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var cpx : int = chunk.position_x
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var cpy : int = chunk.position_y
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var cpz : int = chunk.position_z
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var chunk_lod : int = chunk.lod_size
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var carr : Array = [
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get_chunk_lod_level(cpx, cpy + 1, cpz, chunk_lod), #CHUNK_INDEX_UP
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get_chunk_lod_level(cpx, cpy - 1, cpz, chunk_lod), #CHUNK_INDEX_DOWN
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get_chunk_lod_level(cpx + 1, cpy, cpz, chunk_lod), #CHUNK_INDEX_LEFT
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get_chunk_lod_level(cpx - 1, cpy, cpz, chunk_lod), #CHUNK_INDEX_RIGHT
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get_chunk_lod_level(cpx, cpy, cpz - 1, chunk_lod), #CHUNK_INDEX_FRONT
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get_chunk_lod_level(cpx, cpy, cpz + 1, chunk_lod) #CHUNK_INDEX_BACK
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]
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chunk.lod_data = carr
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func get_chunk_lod_level(x : int, y : int, z : int, default : int) -> int:
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# var key : String = str(x) + "," + str(y) + "," + str(z)
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var ch : VoxelChunk = get_chunk(x, y, z)
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if ch == null:
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return default
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return ch.lod_size
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func _create_chunk(x : int, y : int, z : int, pchunk : Node) -> VoxelChunk:
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var chunk : VoxelChunk = TVVoxelChunk.new()
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chunk.lod_size = 1
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return ._create_chunk(x, y, z, chunk)
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func spawn() -> void:
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for x in range(-chunk_spawn_range, chunk_spawn_range):
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for z in range(-chunk_spawn_range, chunk_spawn_range):
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for y in range(-1, 1):
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create_chunk(x, y, z)
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set_process(true)
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func get_editor_generate() -> bool:
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return _editor_generate
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func set_editor_generate(value : bool) -> void:
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if value:
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library.refresh_rects()
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level_generator.setup(self, current_seed, false, library)
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spawn()
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else:
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spawned = false
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clear()
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_editor_generate = value
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func add_light(x : int, y : int, z : int, size : int, color : Color) -> void:
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var chunkx : int = int(x / chunk_size_x)
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var chunky : int = int(y / chunk_size_y)
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var chunkz : int = int(z / chunk_size_z)
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var light : VoxelLight = VoxelLight.new()
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light.color = color
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light.size = size
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light.set_world_position(x, y, z)
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for xx in range(chunkx - 1, chunkx + 1):
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for yy in range(chunky - 1, chunky + 1):
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for zz in range(chunkz - 1, chunkz + 1):
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var chunk : VoxelChunk = get_chunk(xx, yy, zz)
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if chunk == null:
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continue
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chunk.add_voxel_light(light)
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func setup_client_seed(pseed : int) -> void:
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# _player_file_name = ""
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# _player = null
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Server.sset_seed(pseed)
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if level_generator != null:
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level_generator.setup(self, pseed, false, library)
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spawn()
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func load_character(file_name : String) -> void:
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_player_file_name = file_name
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_player = Entities.load_player(file_name, Vector3(5, 10, 5), 1) as Entity
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#TODO hack, do this properly
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_player.set_physics_process(false)
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Server.sset_seed(_player.sseed)
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if level_generator != null:
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level_generator.setup(self, _player.sseed, true, library)
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spawn()
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func needs_loading_screen() -> bool:
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return show_loading_screen
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func save() -> void:
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if _player == null or _player_file_name == "":
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return
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Entities.save_player(_player, _player_file_name)
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