mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-25 01:17:10 +01:00
180 lines
5.8 KiB
GDScript
180 lines
5.8 KiB
GDScript
tool
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extends Continent
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export(PackedScene) var dungeon_teleporter : PackedScene
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export(PropData) var prop_tree : PropData
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export(PropData) var prop_tree2 : PropData
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var voxel_scale : float = 1
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var current_seed : int = 0
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func get_dungeon_teleporter() -> PackedScene:
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return dungeon_teleporter
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func set_dungeon_teleporter(ed : PackedScene) -> void:
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dungeon_teleporter = ed
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emit_changed()
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func get_prop_tree() -> PropData:
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return prop_tree
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func set_prop_tree(ed : PropData) -> void:
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prop_tree = ed
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emit_changed()
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func get_prop_tree2() -> PropData:
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return prop_tree2
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func set_prop_tree2(ed : PropData) -> void:
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prop_tree2 = ed
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emit_changed()
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func get_editor_rect_border_color() -> Color:
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return Color(0.8, 0.8, 0.8, 1)
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func get_editor_rect_color() -> Color:
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return Color(0.8, 0.8, 0.8, 0.9)
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func get_editor_rect_border_size() -> int:
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return 2
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func get_editor_font_color() -> Color:
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return Color(0, 0, 0, 1)
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func get_editor_class() -> String:
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return "TestContinent"
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func get_editor_additional_text() -> String:
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return "TestContinent"
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func _setup_terra_library(library : TerramanLibrary, pseed : int) -> void:
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pass
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func _generate_terra_chunk(chunk: TerraChunk, pseed : int, spawn_mobs: bool, stack : Array, stack_index : int) -> void:
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voxel_scale = chunk.voxel_scale
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current_seed = pseed
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# #todo generate this properly
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# var entrance_position : Vector3 = Vector3(7, 5, 7)
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#
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# for i in range(get_building_count()):
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# var d : Building = get_building(i)
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#
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# if d.has_method("has_entrance_position"):
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# d.entrance_position.origin = entrance_position
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#
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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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var cx : int = chunk.get_position_x()
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var cz : int = chunk.get_position_z()
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var chunk_seed : int = 123 + (cx * 231) + (cz * 123)
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var rng : RandomNumberGenerator = RandomNumberGenerator.new()
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rng.seed = chunk_seed
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#terrarin_gen.generate_simple_terrarin(chunk, spawn_mobs)
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gen_terra_chunk(chunk, rng)
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if chunk.position_x == 0 && chunk.position_z == 0:
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#test
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spawn_dungeon(chunk, chunk_seed, spawn_mobs)
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else:
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if rng.randi() % 10 == 0:
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spawn_dungeon(chunk, chunk_seed, spawn_mobs)
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# for i in range(get_building_count()):
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# get_building(i).generate_terra_chunk(chunk, spawn_mobs)
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if not Engine.editor_hint and spawn_mobs and rng.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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100, \
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chunk.position_z * chunk.size_z * chunk.voxel_scale + chunk.size_z / 2))
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func gen_terra_chunk(chunk: TerraChunk, rng : RandomNumberGenerator) -> void:
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chunk.channel_ensure_allocated(TerraChunkDefault.DEFAULT_CHANNEL_TYPE, 1)
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chunk.channel_ensure_allocated(TerraChunkDefault.DEFAULT_CHANNEL_ISOLEVEL, 0)
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var s : FastNoise = FastNoise.new()
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s.set_noise_type(FastNoise.TYPE_SIMPLEX)
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s.set_seed(current_seed)
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var sdet : FastNoise = FastNoise.new()
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sdet.set_noise_type(FastNoise.TYPE_SIMPLEX)
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sdet.set_seed(current_seed)
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for x in range(-chunk.margin_start, chunk.size_x + chunk.margin_end):
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for z in range(-chunk.margin_start, chunk.size_x + chunk.margin_end):
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var vx : int = x + (chunk.position_x * chunk.size_x)
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var vz : int = z + (chunk.position_z * chunk.size_z)
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var val : float = (s.get_noise_2d(vx * 0.05, vz * 0.05) + 2)
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val *= val
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val *= 20.0
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val += abs(sdet.get_noise_2d(vx * 0.8, vz * 0.8)) * 20
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chunk.set_voxel(val, x, z, TerraChunkDefault.DEFAULT_CHANNEL_ISOLEVEL)
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if val < 50:
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chunk.set_voxel(2, x, z, TerraChunkDefault.DEFAULT_CHANNEL_TYPE)
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elif val > 90:
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chunk.set_voxel(4, x, z, TerraChunkDefault.DEFAULT_CHANNEL_TYPE)
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else:
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if chunk.position_x == 0 && chunk.position_z == 0:
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continue
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if rng.randf() > 0.992:
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var tr : Transform = Transform()
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tr = tr.rotated(Vector3(0, 1, 0), rng.randf() * PI)
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tr = tr.rotated(Vector3(1, 0, 0), rng.randf() * 0.2 - 0.1)
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tr = tr.rotated(Vector3(0, 0, 1), rng.randf() * 0.2 - 0.1)
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tr = tr.scaled(Vector3(0.9 + rng.randf() * 0.2, 0.9 + rng.randf() * 0.2, 0.9 + rng.randf() * 0.2))
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tr.origin = Vector3((x + chunk.position_x * chunk.size_x), ((val - 2) / 255.0) * chunk.world_height, (z + chunk.position_z * chunk.size_z))
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chunk.voxel_world.prop_add(tr, prop_tree)
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# Uncomment to test the prop texture merger system:
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# if randf() > 0.5:
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# chunk.voxel_world.prop_add(tr, prop_tree)
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# else:
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# chunk.voxel_world.prop_add(tr, prop_tree2)
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func spawn_dungeon(chunk: TerraChunk, dungeon_seed : int, spawn_mobs : bool) -> void:
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var x : float = chunk.position_x * chunk.voxel_scale * chunk.size_x
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var z : float = chunk.position_z * chunk.voxel_scale * chunk.size_z
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var vh : int = chunk.get_voxel(6, 6, TerraChunkDefault.DEFAULT_CHANNEL_ISOLEVEL)
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var vwh : float = chunk.get_voxel_scale() * chunk.get_world_height() * (vh / 256.0)
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var dt : Spatial = dungeon_teleporter.instance()
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chunk.voxel_world.add_child(dt)
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dt.owner_chunk = chunk
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var level : int = 2
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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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dt.min_level = level - 1
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dt.max_level = level + 1
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dt.dungeon_seed = dungeon_seed
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dt.spawn_mobs = spawn_mobs
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dt.transform = Transform(Basis().scaled(Vector3(chunk.voxel_scale, chunk.voxel_scale, chunk.voxel_scale)), Vector3(x, vwh, z))
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func setup_property_inspector(inspector) -> void:
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.setup_property_inspector(inspector)
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inspector.add_h_separator()
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inspector.add_slot_resource("get_dungeon_teleporter", "set_dungeon_teleporter", "Dungeon Teleporter", "PackedScene")
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inspector.add_slot_resource("get_prop_tree", "set_prop_tree", "Prop Tree", "PropData")
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inspector.add_slot_resource("get_prop_tree2", "set_prop_tree2", "Prop Tree2", "PropData")
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