broken_seals/game/scripts/biomes/simple_biome.gd
2019-11-20 14:19:41 +01:00

75 lines
2.6 KiB
GDScript

extends Biome
# This Source Code Form is subject to the terms of the Mozilla Public
# License, v. 2.0. If a copy of the MPL was not distributed with this
# file, You can obtain one at https://mozilla.org/MPL/2.0/.
func _generate_chunk(chunk: VoxelChunk, spawn_mobs: bool) -> void:
# var chunk : VoxelChunk = chunk.get_chunk()
generate_terrarin(chunk, spawn_mobs)
func generate_terrarin(chunk : VoxelChunk, spawn_mobs: bool) -> void:
# chunk.create(int(chunk.size_x) + 1, int(chunk.size_y) + 1, int(chunk.size_z) + 1)
chunk.set_size(int(chunk.size_x), int(chunk.size_y), int(chunk.size_z), 0, 1)
var noise : OpenSimplexNoise = OpenSimplexNoise.new()
noise.seed = 10 * current_seed
noise.octaves = 4
noise.period = 180.0
noise.persistence = 0.8
var terr_noise : OpenSimplexNoise = OpenSimplexNoise.new()
terr_noise.seed = 10 * 321 + 112 * current_seed
terr_noise.octaves = 4
terr_noise.period = 20.0
terr_noise.persistence = 0.9
var det_noise : OpenSimplexNoise = OpenSimplexNoise.new()
det_noise.seed = 10 * 3231 + 112 * current_seed
det_noise.octaves = 6
det_noise.period = 10.0
det_noise.persistence = 0.3
for x in range(0, chunk.size_x + 1):
for z in range(0, chunk.size_z + 1):
var val : float = noise.get_noise_2d(x + (chunk.position_x * chunk.size_x), z + (chunk.position_z * chunk.size_z))
val *= val
val *= 100
val += 2
var tv : float = terr_noise.get_noise_2d(x + (chunk.position_x * chunk.size_x), z + (chunk.position_z * chunk.size_z))
tv *= tv * tv
val += tv * 2
var dval : float = noise.get_noise_2d(x + (chunk.position_x * chunk.size_x), z + (chunk.position_z * chunk.size_z))
val += dval * 6
var v : int = (int(val))
v -= chunk.position_y * (chunk.size_y)
if v > chunk.size_y + 1:
v = chunk.size_y + 1
for y in range(0, v):
seed(x + (chunk.position_x * chunk.size_x) + z + (chunk.position_z * chunk.size_z) + y + (chunk.position_y * chunk.size_y))
if v < 2:
chunk.set_voxel(1, x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
elif v == 2:
chunk.set_voxel(3, x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
else:
chunk.set_voxel(2, x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
chunk.set_voxel(int(255.0 * (val - int(val)) / 180.0) * 180, x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
# chunk.build()
if not Engine.editor_hint and chunk.position_y == 0 and spawn_mobs:
Entities.spawn_mob(1, randi() % 3, Vector3(chunk.position_x * chunk.size_x * chunk.voxel_scale - chunk.size_x / 2,\
(chunk.position_y + 1) * chunk.size_y * chunk.voxel_scale, \
chunk.position_z * chunk.size_z * chunk.voxel_scale - chunk.size_z / 2))