mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-21 13:16:49 +01:00
138 lines
5.1 KiB
GDScript
138 lines
5.1 KiB
GDScript
tool
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extends Biome
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# Copyright (c) 2019-2021 Péter Magyar
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#
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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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#
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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(PackedScene) var tree : 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 terrarin_gen : BiomeTerrarinGenerator = BiomeTerrarinGenerator.new()
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var voxel_scale : float = -1
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func _setup():
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terrarin_gen.set_current_seed(current_seed)
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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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d.setup()
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func _instance(p_seed, p_instance):
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p_instance.tree = tree
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p_instance.prop_tree = prop_tree
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p_instance.prop_tree2 = prop_tree2
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return ._instance(p_seed, p_instance)
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func _generate_terra_chunk(chunk, spawn_mobs):
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if voxel_scale < 0:
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voxel_scale = chunk.voxel_scale
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#todo generate this properly
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var entrance_position : Vector3 = Vector3(7, 5, 7)
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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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if d.has_method("has_entrance_position"):
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d.entrance_position.origin = entrance_position
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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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#terrarin_gen.generate_simple_terrarin(chunk, spawn_mobs)
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gen_terra_chunk(chunk)
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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 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) -> 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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#Todo use the prop system for this
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if randf() > 0.992:
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# var t = tree.instance()
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#
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# var spat : Spatial = t as Spatial
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#
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# spat.rotate(Vector3(0, 1, 0), randf() * PI)
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# spat.rotate(Vector3(1, 0, 0), randf() * 0.2 - 0.1)
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# spat.rotate(Vector3(0, 0, 1), randf() * 0.2 - 0.1)
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# spat.transform = spat.transform.scaled(Vector3(0.9 + 0.8 - randf(), 0.9 + 0.8 - randf(), 0.9 + 0.8 - randf()))
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# spat.transform.origin = Vector3((x + chunk.position_x * chunk.size_x) * chunk.voxel_scale, ((val - 2) / 255.0) * chunk.world_height * chunk.voxel_scale, (z + chunk.position_z * chunk.size_z) * chunk.voxel_scale)
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# chunk.voxel_world.call_deferred("add_child", spat)
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var tr : Transform = Transform()
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tr = tr.rotated(Vector3(0, 1, 0), randf() * PI)
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tr = tr.rotated(Vector3(1, 0, 0), randf() * 0.2 - 0.1)
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tr = tr.rotated(Vector3(0, 0, 1), randf() * 0.2 - 0.1)
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tr = tr.scaled(Vector3(0.9 + randf() * 0.2, 0.9 + randf() * 0.2, 0.9 + 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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