94 lines
3.3 KiB
GDScript
94 lines
3.3 KiB
GDScript
extends StaticBody3D
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enum TileType {
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Empty,
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Plain,
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Forest,
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Lake
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}
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var tile_materials = [ # must be in the same order as an enum above!
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preload("res://materials/empty_tile.tres"), # Empty
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preload("res://materials/plain_tile.tres"), # Plain
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preload("res://materials/plain_tile.tres"), # Forest
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preload("res://materials/lake_tile.tres") # Lake
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]
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@export var decorations = {
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"Forest": {
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"min": 5,
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"max": 10,
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"object": preload("res://scenes/models/tree.tscn")
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}
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}
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@export var tile_type: TileType = TileType.Empty
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@onready var visible_mesh = $VisibleMesh
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var maximum_decoration_objects = 0
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func generate_predictable_random_int(min, max, salt):
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seed((str(World.world_info.seed) + str(position) + str(salt)).hash())
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return randi() % (max + 1) + min
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func generate_predictable_random_float(min, max, salt):
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seed((str(World.world_info.seed) + str(position) + str(salt)).hash())
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return clamp(randf(), min, max)
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func generate_decoration_objects():
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match tile_type:
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TileType.Forest:
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var key = TileType.keys()[tile_type]
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maximum_decoration_objects = generate_predictable_random_int(decorations[key]["min"], decorations[key]["max"], "");
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for i in range(0, maximum_decoration_objects):
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var decoration = decorations[TileType.keys()[tile_type]]["object"].instantiate()
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var pos = Vector3(generate_predictable_random_int(0, 10, str(i) + "x") - 5, 0, generate_predictable_random_int(0, 10, str(i) + "z") - 5)
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var scale = generate_predictable_random_float(0.05, 0.15, str(i) + "scale")
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var y_rot = generate_predictable_random_int(0, 360, str(i) + "rot_y")
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decoration.rotation.y = y_rot
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decoration.position = pos
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decoration.scale = Vector3(scale, scale, scale)
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decoration.add_to_group("Decoration")
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add_child(decoration)
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func update_tile():
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for decoration in get_children():
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if(decoration.is_in_group("Decoration")):
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decoration.queue_free()
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visible_mesh.set_surface_override_material(0, tile_materials[tile_type])
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generate_decoration_objects()
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func _ready():
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update_tile()
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func get_empty_dirs_around():
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var empty_tiles_around = []
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var space_state = get_world_3d().direct_space_state
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var query_north = PhysicsRayQueryParameters3D.create(self.position + Vector3(0, -2.5, 0), self.position + Vector3(10, -2.5, 0))
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var query_south = PhysicsRayQueryParameters3D.create(self.position + Vector3(0, -2.5, 0), self.position + Vector3(-12, -2.5, 0))
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var query_west = PhysicsRayQueryParameters3D.create(self.position + Vector3(0, -2.5, 0), self.position + Vector3(0, -2.5, -10))
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var query_east = PhysicsRayQueryParameters3D.create(self.position + Vector3(0, -2.5, 0), self.position + Vector3(0, -2.5, 10))
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var result_north = space_state.intersect_ray(query_north)
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var result_south = space_state.intersect_ray(query_south)
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var result_west = space_state.intersect_ray(query_west)
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var result_east = space_state.intersect_ray(query_east)
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if !result_north: empty_tiles_around.push_back("north")
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if !result_south: empty_tiles_around.push_back("south")
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if !result_west: empty_tiles_around.push_back("west")
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if !result_east: empty_tiles_around.push_back("east")
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return empty_tiles_around
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func save():
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if tile_type == TileType.Empty: return {}
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return {
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"node": "tile",
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"pos_x": position.x,
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"pos_y": position.y,
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"pos_z": position.z,
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"tile_type": tile_type
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}
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