initial biome generation with forest support

This commit is contained in:
Antti Hakkarainen 2023-02-10 17:18:47 +02:00
parent 4d7af7ed69
commit 4030f040b6
10 changed files with 200 additions and 12 deletions

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[gd_scene load_steps=3 format=3 uid="uid://d373de88jug8x"]
[sub_resource type="FastNoiseLite" id="FastNoiseLite_ncuso"]
noise_type = 3
seed = 35
frequency = 0.008
fractal_octaves = 3
fractal_lacunarity = 1.0
fractal_gain = 1.746
fractal_ping_pong_strength = 25.0
domain_warp_fractal_type = 2
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_l3pkr"]
width = 1024
height = 1024
noise = SubResource("FastNoiseLite_ncuso")
[node name="BiomeNoise" type="Sprite2D"]
position = Vector2(528, 520)
texture = SubResource("NoiseTexture2D_l3pkr")

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@ -506,7 +506,14 @@ texture = ExtResource("5_bqev6")
2:1/0 = 0
3:1/0 = 0
4:1/0 = 0
5:1/next_alternative_id = 4
5:1/0 = 0
5:1/1 = 1
5:1/1/flip_h = true
5:1/2 = 2
5:1/2/flip_v = true
5:1/3 = 3
5:1/3/transpose = true
6:1/0 = 0
7:1/0 = 0
8:1/0 = 0

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@ -10,14 +10,14 @@ class_name Main
extends Node
# The idea is for the user to be able to choose the map from GUI later
var map_filename: String = "res://maps/tampere_200px_crop.png"
var map_filename: String = "res://maps/varkaus_256x256px_test.png"
var _world := World.new()
var _world_generator := WorldGeneration.new()
func _init():
DisplayServer.window_set_size(
#Vector2i(Globals.DEFAULT_X_RES, Globals.DEFAULT_Y_RES)
Vector2i(2560,1440)
Vector2i(3800,2000)
)
# Called when the node enters the scene tree for the first time.

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@ -11,9 +11,28 @@ var directions:Array = [
Vector2i(0,-1), # north
Vector2i(-1,0) # west
]
var count:int = 0
func choose_forest_tile(tile:Vector2i) -> Vector2i:
var surrounding_tiles:Array = []
# determine which directions have forest around the tile
for dir in directions:
# avoid index out of bounds
if (tile.y+dir.y >= Globals.map_image_size.y) or (tile.x+dir.x >= Globals.map_image_size.x):
surrounding_tiles.append(Globals.TILE_TERRAIN)
elif map_tile_data[tile.y+dir.y][tile.x+dir.x] == Globals.TILE_FOREST:
surrounding_tiles.append(Globals.TILE_FOREST)
continue
surrounding_tiles.append(Globals.TILE_TERRAIN)
var selected_tile = match_forest_tile(surrounding_tiles)
if selected_tile.x == -1 or selected_tile.y == -1:
selected_tile = Vector2i(0,0)
return selected_tile
func choose_tile(tile:Vector2i) -> Vector2i:
var surrounding_tiles:Array = []
@ -36,11 +55,42 @@ func choose_tile(tile:Vector2i) -> Vector2i:
func choose_randomly(list_of_entries:Array[int]) -> int:
return list_of_entries[randi() % list_of_entries.size()]
#
# Generates biomes, like forest and bog
#
func generate_biomes() -> void:
pass
print("biome generation")
var fnl = FastNoiseLite.new()
fnl.noise_type = FastNoiseLite.TYPE_PERLIN
fnl.seed = randi()
fnl.frequency = 0.1
fnl.fractal_type = FastNoiseLite.FRACTAL_FBM
fnl.fractal_octaves = 3
fnl.fractal_lacunarity = 1
fnl.fractal_gain = 1.746
var water_next_to_tile:bool = false
#var noise_img = Image.new()
#noise_img = fnl.get_image(Globals.map_image_size.x, Globals.map_image_size.y)
for y in map_tile_data.size():
for x in map_tile_data[y].size():
# replace non-water with biomes
if map_tile_data[y][x] > 0:
water_next_to_tile = false
# don't put forest next to water
for dir in directions:
if (y+dir.y >= Globals.map_image_size.y) or (x+dir.x >= Globals.map_image_size.x):
continue
if map_tile_data[y+dir.y][x+dir.x] == Globals.TILE_WATER:
water_next_to_tile = true
if !water_next_to_tile:
var noise_sample = fnl.get_noise_2d(x,y)
if noise_sample < 0.1:
count += 1
map_tile_data[y][x] = Globals.TILE_FOREST
print("maata korvattu ", count)
func generate_world(filename) -> bool:
# Try to load the image which we used to place water & ground to world map
@ -54,12 +104,11 @@ func generate_world(filename) -> bool:
Globals.map_image_size = image.get_size()
if !validate_mapgen_params():
return false
read_image_pixel_data()
smooth_land_features()
generate_biomes()
set_tilemap_tiles()
#print("Recursions:", count)
# center camera to world map
emit_signal(
@ -69,8 +118,51 @@ func generate_world(filename) -> bool:
)
return true
func match_forest_tile(surrounding_tiles) -> Vector2i:
match surrounding_tiles:
# 4 forest tiles around land
[2,2,2,2]:
return Vector2i(5,1) # forest tile
# 3 forest tiles around land
[2,2,2,1]:
return Vector2i(5,1) # forest tile
[2,2,1,2]:
return Vector2i(5,1) # forest tile
[2,1,2,2]:
return Vector2i(5,1) # forest tile
[1,2,2,2]:
return Vector2i(5,1) # forest tile
# 2 forest tiles around land
[2,2,1,1]: # south & east
return Vector2i(28,0)
[1,2,2,1]: # north & east
return Vector2i(26,0)
[1,1,2,2]: # north & west
return Vector2i(24,0)
[2,1,1,2]: # south & west
return Vector2i(22,0)
# 1 forest tile around land
[1,1,1,2]: # west only
return Vector2i(23,0)
[1,1,2,1]: # north only
return Vector2i(25,0)
[1,2,1,1]: # east only
return Vector2i(27,0)
[2,1,1,1]: # south only
return Vector2i(29,0)
_: # otherwise skip drawing
return Vector2i(-1,-1)
func match_tile(surrounding_tiles) -> Vector2i:
match surrounding_tiles:
# 4 land tiles around water
[1,1,1,1]:
return Vector2i(0,0) # land tile
# 3 land tiles around water
[1,1,1,0]:
return Vector2i(0,0) # land tile
@ -136,9 +228,17 @@ func set_tilemap_tiles() -> void:
Globals.LAYER_TERRAIN,
Vector2i(x, y),
2,
Vector2i(0,0),
choose_forest_tile(Vector2i(x,y)),
0
)
Globals.TILE_FOREST:
Globals.world_map.set_cell(
Globals.LAYER_TERRAIN,
Vector2i(x, y),
2,
Vector2i(5,1),
choose_randomly([0,1,2,3])
)
)
_: #default
pass
@ -146,7 +246,7 @@ func set_tilemap_tiles() -> void:
# Fill water tiles, surrounded in 3-4 sides by land, with land.
# Do it recursively with limit of n recursions!
func smooth_land_features() -> void:
# for testing avoid map borders to make it simpler to implement
# TODO for testing avoid map borders to make it simpler to implement
for y in range(1, Globals.map_image_size.y-1):
for x in range(1, Globals.map_image_size.x-1):
if map_tile_data[y][x] != Globals.TILE_WATER:
@ -158,7 +258,6 @@ func smooth_recursively(pos:Vector2i) -> void:
# now we are supposed to be inspecting a tile with land
# 1 = water 0 = land
var surrounding_tiles:Array = []
count += 1
# determine which directions have land around the tile
for dir in directions: