initial biome generation with forest support
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4d7af7ed69
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10 changed files with 200 additions and 12 deletions
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@ -10,14 +10,14 @@ class_name Main
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extends Node
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# The idea is for the user to be able to choose the map from GUI later
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var map_filename: String = "res://maps/tampere_200px_crop.png"
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var map_filename: String = "res://maps/varkaus_256x256px_test.png"
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var _world := World.new()
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var _world_generator := WorldGeneration.new()
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func _init():
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DisplayServer.window_set_size(
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#Vector2i(Globals.DEFAULT_X_RES, Globals.DEFAULT_Y_RES)
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Vector2i(2560,1440)
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Vector2i(3800,2000)
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)
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# Called when the node enters the scene tree for the first time.
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@ -11,9 +11,28 @@ var directions:Array = [
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Vector2i(0,-1), # north
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Vector2i(-1,0) # west
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]
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var count:int = 0
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func choose_forest_tile(tile:Vector2i) -> Vector2i:
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var surrounding_tiles:Array = []
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# determine which directions have forest around the tile
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for dir in directions:
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# avoid index out of bounds
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if (tile.y+dir.y >= Globals.map_image_size.y) or (tile.x+dir.x >= Globals.map_image_size.x):
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surrounding_tiles.append(Globals.TILE_TERRAIN)
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elif map_tile_data[tile.y+dir.y][tile.x+dir.x] == Globals.TILE_FOREST:
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surrounding_tiles.append(Globals.TILE_FOREST)
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continue
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surrounding_tiles.append(Globals.TILE_TERRAIN)
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var selected_tile = match_forest_tile(surrounding_tiles)
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if selected_tile.x == -1 or selected_tile.y == -1:
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selected_tile = Vector2i(0,0)
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return selected_tile
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func choose_tile(tile:Vector2i) -> Vector2i:
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var surrounding_tiles:Array = []
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@ -36,11 +55,42 @@ func choose_tile(tile:Vector2i) -> Vector2i:
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func choose_randomly(list_of_entries:Array[int]) -> int:
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return list_of_entries[randi() % list_of_entries.size()]
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#
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# Generates biomes, like forest and bog
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#
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func generate_biomes() -> void:
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pass
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print("biome generation")
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var fnl = FastNoiseLite.new()
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fnl.noise_type = FastNoiseLite.TYPE_PERLIN
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fnl.seed = randi()
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fnl.frequency = 0.1
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fnl.fractal_type = FastNoiseLite.FRACTAL_FBM
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fnl.fractal_octaves = 3
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fnl.fractal_lacunarity = 1
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fnl.fractal_gain = 1.746
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var water_next_to_tile:bool = false
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#var noise_img = Image.new()
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#noise_img = fnl.get_image(Globals.map_image_size.x, Globals.map_image_size.y)
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for y in map_tile_data.size():
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for x in map_tile_data[y].size():
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# replace non-water with biomes
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if map_tile_data[y][x] > 0:
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water_next_to_tile = false
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# don't put forest next to water
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for dir in directions:
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if (y+dir.y >= Globals.map_image_size.y) or (x+dir.x >= Globals.map_image_size.x):
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continue
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if map_tile_data[y+dir.y][x+dir.x] == Globals.TILE_WATER:
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water_next_to_tile = true
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if !water_next_to_tile:
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var noise_sample = fnl.get_noise_2d(x,y)
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if noise_sample < 0.1:
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count += 1
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map_tile_data[y][x] = Globals.TILE_FOREST
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print("maata korvattu ", count)
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func generate_world(filename) -> bool:
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# Try to load the image which we used to place water & ground to world map
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@ -54,12 +104,11 @@ func generate_world(filename) -> bool:
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Globals.map_image_size = image.get_size()
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if !validate_mapgen_params():
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return false
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read_image_pixel_data()
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smooth_land_features()
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generate_biomes()
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set_tilemap_tiles()
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#print("Recursions:", count)
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# center camera to world map
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emit_signal(
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@ -69,8 +118,51 @@ func generate_world(filename) -> bool:
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)
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return true
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func match_forest_tile(surrounding_tiles) -> Vector2i:
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match surrounding_tiles:
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# 4 forest tiles around land
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[2,2,2,2]:
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return Vector2i(5,1) # forest tile
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# 3 forest tiles around land
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[2,2,2,1]:
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return Vector2i(5,1) # forest tile
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[2,2,1,2]:
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return Vector2i(5,1) # forest tile
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[2,1,2,2]:
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return Vector2i(5,1) # forest tile
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[1,2,2,2]:
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return Vector2i(5,1) # forest tile
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# 2 forest tiles around land
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[2,2,1,1]: # south & east
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return Vector2i(28,0)
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[1,2,2,1]: # north & east
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return Vector2i(26,0)
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[1,1,2,2]: # north & west
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return Vector2i(24,0)
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[2,1,1,2]: # south & west
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return Vector2i(22,0)
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# 1 forest tile around land
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[1,1,1,2]: # west only
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return Vector2i(23,0)
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[1,1,2,1]: # north only
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return Vector2i(25,0)
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[1,2,1,1]: # east only
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return Vector2i(27,0)
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[2,1,1,1]: # south only
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return Vector2i(29,0)
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_: # otherwise skip drawing
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return Vector2i(-1,-1)
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func match_tile(surrounding_tiles) -> Vector2i:
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match surrounding_tiles:
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# 4 land tiles around water
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[1,1,1,1]:
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return Vector2i(0,0) # land tile
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# 3 land tiles around water
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[1,1,1,0]:
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return Vector2i(0,0) # land tile
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@ -136,9 +228,17 @@ func set_tilemap_tiles() -> void:
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Globals.LAYER_TERRAIN,
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Vector2i(x, y),
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2,
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Vector2i(0,0),
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choose_forest_tile(Vector2i(x,y)),
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0
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)
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Globals.TILE_FOREST:
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Globals.world_map.set_cell(
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Globals.LAYER_TERRAIN,
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Vector2i(x, y),
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2,
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Vector2i(5,1),
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choose_randomly([0,1,2,3])
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)
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)
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_: #default
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pass
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@ -146,7 +246,7 @@ func set_tilemap_tiles() -> void:
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# Fill water tiles, surrounded in 3-4 sides by land, with land.
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# Do it recursively with limit of n recursions!
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func smooth_land_features() -> void:
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# for testing avoid map borders to make it simpler to implement
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# TODO for testing avoid map borders to make it simpler to implement
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for y in range(1, Globals.map_image_size.y-1):
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for x in range(1, Globals.map_image_size.x-1):
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if map_tile_data[y][x] != Globals.TILE_WATER:
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@ -158,7 +258,6 @@ func smooth_recursively(pos:Vector2i) -> void:
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# now we are supposed to be inspecting a tile with land
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# 1 = water 0 = land
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var surrounding_tiles:Array = []
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count += 1
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# determine which directions have land around the tile
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for dir in directions:
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