parcels use struct, give initial parcels for city

This commit is contained in:
Antti Hakkarainen 2023-02-18 15:59:27 +02:00
parent 99b28ecfa3
commit 7486750ca2
7 changed files with 213 additions and 92 deletions

View file

@ -93,19 +93,26 @@ func generate_biomes() -> void:
Globals.map_terrain_data[y][x] = Globals.TILE_FOREST
# can add other tresholds here for other biomes
# TODO move to globals later
var parcel_width = 16
var parcel_height = 64
# forests are not generated yet so can just compare water and terrain
func is_filled_with_water(coords:Vector2i) -> bool:
var terrain_tile_count:int = 0
for y in range(coords.y, coords.y + parcel_height):
for x in range(coords.x, coords.x + parcel_width):
# 0*64, 0*64 +64-1 = 0-63
# 1*64, 1*64 +63 = 64-127
# 2*64, 2*64 +63 = 128-191
# 3*64, 3*64 +63 = 192-255
for y in range(
coords.y*Globals.PARCEL_HEIGHT,
coords.y*Globals.PARCEL_HEIGHT + Globals.PARCEL_HEIGHT-1
):
for x in range(
coords.x*Globals.PARCEL_WIDTH,
coords.x*Globals.PARCEL_WIDTH + Globals.PARCEL_WIDTH-1
):
if Globals.map_terrain_data[y][x] == Globals.TILE_TERRAIN:
terrain_tile_count += 1
# parcel is ok if it has at least one land
if terrain_tile_count > 0:
return false
@ -115,24 +122,38 @@ func generate_parcels() -> void:
# divide the land area Cadastres / Parcels
# TODO better solution, this is something my skills were able to handle at proto stage
# should replace with a real/better algo when I am skilled enough to do it
Globals.map_parcel_data.resize(Globals.map_size / parcel_height)
Globals.map_parcel_data.resize(Globals.map_size / Globals.PARCEL_HEIGHT)
for y in Globals.map_size / parcel_height:
Globals.map_parcel_data[y].resize(Globals.map_size / parcel_width)
for x in Globals.map_size / parcel_width:
for y in Globals.map_size / Globals.PARCEL_HEIGHT:
Globals.map_parcel_data[y].resize(Globals.map_size / Globals.PARCEL_WIDTH)
for x in Globals.map_size / Globals.PARCEL_WIDTH:
# ignore parcels full fo water
if !is_filled_with_water(Vector2i(y,x)):
# 0 = top left corner, 1 = bottom right corner, 2 = owner
Globals.map_parcel_data[y][x] = [
Vector2i(y * parcel_height, x * parcel_width),
Vector2i(y * parcel_height + parcel_height, x * parcel_width + parcel_width),
Globals.PARCEL_STATE
]
if !is_filled_with_water(Vector2i(x,y)):
Globals.map_parcel_data[y][x] = Globals.Parcel.new()
Globals.map_parcel_data[y][x].start = Vector2i(
y * Globals.PARCEL_HEIGHT,
x * Globals.PARCEL_WIDTH,
)
Globals.map_parcel_data[y][x].size = Vector2i(
Globals.PARCEL_WIDTH,
Globals.PARCEL_HEIGHT,
)
Globals.map_parcel_data[y][x].owner = Globals.PARCEL_STATE
#for row in Globals.map_parcel_data:
# print(row)
#for col in row:
# print(Globals.map_parcel_data[row][col])
# not used, but could be used later
var total_parcels = Globals.map_size/Globals.PARCEL_WIDTH * Globals.map_size / Globals.PARCEL_HEIGHT
give_starting_parcels_for_city(total_parcels)
func give_starting_parcels_for_city(_amount:int) -> void:
# gives a x*y parcel initial starting area for the player
var p_x = Globals.map_size/Globals.PARCEL_WIDTH/2
var p_y = Globals.map_size/Globals.PARCEL_HEIGHT/2
for y in range(0, Globals.STARTING_AREA_HEIGHT_IN_PARCELS):
for x in range(0, Globals.STARTING_AREA_WIDTH_IN_PARCELS):
if Globals.map_parcel_data[p_y-y][p_x-x] != null:
Globals.map_parcel_data[p_y-y][p_x-x].owner = Globals.PARCEL_CITY
func generate_world(filename) -> bool: