refactor worldgen to class, make worldgen functional
This commit is contained in:
parent
5cb839d8e2
commit
7651e574c1
5 changed files with 248 additions and 126 deletions
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@ -462,7 +462,14 @@ texture = ExtResource("3_yddbk")
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[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_hwjm3"]
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[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_hwjm3"]
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texture = ExtResource("5_bqev6")
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texture = ExtResource("5_bqev6")
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0:0/next_alternative_id = 4
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0:0/0 = 0
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0:0/0 = 0
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0:0/1 = 1
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0:0/1/flip_h = true
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0:0/2 = 2
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0:0/2/flip_v = true
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0:0/3 = 3
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0:0/3/transpose = true
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1:0/0 = 0
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1:0/0 = 0
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2:0/0 = 0
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2:0/0 = 0
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3:0/0 = 0
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3:0/0 = 0
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@ -1514,7 +1521,6 @@ offset_right = 936.0
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offset_bottom = 256.0
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offset_bottom = 256.0
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horizontal_alignment = 2
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horizontal_alignment = 2
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[connection signal="set_camera_position" from="World" to="World/CameraZoom2D" method="_on_world_set_camera_position"]
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[connection signal="button_pressed" from="UILayer/Control" to="World" method="_on_control_button_pressed"]
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[connection signal="button_pressed" from="UILayer/Control" to="World" method="_on_control_button_pressed"]
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[connection signal="pressed" from="UILayer/Control/ConstructionPanel/button_residental" to="UILayer/Control" method="_on_button_residental_pressed"]
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[connection signal="pressed" from="UILayer/Control/ConstructionPanel/button_residental" to="UILayer/Control" method="_on_button_residental_pressed"]
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[connection signal="pressed" from="UILayer/Control/ConstructionPanel/button_commercial" to="UILayer/Control" method="_on_button_commercial_pressed"]
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[connection signal="pressed" from="UILayer/Control/ConstructionPanel/button_commercial" to="UILayer/Control" method="_on_button_commercial_pressed"]
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@ -3,6 +3,16 @@
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extends Node
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extends Node
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enum {TILE_WATER, TILE_TERRAIN, TILE_FOREST, TILE_BOG}
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func are_coords_valid(value:int, bounds:Vector2i, errmsg:String) -> bool:
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if bounds.x > value or value > bounds.y:
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errmsg = errmsg % [value, bounds.x, bounds.y]
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push_error(errmsg)
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return false
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return true
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var world_map: TileMap
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var world_map: TileMap
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var map_image_size:Vector2i
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var map_image_size:Vector2i
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@ -6,25 +6,28 @@
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# - Then click and drag to draw the lines of grey cubes.
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# - Then click and drag to draw the lines of grey cubes.
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# - etc.
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# - etc.
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class_name Main
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extends Node
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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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# The idea is for the user to be able to choose the map from GUI later
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var map_file_name: String = "res://maps/tampere_200px_crop.png"
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var map_filename: String = "res://maps/tampere_10x10km_1000px.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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func _init():
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DisplayServer.window_set_size(
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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(Globals.DEFAULT_X_RES, Globals.DEFAULT_Y_RES)
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Vector2i(2560,1440)
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)
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)
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# Called when the node enters the scene tree for the first time.
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# Called when the node enters the scene tree for the first time.
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func _ready():
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func _ready():
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Globals.world_map = get_node("World")
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if !_world:
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if !Globals.world_map:
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push_error(Globals.ERROR_MAKING_WORLD_INSTANCE)
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push_error(Globals.ERROR_MAKING_WORLD_INSTANCE)
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quit_game()
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quit_game()
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# generate terrain. quit game if generation fails.
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# generate terrain. quit game if generation fails.
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if !Globals.world_map.generate_terrain(map_file_name):
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if !_world_generator.generate_world(map_filename):
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push_error(Globals.ERROR_WHILE_GENERATING_MAP)
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push_error(Globals.ERROR_WHILE_GENERATING_MAP)
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quit_game()
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quit_game()
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128
scripts/World.gd
128
scripts/World.gd
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@ -1,12 +1,13 @@
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class_name World
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extends TileMap
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extends TileMap
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signal set_camera_position(pos:Vector2)
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var has_placeable_building: bool = false
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var has_placeable_building: bool = false
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var building
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var building
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var building_type: String
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var building_type: String
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var scene
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var scene
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var image:Image = Image.new()
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func _init():
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Globals.world_map = self
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# Called when the node enters the scene tree for the first time.
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# Called when the node enters the scene tree for the first time.
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func _ready():
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func _ready():
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@ -57,7 +58,7 @@ func _on_control_button_pressed(type):
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self.building_type = type
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self.building_type = type
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# create new building, in Building node it is attached to mouse cursor
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# create new building, in Building node it is attached to mouse cursor
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var building_properties = get_building_properties()
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#var building_properties = get_building_properties()
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scene = load(Globals.SCENE_PATH + "Building.tscn")
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scene = load(Globals.SCENE_PATH + "Building.tscn")
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building = scene.instantiate()
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building = scene.instantiate()
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#building.set_cell(0, Vector2i(0,0), building_properties[0], building_properties[1], 0)
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#building.set_cell(0, Vector2i(0,0), building_properties[0], building_properties[1], 0)
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@ -75,29 +76,21 @@ func _input(event):
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if event.is_action_pressed("cancel"):
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if event.is_action_pressed("cancel"):
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if has_placeable_building:
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if has_placeable_building:
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pass
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pass
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func calculate_grid_coordinates(map_position: Vector2) -> Vector2:
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func calculate_grid_coordinates(map_position: Vector2) -> Vector2:
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return (map_position).floor()
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return (map_position).floor()
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func are_coords_valid(value:int, bounds:Vector2i, errmsg:String) -> bool:
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if bounds.x > value or value > bounds.y:
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errmsg = errmsg % [value, bounds.x, bounds.y]
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push_error(errmsg)
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return false
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return true
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func place_building_to_map():
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func place_building_to_map():
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var building_properties = get_building_properties()
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var building_properties = get_building_properties()
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var tile_on_mouse = local_to_map(get_global_mouse_position())
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var tile_on_mouse = local_to_map(get_global_mouse_position())
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if !are_coords_valid(
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if !Globals.are_coords_valid(
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tile_on_mouse.y,
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tile_on_mouse.y,
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Vector2i(0, Globals.map_image_size.y),
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Vector2i(0, Globals.map_image_size.y),
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Globals.ERROR_TILE_Y_COORDS_OUT_OF_BOUNDS
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Globals.ERROR_TILE_Y_COORDS_OUT_OF_BOUNDS
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):
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):
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return false
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return false
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elif !are_coords_valid(
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elif !Globals.are_coords_valid(
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tile_on_mouse.x,
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tile_on_mouse.x,
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Vector2i(0, Globals.map_image_size.x),
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Vector2i(0, Globals.map_image_size.x),
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Globals.ERROR_TILE_X_COORDS_OUT_OF_BOUNDS
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Globals.ERROR_TILE_X_COORDS_OUT_OF_BOUNDS
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@ -105,109 +98,4 @@ func place_building_to_map():
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return false
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return false
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set_cell(Globals.LAYER_BUILDINGS, tile_on_mouse, building_properties[0], building_properties[1], 0)
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set_cell(Globals.LAYER_BUILDINGS, tile_on_mouse, building_properties[0], building_properties[1], 0)
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func generate_terrain(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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image = load(filename)
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if image == null:
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var errmsg = Globals.ERROR_FAILED_TO_LOAD_FILE
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push_error(errmsg % filename)
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return false
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# Check if image is too small or too large
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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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generate_water_and_land()
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generate_shorelines()
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# center camera to world map
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emit_signal(
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"set_camera_position",
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Vector2(Globals.map_image_size.x / 2.0 * Globals.TILE_SIZE_X,
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Globals.map_image_size.y / 2.0 * Globals.TILE_SIZE_Y)
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)
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return true
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func validate_mapgen_params() -> bool:
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if !are_coords_valid(
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Globals.map_image_size.y,
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Vector2i(Globals.MAP_MIN_HEIGHT, Globals.MAP_MAX_HEIGHT),
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Globals.ERROR_IMAGE_HEIGHT_INCORRECT):
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return false
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elif !are_coords_valid(
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Globals.map_image_size.x,
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Vector2i(Globals.MAP_MIN_WIDTH, Globals.MAP_MAX_WIDTH),
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Globals.ERROR_IMAGE_WIDTH_INCORRECT):
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return false
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# Try to load the world tilemap where we place the tiles
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if (Globals.world_map == null):
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var errmsg = Globals.ERROR_WORLD_TILEMAP_NODE_MISSING % Globals.WORLD_NODE
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push_error(errmsg)
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return false
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return true
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func generate_water_and_land() -> void:
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for x in Globals.map_image_size.x:
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for y in Globals.map_image_size.y:
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# layer | position coords | tilemap id | coords of the tile at tilemap | alternative tile
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if image.get_pixel(x, y) == Globals.WATER_TILE_COLOR_IN_MAP_FILE:
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Globals.world_map.set_cell(Globals.LAYER_TERRAIN, Vector2i(x, y), 2, Vector2i(15,5), 0)
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else:
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Globals.world_map.set_cell(Globals.LAYER_TERRAIN, Vector2i(x, y), 2, Vector2i(0,0), 0)
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func generate_shorelines() -> void:
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# for testing avoid map borders to make it simpler to implement
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var directions:Array = [
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Vector2i(0,1), # south
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Vector2i(1,0), # east
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Vector2i(0,-1), # north
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Vector2i(-1,0) # west
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]
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for x in range(1, Globals.map_image_size.x-1):
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for y in range(1, Globals.map_image_size.y-1):
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# skip tiles with water
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if image.get_pixel(x, y) == Globals.WATER_TILE_COLOR_IN_MAP_FILE:
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continue
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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_water_tiles:Array = []
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# determine which directions have water around the tile
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for dir in directions:
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if image.get_pixel(x+dir.x, y+dir.y) == Globals.WATER_TILE_COLOR_IN_MAP_FILE:
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surrounding_water_tiles.append(1)
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continue
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surrounding_water_tiles.append(0)
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var selected_tile:Vector2i = Vector2i(0,0)
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match surrounding_water_tiles:
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[1,1,0,0]: # south & east
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selected_tile = Vector2i(19,0) # or 20
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[0,1,1,0]: # north & east
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selected_tile = Vector2i(15,0) # or 60
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[0,0,1,1]: # north & west
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selected_tile = Vector2i(11,0) # or 12
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[1,0,0,1]: # south & west
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selected_tile = Vector2i(7,0) # or 8
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[0,0,0,1]: # water in west only
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selected_tile = Vector2i(9,0) # or 10
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[0,0,1,0]: # water in north only
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selected_tile = Vector2i(13,0) # or 14
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[0,1,0,0]: # water in east only
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selected_tile = Vector2i(17,0) # or 18
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[1,0,0,0]: # water in south only
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selected_tile = Vector2i(5,0) # or 6
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_: # otherwise skip drawing
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continue
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# layer | position coords | tilemap id | coords of the tile at tilemap | alternative tile
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Globals.world_map.set_cell(Globals.LAYER_TERRAIN, Vector2i(x, y), 2, selected_tile, 0)
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215
scripts/WorldGeneration.gd
Normal file
215
scripts/WorldGeneration.gd
Normal file
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@ -0,0 +1,215 @@
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class_name WorldGeneration
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extends RefCounted
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signal set_camera_position(pos:Vector2)
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var image:Image = Image.new()
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var map_tile_data:Array[Array] = [[]] # store map tile info to a 2d array
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var directions:Array = [
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Vector2i(0,1), # south
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Vector2i(1,0), # east
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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_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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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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image = load(filename)
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if image == null:
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var errmsg = Globals.ERROR_FAILED_TO_LOAD_FILE
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push_error(errmsg % filename)
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return false
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# Check if image is too small or too large
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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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set_shorelines()
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print(count)
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# center camera to world map
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emit_signal(
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"set_camera_position",
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Vector2(Globals.map_image_size.x / 2.0 * Globals.TILE_SIZE_X,
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Globals.map_image_size.y / 2.0 * Globals.TILE_SIZE_Y)
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)
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return true
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func match_tile(surrounding_tiles) -> Vector2i:
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match surrounding_tiles:
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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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[1,1,0,1]:
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return Vector2i(0,0) # land tile
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[1,0,1,1]:
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return Vector2i(0,0) # land tile
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[0,1,1,1]:
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return Vector2i(0,0) # land tile
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# 2 land tiles around water
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[1,1,0,0]: # south & east
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return Vector2i(choose_randomly([11,12]),0)
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[0,1,1,0]: # north & east
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return Vector2i(choose_randomly([7,8]),0)
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[0,0,1,1]: # north & west
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return Vector2i(choose_randomly([19,20]),0)
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[1,0,0,1]: # south & west
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return Vector2i(choose_randomly([15,16]),0)
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# 1 land tile around water
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[0,0,0,1]: # west only
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return Vector2i(choose_randomly([17,18]),0)
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[0,0,1,0]: # north only
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return Vector2i(choose_randomly([5,6]),0)
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[0,1,0,0]: # east only
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||||||
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return Vector2i(choose_randomly([9,10]),0)
|
||||||
|
[1,0,0,0]: # south only
|
||||||
|
return Vector2i(choose_randomly([13,14]),0)
|
||||||
|
|
||||||
|
_: # otherwise skip drawing
|
||||||
|
return Vector2i(-1,-1)
|
||||||
|
|
||||||
|
func read_image_pixel_data():
|
||||||
|
# initialize the array to have enough rows
|
||||||
|
map_tile_data.resize(Globals.map_image_size.y)
|
||||||
|
|
||||||
|
for y in Globals.map_image_size.y:
|
||||||
|
#initialize the row to have enough columns
|
||||||
|
map_tile_data[y].resize(Globals.map_image_size.y)
|
||||||
|
|
||||||
|
for x in Globals.map_image_size.x:
|
||||||
|
if image.get_pixel(x, y) == Globals.WATER_TILE_COLOR_IN_MAP_FILE:
|
||||||
|
map_tile_data[y][x] = Globals.TILE_WATER
|
||||||
|
else:
|
||||||
|
map_tile_data[y][x] = Globals.TILE_TERRAIN
|
||||||
|
|
||||||
|
func set_shorelines() -> void:
|
||||||
|
# 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):
|
||||||
|
# skip tiles with land
|
||||||
|
if map_tile_data[y][x] != Globals.TILE_WATER:
|
||||||
|
continue
|
||||||
|
|
||||||
|
# now we are supposed to be inspecting a tile with land
|
||||||
|
# 1 = water 0 = land
|
||||||
|
var surrounding_tiles:Array = []
|
||||||
|
|
||||||
|
# determine which directions have land around the tile
|
||||||
|
for dir in directions:
|
||||||
|
if map_tile_data[y+dir.y][x+dir.x] == Globals.TILE_TERRAIN:
|
||||||
|
surrounding_tiles.append(Globals.TILE_TERRAIN)
|
||||||
|
continue
|
||||||
|
surrounding_tiles.append(Globals.TILE_WATER)
|
||||||
|
|
||||||
|
var selected_tile = match_tile(surrounding_tiles)
|
||||||
|
if selected_tile.x == -1 or selected_tile.y == -1:
|
||||||
|
continue
|
||||||
|
|
||||||
|
# layer | position coords | tilemap id | coords of the tile at tilemap | alternative tile
|
||||||
|
Globals.world_map.set_cell(Globals.LAYER_TERRAIN, Vector2i(x, y), 2, selected_tile, 0)
|
||||||
|
|
||||||
|
func set_tilemap_tiles() -> void:
|
||||||
|
for y in map_tile_data.size():
|
||||||
|
for x in map_tile_data[y].size():
|
||||||
|
# layer | position coords | tilemap id | coords of the tile at tilemap | alternative tile
|
||||||
|
# set water or ground
|
||||||
|
match map_tile_data[y][x]:
|
||||||
|
Globals.TILE_WATER:
|
||||||
|
Globals.world_map.set_cell(
|
||||||
|
Globals.LAYER_TERRAIN,
|
||||||
|
Vector2i(x, y),
|
||||||
|
2,
|
||||||
|
Vector2i(15,5),
|
||||||
|
0
|
||||||
|
)
|
||||||
|
Globals.TILE_TERRAIN:
|
||||||
|
Globals.world_map.set_cell(
|
||||||
|
Globals.LAYER_TERRAIN,
|
||||||
|
Vector2i(x, y),
|
||||||
|
2,
|
||||||
|
Vector2i(0,0),
|
||||||
|
choose_randomly([0,1,2,3])
|
||||||
|
)
|
||||||
|
_: #default
|
||||||
|
pass
|
||||||
|
|
||||||
|
# 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
|
||||||
|
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:
|
||||||
|
continue
|
||||||
|
|
||||||
|
smooth_recursively(Vector2i(x, y))
|
||||||
|
|
||||||
|
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:
|
||||||
|
if map_tile_data[pos.y+dir.y][pos.x+dir.x] == Globals.TILE_TERRAIN:
|
||||||
|
surrounding_tiles.append(Globals.TILE_TERRAIN)
|
||||||
|
elif map_tile_data[pos.y+dir.y][pos.x+dir.x] == Globals.TILE_WATER:
|
||||||
|
surrounding_tiles.append(Globals.TILE_WATER)
|
||||||
|
|
||||||
|
match surrounding_tiles:
|
||||||
|
[1,1,1,0]: #west
|
||||||
|
map_tile_data[pos.y][pos.x] = Globals.TILE_TERRAIN
|
||||||
|
pos.x -= 1
|
||||||
|
[1,1,0,1]: #north
|
||||||
|
map_tile_data[pos.y][pos.x] = Globals.TILE_TERRAIN
|
||||||
|
pos.y -= 1
|
||||||
|
[1,0,1,1]: #east
|
||||||
|
map_tile_data[pos.y][pos.x] = Globals.TILE_TERRAIN
|
||||||
|
pos.x += 1
|
||||||
|
[0,1,1,1]: #south
|
||||||
|
map_tile_data[pos.y][pos.x] = Globals.TILE_TERRAIN
|
||||||
|
pos.y += 1
|
||||||
|
_:
|
||||||
|
return
|
||||||
|
|
||||||
|
smooth_recursively(pos)
|
||||||
|
|
||||||
|
func validate_mapgen_params() -> bool:
|
||||||
|
if !Globals.are_coords_valid(
|
||||||
|
Globals.map_image_size.y,
|
||||||
|
Vector2i(Globals.MAP_MIN_HEIGHT, Globals.MAP_MAX_HEIGHT),
|
||||||
|
Globals.ERROR_IMAGE_HEIGHT_INCORRECT):
|
||||||
|
return false
|
||||||
|
|
||||||
|
elif !Globals.are_coords_valid(
|
||||||
|
Globals.map_image_size.x,
|
||||||
|
Vector2i(Globals.MAP_MIN_WIDTH, Globals.MAP_MAX_WIDTH),
|
||||||
|
Globals.ERROR_IMAGE_WIDTH_INCORRECT):
|
||||||
|
return false
|
||||||
|
|
||||||
|
# Try to load the world tilemap where we place the tiles
|
||||||
|
if (Globals.world_map == null):
|
||||||
|
var errmsg = Globals.ERROR_WORLD_TILEMAP_NODE_MISSING % Globals.WORLD_NODE
|
||||||
|
push_error(errmsg)
|
||||||
|
return false
|
||||||
|
|
||||||
|
return true
|
Loading…
Add table
Add a link
Reference in a new issue