refactor worldgen, still not optimal
This commit is contained in:
parent
4030f040b6
commit
83343c9be6
6 changed files with 195 additions and 179 deletions
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@ -21,8 +21,8 @@ Globals="*res://scripts/Globals.gd"
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[display]
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window/size/viewport_width=1920
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window/size/viewport_height=1080
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window/size/mode=2
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window/size/resizable=false
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[input]
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@ -470,7 +470,14 @@ texture = ExtResource("5_bqev6")
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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/next_alternative_id = 4
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1:0/0 = 0
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1:0/1 = 1
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1:0/1/flip_h = true
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1:0/2 = 2
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1:0/2/flip_v = true
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1:0/3 = 3
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1:0/3/transpose = true
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2:0/0 = 0
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3:0/0 = 0
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4:0/0 = 0
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@ -1528,6 +1535,7 @@ offset_right = 936.0
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offset_bottom = 256.0
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horizontal_alignment = 2
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[connection signal="set_camera_position" from="." to="World/CameraZoom2D" method="_on_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="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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@ -24,7 +24,7 @@ func _set_camera_zoom_level(value: float) -> void:
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Globals.CAMERA_ZOOM_DURATION
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)
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func _on_world_set_camera_position(pos: Vector2) -> void:
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func _on_set_camera_position(pos: Vector2) -> void:
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self.position = pos
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func _unhandled_input(event):
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@ -3,8 +3,12 @@
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extends Node
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# tilemap tile types
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enum {TILE_WATER, TILE_TERRAIN, TILE_FOREST, TILE_BOG}
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# tilemap layers
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enum {LAYER_TERRAIN, LAYER_BUILDINGS}
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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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@ -12,6 +16,9 @@ func are_coords_valid(value:int, bounds:Vector2i, errmsg:String) -> bool:
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return false
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return true
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func choose_randomly(list_of_entries):
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return list_of_entries[randi() % list_of_entries.size()]
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var world_map: TileMap
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var map_image_size:Vector2i
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@ -44,10 +51,6 @@ const TYPE_POWERPLANT:String = "powerplant"
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const TYPE_ROADS:String = "roads"
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const TYPE_DEMOLISH:String = "demolish"
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# tilemap layers
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const LAYER_TERRAIN:int = 0
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const LAYER_BUILDINGS:int = 1
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# camera movement settings
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var CAMERA_ZOOM_LEVEL: float = 1.0
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@ -71,6 +74,56 @@ const MAP_MAX_WIDTH:int = 1000
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const TILE_SIZE_X:int = 16
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const TILE_SIZE_Y:int = 16
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# tile dict to tilemap
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var td = {
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TILE_WATER: {
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"default": [Vector2i(1,0)]
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},
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TILE_TERRAIN: {
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"default": [Vector2i(0,0)],
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# 4 land tiles around water
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[1,1,1,1]: [Vector2i(0,0)],
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# 3 land tiles around water
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[1,1,1,0]: [Vector2i(0,0)],
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[1,1,0,1]: [Vector2i(0,0)],
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[1,0,1,1]: [Vector2i(0,0)],
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[0,1,1,1]: [Vector2i(0,0)],
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# 2 land tiles around water
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[1,1,0,0]: [Vector2i(11,0), Vector2i(12,0)],
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[0,1,1,0]: [Vector2i(7,0), Vector2i(8,0)],
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[0,0,1,1]: [Vector2i(19,0), Vector2i(20,0)],
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[1,0,0,1]: [Vector2i(15,0), Vector2i(16,0)],
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# 1 land tile around water
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[0,0,0,1]: [Vector2i(17,0), Vector2i(18,0)],
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[0,0,1,0]: [Vector2i(5,0), Vector2i(6,0)],
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[0,1,0,0]: [Vector2i(9,0), Vector2i(10,0)],
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[1,0,0,0]: [Vector2i(13,0), Vector2i(14,0)],
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},
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TILE_FOREST: {
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"default": [Vector2i(5,1)],
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# 4 forest tiles around land
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[2,2,2,2]: [Vector2i(5,1)],
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# 3 forest tiles around land
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[2,2,2,1]: [Vector2i(5,1)],
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[2,2,1,2]: [Vector2i(5,1)],
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[2,1,2,2]: [Vector2i(5,1)],
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[1,2,2,2]: [Vector2i(5,1)],
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# 2 forest tiles around land
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[2,2,1,1]: [Vector2i(28,0)],
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[1,2,2,1]: [Vector2i(26,0)],
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[1,1,2,2]: [Vector2i(24,0)],
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[2,1,1,2]: [Vector2i(22,0)],
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# 1 forest tile around land
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[1,1,1,2]: [Vector2i(23,0)],
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[1,1,2,1]: [Vector2i(25,0)],
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[1,2,1,1]: [Vector2i(27,0)],
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[2,1,1,1]: [Vector2i(29,0)],
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},
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TILE_BOG: {
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"key": [Vector2i(0,0)]
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}
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}
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# error messages
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const ERROR_BUILDING_TYPE_NOT_SET:String = "Building type not set, while trying to place building."
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const ERROR_BUTTON_NOT_FOUND:String = "Button '%s' not found when trying to set it's properties in Control.gd!"
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@ -9,16 +9,20 @@
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class_name Main
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extends Node
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signal set_camera_position(pos:Vector2)
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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/varkaus_256x256px_test.png"
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#var map_filename: String = "res://maps/tampere_10x10km_1000px.png"
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var map_filename:String = "res://maps/tampere_200px_crop.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(3800,2000)
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)
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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(3800,2000)
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# )
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pass
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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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@ -30,6 +34,13 @@ func _ready():
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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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quit_game()
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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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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(_delta):
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@ -1,8 +1,6 @@
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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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@ -11,57 +9,45 @@ 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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func choose_tile(tile:Vector2i, selected, surrounding) -> void:
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var surrounding_tiles:Array = []
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# determine which directions have land 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_WATER)
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elif map_tile_data[tile.y+dir.y][tile.x+dir.x] == Globals.TILE_TERRAIN:
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surrounding_tiles.append(Globals.TILE_TERRAIN)
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continue
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surrounding_tiles.append(Globals.TILE_WATER)
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surrounding_tiles.append(surrounding)
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elif map_tile_data[tile.y+dir.y][tile.x+dir.x] == surrounding:
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surrounding_tiles.append(surrounding)
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else:
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surrounding_tiles.append(selected)
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var selected_tile = match_tile(surrounding_tiles)
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if selected_tile.x == -1 or selected_tile.y == -1:
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selected_tile = Vector2i(1,0)
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# this is because a tile can have more than 1 option
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var selected_tile = Globals.td[surrounding].get(surrounding_tiles)
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var tile_coords:Vector2i
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if selected_tile == null:
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tile_coords = Globals.td[selected].get("default")[0]
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elif selected_tile.size() > 1:
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tile_coords = Globals.choose_randomly(selected_tile)
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else:
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tile_coords = selected_tile[0]
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return selected_tile
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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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# layer | position coords | tilemap id | coords of the tile at tilemap | alternative tile
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Globals.world_map.set_cell(
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Globals.LAYER_TERRAIN,
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Vector2i(tile.x, tile.y),
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2,
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tile_coords,
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0 if selected_tile else Globals.choose_randomly([0,1,2,3])
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)
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# Generates biomes, like forest and bog
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func generate_biomes() -> void:
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print("biome generation")
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# generate a new noisemap which should emulate forest-looking areas
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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.seed = 69 #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_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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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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@ -84,13 +70,12 @@ func generate_biomes() -> void:
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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 there's no water next to a land tile, it can be replaced with forest
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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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# can add other tresholds here for other biomes
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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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@ -106,95 +91,12 @@ func generate_world(filename) -> bool:
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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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smooth_land_features(Globals.TILE_WATER) # smooth water
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generate_biomes()
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set_tilemap_tiles()
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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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smooth_land_features(Globals.TILE_FOREST) # smooth out forest
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set_tilemap_tiles()
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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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[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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return Vector2i(choose_randomly([9,10]),0)
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[1,0,0,0]: # south only
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return Vector2i(choose_randomly([13,14]),0)
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_: # otherwise skip drawing
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return Vector2i(-1,-1)
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func read_image_pixel_data():
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# initialize the array to have enough rows
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@ -212,77 +114,119 @@ func read_image_pixel_data():
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func set_tilemap_tiles() -> void:
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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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for x in map_tile_data[y].size():
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# layer | position coords | tilemap id | coords of the tile at tilemap | alternative tile
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match map_tile_data[y][x]:
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Globals.TILE_WATER:
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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,
|
||||
choose_tile(Vector2i(x, y)), # choose tile based on surrounding tiles
|
||||
0
|
||||
)
|
||||
Globals.TILE_TERRAIN:
|
||||
Globals.world_map.set_cell(
|
||||
Globals.LAYER_TERRAIN,
|
||||
Vector2i(x, y),
|
||||
2,
|
||||
choose_forest_tile(Vector2i(x,y)),
|
||||
0
|
||||
)
|
||||
Globals.TILE_FOREST:
|
||||
Globals.TILE_WATER: # water or shoreline
|
||||
choose_tile(Vector2i(x, y), Globals.TILE_WATER, Globals.TILE_TERRAIN)
|
||||
|
||||
Globals.TILE_TERRAIN: #terrain or forest edge
|
||||
# Globals.world_map.set_cell(
|
||||
# Globals.LAYER_TERRAIN,
|
||||
# Vector2i(x, y),
|
||||
# 2,
|
||||
# Vector2i(0,0),
|
||||
# Globals.choose_randomly([0,1,2,3])
|
||||
# )
|
||||
choose_tile(Vector2i(x,y), Globals.TILE_TERRAIN, Globals.TILE_FOREST)
|
||||
|
||||
Globals.TILE_FOREST:
|
||||
Globals.world_map.set_cell(
|
||||
Globals.LAYER_TERRAIN,
|
||||
Vector2i(x, y),
|
||||
2,
|
||||
Vector2i(5,1),
|
||||
choose_randomly([0,1,2,3])
|
||||
)
|
||||
Globals.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:
|
||||
func smooth_land_features(tile_type:int) -> void:
|
||||
# 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:
|
||||
if map_tile_data[y][x] != tile_type:
|
||||
continue
|
||||
|
||||
smooth_recursively(Vector2i(x, y))
|
||||
|
||||
func smooth_recursively(pos:Vector2i) -> void:
|
||||
match tile_type:
|
||||
Globals.TILE_WATER:
|
||||
smooth_recursively(
|
||||
Vector2i(x, y),
|
||||
Globals.TILE_WATER,
|
||||
Globals.TILE_TERRAIN
|
||||
)
|
||||
Globals.TILE_FOREST:
|
||||
smooth_forest_recursively(
|
||||
Vector2i(x, y),
|
||||
Globals.TILE_FOREST,
|
||||
Globals.TILE_TERRAIN
|
||||
)
|
||||
|
||||
# TEMP SPAGHETTI SOLUTION
|
||||
func smooth_forest_recursively(pos:Vector2i, selected:int, comp:int) -> void:
|
||||
# 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[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)
|
||||
if map_tile_data[pos.y+dir.y][pos.x+dir.x] == comp:
|
||||
surrounding_tiles.append(comp)
|
||||
elif map_tile_data[pos.y+dir.y][pos.x+dir.x] == selected:
|
||||
surrounding_tiles.append(selected)
|
||||
|
||||
match surrounding_tiles:
|
||||
[1,1,1,2]: #west
|
||||
map_tile_data[pos.y][pos.x] = comp
|
||||
pos.x -= 1
|
||||
[1,1,2,1]: #north
|
||||
map_tile_data[pos.y][pos.x] = comp
|
||||
pos.y -= 1
|
||||
[1,2,1,1]: #east
|
||||
map_tile_data[pos.y][pos.x] = comp
|
||||
pos.x += 1
|
||||
[2,1,1,1]: #south
|
||||
map_tile_data[pos.y][pos.x] = comp
|
||||
pos.y += 1
|
||||
[1,1,1,1]: # remove solo forests
|
||||
map_tile_data[pos.y][pos.x] = comp
|
||||
return
|
||||
_:
|
||||
return
|
||||
|
||||
#smooth_forest_recursively(pos, selected, comp)
|
||||
|
||||
func smooth_recursively(pos:Vector2i, selected:int, comp:int) -> void:
|
||||
# now we are supposed to be inspecting a tile with land
|
||||
var surrounding_tiles:Array = []
|
||||
|
||||
# determine which directions have land around the tile
|
||||
for dir in directions:
|
||||
if map_tile_data[pos.y+dir.y][pos.x+dir.x] == comp:
|
||||
surrounding_tiles.append(comp)
|
||||
elif map_tile_data[pos.y+dir.y][pos.x+dir.x] == selected:
|
||||
surrounding_tiles.append(selected)
|
||||
|
||||
match surrounding_tiles:
|
||||
[1,1,1,0]: #west
|
||||
map_tile_data[pos.y][pos.x] = Globals.TILE_TERRAIN
|
||||
map_tile_data[pos.y][pos.x] = comp
|
||||
pos.x -= 1
|
||||
[1,1,0,1]: #north
|
||||
map_tile_data[pos.y][pos.x] = Globals.TILE_TERRAIN
|
||||
map_tile_data[pos.y][pos.x] = comp
|
||||
pos.y -= 1
|
||||
[1,0,1,1]: #east
|
||||
map_tile_data[pos.y][pos.x] = Globals.TILE_TERRAIN
|
||||
map_tile_data[pos.y][pos.x] = comp
|
||||
pos.x += 1
|
||||
[0,1,1,1]: #south
|
||||
map_tile_data[pos.y][pos.x] = Globals.TILE_TERRAIN
|
||||
map_tile_data[pos.y][pos.x] = comp
|
||||
pos.y += 1
|
||||
_:
|
||||
return
|
||||
|
||||
smooth_recursively(pos)
|
||||
smooth_recursively(pos, selected, comp)
|
||||
|
||||
func validate_mapgen_params() -> bool:
|
||||
if !Globals.are_coords_valid(
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue