refactor worldgen, still not optimal

This commit is contained in:
Antti Hakkarainen 2023-02-10 20:32:00 +02:00
parent 4030f040b6
commit 83343c9be6
6 changed files with 195 additions and 179 deletions

View file

@ -3,8 +3,12 @@
extends Node
# tilemap tile types
enum {TILE_WATER, TILE_TERRAIN, TILE_FOREST, TILE_BOG}
# tilemap layers
enum {LAYER_TERRAIN, LAYER_BUILDINGS}
func are_coords_valid(value:int, bounds:Vector2i, errmsg:String) -> bool:
if bounds.x > value or value > bounds.y:
errmsg = errmsg % [value, bounds.x, bounds.y]
@ -12,6 +16,9 @@ func are_coords_valid(value:int, bounds:Vector2i, errmsg:String) -> bool:
return false
return true
func choose_randomly(list_of_entries):
return list_of_entries[randi() % list_of_entries.size()]
var world_map: TileMap
var map_image_size:Vector2i
@ -44,10 +51,6 @@ const TYPE_POWERPLANT:String = "powerplant"
const TYPE_ROADS:String = "roads"
const TYPE_DEMOLISH:String = "demolish"
# tilemap layers
const LAYER_TERRAIN:int = 0
const LAYER_BUILDINGS:int = 1
# camera movement settings
var CAMERA_ZOOM_LEVEL: float = 1.0
@ -71,6 +74,56 @@ const MAP_MAX_WIDTH:int = 1000
const TILE_SIZE_X:int = 16
const TILE_SIZE_Y:int = 16
# tile dict to tilemap
var td = {
TILE_WATER: {
"default": [Vector2i(1,0)]
},
TILE_TERRAIN: {
"default": [Vector2i(0,0)],
# 4 land tiles around water
[1,1,1,1]: [Vector2i(0,0)],
# 3 land tiles around water
[1,1,1,0]: [Vector2i(0,0)],
[1,1,0,1]: [Vector2i(0,0)],
[1,0,1,1]: [Vector2i(0,0)],
[0,1,1,1]: [Vector2i(0,0)],
# 2 land tiles around water
[1,1,0,0]: [Vector2i(11,0), Vector2i(12,0)],
[0,1,1,0]: [Vector2i(7,0), Vector2i(8,0)],
[0,0,1,1]: [Vector2i(19,0), Vector2i(20,0)],
[1,0,0,1]: [Vector2i(15,0), Vector2i(16,0)],
# 1 land tile around water
[0,0,0,1]: [Vector2i(17,0), Vector2i(18,0)],
[0,0,1,0]: [Vector2i(5,0), Vector2i(6,0)],
[0,1,0,0]: [Vector2i(9,0), Vector2i(10,0)],
[1,0,0,0]: [Vector2i(13,0), Vector2i(14,0)],
},
TILE_FOREST: {
"default": [Vector2i(5,1)],
# 4 forest tiles around land
[2,2,2,2]: [Vector2i(5,1)],
# 3 forest tiles around land
[2,2,2,1]: [Vector2i(5,1)],
[2,2,1,2]: [Vector2i(5,1)],
[2,1,2,2]: [Vector2i(5,1)],
[1,2,2,2]: [Vector2i(5,1)],
# 2 forest tiles around land
[2,2,1,1]: [Vector2i(28,0)],
[1,2,2,1]: [Vector2i(26,0)],
[1,1,2,2]: [Vector2i(24,0)],
[2,1,1,2]: [Vector2i(22,0)],
# 1 forest tile around land
[1,1,1,2]: [Vector2i(23,0)],
[1,1,2,1]: [Vector2i(25,0)],
[1,2,1,1]: [Vector2i(27,0)],
[2,1,1,1]: [Vector2i(29,0)],
},
TILE_BOG: {
"key": [Vector2i(0,0)]
}
}
# error messages
const ERROR_BUILDING_TYPE_NOT_SET:String = "Building type not set, while trying to place building."
const ERROR_BUTTON_NOT_FOUND:String = "Button '%s' not found when trying to set it's properties in Control.gd!"