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

@ -1,8 +1,6 @@
class_name WorldGeneration
extends RefCounted
signal set_camera_position(pos:Vector2)
var image:Image = Image.new()
var map_tile_data:Array[Array] = [[]] # store map tile info to a 2d array
var directions:Array = [
@ -11,57 +9,45 @@ var directions:Array = [
Vector2i(0,-1), # north
Vector2i(-1,0) # west
]
var count:int = 0
func choose_forest_tile(tile:Vector2i) -> Vector2i:
var surrounding_tiles:Array = []
# determine which directions have forest around the tile
for dir in directions:
# avoid index out of bounds
if (tile.y+dir.y >= Globals.map_image_size.y) or (tile.x+dir.x >= Globals.map_image_size.x):
surrounding_tiles.append(Globals.TILE_TERRAIN)
elif map_tile_data[tile.y+dir.y][tile.x+dir.x] == Globals.TILE_FOREST:
surrounding_tiles.append(Globals.TILE_FOREST)
continue
surrounding_tiles.append(Globals.TILE_TERRAIN)
var selected_tile = match_forest_tile(surrounding_tiles)
if selected_tile.x == -1 or selected_tile.y == -1:
selected_tile = Vector2i(0,0)
return selected_tile
func choose_tile(tile:Vector2i) -> Vector2i:
func choose_tile(tile:Vector2i, selected, surrounding) -> void:
var surrounding_tiles:Array = []
# determine which directions have land around the tile
for dir in directions:
# avoid index out of bounds
if (tile.y+dir.y >= Globals.map_image_size.y) or (tile.x+dir.x >= Globals.map_image_size.x):
surrounding_tiles.append(Globals.TILE_WATER)
elif map_tile_data[tile.y+dir.y][tile.x+dir.x] == Globals.TILE_TERRAIN:
surrounding_tiles.append(Globals.TILE_TERRAIN)
continue
surrounding_tiles.append(Globals.TILE_WATER)
surrounding_tiles.append(surrounding)
elif map_tile_data[tile.y+dir.y][tile.x+dir.x] == surrounding:
surrounding_tiles.append(surrounding)
else:
surrounding_tiles.append(selected)
var selected_tile = match_tile(surrounding_tiles)
if selected_tile.x == -1 or selected_tile.y == -1:
selected_tile = Vector2i(1,0)
# this is because a tile can have more than 1 option
var selected_tile = Globals.td[surrounding].get(surrounding_tiles)
var tile_coords:Vector2i
if selected_tile == null:
tile_coords = Globals.td[selected].get("default")[0]
elif selected_tile.size() > 1:
tile_coords = Globals.choose_randomly(selected_tile)
else:
tile_coords = selected_tile[0]
return selected_tile
func choose_randomly(list_of_entries:Array[int]) -> int:
return list_of_entries[randi() % list_of_entries.size()]
# layer | position coords | tilemap id | coords of the tile at tilemap | alternative tile
Globals.world_map.set_cell(
Globals.LAYER_TERRAIN,
Vector2i(tile.x, tile.y),
2,
tile_coords,
0 if selected_tile else Globals.choose_randomly([0,1,2,3])
)
# Generates biomes, like forest and bog
func generate_biomes() -> void:
print("biome generation")
# generate a new noisemap which should emulate forest-looking areas
var fnl = FastNoiseLite.new()
fnl.noise_type = FastNoiseLite.TYPE_PERLIN
fnl.seed = randi()
fnl.seed = 69 #randi()
fnl.frequency = 0.1
fnl.fractal_type = FastNoiseLite.FRACTAL_FBM
fnl.fractal_octaves = 3
@ -69,14 +55,14 @@ func generate_biomes() -> void:
fnl.fractal_gain = 1.746
var water_next_to_tile:bool = false
#var noise_img = Image.new()
#noise_img = fnl.get_image(Globals.map_image_size.x, Globals.map_image_size.y)
for y in map_tile_data.size():
for x in map_tile_data[y].size():
for x in map_tile_data[y].size():
# replace non-water with biomes
if map_tile_data[y][x] > 0:
water_next_to_tile = false
# don't put forest next to water
for dir in directions:
if (y+dir.y >= Globals.map_image_size.y) or (x+dir.x >= Globals.map_image_size.x):
@ -84,13 +70,12 @@ func generate_biomes() -> void:
if map_tile_data[y+dir.y][x+dir.x] == Globals.TILE_WATER:
water_next_to_tile = true
# if there's no water next to a land tile, it can be replaced with forest
if !water_next_to_tile:
var noise_sample = fnl.get_noise_2d(x,y)
if noise_sample < 0.1:
count += 1
map_tile_data[y][x] = Globals.TILE_FOREST
print("maata korvattu ", count)
# can add other tresholds here for other biomes
func generate_world(filename) -> bool:
# Try to load the image which we used to place water & ground to world map
@ -106,95 +91,12 @@ func generate_world(filename) -> bool:
return false
read_image_pixel_data()
smooth_land_features()
smooth_land_features(Globals.TILE_WATER) # smooth water
generate_biomes()
set_tilemap_tiles()
# center camera to world map
emit_signal(
"set_camera_position",
Vector2(Globals.map_image_size.x / 2.0 * Globals.TILE_SIZE_X,
Globals.map_image_size.y / 2.0 * Globals.TILE_SIZE_Y)
)
smooth_land_features(Globals.TILE_FOREST) # smooth out forest
set_tilemap_tiles()
return true
func match_forest_tile(surrounding_tiles) -> Vector2i:
match surrounding_tiles:
# 4 forest tiles around land
[2,2,2,2]:
return Vector2i(5,1) # forest tile
# 3 forest tiles around land
[2,2,2,1]:
return Vector2i(5,1) # forest tile
[2,2,1,2]:
return Vector2i(5,1) # forest tile
[2,1,2,2]:
return Vector2i(5,1) # forest tile
[1,2,2,2]:
return Vector2i(5,1) # forest tile
# 2 forest tiles around land
[2,2,1,1]: # south & east
return Vector2i(28,0)
[1,2,2,1]: # north & east
return Vector2i(26,0)
[1,1,2,2]: # north & west
return Vector2i(24,0)
[2,1,1,2]: # south & west
return Vector2i(22,0)
# 1 forest tile around land
[1,1,1,2]: # west only
return Vector2i(23,0)
[1,1,2,1]: # north only
return Vector2i(25,0)
[1,2,1,1]: # east only
return Vector2i(27,0)
[2,1,1,1]: # south only
return Vector2i(29,0)
_: # otherwise skip drawing
return Vector2i(-1,-1)
func match_tile(surrounding_tiles) -> Vector2i:
match surrounding_tiles:
# 4 land tiles around water
[1,1,1,1]:
return Vector2i(0,0) # land tile
# 3 land tiles around water
[1,1,1,0]:
return Vector2i(0,0) # land tile
[1,1,0,1]:
return Vector2i(0,0) # land tile
[1,0,1,1]:
return Vector2i(0,0) # land tile
[0,1,1,1]:
return Vector2i(0,0) # land tile
# 2 land tiles around water
[1,1,0,0]: # south & east
return Vector2i(choose_randomly([11,12]),0)
[0,1,1,0]: # north & east
return Vector2i(choose_randomly([7,8]),0)
[0,0,1,1]: # north & west
return Vector2i(choose_randomly([19,20]),0)
[1,0,0,1]: # south & west
return Vector2i(choose_randomly([15,16]),0)
# 1 land tile around water
[0,0,0,1]: # west only
return Vector2i(choose_randomly([17,18]),0)
[0,0,1,0]: # north only
return Vector2i(choose_randomly([5,6]),0)
[0,1,0,0]: # east only
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
@ -212,77 +114,119 @@ func read_image_pixel_data():
func set_tilemap_tiles() -> void:
for y in map_tile_data.size():
for x in map_tile_data[y].size():
for x in map_tile_data[y].size():
# layer | position coords | tilemap id | coords of the tile at tilemap | alternative tile
match map_tile_data[y][x]:
Globals.TILE_WATER:
Globals.world_map.set_cell(
Globals.LAYER_TERRAIN,
Vector2i(x, y),
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(