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

@ -21,8 +21,8 @@ Globals="*res://scripts/Globals.gd"
[display]
window/size/viewport_width=1920
window/size/viewport_height=1080
window/size/mode=2
window/size/resizable=false
[input]

View file

@ -470,7 +470,14 @@ texture = ExtResource("5_bqev6")
0:0/2/flip_v = true
0:0/3 = 3
0:0/3/transpose = true
1:0/next_alternative_id = 4
1:0/0 = 0
1:0/1 = 1
1:0/1/flip_h = true
1:0/2 = 2
1:0/2/flip_v = true
1:0/3 = 3
1:0/3/transpose = true
2:0/0 = 0
3:0/0 = 0
4:0/0 = 0
@ -1528,6 +1535,7 @@ offset_right = 936.0
offset_bottom = 256.0
horizontal_alignment = 2
[connection signal="set_camera_position" from="." to="World/CameraZoom2D" method="_on_set_camera_position"]
[connection signal="button_pressed" from="UILayer/Control" to="World" method="_on_control_button_pressed"]
[connection signal="pressed" from="UILayer/Control/ConstructionPanel/button_residental" to="UILayer/Control" method="_on_button_residental_pressed"]
[connection signal="pressed" from="UILayer/Control/ConstructionPanel/button_commercial" to="UILayer/Control" method="_on_button_commercial_pressed"]

View file

@ -24,7 +24,7 @@ func _set_camera_zoom_level(value: float) -> void:
Globals.CAMERA_ZOOM_DURATION
)
func _on_world_set_camera_position(pos: Vector2) -> void:
func _on_set_camera_position(pos: Vector2) -> void:
self.position = pos
func _unhandled_input(event):

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]
@ -13,6 +17,9 @@ func are_coords_valid(value:int, bounds:Vector2i, errmsg:String) -> bool:
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!"

View file

@ -9,16 +9,20 @@
class_name Main
extends Node
signal set_camera_position(pos:Vector2)
# The idea is for the user to be able to choose the map from GUI later
var map_filename: String = "res://maps/varkaus_256x256px_test.png"
#var map_filename: String = "res://maps/tampere_10x10km_1000px.png"
var map_filename:String = "res://maps/tampere_200px_crop.png"
var _world := World.new()
var _world_generator := WorldGeneration.new()
func _init():
DisplayServer.window_set_size(
#Vector2i(Globals.DEFAULT_X_RES, Globals.DEFAULT_Y_RES)
Vector2i(3800,2000)
)
# DisplayServer.window_set_size(
# #Vector2i(Globals.DEFAULT_X_RES, Globals.DEFAULT_Y_RES)
# Vector2i(3800,2000)
# )
pass
# Called when the node enters the scene tree for the first time.
func _ready():
@ -31,6 +35,13 @@ func _ready():
push_error(Globals.ERROR_WHILE_GENERATING_MAP)
quit_game()
# 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)
)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta):
pass

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 = [
@ -12,56 +10,44 @@ var directions:Array = [
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
@ -70,13 +56,13 @@ func generate_biomes() -> void:
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():
# 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
@ -106,96 +91,13 @@ func generate_world(filename) -> bool:
return false
read_image_pixel_data()
smooth_land_features()
smooth_land_features(Globals.TILE_WATER) # smooth water
generate_biomes()
smooth_land_features(Globals.TILE_FOREST) # smooth out forest
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)
)
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
map_tile_data.resize(Globals.map_image_size.y)
@ -215,74 +117,116 @@ func set_tilemap_tiles() -> void:
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_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))
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
)
func smooth_recursively(pos:Vector2i) -> void:
# 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(