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23 changed files with 34 additions and 34 deletions
327
source/WorldGenerator.gd
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327
source/WorldGenerator.gd
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class_name WorldGenerator
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extends RefCounted
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# About biome generation with noise: https://www.redblobgames.com/maps/terrain-from-noise/
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# Trees with Poisson Disc: http://devmag.org.za/2009/05/03/poisson-disk-sampling/
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signal worldgenerator_function_called(message:String, runtime:float)
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var image:Image = Image.new()
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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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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 choose_randomly(list_of_entries):
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return list_of_entries[randi() % list_of_entries.size()]
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func choose_tile(tile:Vector2i, selected, surrounding) -> Array:
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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_size) or (tile.x+dir.x >= Globals.map_size):
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surrounding_tiles.append(surrounding)
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elif Globals.map_terrain_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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# 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 = choose_randomly(selected_tile)
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else:
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tile_coords = selected_tile[0]
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return [tile_coords, 0 if selected_tile else choose_randomly([0,1,2,3])]
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# Generates biomes, like forest and bog
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func generate_biomes() -> void:
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# generate a new noisemap which should emulate forest-looking areas
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var fnl:FastNoiseLite = FastNoiseLite.new()
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fnl.noise_type = FastNoiseLite.TYPE_SIMPLEX
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fnl.seed = 69 #randi()
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fnl.frequency = 0.01
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fnl.fractal_type = FastNoiseLite.FRACTAL_FBM
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fnl.fractal_octaves = 7
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fnl.fractal_lacunarity = 1.671
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fnl.fractal_gain = 0.947
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var water_next_to_tile:bool = false
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for y in Globals.map_terrain_data.size():
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for x in Globals.map_terrain_data[y].size():
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# replace non-water with biomes
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if Globals.map_terrain_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_size) or (x+dir.x >= Globals.map_size):
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continue
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if Globals.map_terrain_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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Globals.map_terrain_data[y][x] = Globals.TILE_FOREST
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# can add other tresholds here for other biomes
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# TODO move to globals later
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var parcel_width = 16
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var parcel_height = 64
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# forests are not generated yet so can just compare water and terrain
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func is_filled_with_water(coords:Vector2i) -> bool:
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var terrain_tile_count:int = 0
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for y in range(coords.y, coords.y + parcel_height):
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for x in range(coords.x, coords.x + parcel_width):
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if Globals.map_terrain_data[y][x] == Globals.TILE_TERRAIN:
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terrain_tile_count += 1
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# parcel is ok if it has at least one land
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if terrain_tile_count > 0:
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return false
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return true
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func generate_parcels() -> void:
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# divide the land area Cadastres / Parcels
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# TODO better solution, this is something my skills were able to handle at proto stage
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# should replace with a real/better algo when I am skilled enough to do it
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Globals.map_parcel_data.resize(Globals.map_size / parcel_height)
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for y in Globals.map_size / parcel_height:
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Globals.map_parcel_data[y].resize(Globals.map_size / parcel_width)
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for x in Globals.map_size / parcel_width:
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# ignore parcels full fo water
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if !is_filled_with_water(Vector2i(y,x)):
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# 0 = top left corner, 1 = bottom right corner, 2 = owner
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Globals.map_parcel_data[y][x] = [
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Vector2i(y * parcel_height, x * parcel_width),
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Vector2i(y * parcel_height + parcel_height, x * parcel_width + parcel_width),
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Globals.PARCEL_STATE
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]
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#for row in Globals.map_parcel_data:
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# print(row)
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#for col in row:
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# print(Globals.map_parcel_data[row][col])
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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:String = Globals.ERROR_FAILED_TO_LOAD_FILE
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push_error(errmsg % filename)
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return false
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if (image.get_size().x / image.get_size().y) != 1:
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push_error("Error: image size was invalid in world generator")
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return false
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var image_size:Vector2i = image.get_size()
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Globals.map_size = image_size.x
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if !validate_mapgen_params():
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push_error("Error: invalid mapgen size parameters in world generator")
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return false
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# idx 0: message sent to GUI, 1: function call, 2: optional args
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var worldgen_calls:Array[Array] = [
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["Reading image data", "read_image_pixel_data"],
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["Smoothing water", "smooth_land_features", Globals.TILE_WATER],
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["Generating parcels", "generate_parcels"],
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["Generating biomes", "generate_biomes"],
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["Smoothing forests", "smooth_land_features", Globals.TILE_FOREST],
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["Precalculating tilemap tiles", "select_tilemap_tiles"],
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]
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# do this to send the generation stage and processing time to GUI
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var start:int;
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var end:int;
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for function in worldgen_calls:
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start = Time.get_ticks_usec()
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if function.size() == 3:
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self.call(function[1], function[2])
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else:
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self.call(function[1])
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end = Time.get_ticks_usec()
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emit_signal("worldgenerator_function_called", (end-start)/1000.0, function[0])
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return true
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func read_image_pixel_data() -> void:
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# initialize the array to have enough rows
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Globals.map_terrain_data.resize(Globals.map_size)
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Globals.map_tile_data.resize(Globals.map_size)
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for y in Globals.map_size:
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#initialize the row to have enough columns
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Globals.map_terrain_data[y].resize(Globals.map_size)
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Globals.map_tile_data[y].resize(Globals.map_size)
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for x in Globals.map_size:
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if image.get_pixel(x, y) == Globals.WATER_TILE_COLOR_IN_MAP_FILE:
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Globals.map_terrain_data[y][x] = Globals.TILE_WATER
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else:
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Globals.map_terrain_data[y][x] = Globals.TILE_TERRAIN
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func select_tilemap_tiles() -> void:
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for y in Globals.map_terrain_data.size():
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for x in Globals.map_terrain_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 Globals.map_terrain_data[y][x]:
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Globals.TILE_WATER: # water or shoreline
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Globals.map_tile_data[y][x] = choose_tile(Vector2i(x,y), Globals.TILE_WATER, Globals.TILE_TERRAIN)
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Globals.TILE_TERRAIN: #terrain or forest edge
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Globals.map_tile_data[y][x] = choose_tile(Vector2i(x,y), Globals.TILE_TERRAIN, Globals.TILE_FOREST)
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Globals.TILE_FOREST:
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Globals.map_tile_data[y][x] = [Vector2i(5,1), choose_randomly([0,1,2,3])]
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_: #default
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push_error("should be never here in worldgen!")
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pass
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# Fill water tiles, surrounded in 3-4 sides by land, with land.
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# Do it recursively with limit of n recursions!
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func smooth_land_features(tile_type:int) -> void:
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# TODO for testing avoid map borders to make it simpler to implement
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for y in range(1, Globals.map_size-1):
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for x in range(1, Globals.map_size-1):
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if Globals.map_terrain_data[y][x] != tile_type:
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continue
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match tile_type:
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Globals.TILE_WATER:
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smooth_recursively(
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Vector2i(x, y),
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Globals.TILE_WATER,
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Globals.TILE_TERRAIN
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)
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Globals.TILE_FOREST:
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smooth_forest_recursively(
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Vector2i(x, y),
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Globals.TILE_FOREST,
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Globals.TILE_TERRAIN
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)
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# TEMP SPAGHETTI SOLUTION
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func smooth_forest_recursively(pos:Vector2i, selected:int, comp:int) -> void:
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# now we are supposed to be inspecting a tile with land
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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 out of bounds hack
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if (pos.y+dir.y >= Globals.map_size) or (pos.x+dir.x >= Globals.map_size):
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surrounding_tiles.append(comp)
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elif Globals.map_terrain_data[pos.y+dir.y][pos.x+dir.x] == comp:
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surrounding_tiles.append(comp)
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elif Globals.map_terrain_data[pos.y+dir.y][pos.x+dir.x] == selected:
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surrounding_tiles.append(selected)
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match surrounding_tiles:
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[1,1,1,2]: #west
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Globals.map_terrain_data[pos.y][pos.x] = comp
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pos.x -= 1
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[1,1,2,1]: #north
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Globals.map_terrain_data[pos.y][pos.x] = comp
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pos.y -= 1
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[1,2,1,1]: #east
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Globals.map_terrain_data[pos.y][pos.x] = comp
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pos.x += 1
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[2,1,1,1]: #south
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Globals.map_terrain_data[pos.y][pos.x] = comp
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pos.y += 1
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[1,1,1,1]: # remove solo forests
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Globals.map_terrain_data[pos.y][pos.x] = comp
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return
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_:
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return
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smooth_forest_recursively(pos, selected, comp)
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func smooth_recursively(pos:Vector2i, selected:int, comp:int) -> void:
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# now we are supposed to be inspecting a tile with land
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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 out of bounds hack
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if (pos.y+dir.y >= Globals.map_size) or (pos.x+dir.x >= Globals.map_size):
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surrounding_tiles.append(comp)
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elif Globals.map_terrain_data[pos.y+dir.y][pos.x+dir.x] == comp:
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surrounding_tiles.append(comp)
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elif Globals.map_terrain_data[pos.y+dir.y][pos.x+dir.x] == selected:
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surrounding_tiles.append(selected)
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match surrounding_tiles:
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[1,1,1,0]: #west
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Globals.map_terrain_data[pos.y][pos.x] = comp
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pos.x -= 1
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[1,1,0,1]: #north
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Globals.map_terrain_data[pos.y][pos.x] = comp
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pos.y -= 1
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[1,0,1,1]: #east
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Globals.map_terrain_data[pos.y][pos.x] = comp
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pos.x += 1
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[0,1,1,1]: #south
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Globals.map_terrain_data[pos.y][pos.x] = comp
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pos.y += 1
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_:
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return
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smooth_recursively(pos, selected, comp)
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func validate_mapgen_params() -> bool:
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if !are_coords_valid(
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Globals.map_size,
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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_size,
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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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return true
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