citylimits-next/source/WorldGenerator.gd
2023-02-18 15:59:27 +02:00

348 lines
11 KiB
GDScript

class_name WorldGenerator
extends RefCounted
# About biome generation with noise: https://www.redblobgames.com/maps/terrain-from-noise/
# Trees with Poisson Disc: http://devmag.org.za/2009/05/03/poisson-disk-sampling/
signal worldgenerator_function_called(message:String, runtime:float)
var image:Image = Image.new()
var directions:Array = [
Vector2i(0,1), # south
Vector2i(1,0), # east
Vector2i(0,-1), # north
Vector2i(-1,0) # west
]
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]
push_error(errmsg)
return false
return true
func choose_randomly(list_of_entries):
return list_of_entries[randi() % list_of_entries.size()]
func choose_tile(tile:Vector2i, selected, surrounding) -> Array:
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_size) or (tile.x+dir.x >= Globals.map_size):
surrounding_tiles.append(surrounding)
elif Globals.map_terrain_data[tile.y+dir.y][tile.x+dir.x] == surrounding:
surrounding_tiles.append(surrounding)
else:
surrounding_tiles.append(selected)
# 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 = choose_randomly(selected_tile)
else:
tile_coords = selected_tile[0]
return [tile_coords, 0 if selected_tile else choose_randomly([0,1,2,3])]
# Generates biomes, like forest and bog
func generate_biomes() -> void:
# generate a new noisemap which should emulate forest-looking areas
var fnl:FastNoiseLite = FastNoiseLite.new()
fnl.noise_type = FastNoiseLite.TYPE_SIMPLEX
fnl.seed = 69 #randi()
fnl.frequency = 0.01
fnl.fractal_type = FastNoiseLite.FRACTAL_FBM
fnl.fractal_octaves = 7
fnl.fractal_lacunarity = 1.671
fnl.fractal_gain = 0.947
var water_next_to_tile:bool = false
for y in Globals.map_terrain_data.size():
for x in Globals.map_terrain_data[y].size():
# replace non-water with biomes
if Globals.map_terrain_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_size) or (x+dir.x >= Globals.map_size):
continue
if Globals.map_terrain_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:
Globals.map_terrain_data[y][x] = Globals.TILE_FOREST
# can add other tresholds here for other biomes
# forests are not generated yet so can just compare water and terrain
func is_filled_with_water(coords:Vector2i) -> bool:
var terrain_tile_count:int = 0
# 0*64, 0*64 +64-1 = 0-63
# 1*64, 1*64 +63 = 64-127
# 2*64, 2*64 +63 = 128-191
# 3*64, 3*64 +63 = 192-255
for y in range(
coords.y*Globals.PARCEL_HEIGHT,
coords.y*Globals.PARCEL_HEIGHT + Globals.PARCEL_HEIGHT-1
):
for x in range(
coords.x*Globals.PARCEL_WIDTH,
coords.x*Globals.PARCEL_WIDTH + Globals.PARCEL_WIDTH-1
):
if Globals.map_terrain_data[y][x] == Globals.TILE_TERRAIN:
terrain_tile_count += 1
# parcel is ok if it has at least one land
if terrain_tile_count > 0:
return false
return true
func generate_parcels() -> void:
# divide the land area Cadastres / Parcels
# TODO better solution, this is something my skills were able to handle at proto stage
# should replace with a real/better algo when I am skilled enough to do it
Globals.map_parcel_data.resize(Globals.map_size / Globals.PARCEL_HEIGHT)
for y in Globals.map_size / Globals.PARCEL_HEIGHT:
Globals.map_parcel_data[y].resize(Globals.map_size / Globals.PARCEL_WIDTH)
for x in Globals.map_size / Globals.PARCEL_WIDTH:
# ignore parcels full fo water
if !is_filled_with_water(Vector2i(x,y)):
Globals.map_parcel_data[y][x] = Globals.Parcel.new()
Globals.map_parcel_data[y][x].start = Vector2i(
y * Globals.PARCEL_HEIGHT,
x * Globals.PARCEL_WIDTH,
)
Globals.map_parcel_data[y][x].size = Vector2i(
Globals.PARCEL_WIDTH,
Globals.PARCEL_HEIGHT,
)
Globals.map_parcel_data[y][x].owner = Globals.PARCEL_STATE
# not used, but could be used later
var total_parcels = Globals.map_size/Globals.PARCEL_WIDTH * Globals.map_size / Globals.PARCEL_HEIGHT
give_starting_parcels_for_city(total_parcels)
func give_starting_parcels_for_city(_amount:int) -> void:
# gives a x*y parcel initial starting area for the player
var p_x = Globals.map_size/Globals.PARCEL_WIDTH/2
var p_y = Globals.map_size/Globals.PARCEL_HEIGHT/2
for y in range(0, Globals.STARTING_AREA_HEIGHT_IN_PARCELS):
for x in range(0, Globals.STARTING_AREA_WIDTH_IN_PARCELS):
if Globals.map_parcel_data[p_y-y][p_x-x] != null:
Globals.map_parcel_data[p_y-y][p_x-x].owner = Globals.PARCEL_CITY
func generate_world(filename) -> bool:
# Try to load the image which we used to place water & ground to world map
image = load(filename)
if image == null:
var errmsg:String = Globals.ERROR_FAILED_TO_LOAD_FILE
push_error(errmsg % filename)
return false
if (image.get_size().x / image.get_size().y) != 1:
push_error("Error: image size was invalid in world generator")
return false
var image_size:Vector2i = image.get_size()
Globals.map_size = image_size.x
if !validate_mapgen_params():
push_error("Error: invalid mapgen size parameters in world generator")
return false
# idx 0: message sent to GUI, 1: function call, 2: optional args
var worldgen_calls:Array[Array] = [
["Reading image data", "read_image_pixel_data"],
["Smoothing water", "smooth_land_features", Globals.TILE_WATER],
["Generating parcels", "generate_parcels"],
["Generating biomes", "generate_biomes"],
["Smoothing forests", "smooth_land_features", Globals.TILE_FOREST],
["Precalculating tilemap tiles", "select_tilemap_tiles"],
]
# do this to send the generation stage and processing time to GUI
var start:int;
var end:int;
for function in worldgen_calls:
start = Time.get_ticks_usec()
if function.size() == 3:
self.call(function[1], function[2])
else:
self.call(function[1])
end = Time.get_ticks_usec()
emit_signal("worldgenerator_function_called", (end-start)/1000.0, function[0])
return true
func read_image_pixel_data() -> void:
# initialize the array to have enough rows
Globals.map_terrain_data.resize(Globals.map_size)
Globals.map_tile_data.resize(Globals.map_size)
for y in Globals.map_size:
#initialize the row to have enough columns
Globals.map_terrain_data[y].resize(Globals.map_size)
Globals.map_tile_data[y].resize(Globals.map_size)
for x in Globals.map_size:
if image.get_pixel(x, y) == Globals.WATER_TILE_COLOR_IN_MAP_FILE:
Globals.map_terrain_data[y][x] = Globals.TILE_WATER
else:
Globals.map_terrain_data[y][x] = Globals.TILE_TERRAIN
func select_tilemap_tiles() -> void:
for y in Globals.map_terrain_data.size():
for x in Globals.map_terrain_data[y].size():
# layer | position coords | tilemap id | coords of the tile at tilemap | alternative tile
match Globals.map_terrain_data[y][x]:
Globals.TILE_WATER: # water or shoreline
Globals.map_tile_data[y][x] = choose_tile(Vector2i(x,y), Globals.TILE_WATER, Globals.TILE_TERRAIN)
Globals.TILE_TERRAIN: #terrain or forest edge
Globals.map_tile_data[y][x] = choose_tile(Vector2i(x,y), Globals.TILE_TERRAIN, Globals.TILE_FOREST)
Globals.TILE_FOREST:
Globals.map_tile_data[y][x] = [Vector2i(5,1), choose_randomly([0,1,2,3])]
_: #default
push_error("should be never here in worldgen!")
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(tile_type:int) -> void:
# TODO for testing avoid map borders to make it simpler to implement
for y in range(1, Globals.map_size-1):
for x in range(1, Globals.map_size-1):
if Globals.map_terrain_data[y][x] != tile_type:
continue
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
var surrounding_tiles:Array = []
# determine which directions have land around the tile
for dir in directions:
# avoid out of bounds hack
if (pos.y+dir.y >= Globals.map_size) or (pos.x+dir.x >= Globals.map_size):
surrounding_tiles.append(comp)
elif Globals.map_terrain_data[pos.y+dir.y][pos.x+dir.x] == comp:
surrounding_tiles.append(comp)
elif Globals.map_terrain_data[pos.y+dir.y][pos.x+dir.x] == selected:
surrounding_tiles.append(selected)
match surrounding_tiles:
[1,1,1,2]: #west
Globals.map_terrain_data[pos.y][pos.x] = comp
pos.x -= 1
[1,1,2,1]: #north
Globals.map_terrain_data[pos.y][pos.x] = comp
pos.y -= 1
[1,2,1,1]: #east
Globals.map_terrain_data[pos.y][pos.x] = comp
pos.x += 1
[2,1,1,1]: #south
Globals.map_terrain_data[pos.y][pos.x] = comp
pos.y += 1
[1,1,1,1]: # remove solo forests
Globals.map_terrain_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:
# avoid out of bounds hack
if (pos.y+dir.y >= Globals.map_size) or (pos.x+dir.x >= Globals.map_size):
surrounding_tiles.append(comp)
elif Globals.map_terrain_data[pos.y+dir.y][pos.x+dir.x] == comp:
surrounding_tiles.append(comp)
elif Globals.map_terrain_data[pos.y+dir.y][pos.x+dir.x] == selected:
surrounding_tiles.append(selected)
match surrounding_tiles:
[1,1,1,0]: #west
Globals.map_terrain_data[pos.y][pos.x] = comp
pos.x -= 1
[1,1,0,1]: #north
Globals.map_terrain_data[pos.y][pos.x] = comp
pos.y -= 1
[1,0,1,1]: #east
Globals.map_terrain_data[pos.y][pos.x] = comp
pos.x += 1
[0,1,1,1]: #south
Globals.map_terrain_data[pos.y][pos.x] = comp
pos.y += 1
_:
return
smooth_recursively(pos, selected, comp)
func validate_mapgen_params() -> bool:
if !are_coords_valid(
Globals.map_size,
Vector2i(Globals.MAP_MIN_HEIGHT, Globals.MAP_MAX_HEIGHT),
Globals.ERROR_IMAGE_HEIGHT_INCORRECT):
return false
elif !are_coords_valid(
Globals.map_size,
Vector2i(Globals.MAP_MIN_WIDTH, Globals.MAP_MAX_WIDTH),
Globals.ERROR_IMAGE_WIDTH_INCORRECT):
return false
return true