250 lines
7.4 KiB
GDScript
250 lines
7.4 KiB
GDScript
class_name WorldGeneration
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extends RefCounted
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var image:Image = Image.new()
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var map_tile_data:Array[Array] = [[]] # store map tile info to a 2d array
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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 choose_tile(tile:Vector2i, selected, surrounding) -> void:
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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_image_size.y) or (tile.x+dir.x >= Globals.map_image_size.x):
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surrounding_tiles.append(surrounding)
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elif map_tile_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 = Globals.choose_randomly(selected_tile)
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else:
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tile_coords = selected_tile[0]
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# layer | position coords | tilemap id | coords of the tile at tilemap | alternative tile
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Globals.world_map.set_cell(
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Globals.LAYER_TERRAIN,
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Vector2i(tile.x, tile.y),
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2,
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tile_coords,
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0 if selected_tile else Globals.choose_randomly([0,1,2,3])
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)
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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.new()
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fnl.noise_type = FastNoiseLite.TYPE_PERLIN
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fnl.seed = 69 #randi()
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fnl.frequency = 0.1
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fnl.fractal_type = FastNoiseLite.FRACTAL_FBM
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fnl.fractal_octaves = 3
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fnl.fractal_lacunarity = 1
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fnl.fractal_gain = 1.746
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var water_next_to_tile:bool = false
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for y in map_tile_data.size():
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for x in map_tile_data[y].size():
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# replace non-water with biomes
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if map_tile_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_image_size.y) or (x+dir.x >= Globals.map_image_size.x):
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continue
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if map_tile_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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map_tile_data[y][x] = Globals.TILE_FOREST
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# can add other tresholds here for other biomes
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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 = Globals.ERROR_FAILED_TO_LOAD_FILE
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push_error(errmsg % filename)
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return false
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# Check if image is too small or too large
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Globals.map_image_size = image.get_size()
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if !validate_mapgen_params():
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return false
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read_image_pixel_data()
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smooth_land_features(Globals.TILE_WATER) # smooth water
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generate_biomes()
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smooth_land_features(Globals.TILE_FOREST) # smooth out forest
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set_tilemap_tiles()
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return true
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func read_image_pixel_data():
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# initialize the array to have enough rows
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map_tile_data.resize(Globals.map_image_size.y)
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for y in Globals.map_image_size.y:
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#initialize the row to have enough columns
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map_tile_data[y].resize(Globals.map_image_size.y)
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for x in Globals.map_image_size.x:
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if image.get_pixel(x, y) == Globals.WATER_TILE_COLOR_IN_MAP_FILE:
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map_tile_data[y][x] = Globals.TILE_WATER
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else:
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map_tile_data[y][x] = Globals.TILE_TERRAIN
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func set_tilemap_tiles() -> void:
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for y in map_tile_data.size():
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for x in map_tile_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 map_tile_data[y][x]:
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Globals.TILE_WATER: # water or shoreline
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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.world_map.set_cell(
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# Globals.LAYER_TERRAIN,
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# Vector2i(x, y),
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# 2,
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# Vector2i(0,0),
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# Globals.choose_randomly([0,1,2,3])
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# )
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choose_tile(Vector2i(x,y), Globals.TILE_TERRAIN, Globals.TILE_FOREST)
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Globals.TILE_FOREST:
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Globals.world_map.set_cell(
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Globals.LAYER_TERRAIN,
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Vector2i(x, y),
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2,
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Vector2i(5,1),
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Globals.choose_randomly([0,1,2,3])
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)
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_: #default
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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_image_size.y-1):
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for x in range(1, Globals.map_image_size.x-1):
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if map_tile_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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if map_tile_data[pos.y+dir.y][pos.x+dir.x] == comp:
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surrounding_tiles.append(comp)
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elif map_tile_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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map_tile_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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map_tile_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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map_tile_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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map_tile_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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map_tile_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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if map_tile_data[pos.y+dir.y][pos.x+dir.x] == comp:
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surrounding_tiles.append(comp)
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elif map_tile_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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map_tile_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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map_tile_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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map_tile_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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map_tile_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 !Globals.are_coords_valid(
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Globals.map_image_size.y,
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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 !Globals.are_coords_valid(
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Globals.map_image_size.x,
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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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# Try to load the world tilemap where we place the tiles
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if (Globals.world_map == null):
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var errmsg = Globals.ERROR_WORLD_TILEMAP_NODE_MISSING % Globals.WORLD_NODE
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push_error(errmsg)
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return false
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return true
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