class_name World extends Node2D @export var game_resources: Array[GameResource] var terrain_noise := FastNoiseLite.new() var resource_noise: Noise = FastNoiseLite.new() var temp_size = 150 var temp_noise_val = [] var temp_noise_reg = [] var noise_regions := [-999,0,999] var atlas_regions := [Vector2i(0,1),Vector2i(0,0)] var world_data: Dictionary = {} @onready var world_grid: TileMap = $world_grid func get_noise_value(x: int, y: int): return terrain_noise.get_noise_2d(x,y) * 500 func is_resource_tile(x: int, y: int) -> GameResource: for res: GameResource in game_resources: var noise = resource_noise.get_noise_2d(x, y) if res.spawn_region_min < noise and noise < res.spawn_region_max: return res return null func get_noise_region(x,y): var noise_val = get_noise_value(x,y) for i in range(noise_regions.size()): if noise_regions[i] <= noise_val and noise_val < noise_regions[i+1]: return i func _ready(): terrain_noise.seed = randi() resource_noise.seed = randi() for x in range(-temp_size, temp_size): for y in range(-temp_size, temp_size): change_location_data(Vector2i(x,y), Constants.TilemapLayers.GROUND, atlas_regions[get_noise_region(x,y)]) var tile_res := is_resource_tile(x,y) if tile_res: change_location_resource(Vector2i(x,y), tile_res) temp_noise_val.append(get_noise_value(x,y)) temp_noise_reg.append(get_noise_region(x,y)) prints(temp_noise_val.min(), temp_noise_val.max()) for region in noise_regions.size(): prints(region, noise_regions[region], temp_noise_reg.count(region)) func _process(delta): var mouse_pos = world_grid.local_to_map(get_local_mouse_position()) world_grid.clear_layer(Constants.TilemapLayers.CURSOR) world_grid.set_cell(Constants.TilemapLayers.CURSOR, mouse_pos,0,Vector2i(0,7)) func corrupt_location(loc: Vector2i): if world_data[loc].change_layer(Constants.TilemapLayers.CORRUPTION, true): var corrupted_cells := world_data.values().filter(func(cell: CellData): return cell.is_corrupted()).map(func(cell: CellData) -> Vector2i: return cell._pos) world_grid.set_cells_terrain_connect(Constants.TilemapLayers.CORRUPTION, corrupted_cells, 0, 0) func grid_location(global_pos: Vector2) -> Vector2i: return world_grid.local_to_map(global_pos) func change_location_data(pos: Vector2i, layer: int, data: Vector2i) -> void: if not world_data.has(pos): world_data[pos] = CellData.new(pos) world_data[pos].change_layer(layer, data) world_grid.set_cell(layer, pos, 0, data) func change_location_resource(pos: Vector2i, data: GameResource) -> void: world_data[pos].change_resource(data) world_grid.set_cell(Constants.TilemapLayers.ENVIRONMENT, pos, 0, data.atlas_location) func get_corrupted_resources() -> Array: return world_data.values().filter(func(cell: CellData): return cell.is_corrupted() and cell.has_layer(Constants.TilemapLayers.ENVIRONMENT))