#8 Generates resources based on resource data #10 Shows total resources and adjusts for new resources
76 lines
2.8 KiB
GDScript
76 lines
2.8 KiB
GDScript
class_name World extends Node2D
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@export var game_resources: Array[GameResource]
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var terrain_noise := FastNoiseLite.new()
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var resource_noise: Noise = FastNoiseLite.new()
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var temp_size = 150
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var temp_noise_val = []
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var temp_noise_reg = []
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var noise_regions := [-999,0,999]
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var atlas_regions := [Vector2i(0,1),Vector2i(0,0)]
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var world_data: Dictionary = {}
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@onready var world_grid: TileMap = $world_grid
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func get_noise_value(x: int, y: int):
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return terrain_noise.get_noise_2d(x,y) * 500
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func is_resource_tile(x: int, y: int) -> GameResource:
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for res: GameResource in game_resources:
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var noise = resource_noise.get_noise_2d(x, y)
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if res.spawn_region_min < noise and noise < res.spawn_region_max:
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return res
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return null
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func get_noise_region(x,y):
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var noise_val = get_noise_value(x,y)
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for i in range(noise_regions.size()):
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if noise_regions[i] <= noise_val and noise_val < noise_regions[i+1]:
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return i
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func _ready():
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terrain_noise.seed = randi()
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resource_noise.seed = randi()
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for x in range(-temp_size, temp_size):
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for y in range(-temp_size, temp_size):
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change_location_data(Vector2i(x,y), Constants.TilemapLayers.GROUND, atlas_regions[get_noise_region(x,y)])
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var tile_res := is_resource_tile(x,y)
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if tile_res:
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change_location_resource(Vector2i(x,y), tile_res)
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temp_noise_val.append(get_noise_value(x,y))
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temp_noise_reg.append(get_noise_region(x,y))
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prints(temp_noise_val.min(), temp_noise_val.max())
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for region in noise_regions.size():
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prints(region, noise_regions[region], temp_noise_reg.count(region))
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func _process(delta):
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var mouse_pos = world_grid.local_to_map(get_local_mouse_position())
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world_grid.clear_layer(Constants.TilemapLayers.CURSOR)
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world_grid.set_cell(Constants.TilemapLayers.CURSOR, mouse_pos,0,Vector2i(0,7))
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func corrupt_location(loc: Vector2i):
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if world_data[loc].change_layer(Constants.TilemapLayers.CORRUPTION, true):
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var corrupted_cells := world_data.values().filter(func(cell: CellData): return cell.is_corrupted()).map(func(cell: CellData) -> Vector2i: return cell._pos)
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world_grid.set_cells_terrain_connect(Constants.TilemapLayers.CORRUPTION, corrupted_cells, 0, 0)
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func grid_location(global_pos: Vector2) -> Vector2i:
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return world_grid.local_to_map(global_pos)
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func change_location_data(pos: Vector2i, layer: int, data: Vector2i) -> void:
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if not world_data.has(pos):
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world_data[pos] = CellData.new(pos)
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world_data[pos].change_layer(layer, data)
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world_grid.set_cell(layer, pos, 0, data)
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func change_location_resource(pos: Vector2i, data: GameResource) -> void:
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world_data[pos].change_resource(data)
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world_grid.set_cell(Constants.TilemapLayers.ENVIRONMENT, pos, 0, data.atlas_location)
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func get_corrupted_resources() -> Array:
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return world_data.values().filter(func(cell: CellData): return cell.is_corrupted() and cell.has_layer(Constants.TilemapLayers.ENVIRONMENT))
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