157 lines
3.8 KiB
GDScript
157 lines
3.8 KiB
GDScript
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tool
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extends Spatial
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var GameTile = load("res://utils/GameTile.gd")
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var HexCell = preload("res://addons/gdhexgrid/HexCell.gd")
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onready var HexGrid = preload("res://addons/gdhexgrid/HexGrid.gd").new()
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var IslandGenerator = preload("res://utils/IslandGenerator.gd").new()
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onready var click_area = $ClckArea/CollisionShape
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onready var water = $Water
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onready var highlight = $Highlight
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onready var noise = $Noise
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onready var tiles = $Tiles
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var has_tiles_initialized = false
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var tile_map = {}
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var active_tile = null
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var island_count = 5
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export var world_size = 50 setget do_resize
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export var generate_flag: bool = false setget do_generate
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func _ready():
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assert(get_node("Tiles") != null)
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do_resize(world_size)
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reset()
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generate()
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pass
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func _process(_delta):
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pass
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func do_generate(_flag):
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reset()
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# generate()
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generate_flag = false
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func do_resize(new_size):
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print ("resizing world to size " + str (new_size))
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var water = $Water
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if water == null:
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return
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print ("water node: " + str(water))
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water.transform = Transform.IDENTITY.scaled(Vector3(new_size, new_size, new_size) * 0.5)
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var click_area = $ClckArea
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click_area.transform = water.transform
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world_size = new_size
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return world_size
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func reset():
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var tiles = get_node("Tiles")
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if tiles == null:
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return
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print ("clearing old tiles: " + str(tiles.get_child_count()))
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for tile in tiles.get_children():
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tiles.remove_child(tile)
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tile.queue_free()
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tile_map = {}
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func generate():
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print ("generating world with size " + str(world_size))
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reset()
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generate_base_tiles()
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apply_noise_as_height()
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func apply_noise_as_height():
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var texture : Texture = noise.texture
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yield(texture, "changed")
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var noise = texture.get_data()
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noise.lock()
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var vec1 = Vector2.ONE
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vec1 = vec1 * Vector2(0.5, 0.2)
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for i in range (-world_size / 2, world_size / 2):
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for j in range (-world_size / 2, world_size / 2):
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var coord = Vector2(i,j)
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var tile = tile_map[coord]
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var tex_coord_normalized = (coord / world_size) * 0.5 + Vector2(0.5, 0.5)
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var tex_coord = tex_coord_normalized * texture.get_size()
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# -25 ... 25 -> 0 ... 1
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# (coord / (size * 0.5)) * 0.5 + 0.5: -1 .. 1
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var noise_value = texture.get_data().get_pixelv(tex_coord)
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tile.transform.origin.y = noise_value[0] * 5.0 - 3
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noise.unlock()
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func generate_base_tiles():
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for i in range (-world_size / 2, world_size / 2):
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for j in range (-world_size / 2, world_size / 2):
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var tile = GameTile.new()
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tile.type = GameTile.TileType.Water
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tile.offset_coords = Vector2(i,j)
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add_tile_for_hex(tile)
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func add_tile_for_hex(game_tile):
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var hexgrid = preload("res://addons/gdhexgrid/HexGrid.gd").new()
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var HexTile3D = preload("res://scenes/HexTile3D.tscn")
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var tile = HexTile3D.instance()
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var pos = hexgrid.get_hex_center_from_offset(game_tile.offset_coords)
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var height = -2.0 # if game_tile.type == GameTile.TileType.Sand else 0.1 + rand_range(0.0, 0.05)
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tiles.add_child(tile)
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tile_map[game_tile.offset_coords] = tile
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tile.set_tiletype(game_tile.type)
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tile.transform.origin = Vector3(pos.x, height, pos.y)
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tile.game_tile = game_tile
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return tile
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func _on_ClckArea_input_event(_camera, _event, position, _normal, _shape_idx):
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var hex_at_position = HexGrid.get_hex_at(position)
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var offset_coords = hex_at_position.offset_coords
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var hex_center = HexGrid.get_hex_center_from_offset(offset_coords)
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highlight.transform.origin = Vector3 (hex_center.x, 0.0, hex_center.y)
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var world_tile = null
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if offset_coords in tile_map.keys():
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world_tile = tile_map[offset_coords]
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if active_tile != null and world_tile != active_tile:
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pass
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if active_tile == world_tile:
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return
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if world_tile == null:
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return
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active_tile = world_tile
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func _on_ClckArea_mouse_entered():
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highlight.visible = true
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func _on_ClckArea_mouse_exited():
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highlight.visible = false
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