Much stuff wow
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47
Utilities/BiomeGeneration/BiomeData.gd
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47
Utilities/BiomeGeneration/BiomeData.gd
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class_name BiomeDataClass
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extends Node
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var tree_collection = preload("res://Entities/Tree/Resources/TreeData.tres") as TreeDataCollection
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# Calculate spawn probability for each tree type
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func calculate_tree_probabilities(x: int, z: int) -> Dictionary:
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if Global.biome_data == null:
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Log.pr("Biome data not initialized. Call generate_environment_maps first.")
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return {}
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if x > Global.map_data.size() and x <= 0:
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if z > Global.map_data[x].size() and z <= 0:
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Log.pr("Coordinates out of bounds: (%d, %d)" % [x, z])
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return {}
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var moisture = Global.biome_data.moisture.get_pixel(x, z).r
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var temperature = Global.biome_data.temperature.get_pixel(x, z).r
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var elevation = Global.biome_data.elevation.get_pixel(x, z).r
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var probabilities = {}
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for tree in tree_collection.trees:
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# Calculate suitability for each environmental factor
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var moisture_suit = calculate_suitability(moisture, tree.moisture_range[0], tree.moisture_range[1])
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var temp_suit = calculate_suitability(temperature, tree.temperature_range[0], tree.temperature_range[1])
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var elev_suit = calculate_suitability(elevation, tree.elevation_range[0], tree.elevation_range[1])
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# Combined probability
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probabilities[tree.tree_name] = {}
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probabilities[tree.tree_name]['chance'] = moisture_suit * temp_suit * elev_suit
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probabilities[tree.tree_name]['resource'] = tree
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return probabilities
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func calculate_suitability(value: float, min_pref: float, max_pref: float) -> float:
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if value >= min_pref and value <= max_pref:
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return 1.0
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else:
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var distance_outside = 0.0
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if value < min_pref:
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distance_outside = min_pref - value
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else:
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distance_outside = value - max_pref
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# Exponential decay - drops very quickly
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return max(0.01, exp(-distance_outside * 10.0))
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