Much stuff wow

This commit is contained in:
Dan Baker 2025-06-27 11:58:59 +01:00
parent 7255cbdf64
commit 734730beee
45 changed files with 697 additions and 119 deletions

BIN
Assets/temp_models/Textures/colormap.png (Stored with Git LFS) Normal file

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@ -0,0 +1,35 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://m3jsjukytaqy"
path.s3tc="res://.godot/imported/colormap.png-ba57e54e3743a282f3d81dcd3a2fa8c2.s3tc.ctex"
metadata={
"imported_formats": ["s3tc_bptc"],
"vram_texture": true
}
[deps]
source_file="res://Assets/temp_models/Textures/colormap.png"
dest_files=["res://.godot/imported/colormap.png-ba57e54e3743a282f3d81dcd3a2fa8c2.s3tc.ctex"]
[params]
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=0

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@ -4,12 +4,12 @@ importer="scene"
importer_version=1 importer_version=1
type="PackedScene" type="PackedScene"
uid="uid://c5squxlbapts8" uid="uid://c5squxlbapts8"
path="res://.godot/imported/flowers-tall.glb-95d03d8d03dfdd00c1156b3c9d948d51.scn" path="res://.godot/imported/flowers-tall.glb-f244b44beee32be4bca978c256b9b6a3.scn"
[deps] [deps]
source_file="res://Entities/Tree/assets/flowers-tall.glb" source_file="res://Assets/temp_models/flowers-tall.glb"
dest_files=["res://.godot/imported/flowers-tall.glb-95d03d8d03dfdd00c1156b3c9d948d51.scn"] dest_files=["res://.godot/imported/flowers-tall.glb-f244b44beee32be4bca978c256b9b6a3.scn"]
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@ -4,12 +4,12 @@ importer="scene"
importer_version=1 importer_version=1
type="PackedScene" type="PackedScene"
uid="uid://10c6aovvh80f" uid="uid://10c6aovvh80f"
path="res://.godot/imported/flowers.glb-e088e23c831479646c36442d07fa990a.scn" path="res://.godot/imported/flowers.glb-643d814f11eac4de9f7fc76085d3adac.scn"
[deps] [deps]
source_file="res://Entities/Tree/assets/flowers.glb" source_file="res://Assets/temp_models/flowers.glb"
dest_files=["res://.godot/imported/flowers.glb-e088e23c831479646c36442d07fa990a.scn"] dest_files=["res://.godot/imported/flowers.glb-643d814f11eac4de9f7fc76085d3adac.scn"]
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@ -4,12 +4,12 @@ importer="scene"
importer_version=1 importer_version=1
type="PackedScene" type="PackedScene"
uid="uid://cltv073ea1df6" uid="uid://cltv073ea1df6"
path="res://.godot/imported/grass.glb-e355d999e18b247a452756b0c0298f3f.scn" path="res://.godot/imported/grass.glb-7e581c773d5cf661e4fb13652143204c.scn"
[deps] [deps]
source_file="res://Entities/Tree/assets/grass.glb" source_file="res://Assets/temp_models/grass.glb"
dest_files=["res://.godot/imported/grass.glb-e355d999e18b247a452756b0c0298f3f.scn"] dest_files=["res://.godot/imported/grass.glb-7e581c773d5cf661e4fb13652143204c.scn"]
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@ -4,12 +4,12 @@ importer="scene"
importer_version=1 importer_version=1
type="PackedScene" type="PackedScene"
uid="uid://7pg0hhklawxb" uid="uid://7pg0hhklawxb"
path="res://.godot/imported/mushrooms.glb-fbdb79cee23454ae0534ba9b11cd89be.scn" path="res://.godot/imported/mushrooms.glb-3620553a4f83af03e1259fecf477bba9.scn"
[deps] [deps]
source_file="res://Entities/Tree/assets/mushrooms.glb" source_file="res://Assets/temp_models/mushrooms.glb"
dest_files=["res://.godot/imported/mushrooms.glb-fbdb79cee23454ae0534ba9b11cd89be.scn"] dest_files=["res://.godot/imported/mushrooms.glb-3620553a4f83af03e1259fecf477bba9.scn"]
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@ -4,12 +4,12 @@ importer="scene"
importer_version=1 importer_version=1
type="PackedScene" type="PackedScene"
uid="uid://dpsdijnn33q12" uid="uid://dpsdijnn33q12"
path="res://.godot/imported/plant.glb-7178531d987506ebea1d66a300992d57.scn" path="res://.godot/imported/plant.glb-339d9b8108b82f10d7e228e28ae0b50b.scn"
[deps] [deps]
source_file="res://Entities/Tree/assets/plant.glb" source_file="res://Assets/temp_models/plant.glb"
dest_files=["res://.godot/imported/plant.glb-7178531d987506ebea1d66a300992d57.scn"] dest_files=["res://.godot/imported/plant.glb-339d9b8108b82f10d7e228e28ae0b50b.scn"]
[params] [params]

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@ -3,11 +3,152 @@ extends Node
var map_height: int = 200 var map_height: int = 200
var map_width: int = 200 var map_width: int = 200
var _map_data: Array
var _biome_data: Dictionary = {}
var map_data: Array # Property for map_data with logging
var map_data: Array:
get:
return _map_data
set(value):
_map_data = value
Log.pr("Map data updated")
# Property for biome_data with logging
var biome_data: Dictionary:
get:
return _biome_data
set(value):
_biome_data = value
_log_biome_update()
func _init() -> void: func _init() -> void:
map_data.resize(map_height) _map_data.resize(map_height)
for y in range(map_height): for y in range(map_height):
map_data[y] = [] _map_data[y] = []
map_data[y].resize(map_width) _map_data[y].resize(map_width)
Log.pr("Globals initialized with map size: %d x %d" % [map_width, map_height])
# Helper methods for updating specific parts of the data
func set_map_cell(x: int, y: int, value) -> void:
if x >= 0 and x < map_width and y >= 0 and y < map_height:
_map_data[y][x] = value
Log.pr("Map cell updated at (%d, %d)" % [x, y])
func update_biome(key: String, value) -> void:
_biome_data[key] = value
Log.pr("Biome data updated for key: %s" % key)
# Internal logging function for biome updates
func _log_biome_update() -> void:
var details = []
for key in _biome_data.keys():
var value = _biome_data[key]
if value is Image:
var img = value as Image
details.append("%s: Image[%dx%d]" % [key, img.get_width(), img.get_height()])
else:
details.append("%s: %s" % [key, str(value)])
Log.pr("Biome data updated: { %s }" % ", ".join(details))
display_all_noise_maps()
# Display visual representation of noise map
func display_noise_map(key: String, scale: int = 4) -> void:
if not _biome_data.has(key):
Log.pr("No biome data found for key: %s" % key)
return
var img = _biome_data[key]
if not img is Image:
Log.pr("Data for key '%s' is not an image" % key)
return
var image = img as Image
var width = image.get_width()
var height = image.get_height()
# Sample the image at lower resolution for console display
var display_width = min(width / scale, 50) # Max 50 chars wide
var display_height = min(height / scale, 25) # Max 25 lines tall
Log.pr("=== %s Noise Map (%dx%d) ===" % [key.capitalize(), width, height])
for y in range(display_height):
var line = ""
for x in range(display_width):
# Sample from the original image
var sample_x = int(x * scale)
var sample_y = int(y * scale)
# Get pixel color (assuming grayscale or we'll use red channel)
var pixel = image.get_pixel(sample_x, sample_y)
var intensity = pixel.r # Use red channel as intensity
# Convert intensity to colored circle
line += _get_colored_circle(intensity)
Log.pr(line)
Log.pr("Scale: 1 character = %dx%d pixels" % [scale, scale])
# Convert intensity value to colored circle character
func _get_colored_circle(intensity: float) -> String:
# ANSI color codes for red > yellow > green gradient
var color_code: String
var circle = ""
if intensity < 0.1:
color_code = "[color=maroon]" # Dark red
elif intensity < 0.2:
color_code = "[color=red]" # Red
elif intensity < 0.3:
color_code = "[color=#FF4500]" # Orange red
elif intensity < 0.4:
color_code = "[color=orange]" # Orange
elif intensity < 0.5:
color_code = "[color=#FFD700]" # Gold
elif intensity < 0.6:
color_code = "[color=yellow]" # Yellow
elif intensity < 0.7:
color_code = "[color=#ADFF2F]" # Green yellow
elif intensity < 0.8:
color_code = "[color=lime]" # Lime
elif intensity < 0.9:
color_code = "[color=green]" # Green
else:
color_code = "[color=darkgreen]" # Dark green
return color_code + circle + "[/color]"
# Display all biome maps
func display_all_noise_maps(scale: int = 4) -> void:
for key in _biome_data.keys():
if _biome_data[key] is Image:
display_noise_map(key, scale)
Log.pr("") # Empty line between maps
# Helper function to get detailed biome info
func log_biome_details() -> void:
Log.pr("=== Biome Data Details ===")
for key in _biome_data.keys():
var value = _biome_data[key]
if value is Image:
var img = value as Image
Log.pr("%s: Image [%dx%d, Format: %s]" % [key, img.get_width(), img.get_height(), _get_format_name(img.get_format())])
else:
Log.pr("%s: %s" % [key, str(value)])
# Helper to convert image format enum to readable string
func _get_format_name(format: Image.Format) -> String:
match format:
Image.FORMAT_L8: return "L8"
Image.FORMAT_LA8: return "LA8"
Image.FORMAT_R8: return "R8"
Image.FORMAT_RG8: return "RG8"
Image.FORMAT_RGB8: return "RGB8"
Image.FORMAT_RGBA8: return "RGBA8"
Image.FORMAT_RF: return "RF"
Image.FORMAT_RGF: return "RGF"
Image.FORMAT_RGBF: return "RGBF"
Image.FORMAT_RGBAF: return "RGBAF"
_: return "Unknown (%d)" % format

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@ -1,4 +1,4 @@
[gd_scene load_steps=14 format=3 uid="uid://bwcevwwphdvq"] [gd_scene load_steps=13 format=3 uid="uid://bwcevwwphdvq"]
[ext_resource type="Script" uid="uid://bq7hia2dit80y" path="res://Entities/GroundTile/ground_tile.gd" id="1_uwxqs"] [ext_resource type="Script" uid="uid://bq7hia2dit80y" path="res://Entities/GroundTile/ground_tile.gd" id="1_uwxqs"]
[ext_resource type="ArrayMesh" uid="uid://duj6747nq4qsk" path="res://Stages/Test3D/assets/stylizedGrassMeshes/grass.res" id="3_8mhad"] [ext_resource type="ArrayMesh" uid="uid://duj6747nq4qsk" path="res://Stages/Test3D/assets/stylizedGrassMeshes/grass.res" id="3_8mhad"]
@ -6,7 +6,6 @@
[ext_resource type="Material" uid="uid://b1miqvl8lus75" path="res://Stages/Test3D/GrassMaterialOverride.tres" id="3_f37ob"] [ext_resource type="Material" uid="uid://b1miqvl8lus75" path="res://Stages/Test3D/GrassMaterialOverride.tres" id="3_f37ob"]
[ext_resource type="Script" uid="uid://btju6b83mvgvk" path="res://Entities/GroundTile/scripts/grass_multimesh.gd" id="4_3wpcb"] [ext_resource type="Script" uid="uid://btju6b83mvgvk" path="res://Entities/GroundTile/scripts/grass_multimesh.gd" id="4_3wpcb"]
[ext_resource type="Script" uid="uid://cqko4m7cbxsfb" path="res://Entities/GroundTile/scripts/trees.gd" id="7_7lc7k"] [ext_resource type="Script" uid="uid://cqko4m7cbxsfb" path="res://Entities/GroundTile/scripts/trees.gd" id="7_7lc7k"]
[ext_resource type="PackedScene" uid="uid://c27fogucecn0r" path="res://Entities/Tree/Tree.tscn" id="7_224hx"]
[sub_resource type="ViewportTexture" id="ViewportTexture_h4g11"] [sub_resource type="ViewportTexture" id="ViewportTexture_h4g11"]
viewport_path = NodePath("DebugText/DebugTextViewport") viewport_path = NodePath("DebugText/DebugTextViewport")
@ -31,7 +30,6 @@ flip_faces = true
script = ExtResource("1_uwxqs") script = ExtResource("1_uwxqs")
[node name="DebugText" type="Node3D" parent="."] [node name="DebugText" type="Node3D" parent="."]
visible = false
[node name="DebugTextViewport" type="SubViewport" parent="DebugText"] [node name="DebugTextViewport" type="SubViewport" parent="DebugText"]
size = Vector2i(50, 50) size = Vector2i(50, 50)
@ -71,4 +69,3 @@ mesh = SubResource("PlaneMesh_f37ob")
[node name="Trees" type="Node3D" parent="."] [node name="Trees" type="Node3D" parent="."]
script = ExtResource("7_7lc7k") script = ExtResource("7_7lc7k")
tree_scenes = Array[PackedScene]([ExtResource("7_224hx")])

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@ -1,8 +1,8 @@
extends Node3D extends Node3D
@export var tree_scenes: Array[PackedScene] = []
@export var spawn_area_size: Vector2 = Vector2(2.0, 2.0) @export var spawn_area_size: Vector2 = Vector2(2.0, 2.0)
@export var max_trees: int = 3
@export var min_distance: float = 0.5 @export var min_distance: float = 0.5
var spawned_positions: Array[Vector3] = [] var spawned_positions: Array[Vector3] = []
var parent_ground_tile: GroundTile var parent_ground_tile: GroundTile
@ -16,30 +16,31 @@ func spawn_trees_for_cell(cell_info: CellDataResource):
if not parent_ground_tile: if not parent_ground_tile:
return return
var tree_count = max(0, cell_info.trees.size())
spawn_trees(tree_count)
func spawn_trees(tree_count: int):
if tree_scenes.is_empty() or tree_count == 0:
return
# Clear existing trees WITHOUT queue_free() # Clear existing trees WITHOUT queue_free()
for child in get_children(): for child in get_children():
child.free() # Immediate cleanup instead of queue_free() child.free() # Immediate cleanup instead of queue_free()
spawned_positions.clear() spawned_positions.clear()
# Spawn new trees # Spawn each tree in the array
var spawned_count = 0
var attempts = 0 var attempts = 0
var max_attempts = tree_count * 10 var max_attempts = cell_info.trees.size() * 10
while spawned_positions.size() < tree_count and attempts < max_attempts: for tree_resource in cell_info.trees:
if attempts >= max_attempts:
Log.pr("Reached max attempts, could only spawn %d of %d trees" % [spawned_count, cell_info.trees.size()])
break
var pos = get_random_position() var pos = get_random_position()
if is_position_valid(pos): if is_position_valid(pos):
spawn_tree_at_position(pos) spawn_tree_at_position(pos, tree_resource as TreeDataResource)
spawned_positions.append(pos) spawned_positions.append(pos)
spawned_count += 1
attempts += 1 attempts += 1
Log.pr("Spawned %d of %d trees in cell" % [spawned_count, cell_info.trees.size()])
func get_random_position() -> Vector3: func get_random_position() -> Vector3:
var rng = parent_ground_tile.get_rng() var rng = parent_ground_tile.get_rng()
@ -47,17 +48,67 @@ func get_random_position() -> Vector3:
var z = rng.randf_range(-spawn_area_size.y / 2, spawn_area_size.y / 2) var z = rng.randf_range(-spawn_area_size.y / 2, spawn_area_size.y / 2)
return Vector3(x, 0, z) return Vector3(x, 0, z)
func spawn_tree_at_position(pos: Vector3): func spawn_tree_at_position(pos: Vector3, tree_resource: TreeDataResource):
var rng = parent_ground_tile.get_rng() if not tree_resource:
var random_index = rng.randi() % tree_scenes.size() Log.pr("No tree resource provided")
var random_tree_scene = tree_scenes[random_index] return
var tree_instance = random_tree_scene.instantiate()
var tree_scene = preload("res://Entities/Tree/Tree.tscn")
var tree_instance = tree_scene.instantiate()
add_child(tree_instance) add_child(tree_instance)
tree_instance.position = pos tree_instance.position = pos
var rng = parent_ground_tile.get_rng()
tree_instance.rotation.y = rng.randf() * TAU tree_instance.rotation.y = rng.randf() * TAU
# Pass the TreeDataResource to the Tree instance
if tree_instance.has_method("set_tree_data"):
tree_instance.set_tree_data(tree_resource)
elif tree_instance.has_method("setup_tree"):
tree_instance.setup_tree(tree_resource)
else:
Log.pr("Tree instance doesn't have set_tree_data() or setup_tree() method")
func is_position_valid(pos: Vector3) -> bool: func is_position_valid(pos: Vector3) -> bool:
for existing_pos in spawned_positions: for existing_pos in spawned_positions:
if pos.distance_to(existing_pos) < min_distance: if pos.distance_to(existing_pos) < min_distance:
return false return false
return true return true
# Alternative method that shuffles trees for more random placement
func spawn_trees_shuffled(cell_info: CellDataResource):
if not cell_info:
return
if not parent_ground_tile:
return
# Clear existing trees
for child in get_children():
child.free()
spawned_positions.clear()
# Create a copy and shuffle for random placement order
var trees_to_spawn = cell_info.trees.duplicate()
trees_to_spawn.shuffle()
var spawned_count = 0
var attempts = 0
var max_attempts = trees_to_spawn.size() * 10
for tree_resource in trees_to_spawn:
if attempts >= max_attempts:
Log.pr("Reached max attempts, could only spawn %d of %d trees" % [spawned_count, trees_to_spawn.size()])
break
var pos = get_random_position()
if is_position_valid(pos):
spawn_tree_at_position(pos, tree_resource as TreeDataResource)
spawned_positions.append(pos)
spawned_count += 1
attempts += 1
Log.pr("Spawned %d of %d trees in cell (shuffled)" % [spawned_count, trees_to_spawn.size()])

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@ -1,7 +1,6 @@
[gd_scene load_steps=5 format=3 uid="uid://c27fogucecn0r"] [gd_scene load_steps=4 format=3 uid="uid://c27fogucecn0r"]
[ext_resource type="Script" uid="uid://lcedx3lau6v5" path="res://Entities/Tree/scripts/tree.gd" id="1_702jv"] [ext_resource type="Script" uid="uid://lcedx3lau6v5" path="res://Entities/Tree/scripts/tree.gd" id="1_702jv"]
[ext_resource type="PackedScene" uid="uid://bwhpbjdyl577e" path="res://Entities/Tree/assets/tree.glb" id="1_s6kdm"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_s6kdm"] [sub_resource type="CapsuleShape3D" id="CapsuleShape3D_s6kdm"]
radius = 0.2 radius = 0.2
@ -12,11 +11,9 @@ height = 0.5
[node name="Tree" type="Node3D"] [node name="Tree" type="Node3D"]
script = ExtResource("1_702jv") script = ExtResource("1_702jv")
[node name="TreeModel" parent="." instance=ExtResource("1_s6kdm")] [node name="TreeCollision" type="StaticBody3D" parent="." groups=["tree"]]
[node name="TreeCollision" type="StaticBody3D" parent="TreeModel" groups=["tree"]] [node name="CollisionShape3D" type="CollisionShape3D" parent="TreeCollision"]
[node name="CollisionShape3D" type="CollisionShape3D" parent="TreeModel/TreeCollision"]
shape = SubResource("CapsuleShape3D_s6kdm") shape = SubResource("CapsuleShape3D_s6kdm")
[node name="InteractRange" type="Area3D" parent="."] [node name="InteractRange" type="Area3D" parent="."]

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@ -1,2 +0,0 @@
class_name TreeDataResource
extends Resource

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@ -4,12 +4,12 @@ importer="scene"
importer_version=1 importer_version=1
type="PackedScene" type="PackedScene"
uid="uid://cbpdkprq4oygx" uid="uid://cbpdkprq4oygx"
path="res://.godot/imported/stump_squareDetailedWide.glb-d878f01571d1b63564fad6b6c5034e4e.scn" path="res://.godot/imported/stump_squareDetailedWide.glb-cf6ab5acdf21d0d1c819e12a33760a23.scn"
[deps] [deps]
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View file

@ -4,12 +4,12 @@ importer="scene"
importer_version=1 importer_version=1
type="PackedScene" type="PackedScene"
uid="uid://besaean4w1n83" uid="uid://besaean4w1n83"
path="res://.godot/imported/tree_simple.glb-b9d4e3d58a0247bb4b0a272930d98816.scn" path="res://.godot/imported/tree_birch.glb-5b5f3dd54832f8b215e47c1a3d185b41.scn"
[deps] [deps]
source_file="res://Entities/Tree/assets/temp/tree_simple.glb" source_file="res://Entities/Tree/assets/tree_birch.glb"
dest_files=["res://.godot/imported/tree_simple.glb-b9d4e3d58a0247bb4b0a272930d98816.scn"] dest_files=["res://.godot/imported/tree_birch.glb-5b5f3dd54832f8b215e47c1a3d185b41.scn"]
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View file

@ -4,12 +4,12 @@ importer="scene"
importer_version=1 importer_version=1
type="PackedScene" type="PackedScene"
uid="uid://b3lc1nbuv5ol8" uid="uid://b3lc1nbuv5ol8"
path="res://.godot/imported/tree_detailed.glb-b5202c3bc7a30f70608fb9f2e022f85a.scn" path="res://.godot/imported/tree_detailed.glb-9c5d658b3d25a47972c567f3d1f098f9.scn"
[deps] [deps]
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@ -4,12 +4,12 @@ importer="scene"
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[deps] [deps]
source_file="res://Entities/Tree/assets/temp/tree_oak.glb" source_file="res://Entities/Tree/assets/tree_oak.glb"
dest_files=["res://.godot/imported/tree_oak.glb-3aa4e2d0d7eaeebf59babfa38b1c94d8.scn"] dest_files=["res://.godot/imported/tree_oak.glb-44054ae42038fcc129cfdc3e72791764.scn"]
[params] [params]

View file

@ -4,12 +4,12 @@ importer="scene"
importer_version=1 importer_version=1
type="PackedScene" type="PackedScene"
uid="uid://vnpet4sa23cm" uid="uid://vnpet4sa23cm"
path="res://.godot/imported/tree_oak_fall.glb-5e5d4e93272aaf8df4999be726ef1d25.scn" path="res://.godot/imported/tree_oak_fall.glb-5423c3799178cc793415b030f003201c.scn"
[deps] [deps]
source_file="res://Entities/Tree/assets/temp/tree_oak_fall.glb" source_file="res://Entities/Tree/assets/tree_oak_fall.glb"
dest_files=["res://.godot/imported/tree_oak_fall.glb-5e5d4e93272aaf8df4999be726ef1d25.scn"] dest_files=["res://.godot/imported/tree_oak_fall.glb-5423c3799178cc793415b030f003201c.scn"]
[params] [params]

View file

@ -0,0 +1,81 @@
[gd_resource type="Resource" script_class="TreeDataCollection" load_steps=11 format=3 uid="uid://buf5mtxc5f7o"]
[ext_resource type="Script" uid="uid://dj4dhsd0m0bvd" path="res://Entities/Tree/resources/TreeDataCollection.gd" id="1_7y4l8"]
[ext_resource type="Script" uid="uid://cdudelqysppwl" path="res://Entities/Tree/resources/TreeDataResource.gd" id="2_4yk3p"]
[ext_resource type="PackedScene" uid="uid://g74ar24o4s1" path="res://Entities/Tree/assets/tree_oak.glb" id="3_4yk3p"]
[ext_resource type="PackedScene" uid="uid://bwhpbjdyl577e" path="res://Entities/Tree/assets/tree.glb" id="4_4wxxs"]
[ext_resource type="PackedScene" uid="uid://besaean4w1n83" path="res://Entities/Tree/assets/tree_birch.glb" id="5_35hba"]
[ext_resource type="PackedScene" uid="uid://b3lc1nbuv5ol8" path="res://Entities/Tree/assets/tree_detailed.glb" id="6_ibfiw"]
[sub_resource type="Resource" id="Resource_7y4l8"]
script = ExtResource("2_4yk3p")
tree_name = "Oak"
model = ExtResource("3_4yk3p")
growth_stages = Array[PackedScene]([])
temperature_range = Vector2(0.4, 0.9)
moisture_range = Vector2(0.3, 0.8)
elevation_range = Vector2(0.1, 0.5)
max_height = 15.0
growth_time = 120.0
spawn_probability = 0.1
spread_radius = 5.0
seasonal_models = Array[PackedScene]([])
drops_leaves = true
leaf_color_variations = Array[Color]([])
metadata/_custom_type_script = "uid://cdudelqysppwl"
[sub_resource type="Resource" id="Resource_35hba"]
script = ExtResource("2_4yk3p")
tree_name = "Pine"
model = ExtResource("4_4wxxs")
growth_stages = Array[PackedScene]([])
temperature_range = Vector2(0.1, 0.6)
moisture_range = Vector2(0.2, 0.6)
elevation_range = Vector2(0.7, 1)
max_height = 15.0
growth_time = 120.0
spawn_probability = 0.1
spread_radius = 5.0
seasonal_models = Array[PackedScene]([])
drops_leaves = true
leaf_color_variations = Array[Color]([])
metadata/_custom_type_script = "uid://cdudelqysppwl"
[sub_resource type="Resource" id="Resource_4wxxs"]
script = ExtResource("2_4yk3p")
tree_name = "Birch"
model = ExtResource("5_35hba")
growth_stages = Array[PackedScene]([])
temperature_range = Vector2(0.2, 0.7)
moisture_range = Vector2(0.5, 0.6)
elevation_range = Vector2(0.1, 0.5)
max_height = 15.0
growth_time = 120.0
spawn_probability = 0.1
spread_radius = 5.0
seasonal_models = Array[PackedScene]([])
drops_leaves = true
leaf_color_variations = Array[Color]([])
metadata/_custom_type_script = "uid://cdudelqysppwl"
[sub_resource type="Resource" id="Resource_54eyh"]
script = ExtResource("2_4yk3p")
tree_name = "Elder"
model = ExtResource("6_ibfiw")
growth_stages = Array[PackedScene]([])
temperature_range = Vector2(0.3, 0.8)
moisture_range = Vector2(0.7, 1)
elevation_range = Vector2(0, 0.2)
max_height = 15.0
growth_time = 120.0
spawn_probability = 0.1
spread_radius = 5.0
seasonal_models = Array[PackedScene]([])
drops_leaves = true
leaf_color_variations = Array[Color]([])
metadata/_custom_type_script = "uid://cdudelqysppwl"
[resource]
script = ExtResource("1_7y4l8")
trees = Array[ExtResource("2_4yk3p")]([SubResource("Resource_7y4l8"), SubResource("Resource_35hba"), SubResource("Resource_4wxxs"), SubResource("Resource_54eyh")])
metadata/_custom_type_script = "uid://dj4dhsd0m0bvd"

View file

@ -0,0 +1,20 @@
class_name TreeDataCollection
extends Resource
@export var trees: Array[TreeDataResource] = []
# Helper functions
func get_tree_by_name(name: String) -> TreeDataResource:
for tree in trees:
if tree.tree_name == name:
return tree
return null
func get_suitable_trees(temperature: float, moisture: float, elevation: float) -> Array[TreeDataResource]:
var suitable_trees: Array[TreeDataResource] = []
for tree in trees:
if (temperature >= tree.temperature_range.x and temperature <= tree.temperature_range.y and
moisture >= tree.moisture_range.x and moisture <= tree.moisture_range.y and
elevation >= tree.elevation_range.x and elevation <= tree.elevation_range.y):
suitable_trees.append(tree)
return suitable_trees

View file

@ -0,0 +1 @@
uid://dj4dhsd0m0bvd

View file

@ -0,0 +1,23 @@
class_name TreeDataResource
extends Resource
@export var tree_name: String = "Oak Tree"
@export var model: PackedScene
@export var icon: Texture2D
@export var growth_stages: Array[PackedScene] = []
@export_group("Biome Preferences")
@export var temperature_range: Vector2 = Vector2(0.3, 0.7) # Min/Max temperature
@export var moisture_range: Vector2 = Vector2(0.4, 0.8) # Min/Max moisture
@export var elevation_range: Vector2 = Vector2(0.0, 0.6) # Min/Max elevation
@export_group("Growth Properties")
@export var max_height: float = 15.0
@export var growth_time: float = 120.0 # Seconds to full growth
@export var spawn_probability: float = 0.1
@export var spread_radius: float = 5.0
@export_group("Seasonal Behavior")
@export var seasonal_models: Array[PackedScene] = [] # Spring, Summer, Fall, Winter
@export var drops_leaves: bool = true
@export var leaf_color_variations: Array[Color] = []

View file

@ -2,6 +2,9 @@ class_name TreeNode
extends Node3D extends Node3D
@onready var area: Area3D = $InteractRange @onready var area: Area3D = $InteractRange
var tree_data: TreeDataResource
var model_instance: Node3D
var mesh_instances: Array[MeshInstance3D] = [] var mesh_instances: Array[MeshInstance3D] = []
var original_materials: Array[Material] = [] var original_materials: Array[Material] = []
var outline_material: Material var outline_material: Material
@ -9,69 +12,112 @@ var base_circle: MeshInstance3D
var circle_material: Material var circle_material: Material
func _ready(): func _ready():
create_base_circle()
# Find all MeshInstance3D nodes in the GLB
find_all_mesh_instances(self)
setup_outline_material() setup_outline_material()
area.body_entered.connect(_on_player_entered) area.body_entered.connect(_on_player_entered)
area.body_exited.connect(_on_player_exited) area.body_exited.connect(_on_player_exited)
func setup_outline_material(): func set_tree_data(data: TreeDataResource):
if mesh_instances.is_empty(): tree_data = data
print("Warning: No MeshInstance3D found in GLB!") spawn_model()
return
# Store original materials func setup_tree(data: TreeDataResource):
for mesh in mesh_instances: # Alternative method name if you prefer
if mesh.get_surface_override_material(0): set_tree_data(data)
original_materials.append(mesh.get_surface_override_material(0))
else: func spawn_model():
original_materials.append(mesh.get_surface_override_material(0)) if not tree_data or not tree_data.model:
Log.pr("No tree data or model provided")
return
# Clear any existing model
if model_instance:
model_instance.queue_free()
mesh_instances.clear()
original_materials.clear()
# Instantiate the model from the TreeDataResource
model_instance = tree_data.model.instantiate()
add_child(model_instance)
# Create base circle after model is loaded
if not base_circle:
create_base_circle()
# Re-scan for mesh instances in the new model
find_all_mesh_instances(model_instance)
update_outline_materials()
# Apply any additional properties from tree_data
apply_tree_properties()
func apply_tree_properties():
if not model_instance or not tree_data:
return
# Apply scale variations if defined in tree_data
if tree_data.has_method("get_random_scale"):
model_instance.scale *= tree_data.get_random_scale()
# Apply random scale based on tree properties
if tree_data.max_height > 0:
var scale_variation = randf_range(0.8, 1.2)
model_instance.scale *= scale_variation
func setup_outline_material():
# Create outline material with your shader # Create outline material with your shader
outline_material = ShaderMaterial.new() outline_material = ShaderMaterial.new()
outline_material.shader = preload("res://outline.gdshader") outline_material.shader = preload("res://outline.gdshader")
outline_material.set_shader_parameter("color", Vector3(0.702, 0.557, 0.259)) outline_material.set_shader_parameter("color", Vector3(0.702, 0.557, 0.259))
func update_outline_materials():
if mesh_instances.is_empty():
print("Warning: No MeshInstance3D found in model!")
return
# Store original materials for the new model
original_materials.clear()
for mesh in mesh_instances:
if mesh.get_surface_override_material(0):
original_materials.append(mesh.get_surface_override_material(0))
else:
original_materials.append(mesh.get_surface_override_material(0))
func find_all_mesh_instances(node: Node): func find_all_mesh_instances(node: Node):
if node is MeshInstance3D: if node is MeshInstance3D:
mesh_instances.append(node) mesh_instances.append(node)
for child in node.get_children(): for child in node.get_children():
find_all_mesh_instances(child) find_all_mesh_instances(child)
func create_base_circle(): func create_base_circle():
base_circle = MeshInstance3D.new() base_circle = MeshInstance3D.new()
add_child(base_circle) add_child(base_circle)
# Create a flat cylinder for the circle # Create a flat cylinder for the circle
var cylinder = CylinderMesh.new() var cylinder = CylinderMesh.new()
cylinder.top_radius = 0.4 # Adjust size as needed cylinder.top_radius = 0.4 # Adjust size as needed
cylinder.bottom_radius = 0.4 cylinder.bottom_radius = 0.4
cylinder.height = 0.02 # Very thin to make it look like a flat circle cylinder.height = 1 # Very thin to make it look like a flat circle
cylinder.rings = 1 cylinder.rings = 1
cylinder.radial_segments = 9 # More segments = smoother circle cylinder.radial_segments = 9 # More segments = smoother circle
base_circle.mesh = cylinder base_circle.mesh = cylinder
# Create transparent material with outline # Create transparent material with outline
circle_material = StandardMaterial3D.new() circle_material = StandardMaterial3D.new()
circle_material.flags_transparent = true circle_material.flags_transparent = true
circle_material.albedo_color = Color(1.0, 0.843, 0.0, 0.0) # Fully transparent gold circle_material.albedo_color = Color(1.0, 0.843, 0.0, 0.0) # Fully transparent gold
# Add rim lighting effect for outline appearance # Add rim lighting effect for outline appearance
circle_material.rim_enabled = true circle_material.rim_enabled = true
circle_material.rim = 1.0 circle_material.rim = 1.0
circle_material.rim_tint = 1.0 circle_material.rim_tint = 1.0
circle_material.rim_color = Color(1.0, 0.843, 0.0) # Gold rim circle_material.rim_color = Color(1.0, 0.843, 0.0) # Gold rim
base_circle.material_override = circle_material base_circle.material_override = circle_material
# Position at ground level base_circle.position.y = 1 # Slightly above ground to avoid z-fighting
base_circle.position.y = 0.01 # Slightly above ground to avoid z-fighting
# Start hidden # Start hidden
base_circle.visible = false base_circle.visible = true
func _on_player_entered(body: Node3D): func _on_player_entered(body: Node3D):
if body.is_in_group("player"): if body.is_in_group("player"):
@ -84,6 +130,6 @@ func _on_player_exited(body: Node3D):
if body.is_in_group("player"): if body.is_in_group("player"):
Log.pr('Out of range...') Log.pr('Out of range...')
base_circle.visible = false base_circle.visible = false
# Remove outline from all mesh instances # Remove outline from all mesh instances
for mesh in mesh_instances: for mesh in mesh_instances:
mesh.material_overlay = null mesh.material_overlay = null

View file

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

View file

@ -0,0 +1 @@
uid://by8rwvoabdrgn

View file

@ -0,0 +1,35 @@
class_name BiomeGenerationClass
extends Node
# Generate environmental maps
static func generate_environment_maps(width: int, height: int) -> Dictionary:
var moisture_noise = FastNoiseLite.new()
moisture_noise.seed = 12345
moisture_noise.frequency = 0.02
var temperature_noise = FastNoiseLite.new()
temperature_noise.seed = 54321
temperature_noise.frequency = 0.015
var elevation_noise = FastNoiseLite.new()
elevation_noise.seed = 98765
elevation_noise.frequency = 0.01
var maps = {}
maps.moisture = Image.create(width, height, false, Image.FORMAT_RF)
maps.temperature = Image.create(width, height, false, Image.FORMAT_RF)
maps.elevation = Image.create(width, height, false, Image.FORMAT_RF)
for x in range(width):
for y in range(height):
var moisture = (moisture_noise.get_noise_2d(x, y) + 1.0) * 0.5
var temperature = (temperature_noise.get_noise_2d(x, y) + 1.0) * 0.5
var elevation = (elevation_noise.get_noise_2d(x, y) + 1.0) * 0.5
maps.moisture.set_pixel(x, y, Color(moisture, 0, 0, 1))
maps.temperature.set_pixel(x, y, Color(temperature, 0, 0, 1))
maps.elevation.set_pixel(x, y, Color(elevation, 0, 0, 1))
Global.biome_data = maps
return maps

View file

@ -0,0 +1 @@
uid://ddle3veoss0ny

View file

@ -0,0 +1 @@
extends Node

View file

@ -0,0 +1 @@
uid://c4ucwkf5w0ru

View file

@ -12,7 +12,6 @@ extends Resource
@export var trees: Array = [] @export var trees: Array = []
func add_trees(qty: int) -> void: func add_trees(tree: TreeDataResource, qty: int) -> void:
for i in qty: for i in qty:
var tree = TreeDataResource.new()
trees.append(tree) trees.append(tree)

View file

@ -7,14 +7,42 @@ var map_data: Array = Global.map_data
## Setup the X and Z ## Setup the X and Z
## If it's a path or water we do nothing else for now ## If it's a path or water we do nothing else for now
## If it's anything else then we need to: ## If it's anything else then we need to:
## Set grass density directly from the vegetation density ## Set grass density directly from the vegetation density
## Then do the following: ## Then do the following:
## Density < 0.5 - chance of spawning special stuff and nothing else ## Density < 0.5 - chance of spawning special stuff and nothing else
## Density > 0.6 - add trees, varying quantity from 0.6 to 1 ## Density > 0.6 - add trees, varying quantity from 0.6 to 1
## Density 0.1 to 0.6 - add bushes, varying quantity TBD ## Density 0.1 to 0.6 - add bushes, varying quantity TBD
## Density 0.1 to 0.4 - add flowers, varying quantity TBD ## Density 0.1 to 0.4 - add flowers, varying quantity TBD
static func generate_cell(x: int, z: int, density: float, path: bool = false, water: bool = false): # Weighted random selection based on tree chances
static func select_weighted_tree(tree_preferences: Dictionary):
if tree_preferences.is_empty():
return null
# Calculate total weight
var total_weight = 0.0
for tree_name in tree_preferences.keys():
total_weight += tree_preferences[tree_name]["chance"]
if total_weight <= 0.0:
return null
# Generate random number between 0 and total_weight
var random_value = randf() * total_weight
# Find which tree this random value corresponds to
var cumulative_weight = 0.0
for tree_name in tree_preferences.keys():
cumulative_weight += tree_preferences[tree_name]["chance"]
if random_value <= cumulative_weight:
return tree_preferences[tree_name]["resource"]
# Fallback (shouldn't happen, but just in case)
var first_key = tree_preferences.keys()[0]
return tree_preferences[first_key]["resource"]
# Pre-calculate tree distribution for the cell
static func generate_cell_with_distribution(x: int, z: int, density: float, path: bool = false, water: bool = false):
var cell_data = CellDataResource.new() var cell_data = CellDataResource.new()
cell_data.x = x cell_data.x = x
cell_data.z = z cell_data.z = z
@ -22,6 +50,51 @@ static func generate_cell(x: int, z: int, density: float, path: bool = false, wa
if not (path or water): if not (path or water):
if density >= 0.6: if density >= 0.6:
cell_data.add_trees(int(density * 10 / 2)) var tree_preferences = BiomeData.calculate_tree_probabilities(x, z)
var tree_distribution = calculate_tree_distribution(tree_preferences, density)
# Add trees based on calculated distribution
for tree_type in tree_distribution.keys():
var quantity = tree_distribution[tree_type]["quantity"]
var resource = tree_distribution[tree_type]["resource"].duplicate()
if quantity > 0:
cell_data.add_trees(resource, quantity)
Global.map_data[x][z] = cell_data Global.map_data[x][z] = cell_data
# Calculate how many of each tree type to spawn
static func calculate_tree_distribution(tree_preferences: Dictionary, density: float) -> Dictionary:
var distribution = {}
if tree_preferences.is_empty():
return distribution
# Calculate total number of trees for this cell
var total_trees = int((density / 2) * 10) + randi_range(1, 3)
#var total_trees = int((density - 0.6) * 25) + randi_range(3, 8)
# Normalize the chances to get proportions
var total_weight = 0.0
for tree_name in tree_preferences.keys():
total_weight += tree_preferences[tree_name]["chance"]
if total_weight <= 0.0:
return distribution
# Distribute trees based on weighted probabilities
for tree_name in tree_preferences.keys():
var proportion = tree_preferences[tree_name]["chance"] / total_weight
var base_quantity = int(total_trees * proportion)
# Add some randomness - chance to get +1 tree based on remainder
var remainder = (total_trees * proportion) - base_quantity
if randf() < remainder:
base_quantity += 1
if base_quantity > 0:
distribution[tree_name] = {
"quantity": base_quantity,
"resource": tree_preferences[tree_name]["resource"]
}
return distribution

View file

@ -41,9 +41,10 @@ func _ready():
generate_map() generate_map()
generate_paths() generate_paths()
generate_water_bodies() generate_water_bodies()
BiomeGenerationClass.generate_environment_maps(map_width, map_height)
generate_final_map_data() generate_final_map_data()
#if export_image: #if export_image:
# export_map_as_image() # export_map_as_image()
@ -52,7 +53,7 @@ func generate_final_map_data():
for y in range(map_height): for y in range(map_height):
for x in range(map_width): for x in range(map_width):
MapPopulationClass.generate_cell(x, y, map_data[y][x], is_path_at(x, y), is_water_at(x, y)) MapPopulationClass.generate_cell_with_distribution(x, y, map_data[y][x], is_path_at(x, y), is_water_at(x, y))
# Check immediately after # Check immediately after
await get_tree().process_frame await get_tree().process_frame

View file

@ -21,6 +21,7 @@ Debug="*res://Utilities/Debug/DebugHelper.gd"
Global="*res://Config/Globals.gd" Global="*res://Config/Globals.gd"
DebugMenu="*res://addons/debug_menu/debug_menu.tscn" DebugMenu="*res://addons/debug_menu/debug_menu.tscn"
MapGeneration="*res://Utilities/MapGeneration/MapGeneration.gd" MapGeneration="*res://Utilities/MapGeneration/MapGeneration.gd"
BiomeData="*res://Utilities/BiomeGeneration/BiomeData.gd"
MapData="*res://Utilities/MapData/MapData.gd" MapData="*res://Utilities/MapData/MapData.gd"
MapPopulation="*res://Utilities/MapData/MapPopulation.gd" MapPopulation="*res://Utilities/MapData/MapPopulation.gd"
@ -60,6 +61,10 @@ jump={
] ]
} }
[network]
limits/debugger/max_chars_per_second=1000000
[shader_globals] [shader_globals]
wind_direction={ wind_direction={

View file

@ -463,11 +463,12 @@ anchor_bottom = 1.0
grow_horizontal = 2 grow_horizontal = 2
grow_vertical = 2 grow_vertical = 2
stretch = true stretch = true
stretch_shrink = 2
[node name="SubViewport" type="SubViewport" parent="SubViewportContainer"] [node name="SubViewport" type="SubViewport" parent="SubViewportContainer"]
transparent_bg = true transparent_bg = true
handle_input_locally = false handle_input_locally = false
size = Vector2i(1152, 648) size = Vector2i(576, 324)
render_target_update_mode = 4 render_target_update_mode = 4
[node name="Player" type="CharacterBody3D" parent="SubViewportContainer/SubViewport" groups=["player"]] [node name="Player" type="CharacterBody3D" parent="SubViewportContainer/SubViewport" groups=["player"]]
@ -771,7 +772,7 @@ draw_pass_1 = SubResource("QuadMesh_hvb1l")
[node name="OmniLight3D" type="OmniLight3D" parent="SubViewportContainer/SubViewport/VFX/Fire"] [node name="OmniLight3D" type="OmniLight3D" parent="SubViewportContainer/SubViewport/VFX/Fire"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.000509977, 0.121094, -0.00151992) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.000509977, 0.121094, -0.00151992)
light_color = Color(0.89, 0.461613, 0.2136, 1) light_color = Color(0.89, 0.461613, 0.2136, 1)
light_energy = 0.849132 light_energy = 0.668778
light_indirect_energy = 1.084 light_indirect_energy = 1.084
light_volumetric_fog_energy = 3.764 light_volumetric_fog_energy = 3.764
light_size = 0.105 light_size = 0.105

View file

@ -5,15 +5,45 @@ extends Control
@onready var loaded_ojects_label = $PanelContainer/VBoxContainer/LoadedTreesLabel @onready var loaded_ojects_label = $PanelContainer/VBoxContainer/LoadedTreesLabel
func _ready() -> void: func _ready() -> void:
update_map_size()
update_cell_count() update_cell_count()
func _process(delta: float) -> void: func _process(_delta: float) -> void:
update_map_size()
update_loaded_cells_count() update_loaded_cells_count()
update_loaded_objects() update_loaded_objects()
func update_map_size() -> void: func update_map_size() -> void:
map_size_label.text = 'Map Dimensions: ' + str(Global.map_height) + 'x' + str(Global.map_width) var player_pos = %Player.position
var cell_x = int(player_pos.x / 2.0)
var cell_z = int(player_pos.z / 2.0)
# Get biome data for current cell
var biome_info = ""
if Global.biome_data != null and not Global.biome_data.is_empty():
# Check bounds to avoid errors
var moisture_img = Global.biome_data.get("moisture")
var temp_img = Global.biome_data.get("temperature")
var elev_img = Global.biome_data.get("elevation")
if moisture_img != null and temp_img != null and elev_img != null:
# Make sure coordinates are within image bounds
var img_width = moisture_img.get_width()
var img_height = moisture_img.get_height()
if cell_x >= 0 and cell_x < img_width and cell_z >= 0 and cell_z < img_height:
var moisture = moisture_img.get_pixel(cell_x, cell_z).r
var temperature = temp_img.get_pixel(cell_x, cell_z).r
var elevation = elev_img.get_pixel(cell_x, cell_z).r
biome_info = "\nMoisture: %.2f | Temp: %.2f | Elevation: %.2f" % [moisture, temperature, elevation]
else:
biome_info = "\nBiome: Out of bounds"
else:
biome_info = "\nBiome: Data not available"
else:
biome_info = "\nBiome: Not initialized"
map_size_label.text = 'X: %.1f, Z: %.1f | Cell: (%d, %d)%s' % [player_pos.x, player_pos.z, cell_x, cell_z, biome_info]
func update_cell_count() -> void: func update_cell_count() -> void:
cell_count_label.text = 'Cell Count: ' + str(Global.map_height * Global.map_width) cell_count_label.text = 'Cell Count: ' + str(Global.map_height * Global.map_width)
@ -81,13 +111,3 @@ func format_bytes(bytes: float) -> String:
return str(int(bytes / 1024)) + "KB" return str(int(bytes / 1024)) + "KB"
else: else:
return str(int(bytes / (1024 * 1024))) + "MB" return str(int(bytes / (1024 * 1024))) + "MB"
# Add to your debug script
func track_orphan_creation():
# Hook into the scene tree to catch orphan creation
get_tree().node_removed.connect(_on_node_orphaned)
func _on_node_orphaned(node: Node):
print("Orphan created: ", node.name, " (", node.get_class(), ")")
if node.get_script():
print(" Script: ", node.get_script().resource_path)