Adds basic camp generation and placement
Adds basic camp generation and placement logic to the map generation process. It attempts to place the camp in a valid location, avoiding paths and water bodies. It also sets the player's spawn point to the center of the generated camp, including some basic camp props like a tent, campfire, and bed. Additionally, vegetation spawning is now dependent on the `should_spawn_*` methods of the `CellDataResource`, allowing more control over what spawns where.
This commit is contained in:
parent
3959333534
commit
a1efaf6294
8 changed files with 402 additions and 125 deletions
|
|
@ -5,13 +5,134 @@ extends Resource
|
|||
@export var x: int = 0
|
||||
@export var z: int = 0
|
||||
|
||||
@export var vegetation_density: float = 0.5
|
||||
@export var ground_compaction: float = 0.0
|
||||
@export var water: float = 0
|
||||
@export var moisture_level: float = 0.6
|
||||
# Core cell type properties - these will trigger automatic updates
|
||||
@export var camp: bool = false: set = set_camp
|
||||
@export var path: bool = false: set = set_trail
|
||||
@export var water: bool = false: set = set_water
|
||||
|
||||
# Dependent properties that get automatically managed
|
||||
@export var vegetation_density: float = 0.5: set = set_vegetation_density
|
||||
@export var ground_compaction: float = 0.0: set = set_ground_compaction
|
||||
@export var moisture_level: float = 0.6
|
||||
@export var trees: Array = []
|
||||
|
||||
# Internal flag to prevent infinite recursion during initialization
|
||||
var _initializing: bool = false
|
||||
|
||||
func _init():
|
||||
_initializing = true
|
||||
# Set default values
|
||||
vegetation_density = 0.5
|
||||
ground_compaction = 0.0
|
||||
camp = false
|
||||
path = false
|
||||
water = false
|
||||
_initializing = false
|
||||
|
||||
func set_camp(value: bool):
|
||||
camp = value
|
||||
if not _initializing:
|
||||
_update_dependent_properties()
|
||||
|
||||
## Using a different name due to Resource using the function set_path in Godot
|
||||
func set_trail(value: bool):
|
||||
path = value
|
||||
if not _initializing:
|
||||
_update_dependent_properties()
|
||||
|
||||
func set_water(value: bool):
|
||||
water = value
|
||||
if not _initializing:
|
||||
_update_dependent_properties()
|
||||
|
||||
func set_vegetation_density(value: float):
|
||||
# Only allow manual setting if not a special cell type
|
||||
if _initializing or not (camp or path or water):
|
||||
vegetation_density = value
|
||||
else:
|
||||
vegetation_density = 0.0
|
||||
|
||||
func set_ground_compaction(value: float):
|
||||
# Camp always has maximum compaction, others can be set manually
|
||||
if camp:
|
||||
ground_compaction = 1.0
|
||||
elif not _initializing:
|
||||
ground_compaction = value
|
||||
|
||||
func _update_dependent_properties():
|
||||
# Update vegetation density - always 0 for camp, path, or water
|
||||
if camp or path or water:
|
||||
vegetation_density = 0.0
|
||||
|
||||
# Update ground compaction - camp always has maximum compaction
|
||||
if camp:
|
||||
ground_compaction = 1.0
|
||||
|
||||
# Utility function to set cell type and ensure only one is active
|
||||
func set_cell_type(cell_type: String):
|
||||
_initializing = true
|
||||
|
||||
# Clear all cell types first
|
||||
camp = false
|
||||
path = false
|
||||
water = false
|
||||
|
||||
# Set the specified type
|
||||
match cell_type.to_lower():
|
||||
"camp":
|
||||
camp = true
|
||||
"path":
|
||||
path = true
|
||||
"water":
|
||||
water = true
|
||||
"terrain", "normal", "":
|
||||
pass # Leave all false for normal terrain
|
||||
_:
|
||||
push_warning("Unknown cell type: " + cell_type)
|
||||
|
||||
_initializing = false
|
||||
_update_dependent_properties()
|
||||
|
||||
# Utility function to get the primary cell type
|
||||
func get_cell_type() -> String:
|
||||
if camp:
|
||||
return "camp"
|
||||
elif path:
|
||||
return "path"
|
||||
elif water:
|
||||
return "water"
|
||||
else:
|
||||
return "terrain"
|
||||
|
||||
# Check if this is a special cell type (not normal terrain)
|
||||
func is_special_cell() -> bool:
|
||||
return camp or path or water
|
||||
|
||||
func add_trees(tree: TreeDataResource, qty: int) -> void:
|
||||
for i in qty:
|
||||
trees.append(tree)
|
||||
for i in qty:
|
||||
trees.append(tree)
|
||||
|
||||
# Override vegetation density and ground compaction for special cases
|
||||
func force_set_vegetation_density(value: float):
|
||||
# Allows bypassing the automatic management if absolutely needed
|
||||
vegetation_density = value
|
||||
|
||||
func force_set_ground_compaction(value: float):
|
||||
# Allows bypassing the automatic management if absolutely needed
|
||||
ground_compaction = value
|
||||
|
||||
func should_spawn_trees() -> bool:
|
||||
# Only spawn trees if this is not a special cell type
|
||||
return not (camp or path or water) and vegetation_density > 0.0
|
||||
|
||||
func should_spawn_grass() -> bool:
|
||||
# Grass can spawn in any terrain cell, but not in special cells
|
||||
return not (camp or path or water) and vegetation_density > 0.0
|
||||
|
||||
func should_spawn_bushes() -> bool:
|
||||
# Bushes can spawn in any terrain cell, but not in special cells
|
||||
return not (camp or path or water) and vegetation_density > 0.1
|
||||
|
||||
func should_spawn_flowers() -> bool:
|
||||
# Flowers can spawn in any terrain cell, but not in special cells
|
||||
return not (camp or path or water) and vegetation_density > 0.1
|
||||
Loading…
Add table
Add a link
Reference in a new issue