class_name MapPopulationClass extends Node var map_data: Array = Global.map_data ## Generate the CellDataResource for a given cell ## Setup the X and Z ## If it's a path or water we do nothing else for now ## If it's anything else then we need to: ## Set grass density directly from the vegetation density ## Then do the following: ## Density < 0.5 - chance of spawning special stuff and nothing else ## Density > 0.6 - add trees, varying quantity from 0.6 to 1 ## Density 0.1 to 0.6 - add bushes, 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): var cell_data = CellDataResource.new() cell_data.x = x cell_data.z = z cell_data.vegetation_density = density if not (path or water): if density >= 0.6: cell_data.add_trees(int(density * 10 / 3)) Global.map_data[x][z] = cell_data