nature-sim/Utilities/MapData/MapPopulation.gd
2025-06-26 14:46:23 +01:00

27 lines
935 B
GDScript

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