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.
138 lines
No EOL
3.8 KiB
GDScript
138 lines
No EOL
3.8 KiB
GDScript
class_name CellDataResource
|
|
extends Resource
|
|
|
|
@export var cell_seed: int = randi()
|
|
@export var x: int = 0
|
|
@export var z: int = 0
|
|
|
|
# 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)
|
|
|
|
# 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 |