Adds procedural ground tile generation with chunking for improved performance. Includes: - Ground tile entity with debug text and cell information - Grass and tree placement based on cell data - Ground shader for visual representation - Chunk loading and unloading system based on player position
105 lines
No EOL
3.2 KiB
GDScript
105 lines
No EOL
3.2 KiB
GDScript
extends Node3D
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# Array of tree scenes to randomly choose from
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@export var tree_scenes: Array[PackedScene] = []
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@export var spawn_area_size: Vector2 = Vector2(2.0, 2.0) # 2x2 area
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@export var max_trees: int = 3 # Maximum possible trees
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@export var min_distance: float = 0.5 # Minimum distance between trees
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var spawned_positions: Array[Vector3] = []
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var parent_ground_tile: GroundTile
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var rng: RandomClass
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func _ready():
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# Get reference to parent GroundTile
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parent_ground_tile = get_parent() as GroundTile
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if parent_ground_tile:
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# Connect to the signal
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parent_ground_tile.cell_info_updated.connect(_on_cell_info_updated)
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# If cell_info already exists, spawn trees immediately
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if parent_ground_tile.cell_info != null:
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_on_cell_info_updated(parent_ground_tile.cell_info)
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func _on_cell_info_updated(cell_info: CellDataResource):
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# Initialize RNG with the cell's seed for consistent results
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rng = RandomClass.new()
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rng.set_seed(cell_info.cell_seed)
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# Calculate number of trees based on vegetation_density
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var tree_count = calculate_tree_count(cell_info.vegetation_density)
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# Spawn the trees
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spawn_trees(tree_count)
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func calculate_tree_count(vegetation_density: float) -> int:
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if vegetation_density < 0.7:
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return 0
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# vegetation_density should be between 0.0 and 1.0
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# Scale it to our max_trees range
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var scaled_count = vegetation_density * max_trees
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# Round to nearest integer, but ensure at least 0
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return max(0, int(round(scaled_count)))
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func spawn_trees(tree_count: int):
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if tree_scenes.is_empty():
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print("No tree scenes assigned!")
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return
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if tree_count == 0:
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print("No trees to spawn (vegetation_density too low)")
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return
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# Clear any existing trees
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clear_trees()
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# Try to place trees
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var attempts = 0
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var max_attempts = tree_count * 10 # Prevent infinite loops
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while spawned_positions.size() < tree_count and attempts < max_attempts:
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var pos = get_random_position()
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if is_position_valid(pos):
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spawn_tree_at_position(pos)
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spawned_positions.append(pos)
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attempts += 1
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print("Spawned ", spawned_positions.size(), " trees")
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func get_random_position() -> Vector3:
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var x = rng.randf_range(-spawn_area_size.x / 2, spawn_area_size.x / 2)
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var z = rng.randf_range(-spawn_area_size.y / 2, spawn_area_size.y / 2)
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return Vector3(x, 0, z)
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func is_position_valid(pos: Vector3) -> bool:
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# Check if position is too close to existing trees
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for existing_pos in spawned_positions:
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if pos.distance_to(existing_pos) < min_distance:
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return false
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return true
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func spawn_tree_at_position(pos: Vector3):
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# Pick a random tree scene using the seeded RNG
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var random_index = rng.randi() % tree_scenes.size()
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var random_tree_scene = tree_scenes[random_index]
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var tree_instance = random_tree_scene.instantiate()
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add_child(tree_instance)
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tree_instance.position = pos
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# Optional: Add some random rotation using seeded RNG
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tree_instance.rotation.y = rng.randf() * TAU
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func clear_trees():
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# Remove all existing tree children
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for child in get_children():
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child.queue_free()
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spawned_positions.clear()
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# Call this if you want to respawn trees manually
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func respawn_trees():
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if parent_ground_tile and parent_ground_tile.cell_info:
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_on_cell_info_updated(parent_ground_tile.cell_info) |