nature-sim/Entities/GroundTile/scripts/trees.gd
Dan Baker b5bf7619e6 Implements procedural ground tile generation
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
2025-06-24 13:14:21 +01:00

105 lines
No EOL
3.2 KiB
GDScript

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