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138 lines
4.8 KiB
138 lines
4.8 KiB
extends Node
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class_name World
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var heightMap: Array
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var temperatureMap: Array
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var moistureMap: Array
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var blocs: Array
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var entities: Array
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var width: int
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var height: int
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var chunk_size = 64
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var chunk_number = 6
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var player_position: Vector2i
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signal new_entity
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func get_neighbours_8_at_same_height(point: Vector2i):
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var neighbours = 0
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var current_bloc = get_height(Vector2i(point.x, point.y))
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if get_height(Vector2i(point.x-1, point.y-1)) == current_bloc:
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neighbours += Global.directions_8.TOP_LEFT
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if get_height(Vector2i(point.x, point.y-1)) == current_bloc:
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neighbours += Global.directions_8.TOP
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if get_height(Vector2i(point.x+1,point.y-1)) == current_bloc:
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neighbours += Global.directions_8.TOP_RIGHT
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if get_height(Vector2i(point.x+1, point.y)) == current_bloc:
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neighbours += Global.directions_8.RIGHT
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if get_height(Vector2i(point.x+1, point.y+1)) == current_bloc:
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neighbours += Global.directions_8.BOTTOM_RIGHT
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if get_height(Vector2i(point.x, point.y+1)) == current_bloc:
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neighbours += Global.directions_8.BOTTOM
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if get_height(Vector2i(point.x-1, point.y+1)) == current_bloc:
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neighbours += Global.directions_8.BOTTOM_LEFT
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if get_height(Vector2i(point.x-1, point.y)) == current_bloc:
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neighbours += Global.directions_8.LEFT
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return neighbours
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func get_neighbours_4_at_same_height(point: Vector2i):
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var neighbours = 0
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var current_bloc = get_height(Vector2i(point.x, point.y))
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if get_height(Vector2i(point.x, point.y-1)) == current_bloc and get_bloc(Vector2i(point.x, point.y-1)).type != Global.blocs.WATER:
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neighbours += Global.directions_4.TOP
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if get_height(Vector2i(point.x+1, point.y)) == current_bloc and get_bloc(Vector2i(point.x+1, point.y)).type != Global.blocs.WATER:
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neighbours += Global.directions_4.RIGHT
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if get_height(Vector2i(point.x, point.y+1)) == current_bloc and get_bloc(Vector2i(point.x, point.y+1)).type != Global.blocs.WATER:
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neighbours += Global.directions_4.BOTTOM
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if get_height(Vector2i(point.x-1, point.y)) == current_bloc and get_bloc(Vector2i(point.x-1, point.y)).type != Global.blocs.WATER:
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neighbours += Global.directions_4.LEFT
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return neighbours
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func neighbours(point: Vector2i):
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return {
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"top": get_real_coordinates(Vector2i(point.x, point.y - 1)),
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"right": get_real_coordinates(Vector2i(point.x + 1, point.y)),
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"bottom": get_real_coordinates(Vector2i(point.x, point.y + 1)),
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"left": get_real_coordinates(Vector2i(point.x - 1, point.y)),
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"top_right": get_real_coordinates(Vector2i(point.x + 1, point.y - 1)),
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"bottom_right": get_real_coordinates(Vector2i(point.x + 1, point.y + 1)),
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"bottom_left": get_real_coordinates(Vector2i(point.x - 1, point.y + 1)),
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"top_left": get_real_coordinates(Vector2i(point.x - 1, point.y - 1))
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}
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func normal(point: Vector2i):
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var neighbours = neighbours(point)
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return Vector3(
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2 * (neighbours.right - neighbours.left),
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2 * (neighbours.bottom - neighbours.top),
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-4
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).normalized()
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func get_real_coordinates(point: Vector2i):
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return Vector2i(fposmod(point.x, width), fposmod(point.y, height))
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func get_bloc(point: Vector2i):
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point = get_real_coordinates(point)
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var bloc = {}
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bloc["position"] = Vector3i(point.x, get_height(Vector2i(point.x, point.y)), point.y)
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bloc["moisture"] = get_moisture(Vector2i(point.x, point.y))
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for key in blocs[point.x][point.y].keys():
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bloc[key] = blocs[point.x][point.y][key]
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return bloc
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func get_height(point: Vector2i):
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point = get_real_coordinates(point)
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return heightMap[point.x][point.y]
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func get_moisture(point: Vector2i):
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point = get_real_coordinates(point)
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return moistureMap[point.x][point.y]
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func add_entity(name: String, position: Vector2i):
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entities.append(load(get_custom_class(name)).new(entities.size(), position))
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blocs[position.x][position.y]["entity"] = entities.size() - 1
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emit_signal("new_entity", entities[entities.size() - 1])
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return entities[entities.size() - 1]
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func cost(point1: Vector2i, point2: Vector2i):
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var cost = 1
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point1 = get_real_coordinates(point1)
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point2 = get_real_coordinates(point2)
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if (
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(point1.x == point2.x + 1 and point1.y == point2.y + 1) or
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(point1.x == point2.x + 1 and point1.y == point2.y - 1) or
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(point1.x == point2.x - 1 and point1.y == point2.y + 1) or
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(point1.x == point2.x - 1 and point1.y == point2.y - 1)
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):
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cost = 1.1
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return cost
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func vec_distance(start: Vector2, end: Vector2):
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var dx = end.x - start.x
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var dy = end.y - start.y
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if dx > Global.world.width / 2:
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dx -= Global.world.width
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elif dx < -Global.world.width / 2:
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dx += Global.world.width
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if dy > Global.world.height / 2:
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dy -= Global.world.height
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elif dy < 0 and dy < -Global.world.height / 2:
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dy += Global.world.height
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return Vector2i(dx, dy)
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func get_custom_class(name: String):
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for custom_class in ProjectSettings.get_global_class_list():
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if custom_class["class"] == name:
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return custom_class["path"]
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pass
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