diff --git a/world/game.gd b/world/game.gd index 5124aaa..790a8d5 100644 --- a/world/game.gd +++ b/world/game.gd @@ -11,7 +11,7 @@ export(int) var border_width = 200 export(int) var terraces = 24 export(int) var terrace_height = 5 export(float) var mountain_height = 6.0 / 24.0 -export(int) var river_proba = 50 +export(int) var river_proba = 100 var rng = RandomNumberGenerator.new() var noise = OpenSimplexNoise.new() @@ -32,16 +32,7 @@ func init_data(): point.set_data("water", point_is_water(point)) point.set_data("mountain", point_is_mountain(point)) point.set_data("river", point_is_river(point)) - -# points_data.append({ -# "elevation": 0, -# "used": false, -# "water": false, -# "ocean": false, -# "coast": false, -# "mountain": false, -# "river": false -# }) + fill_oceans() for point in terrain.get_points(): @@ -74,6 +65,7 @@ func fill_oceans(): break func set_river_path(point): + #TODO #2 fix rivers var start_elevation = point.get_elevation() var waypoints = [] var stack = [] @@ -91,7 +83,6 @@ func set_river_path(point): if terrain.get_point(current_point_id).get_data("ocean"): break for neighbour in terrain.get_point(current_point_id).points_around(): -# if points_data[neighbour].elevation <= start_elevation: if not came_from.has(neighbour.get_index()): stack.append(neighbour.get_index()) came_from[neighbour.get_index()] = current_point_id @@ -156,6 +147,7 @@ func point_is_river(point): if random == 1: return true return false + # Triangle func triangle_find_elevation(triangle):