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363 lines
11 KiB
363 lines
11 KiB
extends Reference
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class_name WorldGeneration
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export(int) var width = 2048
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export(int) var height = 2048
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export(int) var spacing = 5
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export(int, 1, 9) var octaves = 5
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export(int, 1, 30) var wavelength = 8
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export(int) var border_width = 200
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export(int) var terraces = 100
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export(int) var terrace_height = 5
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export(float) var mountain_height = 10.0 / 24.0
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export(int) var river_proba = 200
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var rng = RandomNumberGenerator.new()
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var noise = OpenSimplexNoise.new()
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func _init():
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Global.loading.reset()
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rng.randomize()
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noise.seed = rng.randi()
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noise.octaves = octaves
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if Global.terrain.exists(Global.terrain_name):
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Global.terrain.load(Global.terrain_name)
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else:
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Global.terrain.create(width,height,spacing,Global.terrain_name)
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var max_step = (
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# Global.terrain.get_triangles().size()
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Global.terrain.get_points().size()
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)
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if Global.terrain.is_created():
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max_step += Global.terrain.get_points().size()
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max_step += Global.terrain.get_centers().size()
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Global.loading.set_step(Global.terrain.get_points().size())
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Global.loading.set_max_step(max_step)
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if Global.terrain.is_created():
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init_data()
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Global.terrain.save()
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if Global.terrain.is_created() or Global.terrain.is_loaded():
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# create_map()
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Global.terrain.set_data("mesh", create_mesh())
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# add_trees()
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# get_tree().change_scene("res://world/game.tscn")
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else:
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Global.print_debug("Pas de Global.terrain, pas de construction ...")
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Global.print_debug("Pas de construction ..., pas de palais ...")
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Global.print_debug("Pas de palais ..., pas de palais.")
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Global.loading.set_end_time()
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func init_data():
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for center in Global.terrain.get_centers():
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center.set_elevation(find_elevation(center.point2d()))
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if center.get_elevation() <= 0.0:
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center.set_data("water", true)
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if center.get_elevation() >= mountain_height:
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center.set_data("mountain", true)
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Global.loading.increment_step()
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fill_oceans()
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# remove_holes()
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for center in Global.terrain.get_centers():
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center.set_data("coast", is_coast(center.to_point()))
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# if center.get_data("ocean"):
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# center.set_elevation(-1.0)
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# for point in Global.terrain.get_points():
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# point.set_elevation(point_find_elevation(point.point2d()))
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# point.set_data("water", point_is_water(point))
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# point.set_data("mountain", point_is_mountain(point))
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# point.set_data("river", point_is_river(point))
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# fill_oceans()
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# for point in Global.terrain.get_points():
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# if point.get_data("water") and not point.get_data("ocean"):
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# point.set_elevation(0.1)
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# point.set_data("water", false)
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# point.set_data("coast", point_is_coast(point))
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# if point.get_data("river"):
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# set_river_path(point)
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# print("a")
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# for center in Global.terrain.get_centers():
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# print("z")
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# center.set_elevation(find_elevation(center.point2d))
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# Global.loading.increment_step()
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# print(center.get_elevation())
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# for triangle in Global.terrain.get_triangles():
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# triangle.set_elevation(find_elevation(triangle.center2d()))
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# # triangle.set_data("elevation", triangle_find_elevation(triangle))
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# triangle.set_data("water", triangle_is_water(triangle))
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# if not triangle.get_data("water"):
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# if triangle.get_elevation() < 0:
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# print(triangle.get_elevation())
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# if triangle.is_water():
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# triangle.set_elevation(0)
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# Global.loading.increment_step()
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# triangle.set_data("ocean", false)
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# for point in triangle.points():
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# if point.get_data("ocean"):
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# triangle.set_data("ocean", true)
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# for edge in Global.terrain.get_edges():
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# edge.set_data("coast", edge_is_coast(edge))
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# edge.set_data("river", edge_is_river(edge))
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func set_river_path(point):
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#TODO #2 fix rivers
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var start_elevation = point.get_elevation()
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var waypoints = []
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var stack = []
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stack.append(point.get_index())
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var came_from = {}
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while stack.size():
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var current_point_id = stack.pop_front()
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if Global.terrain.get_point(current_point_id).get_elevation() < start_elevation:
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waypoints.append(current_point_id)
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start_elevation = Global.terrain.get_point(current_point_id).get_elevation()
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stack = []
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if Global.terrain.get_point(current_point_id).get_data("ocean"):
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break
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for neighbour in Global.terrain.get_point(current_point_id).points_around():
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if not came_from.has(neighbour.get_index()):
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stack.append(neighbour.get_index())
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came_from[neighbour.get_index()] = current_point_id
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var path = []
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for waypoint in waypoints:
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var current = waypoint
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while current != point.get_index():
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if not path.has(current):
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path.append(current)
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current = came_from[current]
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path.append(point.get_index())
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for index in path:
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Global.terrain.get_point(index).set_data("river", true)
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# Global.terrain.get_point(index).set_data("water", true)
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# Point
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func point_is_water(point):
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if (point.get_elevation() < 0):
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return true
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return false
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func point_is_mountain(point):
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if (point.get_elevation() >= mountain_height):
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return true
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return false
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func point_is_coast(point):
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if not point.get_data("water"):
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for neighbour in point.points_around():
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if neighbour.get_data("ocean"):
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return true
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return false
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func point_is_river(point):
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if point.get_data("mountain") and not point.get_data("river"):
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var random = rng.randi_range(1, river_proba)
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if random == 1:
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return true
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return false
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# Triangle
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func triangle_find_elevation(triangle):
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var elevation = 0
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for point in triangle.points():
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elevation += point.get_elevation()
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elevation /= 3.0
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return elevation
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func triangle_is_water(triangle):
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if triangle.get_elevation() <= 0.0:
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return true
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return false
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# Edge
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func edge_is_coast(edge):
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if edge.start().get_data("coast") and edge.end().get_data("coast") and edge.triangle().get_data("ocean"):
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return true
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return false
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func edge_is_river(edge):
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if edge.start().get_data("river") and edge.end().get_data("river"):
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return true
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return false
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func find_elevation(point):
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# var border = border_width + rng.randf_range(-20.0, 20.0)
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var elevation = noise.get_noise_2d(point.x / wavelength, point.y / wavelength)
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var nx = 2 * point.x / width - 1
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var ny = 2 * point.y / height - 1
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var radius = range_lerp(elevation, -1, 1, 0.8, 0.9)
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var distance = 1 - (1-pow(nx, 2)) * (1-pow(ny,2))
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distance = sqrt(pow(nx, 2) + pow(ny, 2))
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if distance > radius:
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elevation = (elevation - range_lerp(distance, radius, 1.0, 0.0, 1.0))
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elevation = max(elevation, -1)
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if elevation > 0.1:
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elevation = max(pow((elevation) * 1.2, 1.5), 0.1)
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elevation = min(elevation, 1)
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elevation = round(elevation * terraces) / terraces
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return elevation
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func fill_oceans():
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var stack = []
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var first_center = null
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var i = 0.0
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while not first_center:
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first_center = Global.terrain.find_point(Vector2(i, i))
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i += 1.0
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stack.append(first_center.get_index())
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while stack.size():
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var current_point_id = stack.pop_back()
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Global.terrain.get_point(current_point_id).set_data("ocean", true)
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for neighbour in Global.terrain.get_point(current_point_id).points_around():
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if neighbour.get_data("water") and not neighbour.get_data("ocean"):
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stack.append(neighbour.get_index())
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func remove_holes():
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for center in Global.terrain.get_centers():
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if center.get_data("water") and not center.get_data("ocean"):
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center.set_elevation(0.2)
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center.set_data("water", false)
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func is_coast(point):
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if not point.get_data("water"):
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for neighbour in point.points_around():
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if neighbour.get_data("ocean"):
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return true
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return false
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func create_mesh():
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var st = SurfaceTool.new()
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st.begin(Mesh.PRIMITIVE_TRIANGLES)
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var factor = Vector3(1, 120, 1)
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for center in Global.terrain.get_centers():
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if not center.get_data("water"):
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var top_uv = Vector2(0, 0)
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var border_uv = Vector2(1, 0)
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if center.get_data("mountain"):
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top_uv = Vector2(1, 0.5)
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border_uv = Vector2(1, 0.5)
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if center.get_data("coast"):
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top_uv = Vector2(1, 1)
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border_uv = Vector2(1, 1)
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for edge in center.borders():
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if edge.end_center().get_elevation() < edge.start_center().get_elevation():
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var top = edge.start_center().get_elevation()
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# if edge.start_center().get_data("ocean"):
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# top = -1.0
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var bottom = edge.end_center().get_elevation()
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if edge.end_center().get_data("ocean"):
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bottom = 0.0
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st.add_uv(border_uv)
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st.add_vertex(Vector3(edge.start_corner().point3d().x, bottom, edge.start_corner().point3d().z) * factor)
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st.add_vertex(Vector3(edge.end_corner().point3d().x, top, edge.end_corner().point3d().z) * factor)
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st.add_vertex(Vector3(edge.start_corner().point3d().x, top, edge.start_corner().point3d().z) * factor)
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st.add_vertex(Vector3(edge.start_corner().point3d().x, bottom, edge.start_corner().point3d().z) * factor)
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st.add_vertex(Vector3(edge.end_corner().point3d().x, bottom, edge.end_corner().point3d().z) * factor)
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st.add_vertex(Vector3(edge.end_corner().point3d().x, top, edge.end_corner().point3d().z) * factor)
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for corner_count in center.corners().size():
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var current_corner = center.corners()[corner_count]
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var next_corner
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if corner_count < center.corners().size() - 1:
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next_corner = center.corners()[corner_count+1]
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else:
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next_corner = center.corners()[0]
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st.add_uv(Vector2(top_uv))
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st.add_vertex(Vector3(current_corner.point2d().x, center.get_elevation(), current_corner.point2d().y) * factor)
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st.add_vertex(Vector3(next_corner.point2d().x, center.get_elevation(), next_corner.point2d().y) * factor)
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st.add_vertex(Vector3(center.point2d().x, center.get_elevation(), center.point2d().y) * factor)
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Global.loading.increment_step()
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st.generate_normals()
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st.index()
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var mi = MeshInstance.new()
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mi.mesh = st.commit()
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var material = load("res://world/world.material")
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mi.set_surface_material(0, material)
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mi.create_trimesh_collision()
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mi.cast_shadow = GeometryInstance.SHADOW_CASTING_SETTING_ON
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return mi
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# Enregistrement de la map + intégration dans la génération du monde #32
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# func create_map():
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# print("oui")
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# var viewport = Viewport.new()
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# viewport.size = Vector2(width, height)
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# var canvas = Node2D.new()
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# viewport.add_child(canvas)
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# canvas.draw_line(Vector2(0.0, 0.0), Vector2(1000.0, 1000.0), [Color("#5e4fa2"))
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# for center in Global.terrain.get_centers():
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# var colors = Gradient.new()
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# colors.add_point(0.999, Color("#9e0142")) # red
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# colors.add_point(0.5, Color("#dc865d")) # orange
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# colors.add_point(0.25, Color("#fbf8b0")) # yellow
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# colors.add_point(0.0, Color("#89cfa5")) # green
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# colors.add_point(-0.999, Color("#5e4fa2")) # blue
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# var color = colors.interpolate(min(center.get_elevation() + 0.001, 0.999))
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# # color = Color.green
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# if center.get_data("water"):
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# # var factor = pow((center.get_elevation()+1.001), 10) / 5.0
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# color = Color("#5e4fa2")
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# if center.polygon().size() > 2:
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# canvas.draw_polygon(center.polygon(), PoolColorArray([color]))
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# Global.loading.increment_step()
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# var img = viewport.get_texture().get_data()
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# img.flip_y()
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# var err = img.save_png("user://terrain/heightmap.png")
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# print(err)
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# # print("non")
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