remove train radar

This commit is contained in:
2026-05-04 10:09:20 +02:00
parent 9f254d9725
commit 36dff9c070

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@@ -18,6 +18,7 @@ const LAMPPOST_WIRE_STEPS_PER_FRAME: int = 1
@export_group("Lamppost") @export_group("Lamppost")
@export var lamppost_wire_material: ShaderMaterial @export var lamppost_wire_material: ShaderMaterial
@export_range(0.01, 1.0) var wire_thickness: float = 0.05 @export_range(0.01, 1.0) var wire_thickness: float = 0.05
@export var lamppost_dist_factor: int = 10
var board: Dictionary = {} var board: Dictionary = {}
var last_pos_train: Vector2i = Vector2i(999999, 999999) var last_pos_train: Vector2i = Vector2i(999999, 999999)
@@ -100,7 +101,7 @@ func _destroy_and_regenrate_world() -> void:
if rail_path != null and rail_path.train_instance != null: if rail_path != null and rail_path.train_instance != null:
var train_pos = rail_path.train_instance.global_position var train_pos = rail_path.train_instance.global_position
var current_pos = Vector2i(roundi(train_pos.x / chunk_size), roundi(train_pos.z / chunk_size)) var current_pos = Vector2i(roundi(train_pos.x / chunk_size), roundi(train_pos.z / chunk_size))
_refresh_world_work(current_pos) _refresh_world(current_pos)
pending_radar_update = true pending_radar_update = true
func _process(_delta: float) -> void: func _process(_delta: float) -> void:
@@ -110,7 +111,6 @@ func _process(_delta: float) -> void:
if pending_radar_update: if pending_radar_update:
pending_radar_update = false pending_radar_update = false
_train_radar()
func _physics_process(_delta: float) -> void: func _physics_process(_delta: float) -> void:
if rail_path == null or rail_path.train_instance == null: return if rail_path == null or rail_path.train_instance == null: return
@@ -122,7 +122,7 @@ func _physics_process(_delta: float) -> void:
if current_pos != last_pos_train: if current_pos != last_pos_train:
last_pos_train = current_pos last_pos_train = current_pos
_refresh_world_work(current_pos) _refresh_world(current_pos)
pending_radar_update = true pending_radar_update = true
func collect_all_chunkinfo(root: Node, list: Array[Node]) -> void: func collect_all_chunkinfo(root: Node, list: Array[Node]) -> void:
@@ -216,7 +216,7 @@ func _clear_pending_world_work() -> void:
pending_wire_lookup.clear() pending_wire_lookup.clear()
pending_radar_update = false pending_radar_update = false
func _refresh_world_work(center: Vector2i) -> void: func _refresh_world(center: Vector2i) -> void:
_rebuild_generation_queue(center) _rebuild_generation_queue(center)
_rebuild_cleanup_queue(center) _rebuild_cleanup_queue(center)
@@ -516,32 +516,6 @@ func _needed_heights(near_pos: Vector2i, side_needed: String) -> int:
if board.has(near_pos) and board[near_pos].has("heights"): if board.has(near_pos) and board[near_pos].has("heights"):
return board[near_pos]["heights"][side_needed] return board[near_pos]["heights"][side_needed]
return -1 return -1
func _train_radar() -> void:
if rail_path == null or rail_path.curve == null or rail_path.train_instance == null: return
if manual_biome != null:
return
var train_pos = rail_path.train_instance.global_position
var grid_x = roundi(train_pos.x / chunk_size)
var grid_z = roundi(train_pos.z / chunk_size)
var current_biome = _get_procedural_biome_name(noise_generator.get_noise_2d(grid_x, grid_z))
var current_progress = rail_path.train_progress
var total_length = rail_path.curve.get_baked_length()
for step in range(1, 31):
var next_progress = wrapf(current_progress + (step * chunk_size), 0.0, total_length)
var next_local_pos = rail_path.curve.sample_baked(next_progress, true)
var next_global_pos = rail_path.to_global(next_local_pos)
var f_x = roundi(next_global_pos.x / chunk_size)
var f_z = roundi(next_global_pos.z / chunk_size)
var future_biome = _get_procedural_biome_name(noise_generator.get_noise_2d(f_x, f_z))
if future_biome != current_biome:
break
func _get_lampposts(info_node: Node, side: String) -> Array[Node3D]: func _get_lampposts(info_node: Node, side: String) -> Array[Node3D]:
var lampposts: Array[Node3D] = [] var lampposts: Array[Node3D] = []
@@ -576,7 +550,7 @@ func _connect_lamppost_wires(new_board_pos: Vector2i) -> void:
var p_sx_your_best = null; var p_dx_your_best = null var p_sx_your_best = null; var p_dx_your_best = null
var best_closest_to_root = null var best_closest_to_root = null
var best_distance = 999999.0 var best_distance = 999999.0
var ray_research = 3 var ray_research = 6
for x in range(-ray_research, ray_research + 1): for x in range(-ray_research, ray_research + 1):
for z in range(-ray_research, ray_research + 1): for z in range(-ray_research, ray_research + 1):
@@ -644,7 +618,7 @@ func _connect_lamppost_wires(new_board_pos: Vector2i) -> void:
p_sx_your_best = closest_sx[i_t] p_sx_your_best = closest_sx[i_t]
p_dx_your_best = closest_dx[i_t] p_dx_your_best = closest_dx[i_t]
var max_dist = chunk_size * 8.0 var max_dist = chunk_size * lamppost_dist_factor
if best_closest_to_root != null and best_distance < max_dist: if best_closest_to_root != null and best_distance < max_dist:
var dist_streight = p_sx_my_best.global_position.distance_to(p_sx_your_best.global_position) + p_dx_my_best.global_position.distance_to(p_dx_your_best.global_position) var dist_streight = p_sx_my_best.global_position.distance_to(p_sx_your_best.global_position) + p_dx_my_best.global_position.distance_to(p_dx_your_best.global_position)
@@ -662,6 +636,7 @@ func _connect_lamppost_wires(new_board_pos: Vector2i) -> void:
if not wire_connections.has(closest_id): wire_connections[closest_id] = 0 if not wire_connections.has(closest_id): wire_connections[closest_id] = 0
wire_connections[closest_id] += 1 wire_connections[closest_id] += 1
#draw lamppost
func _draw_parable(p1: Vector3, p2: Vector3, parent: Node3D) -> void: func _draw_parable(p1: Vector3, p2: Vector3, parent: Node3D) -> void:
var segments = 15 var segments = 15
var lowering = 1.5 var lowering = 1.5