add uniqueness par for props
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@@ -46,6 +46,7 @@ var noise_generator: FastNoiseLite
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var altitude_generator: FastNoiseLite
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var wire_connections: Dictionary = {}
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var chunk_candidate_cache: Dictionary = {} #node cache (metadata)
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var prop_candidate_cache: Dictionary = {}
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var pending_generation_cells: Array[Vector2i] = []
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var pending_cleanup_cells: Array[Vector2i] = []
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var pending_wire_cells: Array[Vector2i] = []
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@@ -89,7 +90,7 @@ func _update_set_pieces() -> void:
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var local_biome = ""
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if manual_biome != null:
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local_biome = manual_biome.nome
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local_biome = manual_biome.name
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else:
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var grid_x = roundi(sp.global_position.x / chunk_size)
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var grid_z = roundi(sp.global_position.z / chunk_size)
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@@ -115,7 +116,7 @@ func _destroy_and_regenrate_world() -> void:
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#Destroy all models
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for pos in board.keys():
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var cella = board[pos]
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if cella["type"] != "obstacle":
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if not _is_persistent_obstacle(cella):
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if cella.has("node") and is_instance_valid(cella["node"]):
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cella["node"].queue_free()
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@@ -349,6 +350,8 @@ func _replace_rail_chunk_instance(chunk_root: Node3D) -> bool:
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chunk_root.queue_free()
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return true
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#rebuild the scene catalogue from res://tgcc/chunk/railway/scene,
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#than serach on the current scene which chunks can be changed and for each one chose a new scene (the same kind)
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func _refresh_rail_chunks() -> void:
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print("update rail chunks")
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_warm_rail_chunk_catalogue()
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@@ -376,6 +379,9 @@ func _refresh_world(center: Vector2i) -> void:
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_rebuild_generation_queue(center)
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_rebuild_cleanup_queue(center)
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#check cells around the train by rings:
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#first the center, then borders with distance = 1, the distance = 2 and so to eye_line.
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#Use maxi(abs(x), abs(z)) to know the border of the ring. Cells closest to the train have more priority
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func _rebuild_generation_queue(center: Vector2i) -> void:
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pending_generation_cells.clear()
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@@ -390,13 +396,16 @@ func _rebuild_generation_queue(center: Vector2i) -> void:
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continue
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pending_generation_cells.append(grid_pos)
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#For each cells add to cleanup queue the cells too far
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#Use eye_line plus a margin value to hide chunks not instantly when go out of the eye line
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#Persistent obstacle cells are not deleted (rails or set_pieces)
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func _rebuild_cleanup_queue(center: Vector2i) -> void:
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pending_cleanup_cells.clear()
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var safe_margin = 2
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for grid_pos in board.keys():
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var cell = board[grid_pos]
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if cell["type"] == "obstacle":
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if _is_persistent_obstacle(cell):
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continue
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var dist_x = abs(grid_pos.x - center.x)
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@@ -424,7 +433,7 @@ func _drain_cleanup_queue() -> void:
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continue
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var cell = board[grid_pos]
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if cell["type"] == "obstacle":
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if _is_persistent_obstacle(cell):
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continue
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if cell.has("node") and is_instance_valid(cell["node"]):
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@@ -462,6 +471,8 @@ func _generate_pieces_around_train(center: Vector2i) -> void:
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if not ce_obstacle:
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_add_compatible_biome(grid_pos)
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#Decice which catalogue of chunks use for a cell. If manual_biome is set use always it
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#Otherwise read noise_generator.get_noise_2d to give an index for biome_list
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func _choose_catalogue_by_cell(grid_pos: Vector2i) -> Array[PackedScene]:
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if manual_biome != null:
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return manual_biome.available_chunks
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@@ -484,6 +495,14 @@ func _get_chunk_uniqueness_from_info(info_node: Node) -> int:
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return clampi(info_node.uniqueness, 0, MAX_CHUNK_UNIQUENESS)
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return 0
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func _get_prop_uniqueness_from_info(info_node: Node) -> int:
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if info_node != null and "uniqueness" in info_node:
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return clampi(info_node.uniqueness, 0, MAX_CHUNK_UNIQUENESS)
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return -1
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func _is_persistent_obstacle(cell: Dictionary) -> bool:
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return cell.get("type", "") == "obstacle" and cell.get("persistent", true)
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func _has_nearby_unique_chunk(grid_pos: Vector2i, uniqueness: int) -> bool:
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if uniqueness <= 0:
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return false
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@@ -527,6 +546,61 @@ func _pick_backup_scene(zone_catalogue: Array[PackedScene], grid_pos: Vector2i)
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return scene
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return zone_catalogue[0]
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func _get_prop_scene_cache_key(scene: PackedScene) -> String:
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if scene == null:
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return ""
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if scene.resource_path != "":
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return scene.resource_path
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return "prop_scene_%s" % scene.get_instance_id()
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func _get_prop_scene_uniqueness(scene: PackedScene) -> int:
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if scene == null:
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return -1
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var key = _get_prop_scene_cache_key(scene)
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if prop_candidate_cache.has(key):
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return prop_candidate_cache[key]
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var preview_prop = scene.instantiate()
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var uniqueness = _get_prop_uniqueness_from_info(preview_prop)
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if uniqueness == -1:
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var prop_info_list: Array[Node] = []
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collect_all_propinfo(preview_prop, prop_info_list)
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if not prop_info_list.is_empty():
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uniqueness = _get_prop_uniqueness_from_info(prop_info_list[0])
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preview_prop.queue_free()
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prop_candidate_cache[key] = uniqueness
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return uniqueness
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func _get_marker_prop_uniqueness(marker: Node) -> int:
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var uniqueness = _get_prop_uniqueness_from_info(marker)
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if uniqueness == -1:
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return 0
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return uniqueness
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func _pick_weighted_prop_scene(marker: Node) -> PackedScene:
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var candidates = []
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var fallback_uniqueness = _get_marker_prop_uniqueness(marker)
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for prop_scene in marker.available_props:
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if prop_scene == null:
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continue
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var uniqueness = _get_prop_scene_uniqueness(prop_scene)
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if uniqueness == -1:
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uniqueness = fallback_uniqueness
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candidates.append({
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"scene": prop_scene,
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"weight": _get_uniqueness_pick_weight(uniqueness),
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"uniqueness": uniqueness
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})
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if candidates.is_empty():
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return null
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return _pick_weighted_candidate(candidates).scene
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func _spawn_props_for_chunk(root: Node) -> void:
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var prop_markers: Array[Node] = []
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collect_all_propinfo(root, prop_markers)
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@@ -538,7 +612,7 @@ func _spawn_prop_for_marker(marker: Node) -> void:
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if marker.available_props.is_empty():
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return
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var prop_scene = marker.available_props.pick_random()
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var prop_scene = _pick_weighted_prop_scene(marker)
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if prop_scene == null:
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return
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@@ -551,6 +625,8 @@ func _spawn_prop_for_marker(marker: Node) -> void:
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marker.add_child(prop_node)
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prop_node.transform = Transform3D.IDENTITY
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#Using a vertical raycast from the top to the bottom at the center of the cell
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#If there is a collision search for a new chunk node
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func _register_cell_with_ray(grid_pos: Vector2i) -> bool:
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if board.has(grid_pos): return true
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@@ -623,7 +699,8 @@ func _register_cell_with_ray(grid_pos: Vector2i) -> bool:
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"node": root_chunk,
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"info": right_info_node,
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"have_lamppost": have_lamppost,
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"uniqueness": uniqueness
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"uniqueness": uniqueness,
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"persistent": true
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}
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if have_lamppost:
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@@ -632,6 +709,11 @@ func _register_cell_with_ray(grid_pos: Vector2i) -> bool:
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return true
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return false
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#For the cell to fill check the contrains for the four neighbors:
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#If the neighbor at north have and exit on south then new chunk should have exit to north (the same for east and ovest)
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#Contrains: 1 -> connection is mandatory; 0 -> no connection; -1 -> no contrain because there is no neighbor or it already exits
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#When generator know the contrains take all chunks and try all different rotations
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#A candidate is valid only if all contrains are correct
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func _add_compatible_biome(grid_pos: Vector2i) -> void:
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var req_conn_north = _needed_connection(grid_pos + Vector2i(0, -1), "south")
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var req_conn_est = _needed_connection(grid_pos + Vector2i(1, 0), "west")
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@@ -730,7 +812,7 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
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_apply_river_flow_direction(new_chunk, river_flow_direction)
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board[grid_pos] = {
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"type": "bioma",
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"type": "biome",
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"exit": choise.data["connections"],
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"river_exit": choise.data["river_connections"],
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"river_flow_direction": river_flow_direction,
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@@ -772,6 +854,8 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
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"uniqueness": backup_uniqueness
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}
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#Check if a neighbors have a river direction: if yes try to continue it,
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#otherwise create a direction based on connections
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func _calculate_river_flow_direction(grid_pos: Vector2i, river_connections: Dictionary) -> Vector2:
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var connected_sides: Array[String] = []
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for side in RIVER_SIDE_ORDER:
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@@ -1006,7 +1090,7 @@ func _connect_lamppost_wires(new_board_pos: Vector2i) -> void:
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if not wire_connections.has(closest_id): wire_connections[closest_id] = 0
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wire_connections[closest_id] += 1
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#draw lamppost
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#draw lamppost wires
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func _draw_parable(p1: Vector3, p2: Vector3, parent: Node3D) -> void:
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var segments = 15
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var lowering = 1.5
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@@ -2,3 +2,4 @@ extends Marker3D
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class_name PropInfo
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@export var available_props: Array[PackedScene]
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@export_range(0, 5, 1) var uniqueness: int = 0 #0=common; 5=unique
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