fix merge scenes
This commit is contained in:
@@ -1,8 +1,13 @@
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extends Node3D
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const CHUNK_TYPE_BIOME: int = 0
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const CHUNK_TYPE_STRAIGHT_TRACK: int = 1
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const CHUNK_TYPE_CURVED_TRACK: int = 2
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const CHUNK_GENERATION_STEPS_PER_FRAME: int = 2
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const CHUNK_CLEANUP_STEPS_PER_FRAME: int = 4
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const LAMPPOST_WIRE_STEPS_PER_FRAME: int = 1
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const RAILWAY_SCENE_DIRECTORY: String = "res://tgcc/chunk/railway/scene"
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@export_group("Rails")
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@export var rail_path: Path3D
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@@ -18,6 +23,7 @@ const LAMPPOST_WIRE_STEPS_PER_FRAME: int = 1
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@export_group("Lamppost")
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@export var lamppost_wire_material: ShaderMaterial
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@export_range(0.01, 1.0) var wire_thickness: float = 0.05
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@export var lamppost_dist_factor: int = 10
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var board: Dictionary = {}
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var last_pos_train: Vector2i = Vector2i(999999, 999999)
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@@ -30,11 +36,15 @@ var pending_cleanup_cells: Array[Vector2i] = []
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var pending_wire_cells: Array[Vector2i] = []
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var pending_wire_lookup: Dictionary = {}
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var pending_radar_update: bool = false
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var rail_chunk_catalogue: Dictionary = {}
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var manual_biome: Biome = null
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func _ready() -> void:
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if biome_list.is_empty() or rail_path == null: return
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#connect events
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UIEvents.update_rail_chunks.connect(_update_rail_chunks)
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noise_generator = FastNoiseLite.new()
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noise_generator.noise_type = FastNoiseLite.TYPE_PERLIN
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@@ -47,6 +57,7 @@ func _ready() -> void:
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altitude_generator.frequency = district_scale * 0.5
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_warm_chunk_candidate_cache()
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_warm_rail_chunk_catalogue()
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_update_set_pieces()
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func _update_set_pieces() -> void:
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@@ -100,7 +111,7 @@ func _destroy_and_regenrate_world() -> void:
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if rail_path != null and rail_path.train_instance != null:
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var train_pos = rail_path.train_instance.global_position
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var current_pos = Vector2i(roundi(train_pos.x / chunk_size), roundi(train_pos.z / chunk_size))
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_refresh_world_work(current_pos)
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_refresh_world(current_pos)
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pending_radar_update = true
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func _process(_delta: float) -> void:
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@@ -110,7 +121,6 @@ func _process(_delta: float) -> void:
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if pending_radar_update:
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pending_radar_update = false
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_train_radar()
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func _physics_process(_delta: float) -> void:
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if rail_path == null or rail_path.train_instance == null: return
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@@ -122,7 +132,7 @@ func _physics_process(_delta: float) -> void:
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if current_pos != last_pos_train:
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last_pos_train = current_pos
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_refresh_world_work(current_pos)
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_refresh_world(current_pos)
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pending_radar_update = true
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func collect_all_chunkinfo(root: Node, list: Array[Node]) -> void:
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@@ -154,6 +164,28 @@ func _warm_chunk_candidate_cache() -> void:
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for scene in unique_scenes.values():
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_get_chunk_scene_metadata(scene)
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func _warm_rail_chunk_catalogue() -> void:
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rail_chunk_catalogue.clear()
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var directory := DirAccess.open(RAILWAY_SCENE_DIRECTORY)
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if directory == null:
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return
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directory.list_dir_begin()
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var file_name := directory.get_next()
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while file_name != "":
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if not directory.current_is_dir() and file_name.ends_with(".tscn"):
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var scene_path := "%s/%s" % [RAILWAY_SCENE_DIRECTORY, file_name]
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var scene := load(scene_path) as PackedScene
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if scene != null:
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var chunk_type = _get_chunk_type_from_scene(scene)
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if chunk_type == CHUNK_TYPE_STRAIGHT_TRACK or chunk_type == CHUNK_TYPE_CURVED_TRACK:
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if not rail_chunk_catalogue.has(chunk_type):
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rail_chunk_catalogue[chunk_type] = []
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rail_chunk_catalogue[chunk_type].append(scene)
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file_name = directory.get_next()
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directory.list_dir_end()
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func _get_chunk_scene_cache_key(scene: PackedScene) -> String:
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if scene == null:
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return ""
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@@ -209,6 +241,20 @@ func _get_cached_chunk_info(instance: Node, scene: PackedScene) -> Node:
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return instance
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return instance.get_node_or_null(info_path)
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func _get_chunk_type_from_scene(scene: PackedScene) -> int:
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if scene == null:
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return CHUNK_TYPE_BIOME
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var preview_chunk = scene.instantiate()
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var info_list: Array[Node] = []
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collect_all_chunkinfo(preview_chunk, info_list)
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var info_node = info_list[0] if info_list.size() > 0 else null
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var chunk_type = CHUNK_TYPE_BIOME
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if info_node != null and "chunk_type" in info_node:
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chunk_type = info_node.chunk_type
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preview_chunk.queue_free()
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return chunk_type
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func _clear_pending_world_work() -> void:
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pending_generation_cells.clear()
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pending_cleanup_cells.clear()
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@@ -216,7 +262,95 @@ func _clear_pending_world_work() -> void:
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pending_wire_lookup.clear()
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pending_radar_update = false
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func _refresh_world_work(center: Vector2i) -> void:
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func _collect_replaceable_rail_chunks(root: Node, result: Array[Node3D]) -> void:
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if root == null:
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return
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if root is Node3D:
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var node_3d := root as Node3D
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if node_3d.scene_file_path.begins_with(RAILWAY_SCENE_DIRECTORY):
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var info_list: Array[Node] = []
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collect_all_chunkinfo(node_3d, info_list)
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var info_node = info_list[0] if info_list.size() > 0 else null
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if info_node != null and "chunk_type" in info_node:
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var chunk_type = info_node.chunk_type
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if chunk_type == CHUNK_TYPE_STRAIGHT_TRACK or chunk_type == CHUNK_TYPE_CURVED_TRACK:
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result.append(node_3d)
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return
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for child in root.get_children():
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_collect_replaceable_rail_chunks(child, result)
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func _pick_replacement_rail_scene(chunk_type: int, current_scene_path: String) -> PackedScene:
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var candidates: Array = rail_chunk_catalogue.get(chunk_type, [])
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if candidates.is_empty():
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return null
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var alternatives: Array[PackedScene] = []
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for candidate in candidates:
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var scene := candidate as PackedScene
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if scene != null and scene.resource_path != current_scene_path:
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alternatives.append(scene)
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if not alternatives.is_empty():
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return alternatives.pick_random()
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return candidates.pick_random() as PackedScene
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func _replace_rail_chunk_instance(chunk_root: Node3D) -> bool:
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if chunk_root == null or not is_instance_valid(chunk_root):
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return false
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var info_list: Array[Node] = []
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collect_all_chunkinfo(chunk_root, info_list)
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var info_node = info_list[0] if info_list.size() > 0 else null
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if info_node == null or not "chunk_type" in info_node:
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return false
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var replacement_scene = _pick_replacement_rail_scene(info_node.chunk_type, chunk_root.scene_file_path)
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if replacement_scene == null:
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return false
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var chunk_parent = chunk_root.get_parent()
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var replacement = replacement_scene.instantiate() as Node3D
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if chunk_parent == null or replacement == null:
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return false
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var chunk_index = chunk_root.get_index()
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var chunk_name = chunk_root.name
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chunk_root.name = "%s_old" % chunk_name
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replacement.transform = chunk_root.transform
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chunk_parent.add_child(replacement)
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chunk_parent.move_child(replacement, chunk_index)
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replacement.name = chunk_name
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replacement.owner = chunk_root.owner
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chunk_root.queue_free()
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return true
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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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var current_scene: Node = get_tree().current_scene
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if current_scene == null:
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return
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var replaceable_chunks: Array[Node3D] = []
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_collect_replaceable_rail_chunks(current_scene, replaceable_chunks)
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var replaced_count = 0
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for chunk_root in replaceable_chunks:
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if _replace_rail_chunk_instance(chunk_root):
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replaced_count += 1
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if replaced_count > 0:
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await get_tree().process_frame
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_destroy_and_regenrate_world()
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func _update_rail_chunks() -> void:
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call_deferred("_refresh_rail_chunks")
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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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@@ -537,32 +671,6 @@ func _needed_heights(near_pos: Vector2i, side_needed: String) -> int:
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if board.has(near_pos) and board[near_pos].has("heights"):
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return board[near_pos]["heights"][side_needed]
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return -1
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func _train_radar() -> void:
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if rail_path == null or rail_path.curve == null or rail_path.train_instance == null: return
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if manual_biome != null:
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return
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var train_pos = rail_path.train_instance.global_position
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var grid_x = roundi(train_pos.x / chunk_size)
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var grid_z = roundi(train_pos.z / chunk_size)
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var current_biome = _get_procedural_biome_name(noise_generator.get_noise_2d(grid_x, grid_z))
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var current_progress = rail_path.train_progress
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var total_length = rail_path.curve.get_baked_length()
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for step in range(1, 31):
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var next_progress = wrapf(current_progress + (step * chunk_size), 0.0, total_length)
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var next_local_pos = rail_path.curve.sample_baked(next_progress, true)
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var next_global_pos = rail_path.to_global(next_local_pos)
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var f_x = roundi(next_global_pos.x / chunk_size)
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var f_z = roundi(next_global_pos.z / chunk_size)
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var future_biome = _get_procedural_biome_name(noise_generator.get_noise_2d(f_x, f_z))
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if future_biome != current_biome:
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break
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func _get_lampposts(info_node: Node, side: String) -> Array[Node3D]:
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var lampposts: Array[Node3D] = []
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@@ -597,7 +705,7 @@ func _connect_lamppost_wires(new_board_pos: Vector2i) -> void:
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var p_sx_your_best = null; var p_dx_your_best = null
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var best_closest_to_root = null
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var best_distance = 999999.0
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var ray_research = 3
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var ray_research = 6
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for x in range(-ray_research, ray_research + 1):
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for z in range(-ray_research, ray_research + 1):
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@@ -665,7 +773,7 @@ func _connect_lamppost_wires(new_board_pos: Vector2i) -> void:
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p_sx_your_best = closest_sx[i_t]
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p_dx_your_best = closest_dx[i_t]
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var max_dist = chunk_size * 8.0
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var max_dist = chunk_size * lamppost_dist_factor
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if best_closest_to_root != null and best_distance < max_dist:
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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)
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@@ -683,6 +791,7 @@ 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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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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@@ -90,6 +90,9 @@ wind_amount = 50
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cloud_speed = 0.01
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fireflies_amount = 550
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fireflies_spawn_ray = 60.0
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water_color_morning = Color(0.33333334, 0.654902, 0.5294118, 1)
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water_color_afternoon = Color(0.5803922, 0.5137255, 0.2901961, 1)
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water_color_night = Color(0.48235294, 0.45490196, 0.69411767, 1)
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metadata/_custom_type_script = "uid://butda6k2tli3o"
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[sub_resource type="Gradient" id="Gradient_i3hjl"]
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@@ -30,6 +30,10 @@ signal toggle_shadows(value: bool)
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@warning_ignore("unused_signal")
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signal toggle_fog(value: bool)
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#railway signals
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@warning_ignore("unused_signal")
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signal update_rail_chunks()
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#day cycle signals
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@warning_ignore("unused_signal")
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signal toggle_pause_daytime(value: bool)
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