add uniqueness property to chunk and manage it on biome generator

This commit is contained in:
2026-05-13 12:25:16 +02:00
parent c52b11388a
commit c25e3bb4f6
2 changed files with 77 additions and 14 deletions

View File

@@ -7,6 +7,8 @@ const CHUNK_TYPE_CURVED_TRACK: int = 2
const CHUNK_GENERATION_STEPS_PER_FRAME: int = 2 const CHUNK_GENERATION_STEPS_PER_FRAME: int = 2
const CHUNK_CLEANUP_STEPS_PER_FRAME: int = 4 const CHUNK_CLEANUP_STEPS_PER_FRAME: int = 4
const LAMPPOST_WIRE_STEPS_PER_FRAME: int = 1 const LAMPPOST_WIRE_STEPS_PER_FRAME: int = 1
const MAX_CHUNK_UNIQUENESS: int = 5
const RAILWAY_SCENE_DIRECTORY: String = "res://tgcc/chunk/railway/scene" const RAILWAY_SCENE_DIRECTORY: String = "res://tgcc/chunk/railway/scene"
const RIVER_SIDE_ORDER: Array[String] = ["north", "est", "south", "west"] const RIVER_SIDE_ORDER: Array[String] = ["north", "est", "south", "west"]
const RIVER_DIRECTIONS: Dictionary = { const RIVER_DIRECTIONS: Dictionary = {
@@ -48,7 +50,6 @@ var pending_generation_cells: Array[Vector2i] = []
var pending_cleanup_cells: Array[Vector2i] = [] var pending_cleanup_cells: Array[Vector2i] = []
var pending_wire_cells: Array[Vector2i] = [] var pending_wire_cells: Array[Vector2i] = []
var pending_wire_lookup: Dictionary = {} var pending_wire_lookup: Dictionary = {}
var pending_radar_update: bool = false
var rail_chunk_catalogue: Dictionary = {} var rail_chunk_catalogue: Dictionary = {}
var manual_biome: Biome = null var manual_biome: Biome = null
@@ -125,16 +126,12 @@ func _destroy_and_regenrate_world() -> void:
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(current_pos) _refresh_world(current_pos)
pending_radar_update = true
func _process(_delta: float) -> void: func _process(_delta: float) -> void:
_drain_cleanup_queue() _drain_cleanup_queue()
_drain_generation_queue() _drain_generation_queue()
_drain_wire_queue() _drain_wire_queue()
if pending_radar_update:
pending_radar_update = false
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
@@ -146,7 +143,6 @@ 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(current_pos) _refresh_world(current_pos)
pending_radar_update = true
func collect_all_chunkinfo(root: Node, list: Array[Node]) -> void: func collect_all_chunkinfo(root: Node, list: Array[Node]) -> void:
if root == null: return if root == null: return
@@ -239,6 +235,7 @@ func _get_chunk_scene_metadata(scene: PackedScene) -> Dictionary:
"info_path": info_path, "info_path": info_path,
"rotations": rotations, "rotations": rotations,
"has_lamppost": "have_lamppost" in info_node and info_node.have_lamppost, "has_lamppost": "have_lamppost" in info_node and info_node.have_lamppost,
"uniqueness": _get_chunk_uniqueness_from_info(info_node),
} }
preview_chunk.queue_free() preview_chunk.queue_free()
chunk_candidate_cache[key] = metadata chunk_candidate_cache[key] = metadata
@@ -273,7 +270,6 @@ func _clear_pending_world_work() -> void:
pending_cleanup_cells.clear() pending_cleanup_cells.clear()
pending_wire_cells.clear() pending_wire_cells.clear()
pending_wire_lookup.clear() pending_wire_lookup.clear()
pending_radar_update = false
func _collect_replaceable_rail_chunks(root: Node, result: Array[Node3D]) -> void: func _collect_replaceable_rail_chunks(root: Node, result: Array[Node3D]) -> void:
if root == null: if root == null:
@@ -470,6 +466,54 @@ func _get_procedural_biome_name(value: float) -> String:
var index = clamp(int(normalized_value * biome_list.size()), 0, biome_list.size() - 1) var index = clamp(int(normalized_value * biome_list.size()), 0, biome_list.size() - 1)
return biome_list[index].name return biome_list[index].name
func _get_chunk_uniqueness_from_info(info_node: Node) -> int:
if info_node != null and "uniqueness" in info_node:
return clampi(info_node.uniqueness, 0, MAX_CHUNK_UNIQUENESS)
return 0
func _has_nearby_unique_chunk(grid_pos: Vector2i, uniqueness: int) -> bool:
if uniqueness <= 0:
return false
for nearby_pos in board.keys():
var nearby_uniqueness = int(board[nearby_pos].get("uniqueness", 0))
if nearby_uniqueness <= 0:
continue
var min_distance = maxi(uniqueness, nearby_uniqueness)
var dist_x = abs(nearby_pos.x - grid_pos.x)
var dist_z = abs(nearby_pos.y - grid_pos.y)
if dist_x <= min_distance and dist_z <= min_distance:
return true
return false
func _get_uniqueness_pick_weight(uniqueness: int) -> float:
return 1.0 / pow(float(uniqueness + 1), 2.0)
func _pick_weighted_candidate(candidates: Array) -> Dictionary:
var total_weight = 0.0
for candidate in candidates:
total_weight += candidate.weight
if total_weight <= 0.0:
return candidates.pick_random()
var target_weight = randf() * total_weight
var current_weight = 0.0
for candidate in candidates:
current_weight += candidate.weight
if current_weight >= target_weight:
return candidate
return candidates.back()
func _pick_backup_scene(zone_catalogue: Array[PackedScene], grid_pos: Vector2i) -> PackedScene:
for scene in zone_catalogue:
var metadata = _get_chunk_scene_metadata(scene)
var uniqueness = int(metadata.get("uniqueness", 0))
if not _has_nearby_unique_chunk(grid_pos, uniqueness):
return scene
return zone_catalogue[0]
func _register_cell_with_ray(grid_pos: Vector2i) -> bool: func _register_cell_with_ray(grid_pos: Vector2i) -> bool:
if board.has(grid_pos): return true if board.has(grid_pos): return true
@@ -517,6 +561,7 @@ func _register_cell_with_ray(grid_pos: Vector2i) -> bool:
var river_exit_found = {"north": false, "est": false, "south": false, "west": false} var river_exit_found = {"north": false, "est": false, "south": false, "west": false}
var height_found = {"north": 0, "est": 0, "south": 0, "west": 0} var height_found = {"north": 0, "est": 0, "south": 0, "west": 0}
var have_lamppost = false var have_lamppost = false
var uniqueness = 0
#Get node info #Get node info
if right_info_node != null: if right_info_node != null:
@@ -530,6 +575,8 @@ func _register_cell_with_ray(grid_pos: Vector2i) -> bool:
if "have_lamppost" in right_info_node: if "have_lamppost" in right_info_node:
have_lamppost = right_info_node.have_lamppost have_lamppost = right_info_node.have_lamppost
uniqueness = _get_chunk_uniqueness_from_info(right_info_node)
#Add piece to the grid #Add piece to the grid
board[grid_pos] = { board[grid_pos] = {
"type": "obstacle", "type": "obstacle",
@@ -538,7 +585,8 @@ func _register_cell_with_ray(grid_pos: Vector2i) -> bool:
"heights": height_found, "heights": height_found,
"node": root_chunk, "node": root_chunk,
"info": right_info_node, "info": right_info_node,
"have_lamppost": have_lamppost "have_lamppost": have_lamppost,
"uniqueness": uniqueness
} }
if have_lamppost: if have_lamppost:
@@ -579,6 +627,9 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
var u_conn = data["connections"] var u_conn = data["connections"]
var u_river_conn = data["river_connections"] var u_river_conn = data["river_connections"]
var u_height = data["heights"] var u_height = data["heights"]
var uniqueness = int(metadata.get("uniqueness", 0))
if _has_nearby_unique_chunk(grid_pos, uniqueness):
continue
var match_conn_n = (req_conn_north == -1) or ((req_conn_north == 1) == u_conn["north"]) var match_conn_n = (req_conn_north == -1) or ((req_conn_north == 1) == u_conn["north"])
var match_conn_e = (req_conn_est == -1) or ((req_conn_est == 1) == u_conn["est"]) var match_conn_e = (req_conn_est == -1) or ((req_conn_est == 1) == u_conn["est"])
@@ -607,7 +658,14 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
if req_height_south == -1 and u_height["south"] == height_target: score += 1 if req_height_south == -1 and u_height["south"] == height_target: score += 1
if req_height_west == -1 and u_height["west"] == height_target: score += 1 if req_height_west == -1 and u_height["west"] == height_target: score += 1
valid_candidates.append({"scene": scene, "rotation": rot, "data": data, "score": score}) valid_candidates.append({
"scene": scene,
"rotation": rot,
"data": data,
"score": score,
"weight": _get_uniqueness_pick_weight(uniqueness),
"uniqueness": uniqueness
})
if valid_candidates.size() > 0: if valid_candidates.size() > 0:
var max_score = -1 var max_score = -1
@@ -618,7 +676,7 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
for c in valid_candidates: for c in valid_candidates:
if c.score == max_score: best_candidate.append(c) if c.score == max_score: best_candidate.append(c)
var choise = best_candidate.pick_random() var choise = _pick_weighted_candidate(best_candidate)
var new_chunk = choise.scene.instantiate() var new_chunk = choise.scene.instantiate()
new_chunk.position = Vector3(grid_pos.x * chunk_size, 0, grid_pos.y * chunk_size) new_chunk.position = Vector3(grid_pos.x * chunk_size, 0, grid_pos.y * chunk_size)
new_chunk.rotation.y = choise.rotation * (-PI / 2.0) new_chunk.rotation.y = choise.rotation * (-PI / 2.0)
@@ -641,18 +699,21 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
"heights": choise.data["heights"], "heights": choise.data["heights"],
"node": new_chunk, "node": new_chunk,
"info": info_new, "info": info_new,
"have_lamppost": have_lamppost "have_lamppost": have_lamppost,
"uniqueness": choise.uniqueness
} }
if have_lamppost: if have_lamppost:
_queue_lamppost_wire_connection(grid_pos) _queue_lamppost_wire_connection(grid_pos)
else: else:
var backup = zone_catalogue[0].instantiate() var backup_scene = _pick_backup_scene(zone_catalogue, grid_pos)
var backup = backup_scene.instantiate()
backup.position = Vector3(grid_pos.x * chunk_size, 0, grid_pos.y * chunk_size) backup.position = Vector3(grid_pos.x * chunk_size, 0, grid_pos.y * chunk_size)
add_child(backup) add_child(backup)
var info_backup = _get_cached_chunk_info(backup, zone_catalogue[0]) var info_backup = _get_cached_chunk_info(backup, backup_scene)
var backup_uniqueness = _get_chunk_uniqueness_from_info(info_backup)
var safe_heights = { var safe_heights = {
"north": req_height_north if req_height_north != -1 else height_target, "north": req_height_north if req_height_north != -1 else height_target,
@@ -668,7 +729,8 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
"heights": safe_heights, "heights": safe_heights,
"node": backup, "node": backup,
"info": info_backup, "info": info_backup,
"have_lamppost": false "have_lamppost": false,
"uniqueness": backup_uniqueness
} }
func _calculate_river_flow_direction(grid_pos: Vector2i, river_connections: Dictionary) -> Vector2: func _calculate_river_flow_direction(grid_pos: Vector2i, river_connections: Dictionary) -> Vector2:

View File

@@ -5,6 +5,7 @@ class_name ChunkInfo
@export_group("Set Piece Rules (Unique pieces)") @export_group("Set Piece Rules (Unique pieces)")
@export var exclusive_biome: String = "" # Es: "Forest" @export var exclusive_biome: String = "" # Es: "Forest"
@export_range(0, 5, 1) var uniqueness: int = 0 #0=common; 5=unique
@export_group("Base exit") @export_group("Base exit")
@export var north: bool = false @export var north: bool = false