14 Commits

Author SHA1 Message Date
8f00ee24e8 add animals 2026-05-21 22:59:25 +02:00
1adc0ef5b7 add human fbx and idle/walking animation 2026-05-18 23:23:55 +02:00
fcab02469a add main menu and scene manager 2026-05-18 19:17:21 +00:00
0e56a84a95 add game menu 2026-05-15 20:33:21 +00:00
22877bffbe Merge pull request 'biome generation optimization' (#18) from generation_optimization into main
Reviewed-on: #18
2026-05-14 10:30:22 +00:00
b4a2bb6144 biome generation optimization 2026-05-14 12:29:41 +02:00
90b9739ee0 Merge branch 'main' of https://gitea.jmpgames.it/jmp-games/tgcc 2026-05-13 18:15:58 +02:00
43556ac110 add uniqueness par for props 2026-05-13 18:15:37 +02:00
7ea515c824 Merge branch 'polish3' into main 2026-05-13 15:50:14 +00:00
4658250206 fix 2026-05-13 17:05:29 +02:00
c25e3bb4f6 add uniqueness property to chunk and manage it on biome generator 2026-05-13 12:25:16 +02:00
Matteo Sonaglioni
c796ea289d well 2026-05-12 16:54:20 +02:00
Matteo Sonaglioni
a18dc64a4f prop1 2026-05-12 16:44:21 +02:00
c52b11388a add chunks
chunk river
hero chunk
2026-05-11 13:32:31 +00:00
262 changed files with 32644 additions and 442 deletions

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@@ -11,12 +11,12 @@ var _enable_state_machine: bool = true
get:
return _enable_state_machine
@export var anim_player: AnimationPlayer
@onready var patrol_radius_shape: CollisionShape3D = $%PatrolRadiusShape
@onready var nav_agent: NavigationAgent3D = $%NavigationAgent3D
@onready var state_machine: StateMachine = $%StateMachine
func _ready() -> void:
randomize()
toggle_enable_state_machine()
@@ -41,6 +41,11 @@ func _physics_process(delta: float) -> void:
velocity.x = direction.x * speed
velocity.z = direction.z * speed
if velocity.length_squared() > 0.1:
var look_dir = Vector3(velocity.x, 0, velocity.z)
var target_transform = global_transform.looking_at(global_position - look_dir, Vector3.UP)
global_transform = global_transform.interpolate_with(target_transform, delta * 10.0)
move_and_slide()
func navigate_to_random_point() -> void:
@@ -49,3 +54,15 @@ func navigate_to_random_point() -> void:
var target_point_in_space = global_position + Vector3(randf_range(-1, 1), 0, randf_range(-1, 1)).normalized() * randf_range(0, patrol_radius)
var closest_valid_point = NavigationServer3D.map_get_closest_point(nav_map_rid, target_point_in_space)
nav_agent.target_position = closest_valid_point
func run_walking_animation() -> void:
if anim_player and anim_player.has_animation("custom/walking"):
var anim = anim_player.get_animation("custom/walking")
anim.loop_mode = Animation.LOOP_LINEAR
anim_player.play("custom/walking")
func run_idle_animation() -> void:
if anim_player and anim_player.has_animation("custom/idle"):
var anim = anim_player.get_animation("custom/idle")
anim.loop_mode = Animation.LOOP_LINEAR
anim_player.play("custom/idle")

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@@ -2,11 +2,13 @@ extends State
const PATROL_STATE_ID: StringName = &"patrol"
@onready var agent: AIBase = owner
@export var wait_time: float = 3.0
var runtime_timer: Timer
func enter() -> void:
agent.run_idle_animation()
runtime_timer = Timer.new()
runtime_timer.name = "IdleTimer"
add_child(runtime_timer)

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@@ -6,6 +6,7 @@ const IDLE_STATE_ID: StringName = &"idle"
func enter() -> void:
agent.navigate_to_random_point()
agent.run_walking_animation()
func physics_update(_delta) -> void:
if agent.nav_agent.is_navigation_finished():

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@@ -0,0 +1,53 @@
[gd_scene format=3 uid="uid://dd8wn62anbts8"]
[ext_resource type="PackedScene" uid="uid://clx701xdwelgx" path="res://core/ai/agents/base/ai_base.tscn" id="1_p2hpa"]
[ext_resource type="PackedScene" uid="uid://bjp8wbrtfl4v2" path="res://core/ai/agents/cow/cow_mannequin.tscn" id="2_6gadt"]
[sub_resource type="BoxShape3D" id="BoxShape3D_6gadt"]
size = Vector3(1, 1.4033203, 2.201294)
[node name="AiCow" unique_id=1228675528 node_paths=PackedStringArray("anim_player") instance=ExtResource("1_p2hpa")]
anim_player = NodePath("CowMannequin/AnimationPlayer")
[node name="MeshInstance3D" parent="." index="0" unique_id=214482161]
visible = false
[node name="CollisionShape3D" parent="." index="1" unique_id=92811823]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.20166016, 0.24859619)
shape = SubResource("BoxShape3D_6gadt")
[node name="CowMannequin" parent="." index="5" unique_id=1390675137 instance=ExtResource("2_6gadt")]
transform = Transform3D(0.25, 0, 0, 0, 0.25, 0, 0, 0, 0.25, 0, -0.9, 0)
[node name="Skeleton3D" parent="CowMannequin/Armature" parent_id_path=PackedInt32Array(1390675137, 698629112) index="0" unique_id=1122133347]
bones/1/position = Vector3(-0.00911771, 0.0010000349, 0.006467142)
bones/3/position = Vector3(0.0017672703, 0.020791268, -0.0029404918)
bones/4/position = Vector3(-0.0032468068, 0.0023884464, 0.01873094)
bones/4/rotation = Quaternion(0.10042217, -0.10042243, 0.69993955, 0.69993955)
bones/5/rotation = Quaternion(0.67686933, -0.7237772, -0.07669845, 0.11005373)
bones/6/rotation = Quaternion(0.2912588, -0.018159404, 0.0055299345, 0.95645595)
bones/8/position = Vector3(-0.0032468068, 0.003527336, -0.02178527)
bones/8/rotation = Quaternion(-0.13840333, 0.13840266, 0.6934296, 0.6934297)
bones/9/rotation = Quaternion(0.63873273, -0.71572495, 0.1725141, -0.22360067)
bones/10/rotation = Quaternion(-0.5624951, 0.015998652, 0.010887203, 0.82657415)
bones/12/position = Vector3(0.0026304817, 0.0015686632, 0.01873094)
bones/12/rotation = Quaternion(0.69003975, 0.6900398, -0.15441875, 0.15441847)
bones/13/rotation = Quaternion(-0.06197851, -0.1282304, 0.73018706, 0.6682384)
bones/14/rotation = Quaternion(0.1410681, 0.051763278, -0.0073862504, 0.9886182)
bones/16/position = Vector3(0.0026304817, 0.005057063, -0.02178527)
bones/16/rotation = Quaternion(0.70645297, 0.7064531, 0.030399354, -0.030400336)
bones/17/rotation = Quaternion(0.198508, 0.20028433, 0.69889957, 0.65728253)
bones/18/rotation = Quaternion(-0.4085358, -0.008673466, -0.0038824743, 0.9126928)
bones/20/position = Vector3(-0.0003228268, 0.009853916, -0.026626632)
bones/26/position = Vector3(-0.00072195934, 0.0076745725, 0.016512236)
bones/26/rotation = Quaternion(0.0042201285, 0.8477673, 0.5299017, -0.021842854)
bones/27/rotation = Quaternion(0.1513493, -0.04170839, -0.04666066, 0.9864972)
bones/28/rotation = Quaternion(-0.6312453, -0.17917253, 0.17600863, 0.73378986)
bones/30/position = Vector3(-0.0003228271, 0.011335416, -0.01734586)
bones/33/position = Vector3(-0.008358625, 0.004613471, -0.013200058)
bones/33/rotation = Quaternion(0.76341635, -5.672201e-07, -6.704141e-07, 0.6459068)
bones/35/position = Vector3(0.008608938, 0.0010000349, 0.028441517)
bones/35/rotation = Quaternion(0.7071068, -6.866289e-07, -1.22965e-06, 0.7071067)
bones/37/position = Vector3(0.007849856, 0.0010000349, -0.02901155)
[editable path="CowMannequin"]

BIN
core/ai/agents/cow/cow.fbx Normal file

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@@ -0,0 +1,81 @@
[gd_scene format=3 uid="uid://bjp8wbrtfl4v2"]
[ext_resource type="PackedScene" uid="uid://b7d57tyxi41r1" path="res://core/ai/agents/cow/cow.fbx" id="1_60f5q"]
[ext_resource type="Animation" uid="uid://bsuoywknbbnm0" path="res://core/ai/agents/cow/idle.res" id="2_5ukcj"]
[ext_resource type="Animation" uid="uid://ckmybsnuf4stp" path="res://core/ai/agents/cow/walking.res" id="3_0mu5m"]
[sub_resource type="AnimationLibrary" id="AnimationLibrary_lowte"]
_data = {
&"idle": ExtResource("2_5ukcj"),
&"walking": ExtResource("3_0mu5m")
}
[node name="CowMannequin" unique_id=786985233 instance=ExtResource("1_60f5q")]
[node name="Skeleton3D" parent="Armature" parent_id_path=PackedInt32Array(698629112) index="0" unique_id=1122133347]
bones/1/rotation = Quaternion(0.7071068, -6.209646e-07, -6.209645e-07, 0.7071067)
bones/1/scale = Vector3(1, 1, 1)
bones/4/rotation = Quaternion(0.0015316998, -0.0015319793, 0.70710516, 0.70710516)
bones/5/position = Vector3(1.3183898e-16, 0.006025583, -6.675722e-10)
bones/5/rotation = Quaternion(0.703962, -0.69745475, -0.08083715, 0.10705068)
bones/5/scale = Vector3(1, 0.99999976, 1)
bones/6/position = Vector3(-1.403955e-10, 0.009248152, 3.7406075e-11)
bones/6/rotation = Quaternion(0.18324056, -0.018661192, 0.0034790868, 0.98288476)
bones/6/scale = Vector3(1, 1, 1)
bones/8/scale = Vector3(0.99999994, 0.99999994, 1)
bones/9/position = Vector3(-3.8163916e-17, 0.0046958304, 1.907358e-10)
bones/9/rotation = Quaternion(0.6754388, -0.68119305, 0.18401879, -0.21423234)
bones/9/scale = Vector3(1, 0.99999994, 1.0000001)
bones/10/position = Vector3(7.2902e-10, 0.011755081, -3.0995417e-10)
bones/10/rotation = Quaternion(-0.35146433, 0.018116632, 0.0068026204, 0.9360013)
bones/10/scale = Vector3(0.9999999, 1, 1.0000001)
bones/12/rotation = Quaternion(0.707105, 0.70710486, 0.0016303749, -0.0016306548)
bones/12/scale = Vector3(1, 1, 1)
bones/13/position = Vector3(-1.5265567e-16, 0.0060255853, 6.6757205e-10)
bones/13/rotation = Quaternion(-0.057434652, -0.13032891, 0.70625645, 0.69348216)
bones/13/scale = Vector3(0.99999994, 1, 0.9999999)
bones/14/position = Vector3(-4.5945833e-10, 0.009248151, -5.7053273e-09)
bones/14/rotation = Quaternion(0.18302466, 0.051401887, -0.0095829815, 0.9817169)
bones/14/scale = Vector3(1, 1.0000001, 0.99999994)
bones/16/rotation = Quaternion(0.7071062, 0.7071063, 0.0008663558, -0.0008670737)
bones/16/scale = Vector3(1, 1, 1)
bones/17/position = Vector3(1.7347235e-17, 0.0046958304, -1.9073432e-10)
bones/17/rotation = Quaternion(0.1907959, 0.2076444, 0.67355627, 0.6832297)
bones/17/scale = Vector3(1, 1, 1.0000001)
bones/18/position = Vector3(1.834215e-10, 0.011755081, -1.7500804e-09)
bones/18/rotation = Quaternion(-0.35151497, -0.0088962475, -0.003340601, 0.93613404)
bones/18/scale = Vector3(1, 1.0000001, 0.99999994)
bones/20/rotation = Quaternion(0.60080343, -0.03016121, 0.03526711, 0.7980488)
bones/21/position = Vector3(0.00011168665, 0.0039693406, -0.013754063)
bones/21/rotation = Quaternion(0.98885596, 3.1474094e-08, 2.23642e-07, -0.14887528)
bones/21/scale = Vector3(1, 1.0000001, 1.0000001)
bones/22/position = Vector3(-2.5714557e-11, 0.00836347, -9.433328e-09)
bones/22/rotation = Quaternion(-0.6231534, 9.0575064e-08, -7.589477e-08, 0.78209966)
bones/22/scale = Vector3(1, 0.9999999, 0.99999994)
bones/23/position = Vector3(-2.1545942e-12, 0.0072733457, -2.594807e-09)
bones/23/rotation = Quaternion(-1.8223004e-08, 0.98608583, -0.16623694, 2.7314604e-07)
bones/23/scale = Vector3(1, 0.9999997, 0.9999997)
bones/24/position = Vector3(3.3663968e-13, 0.006993335, -2.8376712e-09)
bones/24/rotation = Quaternion(-0.048028953, 2.6759114e-08, 4.5447155e-08, 0.998846)
bones/24/scale = Vector3(1, 0.99999994, 1.0000001)
bones/26/rotation = Quaternion(0.0054439656, 0.86556005, 0.50029516, -0.021930087)
bones/26/scale = Vector3(1, 1.0000002, 1)
bones/27/position = Vector3(1.8971762e-10, 0.013189232, -5.7312505e-10)
bones/27/rotation = Quaternion(0.15129425, -0.018451845, -0.013046658, 0.9882304)
bones/27/scale = Vector3(0.99999994, 0.99999994, 1.0000001)
bones/28/position = Vector3(-2.1601461e-10, 0.013573305, 4.8459786e-10)
bones/28/rotation = Quaternion(-0.6245376, -0.19781438, 0.16660775, 0.7369289)
bones/28/scale = Vector3(1, 0.9999999, 1.0000001)
bones/30/rotation = Quaternion(3.5765906e-06, 0.67050743, 0.7419029, 3.2289404e-06)
bones/31/position = Vector3(-1.2499713e-14, 0.01925819, -1.2902629e-09)
bones/31/rotation = Quaternion(0.086390205, 0.0012038474, -0.013495129, 0.99616927)
bones/31/scale = Vector3(0.9999999, 0.99999994, 1)
bones/33/rotation = Quaternion(0.7071068, -6.209646e-07, -6.209645e-07, 0.7071067)
bones/33/scale = Vector3(1, 1, 1)
bones/35/rotation = Quaternion(0.7071068, -9.581396e-07, -9.581394e-07, 0.7071067)
bones/35/scale = Vector3(1, 1, 1)
bones/37/rotation = Quaternion(0.7071068, -9.581396e-07, -9.581394e-07, 0.7071067)
bones/37/scale = Vector3(1, 1, 1)
[node name="AnimationPlayer" parent="." index="1" unique_id=1944296898]
libraries/custom = SubResource("AnimationLibrary_lowte")

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core/ai/agents/cow/idle.res Normal file

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@@ -0,0 +1,61 @@
[gd_scene format=3 uid="uid://cayakdk7gmlyg"]
[ext_resource type="PackedScene" uid="uid://clx701xdwelgx" path="res://core/ai/agents/base/ai_base.tscn" id="1_e5v3h"]
[ext_resource type="PackedScene" uid="uid://dqhueybnlrrqx" path="res://core/ai/agents/horse/horse_mannequin.tscn" id="2_4t6jw"]
[ext_resource type="Animation" uid="uid://doyi6etqvy4n2" path="res://core/ai/agents/horse/idle.res" id="3_qe4rt"]
[ext_resource type="Animation" uid="uid://hotr7r3fd1sq" path="res://core/ai/agents/horse/walking.res" id="4_q8m0v"]
[sub_resource type="BoxShape3D" id="BoxShape3D_4t6jw"]
size = Vector3(1, 1.4991455, 1.7949219)
[sub_resource type="AnimationLibrary" id="AnimationLibrary_or6xs"]
_data = {
&"idle": ExtResource("3_qe4rt"),
&"walking": ExtResource("4_q8m0v")
}
[node name="AiHorse" unique_id=1228675528 node_paths=PackedStringArray("anim_player") instance=ExtResource("1_e5v3h")]
anim_player = NodePath("HorseMannequin/AnimationPlayer")
[node name="MeshInstance3D" parent="." index="0" unique_id=214482161]
visible = false
[node name="CollisionShape3D" parent="." index="1" unique_id=92811823]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.2074585, 0.14794922)
shape = SubResource("BoxShape3D_4t6jw")
[node name="HorseMannequin" parent="." index="5" unique_id=1289880358 instance=ExtResource("2_4t6jw")]
transform = Transform3D(0.2, 0, 0, 0, 0.2, 0, 0, 0, 0.2, 0, -0.9, 0)
[node name="Skeleton3D" parent="HorseMannequin/Armature" parent_id_path=PackedInt32Array(1289880358, 502167939) index="0" unique_id=972507008]
bones/1/rotation = Quaternion(0.7071068, -6.209646e-07, -6.209645e-07, 0.7071067)
bones/4/rotation = Quaternion(0.0012952884, -0.0012955684, 0.7071056, 0.7071057)
bones/5/rotation = Quaternion(0.70685357, -0.70227593, -0.04508998, 0.07164877)
bones/6/rotation = Quaternion(0.13314606, -0.018813655, 0.0025279524, 0.9909147)
bones/8/rotation = Quaternion(0.00078355736, -0.00078427553, 0.70710635, 0.70710635)
bones/9/rotation = Quaternion(0.6711558, -0.6744515, 0.20213859, -0.23195927)
bones/10/rotation = Quaternion(-0.3574636, 0.018072592, 0.006918765, 0.9337266)
bones/12/rotation = Quaternion(0.7071054, 0.7071055, 0.0013743625, -0.0013746425)
bones/13/rotation = Quaternion(-0.02159133, -0.09508795, 0.70796114, 0.69948786)
bones/14/rotation = Quaternion(0.13298893, 0.051821847, -0.0069631753, 0.9897374)
bones/16/rotation = Quaternion(0.7071064, 0.70710653, 0.00066260004, -0.00066331815)
bones/17/rotation = Quaternion(0.20885532, 0.22542001, 0.6690968, 0.6766645)
bones/18/rotation = Quaternion(-0.3575147, -0.008874607, -0.003397635, 0.9338592)
bones/20/rotation = Quaternion(0.6010642, -0.021428203, 0.02848876, 0.79840535)
bones/21/rotation = Quaternion(0.99267024, 2.482745e-08, 2.2239277e-07, -0.12085533)
bones/22/rotation = Quaternion(-0.6165577, 9.507701e-08, -7.2693986e-08, 0.7873097)
bones/23/rotation = Quaternion(-1.5614631e-08, 0.9891947, -0.14660779, 2.7153942e-07)
bones/24/rotation = Quaternion(0.03904001, 3.5621138e-08, 1.47960275e-08, 0.99923766)
bones/26/rotation = Quaternion(0.008421451, 0.95973384, 0.27944198, -0.027427308)
bones/27/rotation = Quaternion(-0.08868468, -0.022488868, -0.01781765, 0.9956465)
bones/28/rotation = Quaternion(-0.62453747, -0.1978144, 0.1666077, 0.736929)
bones/30/rotation = Quaternion(3.4527793e-06, 0.6944211, 0.71956885, 3.3297817e-06)
bones/31/rotation = Quaternion(0.053752482, 0.0007617086, -0.013526975, 0.9984624)
bones/33/rotation = Quaternion(0.7071068, -6.209646e-07, -6.209645e-07, 0.7071067)
bones/35/rotation = Quaternion(0.7071068, -9.581396e-07, -9.581394e-07, 0.7071067)
bones/37/rotation = Quaternion(0.7071068, -9.581396e-07, -9.581394e-07, 0.7071067)
[node name="AnimationPlayer" parent="HorseMannequin" index="1" unique_id=868895357]
libraries/custom = SubResource("AnimationLibrary_or6xs")
[editable path="HorseMannequin"]

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@@ -0,0 +1,5 @@
[gd_scene format=3 uid="uid://dqhueybnlrrqx"]
[ext_resource type="PackedScene" uid="uid://be1ql8okme4n7" path="res://core/ai/agents/horse/horse.fbx" id="1_fbqil"]
[node name="HorseMannequin" unique_id=1289880358 instance=ExtResource("1_fbqil")]

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@@ -0,0 +1,58 @@
[gd_scene format=3 uid="uid://mvh2v6v72stt"]
[ext_resource type="PackedScene" uid="uid://clx701xdwelgx" path="res://core/ai/agents/base/ai_base.tscn" id="1_hko2w"]
[ext_resource type="PackedScene" uid="uid://legcajdd0jsy" path="res://core/ai/agents/human/human_mannequin.tscn" id="2_cnrgi"]
[node name="AiHuman" unique_id=1228675528 node_paths=PackedStringArray("anim_player") instance=ExtResource("1_hko2w")]
anim_player = NodePath("HumanMannequin/AnimationPlayer")
[node name="MeshInstance3D" parent="." index="0" unique_id=214482161]
visible = false
[node name="HumanMannequin" parent="." index="5" unique_id=333236377 instance=ExtResource("2_cnrgi")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.9, 0)
[node name="SK_Mannequin" parent="HumanMannequin" index="0" unique_id=377304892]
transform = Transform3D(0.99999994, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0, 0, 0)
[node name="Skeleton3D" parent="HumanMannequin/SK_Mannequin" index="0" unique_id=427572412]
bones/2/rotation = Quaternion(-2.1971985e-24, 0, -0.062388558, 0.99805194)
bones/3/rotation = Quaternion(4.135903e-25, 1.6543612e-24, 0.12241964, 0.99247843)
bones/4/rotation = Quaternion(2.2850868e-23, 0, 0.024252614, 0.9997059)
bones/5/rotation = Quaternion(0.20891805, 0.7294167, 0.12304399, 0.6396598)
bones/6/rotation = Quaternion(0.11299576, 0.33062968, -0.16141911, 0.92296255)
bones/7/rotation = Quaternion(-0.05401651, -0.079182714, -0.26340967, 0.9599103)
bones/8/rotation = Quaternion(-0.61789525, 0.019371983, 0.010653294, 0.7859496)
bones/9/rotation = Quaternion(0.1333045, -0.0031801206, 0.22317973, 0.96561414)
bones/10/rotation = Quaternion(0.012043531, -0.0029058352, 0.10444825, 0.9944532)
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bones/17/rotation = Quaternion(0.20738536, 0.2267729, 0.6646832, 0.6810004)
bones/18/rotation = Quaternion(-0.35684106, -0.008877046, -0.003391197, 0.93411684)
bones/20/rotation = Quaternion(0.6013276, -0.007656024, 0.017799761, 0.79876757)
bones/22/rotation = Quaternion(0.0076703057, 0.9327372, 0.3595561, -0.025732514)
bones/23/rotation = Quaternion(-0.089636706, -0.019697238, -0.01825219, 0.99561244)
bones/24/rotation = Quaternion(-0.44343108, -0.23039742, 0.11800072, 0.85811526)
bones/26/rotation = Quaternion(5.170388e-06, 0.6954638, 0.7185612, 5.0026606e-06)
bones/27/rotation = Quaternion(0.052304644, 0.00074447604, -0.01352817, 0.99853927)
bones/29/rotation = Quaternion(0.7071068, -9.581396e-07, -9.581394e-07, 0.7071067)
bones/31/rotation = Quaternion(0.7071068, -1.2110207e-06, -1.2110205e-06, 0.7071067)

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@@ -0,0 +1,36 @@
[gd_scene format=3 uid="uid://bs1bdtm7jdtgb"]
[ext_resource type="PackedScene" uid="uid://clx701xdwelgx" path="res://core/ai/agents/base/ai_base.tscn" id="1_smbiq"]
[ext_resource type="PackedScene" uid="uid://58u6viv3qd63" path="res://core/ai/agents/sheep/sheep_mannequin.tscn" id="2_hnenk"]
[ext_resource type="Animation" uid="uid://ifn4akvcgaua" path="res://core/ai/agents/sheep/idle.res" id="3_i3d22"]
[ext_resource type="Animation" uid="uid://52eg4664eik0" path="res://core/ai/agents/sheep/walking.res" id="4_hxh1r"]
[sub_resource type="BoxShape3D" id="BoxShape3D_hnenk"]
size = Vector3(1, 1.4770508, 1.3725281)
[sub_resource type="AnimationLibrary" id="AnimationLibrary_vlyix"]
_data = {
&"idle": ExtResource("3_i3d22"),
&"walking": ExtResource("4_hxh1r")
}
[node name="AiSheep" unique_id=1228675528 node_paths=PackedStringArray("anim_player") instance=ExtResource("1_smbiq")]
anim_player = NodePath("SheepMannequin/AnimationPlayer")
[node name="MeshInstance3D" parent="." index="0" unique_id=214482161]
visible = false
[node name="CollisionShape3D" parent="." index="1" unique_id=92811823]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.23852539, 0.11299133)
shape = SubResource("BoxShape3D_hnenk")
[node name="SheepMannequin" parent="." index="5" unique_id=1153770042 instance=ExtResource("2_hnenk")]
transform = Transform3D(0.2, 0, 0, 0, 0.2, 0, 0, 0, 0.2, 0, -0.9, 0)
[node name="Armature" parent="SheepMannequin" index="0" unique_id=1644576745]
transform = Transform3D(100, 0, 0, 0, -4.3711384e-06, 99.99999, 0, -99.99999, -4.3711384e-06, 0, 0, 0)
[node name="AnimationPlayer" parent="SheepMannequin" index="1" unique_id=770197846]
libraries/custom = SubResource("AnimationLibrary_vlyix")
[editable path="SheepMannequin"]

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@@ -0,0 +1,29 @@
[gd_scene format=3 uid="uid://58u6viv3qd63"]
[ext_resource type="PackedScene" uid="uid://oog8biov508a" path="res://core/ai/agents/sheep/sheep.fbx" id="1_pnkxh"]
[node name="SheepMannequin" unique_id=1153770042 instance=ExtResource("1_pnkxh")]
[node name="Skeleton3D" parent="Armature" parent_id_path=PackedInt32Array(1644576745) index="0" unique_id=811031257]
bones/1/rotation = Quaternion(0.7071068, -7.052583e-07, -7.052583e-07, 0.7071067)
bones/4/rotation = Quaternion(0.0017592248, -0.0017595046, 0.7071046, 0.7071046)
bones/5/rotation = Quaternion(0.706397, -0.7005701, -0.057003256, 0.08339989)
bones/6/rotation = Quaternion(0.17354831, -0.018694565, 0.003295098, 0.98464245)
bones/8/rotation = Quaternion(0.0011415672, -0.0011422854, 0.7071059, 0.7071059)
bones/9/rotation = Quaternion(0.66940695, -0.67618734, 0.20153745, -0.23248184)
bones/10/rotation = Quaternion(-0.38440856, 0.017864142, 0.0074402345, 0.92296034)
bones/12/rotation = Quaternion(0.70710427, 0.7071044, 0.001866237, -0.0018665171)
bones/13/rotation = Quaternion(-0.033540055, -0.106803544, 0.7078988, 0.6973861)
bones/14/rotation = Quaternion(0.17334078, 0.051493812, -0.009075931, 0.9834729)
bones/16/rotation = Quaternion(0.70710605, 0.7071062, 0.0009843343, -0.0009850523)
bones/17/rotation = Quaternion(0.2082713, 0.22595985, 0.6673435, 0.67839366)
bones/18/rotation = Quaternion(-0.384463, -0.008772296, -0.0036537221, 0.92309153)
bones/20/rotation = Quaternion(0.6012591, 0.022893472, -0.005923484, 0.7987042)
bones/22/rotation = Quaternion(0.006586622, 0.9146406, 0.40345904, -0.02469813)
bones/23/rotation = Quaternion(0.07927493, -0.021147288, -0.014362239, 0.996525)
bones/24/rotation = Quaternion(-0.6495659, -0.19198355, 0.17329836, 0.71496445)
bones/26/rotation = Quaternion(3.4527793e-06, 0.6944211, 0.71956885, 3.3297817e-06)
bones/27/rotation = Quaternion(0.0651835, 0.0008379451, -0.017830681, 0.9977136)
bones/29/rotation = Quaternion(0.7071068, -7.052583e-07, -7.052583e-07, 0.7071067)
bones/31/rotation = Quaternion(0.7071068, -1.0424332e-06, -1.0424329e-06, 0.7071067)
bones/33/rotation = Quaternion(0.7071068, -1.0424332e-06, -1.0424329e-06, 0.7071067)

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@@ -1,14 +0,0 @@
[gd_scene format=3 uid="uid://cescrovsjlwke"]
[ext_resource type="Script" uid="uid://bnh1y560h55vc" path="res://core/audio/settings/audio_option.gd" id="1_orafl"]
[node name="AudioOption" type="VBoxContainer" unique_id=1509773712]
custom_minimum_size = Vector2(300, 0)
script = ExtResource("1_orafl")
[node name="Label" type="Label" parent="." unique_id=781845786]
layout_mode = 2
text = "Master Volume"
[node name="HSlider" type="HSlider" parent="." unique_id=1286896253]
layout_mode = 2

View File

@@ -1,74 +0,0 @@
[gd_scene format=3 uid="uid://caqf471x0kttc"]
[ext_resource type="Script" uid="uid://cvr25q1blyxg" path="res://core/audio/settings/settings_menu.gd" id="1_4lekq"]
[ext_resource type="PackedScene" uid="uid://cescrovsjlwke" path="res://core/audio/settings/audio_option.tscn" id="1_hwcco"]
[node name="SettingsMenu" type="Control" unique_id=1639777294]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_4lekq")
[node name="PanelContainer" type="PanelContainer" parent="." unique_id=315821242]
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -79.5
offset_top = -110.0
offset_right = 79.5
offset_bottom = 110.0
grow_horizontal = 2
grow_vertical = 2
[node name="MarginContainer" type="MarginContainer" parent="PanelContainer" unique_id=648635784]
layout_mode = 2
size_flags_vertical = 0
theme_override_constants/margin_left = 12
theme_override_constants/margin_top = 12
theme_override_constants/margin_right = 12
theme_override_constants/margin_bottom = 12
[node name="AudioOptionsContainer" type="VBoxContainer" parent="PanelContainer/MarginContainer" unique_id=824023653]
unique_name_in_owner = true
layout_mode = 2
theme_override_constants/separation = 12
[node name="MasterVolume_AudioOption" parent="PanelContainer/MarginContainer/AudioOptionsContainer" unique_id=1509773712 instance=ExtResource("1_hwcco")]
layout_mode = 2
[node name="HSeparator" type="HSeparator" parent="PanelContainer/MarginContainer/AudioOptionsContainer" unique_id=1053430754]
layout_mode = 2
[node name="MusicVolume_AudioOption" parent="PanelContainer/MarginContainer/AudioOptionsContainer" unique_id=690924616 instance=ExtResource("1_hwcco")]
layout_mode = 2
bus_name = &"Music"
label_text = "Music Volume"
[node name="HSeparator2" type="HSeparator" parent="PanelContainer/MarginContainer/AudioOptionsContainer" unique_id=453716295]
layout_mode = 2
[node name="SFXVolume_AudioOption" parent="PanelContainer/MarginContainer/AudioOptionsContainer" unique_id=2096291127 instance=ExtResource("1_hwcco")]
layout_mode = 2
bus_name = &"SFX"
label_text = "SFX Volume"
[node name="HSeparator3" type="HSeparator" parent="PanelContainer/MarginContainer/AudioOptionsContainer" unique_id=498553283]
layout_mode = 2
[node name="ResetToDefault_Button" type="Button" parent="PanelContainer/MarginContainer/AudioOptionsContainer" unique_id=720420423]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 0
text = "Reset To Default"
[node name="Close_Button" type="Button" parent="PanelContainer/MarginContainer/AudioOptionsContainer" unique_id=1137906684]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 0
text = "Close"

View File

@@ -4,9 +4,20 @@ const CHUNK_TYPE_BIOME: int = 0
const CHUNK_TYPE_STRAIGHT_TRACK: int = 1
const CHUNK_TYPE_CURVED_TRACK: int = 2
const CHUNK_GENERATION_STEPS_PER_FRAME: int = 2
const CHUNK_CLEANUP_STEPS_PER_FRAME: int = 4
const LAMPPOST_WIRE_STEPS_PER_FRAME: int = 1
const CHUNK_GENERATION_FRAME_BUDGET_USEC: int = 2000 #2 ms/frame to generate chunks
const CHUNK_CLEANUP_FRAME_BUDGET_USEC: int = 1000 #1 ms/frame per cleanup
const LAMPPOST_WIRE_FRAME_BUDGET_USEC: int = 1000 #1 ms/frame per i fili dei lampioni
#(about 4 ms o work for frame)
#Se compaiono chunk troppo lentamente davanti al treno:
#aumentare generazione a 3000 o 4000
#Se ci sono micro-scatti:
#abbassare generazione a 1000 o 1500
#Se i fili appaiono in ritardo:
#aumentare wire a 1500 o 2000
#Se il cleanup causa scatti:
#abbassare cleanup a 500
const MAX_CHUNK_UNIQUENESS: int = 5
const RAILWAY_SCENE_DIRECTORY: String = "res://tgcc/chunk/railway/scene"
const RIVER_SIDE_ORDER: Array[String] = ["north", "est", "south", "west"]
const RIVER_DIRECTIONS: Dictionary = {
@@ -23,33 +34,36 @@ const RIVER_NEIGHBOUR_OFFSETS: Dictionary = {
}
@export_group("Rails")
@export var rail_path: Path3D
@export var rail_path: Path3D #rail path
@export_group("Biomes")
@export var biome_list: Array[Biome]
@export var biome_list: Array[Biome] #list of scenes for the biome
@export_group("Grid and Area")
@export var chunk_size: float = 20.0
@export var eye_line: int = 3
@export var district_scale: float = 0.05
@export var chunk_size: float = 20.0 #size of a cell; default 20 (global position is defined dividing x and z for this value)
@export var eye_line: int = 3 #cells to be considerated around the train (e.g. 3 => a square of cells from -3 to 3 around train cell)
@export var district_scale: float = 0.05 #noise value to distribuite biome; low values create large area, high values create biome with more variants
@export_group("Lamppost")
@export var lamppost_wire_material: ShaderMaterial
@export_range(0.01, 1.0) var wire_thickness: float = 0.05
@export var lamppost_dist_factor: int = 10
@export var lamppost_dist_factor: int = 10 #max distance of connections
var board: Dictionary = {}
var last_pos_train: Vector2i = Vector2i(999999, 999999)
var noise_generator: FastNoiseLite
var altitude_generator: FastNoiseLite
var wire_connections: Dictionary = {}
var chunk_candidate_cache: Dictionary = {}
var chunk_candidate_cache: Dictionary = {} #node cache (metadata)
var prop_candidate_cache: Dictionary = {}
var pending_generation_cells: Array[Vector2i] = []
var pending_cleanup_cells: Array[Vector2i] = []
var pending_wire_cells: Array[Vector2i] = []
var pending_generation_cursor: int = 0
var pending_cleanup_cursor: int = 0
var pending_wire_cursor: int = 0
var pending_wire_lookup: Dictionary = {}
var pending_radar_update: bool = false
var rail_chunk_catalogue: Dictionary = {}
var rail_chunk_catalogue: Dictionary = {} #rails chunk list
var manual_biome: Biome = null
@@ -59,6 +73,7 @@ func _ready() -> void:
#connect events
UIEvents.update_rail_chunks.connect(_update_rail_chunks)
#noise generator for biome and altitute
noise_generator = FastNoiseLite.new()
noise_generator.noise_type = FastNoiseLite.TYPE_PERLIN
noise_generator.seed = randi()
@@ -69,8 +84,10 @@ func _ready() -> void:
altitude_generator.seed = randi()
altitude_generator.frequency = district_scale * 0.5
#fill cache with available chunk
_warm_chunk_candidate_cache()
_warm_rail_chunk_catalogue()
#set unique pieces
_update_set_pieces()
func _update_set_pieces() -> void:
@@ -85,7 +102,7 @@ func _update_set_pieces() -> void:
var local_biome = ""
if manual_biome != null:
local_biome = manual_biome.nome
local_biome = manual_biome.name
else:
var grid_x = roundi(sp.global_position.x / chunk_size)
var grid_z = roundi(sp.global_position.z / chunk_size)
@@ -111,7 +128,7 @@ func _destroy_and_regenrate_world() -> void:
#Destroy all models
for pos in board.keys():
var cella = board[pos]
if cella["type"] != "obstacle":
if not _is_persistent_obstacle(cella):
if cella.has("node") and is_instance_valid(cella["node"]):
cella["node"].queue_free()
@@ -125,16 +142,13 @@ func _destroy_and_regenrate_world() -> void:
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))
_refresh_world(current_pos)
pending_radar_update = true
func _process(_delta: float) -> void:
#based on time budgets the queues are evaluated by frame and not all together
_drain_cleanup_queue()
_drain_generation_queue()
_drain_wire_queue()
if pending_radar_update:
pending_radar_update = false
func _physics_process(_delta: float) -> void:
if rail_path == null or rail_path.train_instance == null: return
@@ -146,7 +160,6 @@ func _physics_process(_delta: float) -> void:
if current_pos != last_pos_train:
last_pos_train = current_pos
_refresh_world(current_pos)
pending_radar_update = true
func collect_all_chunkinfo(root: Node, list: Array[Node]) -> void:
if root == null: return
@@ -157,6 +170,15 @@ func collect_all_chunkinfo(root: Node, list: Array[Node]) -> void:
for child in root.get_children():
collect_all_chunkinfo(child, list)
func collect_all_propinfo(root: Node, list: Array[Node]) -> void:
if root == null: return
if "available_props" in root:
list.append(root)
for child in root.get_children():
collect_all_propinfo(child, list)
func _warm_chunk_candidate_cache() -> void:
var unique_scenes: Dictionary = {}
@@ -239,6 +261,7 @@ func _get_chunk_scene_metadata(scene: PackedScene) -> Dictionary:
"info_path": info_path,
"rotations": rotations,
"has_lamppost": "have_lamppost" in info_node and info_node.have_lamppost,
"uniqueness": _get_chunk_uniqueness_from_info(info_node),
}
preview_chunk.queue_free()
chunk_candidate_cache[key] = metadata
@@ -272,8 +295,10 @@ func _clear_pending_world_work() -> void:
pending_generation_cells.clear()
pending_cleanup_cells.clear()
pending_wire_cells.clear()
pending_generation_cursor = 0
pending_cleanup_cursor = 0
pending_wire_cursor = 0
pending_wire_lookup.clear()
pending_radar_update = false
func _collect_replaceable_rail_chunks(root: Node, result: Array[Node3D]) -> void:
if root == null:
@@ -340,6 +365,8 @@ func _replace_rail_chunk_instance(chunk_root: Node3D) -> bool:
chunk_root.queue_free()
return true
#rebuild the scene catalogue from res://tgcc/chunk/railway/scene,
#than serach on the current scene which chunks can be changed and for each one chose a new scene (the same kind)
func _refresh_rail_chunks() -> void:
print("update rail chunks")
_warm_rail_chunk_catalogue()
@@ -367,8 +394,12 @@ func _refresh_world(center: Vector2i) -> void:
_rebuild_generation_queue(center)
_rebuild_cleanup_queue(center)
#check cells around the train by rings:
#first the center, then borders with distance = 1, the distance = 2 and so to eye_line.
#Use maxi(abs(x), abs(z)) to know the border of the ring. Cells closest to the train have more priority
func _rebuild_generation_queue(center: Vector2i) -> void:
pending_generation_cells.clear()
pending_generation_cursor = 0
for radius in range(eye_line + 1):
for x in range(-radius, radius + 1):
@@ -381,13 +412,17 @@ func _rebuild_generation_queue(center: Vector2i) -> void:
continue
pending_generation_cells.append(grid_pos)
#For each cells add to cleanup queue the cells too far
#Use eye_line plus a margin value to hide chunks not instantly when go out of the eye line
#Persistent obstacle cells are not deleted (rails or set_pieces)
func _rebuild_cleanup_queue(center: Vector2i) -> void:
pending_cleanup_cells.clear()
pending_cleanup_cursor = 0
var safe_margin = 2
for grid_pos in board.keys():
var cell = board[grid_pos]
if cell["type"] == "obstacle":
if _is_persistent_obstacle(cell):
continue
var dist_x = abs(grid_pos.x - center.x)
@@ -395,10 +430,16 @@ func _rebuild_cleanup_queue(center: Vector2i) -> void:
if dist_x > eye_line + safe_margin or dist_z > eye_line + safe_margin:
pending_cleanup_cells.append(grid_pos)
#Check if a queue can continue to work based on time budget setted
func _queue_has_frame_budget(start_usec: int, budget_usec: int, processed: int) -> bool:
return processed == 0 or Time.get_ticks_usec() - start_usec < budget_usec
func _drain_generation_queue() -> void:
var processed = 0
while processed < CHUNK_GENERATION_STEPS_PER_FRAME and not pending_generation_cells.is_empty():
var grid_pos = pending_generation_cells.pop_front()
var processed: int = 0
var start_usec: int = Time.get_ticks_usec()
while pending_generation_cursor < pending_generation_cells.size() and _queue_has_frame_budget(start_usec, CHUNK_GENERATION_FRAME_BUDGET_USEC, processed):
var grid_pos: Vector2i = pending_generation_cells[pending_generation_cursor]
pending_generation_cursor += 1
if board.has(grid_pos):
continue
@@ -407,15 +448,21 @@ func _drain_generation_queue() -> void:
_add_compatible_biome(grid_pos)
processed += 1
if pending_generation_cursor >= pending_generation_cells.size():
pending_generation_cells.clear()
pending_generation_cursor = 0
func _drain_cleanup_queue() -> void:
var processed = 0
while processed < CHUNK_CLEANUP_STEPS_PER_FRAME and not pending_cleanup_cells.is_empty():
var grid_pos = pending_cleanup_cells.pop_front()
var processed: int = 0
var start_usec: int = Time.get_ticks_usec()
while pending_cleanup_cursor < pending_cleanup_cells.size() and _queue_has_frame_budget(start_usec, CHUNK_CLEANUP_FRAME_BUDGET_USEC, processed):
var grid_pos: Vector2i = pending_cleanup_cells[pending_cleanup_cursor]
pending_cleanup_cursor += 1
if not board.has(grid_pos):
continue
var cell = board[grid_pos]
if cell["type"] == "obstacle":
if _is_persistent_obstacle(cell):
continue
if cell.has("node") and is_instance_valid(cell["node"]):
@@ -423,6 +470,10 @@ func _drain_cleanup_queue() -> void:
board.erase(grid_pos)
processed += 1
if pending_cleanup_cursor >= pending_cleanup_cells.size():
pending_cleanup_cells.clear()
pending_cleanup_cursor = 0
func _queue_lamppost_wire_connection(grid_pos: Vector2i) -> void:
if pending_wire_lookup.has(grid_pos):
return
@@ -430,9 +481,11 @@ func _queue_lamppost_wire_connection(grid_pos: Vector2i) -> void:
pending_wire_cells.append(grid_pos)
func _drain_wire_queue() -> void:
var processed = 0
while processed < LAMPPOST_WIRE_STEPS_PER_FRAME and not pending_wire_cells.is_empty():
var grid_pos = pending_wire_cells.pop_front()
var processed: int = 0
var start_usec: int = Time.get_ticks_usec()
while pending_wire_cursor < pending_wire_cells.size() and _queue_has_frame_budget(start_usec, LAMPPOST_WIRE_FRAME_BUDGET_USEC, processed):
var grid_pos: Vector2i = pending_wire_cells[pending_wire_cursor]
pending_wire_cursor += 1
pending_wire_lookup.erase(grid_pos)
if not board.has(grid_pos):
@@ -443,6 +496,10 @@ func _drain_wire_queue() -> void:
_connect_lamppost_wires(grid_pos)
processed += 1
if pending_wire_cursor >= pending_wire_cells.size():
pending_wire_cells.clear()
pending_wire_cursor = 0
func _generate_pieces_around_train(center: Vector2i) -> void:
for x in range(-eye_line, eye_line + 1):
for z in range(-eye_line, eye_line + 1):
@@ -453,6 +510,8 @@ func _generate_pieces_around_train(center: Vector2i) -> void:
if not ce_obstacle:
_add_compatible_biome(grid_pos)
#Decice which catalogue of chunks use for a cell. If manual_biome is set use always it
#Otherwise read noise_generator.get_noise_2d to give an index for biome_list
func _choose_catalogue_by_cell(grid_pos: Vector2i) -> Array[PackedScene]:
if manual_biome != null:
return manual_biome.available_chunks
@@ -470,6 +529,143 @@ func _get_procedural_biome_name(value: float) -> String:
var index = clamp(int(normalized_value * biome_list.size()), 0, biome_list.size() - 1)
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 _get_prop_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 -1
func _is_persistent_obstacle(cell: Dictionary) -> bool:
return cell.get("type", "") == "obstacle" and cell.get("persistent", true)
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 _get_prop_scene_cache_key(scene: PackedScene) -> String:
if scene == null:
return ""
if scene.resource_path != "":
return scene.resource_path
return "prop_scene_%s" % scene.get_instance_id()
func _get_prop_scene_uniqueness(scene: PackedScene) -> int:
if scene == null:
return -1
var key = _get_prop_scene_cache_key(scene)
if prop_candidate_cache.has(key):
return prop_candidate_cache[key]
var preview_prop = scene.instantiate()
var uniqueness = _get_prop_uniqueness_from_info(preview_prop)
if uniqueness == -1:
var prop_info_list: Array[Node] = []
collect_all_propinfo(preview_prop, prop_info_list)
if not prop_info_list.is_empty():
uniqueness = _get_prop_uniqueness_from_info(prop_info_list[0])
preview_prop.queue_free()
prop_candidate_cache[key] = uniqueness
return uniqueness
func _get_marker_prop_uniqueness(marker: Node) -> int:
var uniqueness = _get_prop_uniqueness_from_info(marker)
if uniqueness == -1:
return 0
return uniqueness
func _pick_weighted_prop_scene(marker: Node) -> PackedScene:
var candidates = []
var fallback_uniqueness = _get_marker_prop_uniqueness(marker)
for prop_scene in marker.available_props:
if prop_scene == null:
continue
var uniqueness = _get_prop_scene_uniqueness(prop_scene)
if uniqueness == -1:
uniqueness = fallback_uniqueness
candidates.append({
"scene": prop_scene,
"weight": _get_uniqueness_pick_weight(uniqueness),
"uniqueness": uniqueness
})
if candidates.is_empty():
return null
return _pick_weighted_candidate(candidates).scene
func _spawn_props_for_chunk(root: Node) -> void:
var prop_markers: Array[Node] = []
collect_all_propinfo(root, prop_markers)
for marker in prop_markers:
_spawn_prop_for_marker(marker)
func _spawn_prop_for_marker(marker: Node) -> void:
if marker.available_props.is_empty():
return
var prop_scene = _pick_weighted_prop_scene(marker)
if prop_scene == null:
return
var prop_instance = prop_scene.instantiate()
var prop_node = prop_instance as Node3D
if prop_node == null:
prop_instance.queue_free()
return
marker.add_child(prop_node)
prop_node.transform = Transform3D.IDENTITY
#Using a vertical raycast from the top to the bottom at the center of the cell
#If there is a collision search for a new chunk node
func _register_cell_with_ray(grid_pos: Vector2i) -> bool:
if board.has(grid_pos): return true
@@ -517,6 +713,7 @@ func _register_cell_with_ray(grid_pos: Vector2i) -> bool:
var river_exit_found = {"north": false, "est": false, "south": false, "west": false}
var height_found = {"north": 0, "est": 0, "south": 0, "west": 0}
var have_lamppost = false
var uniqueness = 0
#Get node info
if right_info_node != null:
@@ -530,6 +727,8 @@ func _register_cell_with_ray(grid_pos: Vector2i) -> bool:
if "have_lamppost" in right_info_node:
have_lamppost = right_info_node.have_lamppost
uniqueness = _get_chunk_uniqueness_from_info(right_info_node)
#Add piece to the grid
board[grid_pos] = {
"type": "obstacle",
@@ -538,7 +737,9 @@ func _register_cell_with_ray(grid_pos: Vector2i) -> bool:
"heights": height_found,
"node": root_chunk,
"info": right_info_node,
"have_lamppost": have_lamppost
"have_lamppost": have_lamppost,
"uniqueness": uniqueness,
"persistent": true
}
if have_lamppost:
@@ -547,6 +748,11 @@ func _register_cell_with_ray(grid_pos: Vector2i) -> bool:
return true
return false
#For the cell to fill check the contrains for the four neighbors:
#If the neighbor at north have and exit on south then new chunk should have exit to north (the same for east and ovest)
#Contrains: 1 -> connection is mandatory; 0 -> no connection; -1 -> no contrain because there is no neighbor or it already exits
#When generator know the contrains take all chunks and try all different rotations
#A candidate is valid only if all contrains are correct
func _add_compatible_biome(grid_pos: Vector2i) -> void:
var req_conn_north = _needed_connection(grid_pos + Vector2i(0, -1), "south")
var req_conn_est = _needed_connection(grid_pos + Vector2i(1, 0), "west")
@@ -579,6 +785,9 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
var u_conn = data["connections"]
var u_river_conn = data["river_connections"]
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_e = (req_conn_est == -1) or ((req_conn_est == 1) == u_conn["est"])
@@ -607,7 +816,14 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
if req_height_south == -1 and u_height["south"] == height_target: score += 1
if req_height_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:
var max_score = -1
@@ -618,11 +834,12 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
for c in valid_candidates:
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()
new_chunk.position = Vector3(grid_pos.x * chunk_size, 0, grid_pos.y * chunk_size)
new_chunk.rotation.y = choise.rotation * (-PI / 2.0)
add_child(new_chunk)
_spawn_props_for_chunk(new_chunk)
var info_new = _get_cached_chunk_info(new_chunk, choise.scene)
@@ -634,25 +851,29 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
_apply_river_flow_direction(new_chunk, river_flow_direction)
board[grid_pos] = {
"type": "bioma",
"type": "biome",
"exit": choise.data["connections"],
"river_exit": choise.data["river_connections"],
"river_flow_direction": river_flow_direction,
"heights": choise.data["heights"],
"node": new_chunk,
"info": info_new,
"have_lamppost": have_lamppost
"have_lamppost": have_lamppost,
"uniqueness": choise.uniqueness
}
if have_lamppost:
_queue_lamppost_wire_connection(grid_pos)
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)
add_child(backup)
_spawn_props_for_chunk(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 = {
"north": req_height_north if req_height_north != -1 else height_target,
@@ -668,9 +889,12 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
"heights": safe_heights,
"node": backup,
"info": info_backup,
"have_lamppost": false
"have_lamppost": false,
"uniqueness": backup_uniqueness
}
#Check if a neighbors have a river direction: if yes try to continue it,
#otherwise create a direction based on connections
func _calculate_river_flow_direction(grid_pos: Vector2i, river_connections: Dictionary) -> Vector2:
var connected_sides: Array[String] = []
for side in RIVER_SIDE_ORDER:
@@ -856,37 +1080,6 @@ func _connect_lamppost_wires(new_board_pos: Vector2i) -> void:
p_sx_your_best = closest_sx[i_t]
p_dx_your_best = closest_dx[i_t]
if best_closest_to_root == null:
for x in range(-ray_research, ray_research + 1):
for z in range(-ray_research, ray_research + 1):
if x == 0 and z == 0: continue
var closest_pos = new_board_pos + Vector2i(x, z)
if board.has(closest_pos) and board[closest_pos].get("have_lamppost", false):
var closest_root = board[closest_pos]["node"]
var closest_info = board[closest_pos]["info"]
if not is_instance_valid(closest_root) or closest_root == new_root or closest_info == null: continue
if closest_info is Node3D: closest_info.force_update_transform()
var closest_sx = _get_lampposts(closest_info, "sx")
var closest_dx = _get_lampposts(closest_info, "dx")
if closest_sx.is_empty() or closest_dx.is_empty(): continue
for i_m in range(new_sx.size()):
for i_t in range(closest_sx.size()):
var c_mio = (new_sx[i_m].global_position + new_dx[i_m].global_position) / 2.0
var c_tuo = (closest_sx[i_t].global_position + closest_dx[i_t].global_position) / 2.0
var dist = c_mio.distance_to(c_tuo)
if dist < best_distance:
best_distance = dist
best_closest_to_root = closest_root
p_sx_my_best = new_sx[i_m]
p_dx_my_best = new_dx[i_m]
p_sx_your_best = closest_sx[i_t]
p_dx_your_best = closest_dx[i_t]
var max_dist = chunk_size * lamppost_dist_factor
if best_closest_to_root != null and best_distance < max_dist:
@@ -905,7 +1098,7 @@ func _connect_lamppost_wires(new_board_pos: Vector2i) -> void:
if not wire_connections.has(closest_id): wire_connections[closest_id] = 0
wire_connections[closest_id] += 1
#draw lamppost
#draw lamppost wires
func _draw_parable(p1: Vector3, p2: Vector3, parent: Node3D) -> void:
var segments = 15
var lowering = 1.5

View File

@@ -5,6 +5,7 @@ class_name ChunkInfo
@export_group("Set Piece Rules (Unique pieces)")
@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 var north: bool = false

View File

@@ -0,0 +1,5 @@
extends Marker3D
class_name PropInfo
@export var available_props: Array[PackedScene]
@export_range(0, 5, 1) var uniqueness: int = 0 #0=common; 5=unique

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@@ -67,12 +67,12 @@ grad_intensity_morning = 0.05
grad_intensity_afternoon = 0.1
grad_intensity_night = 0.5
fog_color_morning = Color(0.7490196, 0.8509804, 0.9490196, 1)
fog_color_afternoon = Color(0.9647059, 0.5882353, 0.7607843, 1)
fog_color_night = Color(0.14901961, 0.101960786, 0.2509804, 1)
fog_color_afternoon = Color(0.9823975, 0.8034449, 0.8778439, 1)
fog_color_night = Color(0.38409987, 0.28720453, 0.5907528, 1)
fog_density_morning = 0.01
fog_density_afternoon = 0.02
glow_morning = 0.4
glow_night = 0.6
glow_night = 0.8
material_fog = SubResource("ShaderMaterial_b5atu")
material_drops = SubResource("StandardMaterial3D_r4tfj")
material_clouds = SubResource("ShaderMaterial_ruhh7")

View File

@@ -0,0 +1,29 @@
@tool
extends Control
class_name ArrowButton
signal on_pressed
@export var image: Texture:
set(value):
image = value
if is_inside_tree() and has_node("%Texture"):
$%Texture.texture = image
@export var flip_h: bool = false:
set(value):
flip_h = value
if is_inside_tree() and has_node("%Texture"):
if $%Texture != null:
$%Texture.flip_h = flip_h
func _ready():
if image != null and has_node("%Texture"):
$%Texture.texture = image
$%Texture.flip_h = flip_h
func _on_gui_input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
on_pressed.emit()

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[ext_resource type="Script" uid="uid://3uxuhvua1036" path="res://core/game_menu/arrow_button.gd" id="2_xq7pl"]
[ext_resource type="PackedScene" uid="uid://dxun0jk5t0n6" path="res://core/game_menu/hoover_tween.tscn" id="3_hu4cn"]
[node name="ArrowButton" type="Control" unique_id=1696751730]
custom_minimum_size = Vector2(101, 124)
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
pivot_offset = Vector2(0.5, 0.5)
script = ExtResource("2_xq7pl")
image = ExtResource("1_vbu0v")
[node name="Texture" type="TextureRect" parent="." unique_id=91599097]
unique_name_in_owner = true
layout_mode = 1
anchors_preset = -1
anchor_left = 0.47369793
anchor_top = 0.4425926
anchor_right = 0.5263021
anchor_bottom = 0.5574074
grow_horizontal = 2
grow_vertical = 2
pivot_offset_ratio = Vector2(0.5, 0.5)
mouse_filter = 2
texture = ExtResource("1_vbu0v")
metadata/_edit_use_anchors_ = true
[node name="HooverTween" parent="." unique_id=2115829120 node_paths=PackedStringArray("detector_node", "visual_node") instance=ExtResource("3_hu4cn")]
detector_node = NodePath("..")
visual_node = NodePath("../Texture")
[connection signal="gui_input" from="." to="." method="_on_gui_input"]

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