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tgcc/core/environment_config.gd

219 lines
12 KiB
GDScript

class_name EnvironmentConfig
extends Resource
enum TrainStartMode { RANDOM_POSITION, SPECIFIED_STATION, SPECIFIED_POSITION }
@export_group("Day")
@export var start_time: float = 0.0 #start time of the day
@export var day_duration: float = 300.0 #Duration of a full day cycle in seconds
@export var start_day_time_paused: bool = false #Start with day time paused, without advancing the day cycle
@export var sunrise: float = 0.25 #day_time 1.0→2.0 (night colors → morning colors)
@export var day: float = 0.45 #day_time 2.0→2.0 (stays morning/afternoon)
@export var sunset: float = 0.80 #day_time 2.0→3.0 (afternoon colors → night colors)
@export var night: float = 1.00 #day_time 3.0→3.0 (stays night)
#At wrap 1.0→0.0: day_time stays 3.0, then fades back via sunrise
@export_group("Debug")
@export var show_day_time_debug: bool = true #enable/disable debug on screen (time, normalized time and day_time
#Ambient light color tinting for each time of day
@export_group("Directional Lights and Environment")
@export var morning_color: Color = Color(1.0, 0.9, 0.8, 1.0) #Tint for morning
@export var afternoon_color: Color = Color(1.0, 0.663, 0.366, 1.0) #Tint for afternoon (sunset)
@export var night_color: Color = Color(0.1, 0.1, 0.3, 1.0) #Tint for night
#Sun directional light rotation for each time of day
@export_group("Sun Rotation")
@export var sun_rotation_morning: Vector3 = Vector3(-15.0, 45.0, 0.0)
@export var sun_rotation_afternoon: Vector3 = Vector3(-75.0, 10.0, 0.0)
@export var sun_rotation_night: Vector3 = Vector3(-35.0, -120.0, 0.0)
#Sun light energy during night (multiplied onto base energy)
@export var night_light_energy: float = 0.3
#Camera tonemap exposure for each time of day
@export_group("General Exposition")
@export var exposure_morning: float = 1.0
@export var exposure_afternoon: float = 0.95
@export var exposure_night: float = 0.4
#Camera tonemap exposure and light tint used only while rain is active
@export_group("Rain Exposition and Colors")
@export var rain_exposure_morning: float = 0.8
@export var rain_exposure_afternoon: float = 0.7
@export var rain_exposure_night: float = 0.35
@export var rain_morning_color: Color = Color(0.85, 0.89, 0.93, 1.0)
@export var rain_afternoon_color: Color = Color(0.78, 0.83, 0.89, 1.0)
@export var rain_night_color: Color = Color(0.55, 0.6, 0.75, 1.0)
#Camera tonemap exposure and light tint used only while storm is active
@export_group("Storm Exposition and Colors")
@export var storm_exposure_morning: float = 0.65
@export var storm_exposure_afternoon: float = 0.55
@export var storm_exposure_night: float = 0.25
@export var storm_morning_color: Color = Color(0.78, 0.83, 0.89, 1.0)
@export var storm_afternoon_color: Color = Color(0.65, 0.7, 0.78, 1.0)
@export var storm_night_color: Color = Color(0.45, 0.5, 0.65, 1.0)
#Sky top color for each time of day
@export_group("Sky Colors - Top")
@export var sky_top_morning: Color = Color(0.35, 0.65, 0.9, 1.0)
@export var sky_top_afternoon: Color = Color(0.7, 0.45, 0.2, 1.0)
@export var sky_top_night: Color = Color(0.05, 0.05, 0.15, 1.0)
#Sky horizon color for each time of day
@export_group("Sky Color - Horizon")
@export var sky_horizon_morning: Color = Color(0.75, 0.85, 0.95, 1.0)
@export var sky_horizon_afternoon: Color = Color(0.95, 0.65, 0.35, 1.0)
@export var sky_horizon_night: Color = Color(0.15, 0.1, 0.25, 1.0)
#Top gradient color used by the trunk shader
@export_subgroup("Gradient - Top")
@export var grad_top_morning: Color = Color(0.8, 0.4, 0.2, 1.0)
@export var grad_top_afternoon: Color = Color(0.2, 0.3, 0.5, 1.0)
@export var grad_top_night: Color = Color(0.05, 0.05, 0.1, 1.0)
#Bottom gradient color used by the trunk shader
@export_subgroup("Gradient - Bottom")
@export var grad_bot_morning: Color = Color(0.5, 0.2, 0.1, 1.0)
@export var grad_bot_afternoon: Color = Color(0.1, 0.15, 0.25, 1.0)
@export var grad_bot_night: Color = Color(0.01, 0.01, 0.05, 1.0)
#Gradient blend intensity for the trunk shader
@export_subgroup("Gradient Intensity")
@export var grad_intensity_morning: float = 0.5
@export var grad_intensity_afternoon: float = 0.3
@export var grad_intensity_night: float = 0.8
#Volumetric fog color and density for each time of day
@export_group("Fog")
@export var fog_color_morning: Color = Color(0.75, 0.85, 0.95, 1.0)
@export var fog_color_afternoon: Color = Color(0.95, 0.65, 0.35, 1.0)
@export var fog_color_night: Color = Color(0.15, 0.1, 0.25, 1.0)
@export var fog_density_morning: float = 0.005
@export var fog_density_afternoon: float = 0.002
@export var fog_density_night: float = 0.015
#Glow (bloom) intensity for each time of day
@export_group("Glow")
@export var glow_morning: float = 1.2
@export var glow_afternoon: float = 0.8
@export var glow_night: float = 2.0
#Post-process effect toggles (initial values)
@export_group("Post Process")
@export var enable_dust: bool = false #Floating dust particles overlay
@export var enable_blur: bool = true #Screen blur effect
@export var enable_environment_shadows: bool = true #Cloud shadow projection on terrain
@export var enable_fog: bool = false #Enable fog around the train
@export var blur_amount: float = 0.6
@export_group("Dust")
@export var dust_color: Color = Color(1.0, 0.456, 0.125, 0.6) #dust color
@export var dust_speed: float = 0.15 #dust speed
@export var dust_density: float = 1.0 #dust density
@export var dust_size_min: float = 0.02; #dust min size
@export var dust_size_max: float = 0.2; #dust max size
#Shader materials used by weather and sky systems
@export_group("Environment Materials")
@export var material_fog: ShaderMaterial #Fog overlay shader material
@export var material_drops: StandardMaterial3D #Rain drops material (albedo tinted by sky)
@export var material_clouds: ShaderMaterial #Cloud layer shader material
@export var base_cloud_density: float = 0.4 #default cloud density
#Rain weather settings
@export_group("Rain")
@export var rain_mode_color: Color = Color(0.85, 0.89, 0.93, 1.0) #Sky/light darkening color during rain
@export var rain_fade_time: float = 5.0 #Seconds for rain particles to fade in/out
@export var rain_audio_volume_db: float = -10.0 #Target rain loop volume in decibels
@export var puddle_form_time: float = 15.0 #Seconds for puddles to fully form
@export var puddle_dry_time: float = 20.0 #Seconds for puddles to fully dry after rain stops
@export var rain_cloud_density: float = 1.0 #the cloud density when is rainy
#Storm settings (applied on top of rain when storm is active)
@export_group("Storm")
@export var storm_rain_intensity_multiplier: float = 1.5 #Rain intensity target during storm (1.0 = normal rain)
@export var storm_mode_color: Color = Color(0.78, 0.83, 0.89, 1.0) #Additional sky darkening color during storm
#Lightning and thunder configuration
@export_group("Lightning and Thunders")
@export var lightning_min_time: float = 5.0 #Minimum seconds between lightning strikes
@export var lightning_max_time: float = 15.0 #Maximum seconds between lightning strikes
@export var lightning_color: Color = Color(1.0, 1.0, 0.8, 1.0) #Lightning sprite tint color
@export var lightning_min: int = 1 #Minimum number of lightning bolts per strike event
@export var lightning_max: int = 3 #Maximum number of lightning bolts per strike event
@export var lightning_scale_min: float = 1.0 #Minimum random scale of lightning sprite
@export var lightning_scale_max: float = 3.0 #Maximum random scale of lightning sprite
@export var lightning_texture: String = "res://core/daynight/lighting_albedo.png" # Lightning bolt texture path
@export var weather_event_interval: float = 8.0 #Base interval between weather events
@export var thunder_audio_volume_db: float = 0.0 #Target thunder volume in decibels
#God rays spawned after rain or at morning
@export_group("God Rays")
@export var godray_max_rain: int = 8 #Max number of god rays spawned after rain stops
@export var godray_spawn_radius: float = 15.0 #Horizontal spawn radius around the camera
@export var godray_spawn_offset: Vector3 = Vector3(15.0, 5.0, -15.0) #Position offset from camera
@export var godray_rotation_degrees: Vector3 = Vector3(-45.0, 45.0, -30.0) #Rotation of the god ray mesh
@export var godray_spawn_height: float = 5.0 #Y world position where god rays spawn
@export var godray_scale: Vector3 = Vector3(2.0, 6.0, 2.0) #Scale of the god ray mesh
#Train start settings
@export_group("Train Start")
@export_enum("random_position", "specified_station", "specified_position") var train_start_from_random_position: int = TrainStartMode.RANDOM_POSITION #Train start mode
@export_range(0, 64, 1, "or_greater") var train_start_stop_index: int = 1 #Stop index used for the train start when random start is disabled
@export var train_start_position: float = 0.0 #Offset on the rail curve used when train_start_from_random_position is specified_position
@export var train_start_delay_seconds: float = 0.0 #Seconds the train waits before starting at game launch
@export var train_start_after_delay: bool = true #When enabled the train starts after train_start_delay_seconds, otherwise it stays stopped
@export var train_start_acceleration_seconds: float = 4.0 #Seconds used to progressively reach normal train speed after launch
#Snow settings
@export_group("Snow")
@export var snow_amount: float = 0.0 #Initial snow coverage amount (0.0 = none, 1.0 = full)
@export var snow_transaction_time: float = 10.0 #Seconds for snow shader to fully transition in/out
@export var snow_fade_time: float = 5.0 #Seconds for snow particles to fade in/out
@export var snow_threshold: float = 0.4 #Normal Y threshold for snow accumulation on surfaces
@export var snow_accumulation_speed: float = 0.005 #Accumulation speed: 0.005 -> ~200s, 0.01 -> 100s, 0.02 -> 50s
@export var snow_melt_speed: float = 0.05 #Speed at which accumulated snow melts away
@export var show_snow_accumulation_volume: bool = false #Enables vertex snow buildup; when false snow only changes surface color
@export var snow_max_accumulation: float = 0.25 #Maximum accumulated snow factor applied to coverage and thickness
@export var snow_color: Color = Color(0.9, 0.95, 1.0) #Albedo color of snow on surfaces
@export var snow_cap_height: float = 0.03 #Maximum snow thickness extruded on flat surfaces
@export var snow_cap_flatness_start: float = 0.85 #Surface normal Y where cap buildup starts
@export var snow_cap_flatness_end: float = 0.96 #Surface normal Y where cap buildup reaches full effect
@export var snow_cap_noise_scale: float = 0.22 #Noise scale used to vary the snow cap silhouette
@export var snow_cap_noise_strength: float = 0.12 #How much the cap noise changes the accumulated thickness
@export var snow_mode_color: Color = Color(0.556, 0.62, 0.683, 1.0) #Sky/light darkening color during snow
#Wind settings
@export_group("Wind")
@export var wind_amount: int = 100 #Number of wind particles
@export var wind_spawn_ray: float = 25.0 #Horizontal spawn radius (emission box XZ extents)
@export var wind_spawn_height: float = 8.0 #Vertical spawn range (emission box Y extent)
@export var wind_direction: Vector2 = Vector2(0.5, 0.4) #Global wind direction (XZ)
@export var wind_speed: float = 0.2 #Global wind animation speed
@export var wind_scale: float = 0.025 #Global wind noise scale
@export var wind_strength: float = 0.12 #Low ambient wind displacement strength
@export var wind_boost_strength: float = 1.0 #Wind displacement strength while wind event is active
@export var cloud_scale: float = 0.5 #Cloud noise scale in sky shader
@export var cloud_speed: float = 0.05 #Cloud movement speed in sky shader
@export_range(0.01, 1.0) var cloud_scale_envshadows_rate: float = 0.01 #Cloud scale multiplier for environment shadows
@export_range(0.01, 1.0) var cloud_speed_envshadows_rate: float = 0.5 #Cloud speed multiplier for environment shadows
@export var wind_fade_in_out_time: float = 1.2 #fade out to time when wind is turned off or when is turned on
#Firefly settings (visible only at night)
@export_group("Fireflies")
@export var fireflies_amount: int = 60 #Number of firefly particles
@export var fireflies_spawn_ray: float = 20.0 #Horizontal spawn radius
@export var fireflies_spawn_height: float = 3.0 #Vertical spawn range
#Water settings
@export_group("Water")
@export var water_color_morning: Color = Color(0.285, 0.534, 0.487, 1.0) #Tint for morning
@export var water_color_afternoon: Color = Color(0.889, 0.733, 0.205, 1.0) #Tint for afternoon (sunset)
@export var water_color_night: Color = Color(0.728, 0.54, 0.986, 1.0); #Tint for night
@export var water_darkening_rain: float = 0.7 #Percentage of darkening when is rainy
#Random events
@export_group("Random Events")
@export var random_event_duration: float = 30.0 #Duration time for random event