Files
Ecosystem-Project/scenes/world/World.cs

454 lines
13 KiB
C#

using Godot;
using System;
using Godot.Collections;
public partial class World : Node2D
{
public enum GeneratorAlgorithm
{
Random,
Simple,
Complex
}
Vector2I _darkGras = new Vector2I(0, 0);
Vector2I _brightGras = new Vector2I(1, 0);
Vector2I _flower = new Vector2I(2, 0);
TileMapLayer _tileMapLayer;
Vector2 _screenSize;
float _worldWidth;
float _worldHeight;
private Vector2I _tileSize;
private Timer _generationTimeout;
[Export] public GeneratorAlgorithm Algorithm = GeneratorAlgorithm.Random;
private void GenerateGrid()
{
Dictionary grid = new Dictionary();
for (int x = 0; x < _worldHeight; x++)
{
for (int y = 0; y < _worldWidth; y++)
{
// grid[new Vector2(x, y)] = null;
}
}
}
private Vector2 gridToWorld(Vector2 pos) => pos * _tileSize.X;
// private Vector2 worldToGrid(Vector2 pos) => Godot.Mathf.Floor(pos / _tileSize.X);
public override void _Ready()
{
GD.Print("World Node Ready");
GD.Print("Getting Screen Size");
_screenSize = GetViewportRect().Size;
GD.Print("Setting World Size");
_worldWidth = _screenSize.X;
_worldHeight = _screenSize.Y;
GD.Print("Getting Tilemap Layer and Setting Tile Size");
_tileMapLayer = GetNode<TileMapLayer>("TileMapLayer");
_tileSize = _tileMapLayer.TileSet.TileSize;
GD.Print("Getting Timer");
_generationTimeout = GetNode<Timer>("GenerationTimeout");
// Grid generation
GD.Print("Setting Grid Properties");
Node2D grid = GetNode<Node2D>("Grid");
grid.Set("width", _worldHeight / _tileSize.X);
grid.Set("height", _worldHeight / _tileSize.Y);
grid.Set("cell_size", _tileSize);
GD.Print("Calling generateGrid");
grid.Call("generateGrid");
GD.Print("Randomizing Seed");
GD.Randomize();
// World generation
GD.Print("Generating World");
if (_generationTimeout.IsNodeReady())
GenerateWorld();
}
// public override void _Process(double delta)
// {
// GD.Print(algorithm);
//
// }
private void GenerateWorld()
{
try
{
if (_generationTimeout.IsStopped())
{
switch (Algorithm)
{
case GeneratorAlgorithm.Random:
GenerateWorldRandom();
break;
case GeneratorAlgorithm.Simple:
GenerateWorldSimplexNoise();
break;
case GeneratorAlgorithm.Complex:
GenerateWorldComplex();
break;
default:
break;
}
}
_generationTimeout.Start();
}
catch (Exception e)
{
GD.PrintErr(e);
}
}
private void GenerateWorldRandom()
{
for (int y = 0; y < _worldHeight; y++)
{
for (int x = 0; x < _worldWidth; x++)
{
float rnd = GD.Randf();
if (rnd < .7f)
_tileMapLayer.SetCell(new Vector2I(x, y), 0, _darkGras);
else if (rnd < .9f)
_tileMapLayer.SetCell(new Vector2I(x, y), 0, _brightGras);
else
_tileMapLayer.SetCell(new Vector2I(x, y), 0, _flower);
}
}
}
private void GenerateWorldSimplexNoise()
{
var noise = new FastNoiseLite();
noise.Seed = GD.RandRange(int.MinValue, int.MaxValue);
noise.FractalOctaves = 2;
for (int y = 0; y < _worldHeight; y++)
{
for (int x = 0; x < _worldWidth; x++)
{
var rnd = noise.GetNoise2D(x, y);
// var xRnd = noise.GetNoise1D(x);
// var yRnd = noise.GetNoise1D(y);
if (rnd < .3f)
_tileMapLayer.SetCell(new Vector2I(x, y), 0, _darkGras);
else if (rnd < .6f)
_tileMapLayer.SetCell(new Vector2I(x, y), 0, _brightGras);
else
_tileMapLayer.SetCell(new Vector2I(x, y), 0, _flower);
// if (yRnd < .3f)
// tileMapLayer.SetCell(new Vector2I(x, y), 0, darkGras);
// else if (xRnd < .6f)
// tileMapLayer.SetCell(new Vector2I(x, y), 0, brightGras);
// else
// tileMapLayer.SetCell(new Vector2I(x, y), 0, flower);
}
}
}
[ExportGroup("General")]
[Export]
public FastNoiseLite.NoiseTypeEnum NoiseType
{
get => _noiseType;
set
{
_noiseType = value;
GenerateWorld();
}
}
[Export] public int NoiseSeed
{
get => _noiseSeed;
set
{
_noiseSeed = value;
GenerateWorld();
}
}
[Export] public Vector3 NoiseOffset
{
get => _noiseOffset;
set
{
_noiseOffset = value;
GenerateWorld();
}
}
[ExportGroup("Perlin and Simplex")]
[Export] public float NoiseFrequency
{
get => _noiseFrequency;
set
{
_noiseFrequency = value;
GenerateWorld();
}
}
[Export] public FastNoiseLite.FractalTypeEnum NoiseFractalType
{
get => _noiseFractalType;
set
{
_noiseFractalType = value;
GenerateWorld();
}
}
[Export] public int NoiseFractalOctaves
{
get => _noiseFractalOctaves;
set
{
_noiseFractalOctaves = value;
GenerateWorld();
}
}
[Export] public float NoiseFractalLacunarity
{
get => _noiseFractalLacunarity;
set
{
_noiseFractalLacunarity = value;
GenerateWorld();
}
}
[Export] public float NoiseFractalGain
{
get => _noiseFractalGain;
set
{
_noiseFractalGain = value;
GenerateWorld();
}
}
[Export] public float NoiseFractalWeightedStrength
{
get => _noiseFractalWeightedStrength;
set
{
_noiseFractalWeightedStrength = value;
GenerateWorld();
}
}
[Export] public float NoiseFractalPingPongStrength
{
get => _noiseFractalPingPongStrength;
set
{
_noiseFractalPingPongStrength = value;
GenerateWorld();
}
}
[ExportGroup("Cellular")]
[Export] public float NoiseCellularJitter
{
get => _noiseCellularJitter;
set
{
_noiseCellularJitter = value;
GenerateWorld();
}
}
[Export]
public FastNoiseLite.CellularDistanceFunctionEnum NoiseCellularDistanceFunction
{
get => _noiseCellularDistanceFunction;
set
{
_noiseCellularDistanceFunction = value;
GenerateWorld();
}
}
[Export] public FastNoiseLite.CellularReturnTypeEnum NoiseCellularReturnType
{
get => _noiseCellularReturnType;
set
{
_noiseCellularReturnType = value;
GenerateWorld();
}
}
[ExportGroup("Domain Warp")]
[Export] public bool NoiseDomainWarpEnabled
{
get => _noiseDomainWarpEnabled;
set
{
_noiseDomainWarpEnabled = value;
GenerateWorld();
}
}
[Export] public FastNoiseLite.DomainWarpTypeEnum NoiseDomainWarpType
{
get => _noiseDomainWarpType;
set
{
_noiseDomainWarpType = value;
GenerateWorld();
}
}
[Export] public float NoiseDomainWarpAmplitude
{
get => _noiseDomainWarpAmplitude;
set
{
_noiseDomainWarpAmplitude = value;
GenerateWorld();
}
}
[Export] public float NoiseDomainWarpFrequency
{
get => _noiseDomainWarpFrequency;
set
{
_noiseDomainWarpFrequency = value;
GenerateWorld();
}
}
[Export] public FastNoiseLite.DomainWarpFractalTypeEnum NoiseDomainWarpFractalType
{
get => _noiseDomainWarpFractalType;
set
{
_noiseDomainWarpFractalType = value;
GenerateWorld();
}
}
[Export] public int NoiseDomainWarpFractalOctaves
{
get => _noiseDomainWarpFractalOctaves;
set
{
_noiseDomainWarpFractalOctaves = value;
GenerateWorld();
}
}
[Export] public float NoiseDomainWarpFractalLacunarity
{
get => _noiseDomainWarpFractalLacunarity;
set
{
_noiseDomainWarpFractalLacunarity = value;
GenerateWorld();
}
}
[Export] public float NoiseDomainWarpFractalGain
{
get => _noiseDomainWarpFractalGain;
set
{
_noiseDomainWarpFractalGain = value;
GenerateWorld();
}
}
// General
private int _noiseSeed;
private FastNoiseLite.NoiseTypeEnum _noiseType;
// Simplex and Perlin
private float _noiseFrequency = 0.01f;
private Vector3 _noiseOffset = new(0.0f, 0.0f, 0.0f);
private FastNoiseLite.FractalTypeEnum _noiseFractalType = FastNoiseLite.FractalTypeEnum.Fbm;
private int _noiseFractalOctaves = 5;
private float _noiseFractalLacunarity = 2.0f;
private float _noiseFractalGain = 0.5f;
private float _noiseFractalWeightedStrength = 0.0f;
private float _noiseFractalPingPongStrength = 2.0f;
// Cellular
private float _noiseCellularJitter = 1.0f;
private FastNoiseLite.CellularDistanceFunctionEnum _noiseCellularDistanceFunction;
private FastNoiseLite.CellularReturnTypeEnum _noiseCellularReturnType = FastNoiseLite.CellularReturnTypeEnum.Distance;
// Domain Warp
private bool _noiseDomainWarpEnabled = false;
private FastNoiseLite.DomainWarpTypeEnum _noiseDomainWarpType = FastNoiseLite.DomainWarpTypeEnum.SimplexReduced;
private float _noiseDomainWarpAmplitude = 30.0f;
private float _noiseDomainWarpFrequency = 0.05f;
private FastNoiseLite.DomainWarpFractalTypeEnum _noiseDomainWarpFractalType =
FastNoiseLite.DomainWarpFractalTypeEnum.Progressive;
private int _noiseDomainWarpFractalOctaves = 5;
private float _noiseDomainWarpFractalLacunarity = 6.0f;
private float _noiseDomainWarpFractalGain = 0.5f;
private void GenerateWorldComplex()
{
var noise = new FastNoiseLite();
if (NoiseSeed == 0)
noise.Seed = GD.RandRange(int.MinValue, int.MaxValue);
else
noise.Seed = NoiseSeed;
GD.Print(noise.Seed);
noise.NoiseType = _noiseType;
noise.Frequency = _noiseFrequency;
noise.Offset = _noiseOffset;
noise.FractalType = _noiseFractalType;
noise.FractalOctaves = _noiseFractalOctaves;
noise.FractalLacunarity = _noiseFractalLacunarity;
noise.FractalGain = _noiseFractalGain;
noise.FractalWeightedStrength = _noiseFractalWeightedStrength;
noise.FractalPingPongStrength = _noiseFractalPingPongStrength;
noise.CellularJitter = _noiseCellularJitter;
noise.CellularReturnType = _noiseCellularReturnType;
noise.DomainWarpEnabled = _noiseDomainWarpEnabled;
noise.DomainWarpType = _noiseDomainWarpType;
noise.DomainWarpAmplitude = _noiseDomainWarpAmplitude;
noise.DomainWarpFrequency = _noiseDomainWarpFrequency;
noise.DomainWarpFractalType = _noiseDomainWarpFractalType;
noise.DomainWarpFractalOctaves = _noiseDomainWarpFractalOctaves;
noise.DomainWarpFractalLacunarity = _noiseDomainWarpFractalLacunarity;
noise.DomainWarpFractalGain = _noiseDomainWarpFractalGain;
for (int y = 0; y < _worldHeight; y++)
{
for (int x = 0; x < _worldWidth; x++)
{
var rnd = noise.GetNoise2D(x, y);
if (rnd < .3f)
_tileMapLayer.SetCell(new Vector2I(x, y), 0, _darkGras);
else if (rnd < .6f)
_tileMapLayer.SetCell(new Vector2I(x, y), 0, _brightGras);
else
_tileMapLayer.SetCell(new Vector2I(x, y), 0, _flower);
}
}
}
}