Expand procedural terrain generation

This commit is contained in:
Alexander Sellite 2026-08-20 21:42:50 -04:00
parent b82f6fe15c
commit 5d55afcc26
51 changed files with 1924 additions and 223 deletions

View file

@ -282,15 +282,21 @@ def _discover_chunks(tolerance: float) -> list[ChunkSource]:
# Coastline meshes may intentionally stop before the positive-X edge,
# leaving the surrounding ocean visible. Positive X is the canonical
# authored ocean direction; Godot supplies the quarter-turn variants.
# Elevated inland cliff overlays intentionally stop at their downhill
# edge. The runtime places them over the existing flat grass chunk, so
# these omissions are not coastline openings or holes in the final cell.
layered_inland_cliff = "cliff_2" in label
allow_open_east_edge = "ocean_edge" in label or layered_inland_cliff
# Elevated inland cliff overlays also stop at their downhill edge,
# while second-tier sea pieces carry that edge down to ocean depth.
layered_cliff = "cliff_2" in label
allow_open_east_edge = (
"ocean_edge" in label
or "sea_edge" in label
or "sea_corner" in label
or layered_cliff
)
# Corner pieces additionally leave canonical negative Y open. Their
# two marked ocean edges rotate together at runtime.
# two marked outer edges rotate together at runtime.
allow_open_south_edge = (
"ocean_edge_corner" in label or layered_inland_cliff
"ocean_edge_corner" in label
or "sea_corner" in label
or (layered_cliff and "corner" in label)
)
bound_problems = _validate_bounds(
bounds,