netfishing/world/generation/terrain_prop_definition.gd

53 lines
1.9 KiB
GDScript

class_name TerrainPropDefinition
extends Resource
@export var stable_id: StringName
@export var label := ""
@export var packed_scene: PackedScene
## Empty means the prop is available for deliberate placement only.
@export var procedural_group: StringName
@export var required_chunk_tags := PackedStringArray()
@export_range(0.01, 100.0, 0.01) var selection_weight := 1.0
## Manhattan distance in chunks from the forced center spawn. Two keeps the
## spawn chunk and its four immediate neighbors clear of this prop.
@export_range(0, 16, 1) var minimum_spawn_chunk_distance := 0
## These groups influence placement selection but are not a hard requirement.
## A nearby match multiplies this prop's weight; an absent match divides it by
## the same amount.
@export var preferred_nearby_prop_groups := PackedStringArray()
@export_range(0.0, 100.0, 0.5) var preferred_nearby_radius := 0.0
@export_range(1.0, 10.0, 0.1) var nearby_preference_weight_multiplier := 1.0
@export_range(0.0, 10.0, 0.05) var clearance_radius := 0.5
@export_range(0.0, 5.0, 0.05) var collision_radius := 0.0
@export_range(0.0, 20.0, 0.05) var collision_height := 0.0
@export var collision_box_size := Vector3.ZERO
@export var collision_offset := Vector3.ZERO
## Values above zero add this prop to the tree-gathering anchor set.
@export_range(0.0, 20.0, 0.05) var gatherable_anchor_height := 0.0
func supports_chunk_tags(chunk_tags: PackedStringArray) -> bool:
for required_tag: String in required_chunk_tags:
if required_tag not in chunk_tags:
return false
return true
func has_collision() -> bool:
return has_cylinder_collision() or has_box_collision()
func has_cylinder_collision() -> bool:
return collision_radius > 0.0 and collision_height > 0.0
func has_box_collision() -> bool:
return (
collision_box_size.x > 0.0
and collision_box_size.y > 0.0
and collision_box_size.z > 0.0
)
func is_procedural() -> bool:
return procedural_group != &""