Add turning rivers and lake edge variation

This commit is contained in:
Alexander Sellite 2026-08-22 22:56:21 -04:00
parent f2b96f2c1f
commit 6fd1aa0388
53 changed files with 2039 additions and 386 deletions

View file

@ -136,17 +136,30 @@ func _validate_generated_region(
assert(maxi(
generator._river_feature_footprint_size.x,
generator._river_feature_footprint_size.y,
) >= 7)
) >= 4)
assert(mini(
generator._river_feature_footprint_size.x,
generator._river_feature_footprint_size.y,
) == 2)
) >= 4)
assert(generator._river_feature_flow_direction in [
Vector2i.RIGHT,
Vector2i.DOWN,
Vector2i.LEFT,
Vector2i.UP,
])
assert(generator._river_feature_outlet_direction in [
Vector2i.RIGHT,
Vector2i.DOWN,
Vector2i.LEFT,
Vector2i.UP,
])
assert(
generator._river_feature_flow_direction.x
* generator._river_feature_outlet_direction.x
+ generator._river_feature_flow_direction.y
* generator._river_feature_outlet_direction.y
== 0
)
assert(generator.elevated_cliff_coastal_feature_required)
assert(placements.size() == expected_chunk_count)
assert(placements[center_index].begins_with("chunk_spawn@"))
@ -226,6 +239,10 @@ func _validate_generated_region(
assert(_placement_count(placements, "chunk_0030") == 1)
assert(_placement_count(placements, "chunk_0031") == 1)
assert(_placement_count(placements, "chunk_0032") == 1)
assert(_placement_count(placements, "chunk_0033") == 1)
assert(_placement_count(placements, "chunk_0034") == 1)
assert(_placement_count(placements, "chunk_0035") == 1)
assert(_placement_count(placements, "chunk_0036") == 1)
assert(
_placement_count(placements, "chunk_0014")
== (2 if has_secondary_elevation else 0)
@ -239,12 +256,15 @@ func _validate_generated_region(
assert(_placement_count(placements, "chunk_0022") == 4)
assert(_placement_count(placements, "chunk_0023") == 4)
var lake_edge_count := _placement_count(placements, "chunk_0017")
var lake_edge_variant_count := _placement_count(placements, "chunk_0037")
var lake_fill_count := _placement_count(placements, "chunk_0019")
var lake_narrow_count := _placement_count(placements, "chunk_0021")
var lake_size := generator._lake_feature_footprint_size.x
assert(lake_size in [7, 8])
assert(lake_fill_count == (lake_size - 2) * (lake_size - 2))
assert(lake_edge_count == (lake_size - 6) * 4)
assert(lake_edge_count + lake_edge_variant_count == (lake_size - 6) * 4)
assert(lake_edge_count > 0)
assert(lake_edge_variant_count > 0)
assert(lake_narrow_count == 8)
assert(_placement_count(placements, "chunk_9999") == 0)
assert(_placement_count(placements, "chunk_9998") == 0)
@ -257,13 +277,14 @@ func _validate_generated_region(
== (1 if has_secondary_elevation else 0)
)
assert(_placement_count(placements, "chunk_9995") == 0)
var river_length := maxi(
generator._river_feature_footprint_size.x,
generator._river_feature_footprint_size.y,
var river_coordinate_count := generator._river_feature_coordinates.size()
var river_edge_count := (
_placement_count(placements, "chunk_0024")
+ _placement_count(placements, "chunk_0025")
)
assert(river_length in [7, 8])
assert(_placement_count(placements, "chunk_0024") == river_length - 2)
assert(_placement_count(placements, "chunk_0025") == river_length - 2)
assert(river_coordinate_count >= 12)
assert(generator._river_feature_placements.size() == river_coordinate_count)
assert(river_edge_count == river_coordinate_count - 8)
var river_source_coordinates := generator._river_source_coordinates(
generator._river_feature_origin,
generator._river_feature_footprint_size,
@ -297,7 +318,7 @@ func _validate_generated_region(
assert(
not generator._coordinate_is_inside_grid(
outlet_coordinate
+ generator._river_feature_flow_direction
+ generator._river_feature_outlet_direction
)
)
assert(outlet_coordinates.size() == 2)
@ -379,7 +400,7 @@ func _validate_generated_region(
] = surface_polygon.size()
_validate_complete_coastline(generator)
assert(fresh_root.get_child_count() == fresh_placement_count)
assert(river_placement_count == river_length * 2)
assert(river_placement_count == river_coordinate_count)
assert(
polygon_sizes_by_coordinate.size()
== 20 + river_placement_count
@ -1025,19 +1046,48 @@ func _validate_decoration_transform(
prop.global_position + Vector3.DOWN * 8.0,
1,
)
var prop_body := prop.get_node_or_null(
"TrunkCollision",
) as CollisionObject3D
if prop_body != null:
query.exclude = [prop_body.get_rid()]
var excluded_colliders: Array[RID] = []
var decorations := region.get_node("Decorations") as Node3D
for decoration: Node in decorations.get_children():
var prop_body := decoration.get_node_or_null(
"TrunkCollision",
) as CollisionObject3D
if prop_body != null:
excluded_colliders.append(prop_body.get_rid())
query.exclude = excluded_colliders
var hit := region.get_world_3d().direct_space_state.intersect_ray(query)
# Stacked cliff walls can overhang a neighboring cell. Match the placement
# sampler by ignoring steep faces until the ray reaches walkable terrain.
while (
not hit.is_empty()
and absf((hit.get("normal", Vector3.ZERO) as Vector3).dot(Vector3.UP))
< 0.35
):
var steep_collider := hit.get("collider") as CollisionObject3D
assert(steep_collider != null)
excluded_colliders.append(steep_collider.get_rid())
query.exclude = excluded_colliders
hit = region.get_world_3d().direct_space_state.intersect_ray(query)
assert(
not hit.is_empty(),
"No terrain collision below %s (%s) at %s."
% [prop.name, definition.stable_id, prop.global_position],
)
var ground_position: Vector3 = hit["position"]
assert(absf(ground_position.y - prop.global_position.y) <= 0.01)
assert(
absf(ground_position.y - prop.global_position.y) <= 0.01,
"Terrain height %s does not match %s (%s) at %s."
% [
ground_position.y,
prop.name,
definition.stable_id,
"%s in chunk %s; hit %s" % [
prop.global_position,
prop.get_meta(&"terrain_chunk_coordinate", Vector2i(-1, -1)),
(hit.get("collider") as Node).get_path(),
],
],
)
func _validate_tree_gatherable_anchors(