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 != &""