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 ## Procedural instances use a deterministic uniform scale in this range. @export_range(0.1, 4.0, 0.05) var minimum_visual_scale := 1.0 @export_range(0.1, 4.0, 0.05) var maximum_visual_scale := 1.0 ## Values above one create a loose group of separately anchored instances. ## Cluster members are distributed across the configured scale range so a ## three-member cluster naturally contains a small, medium, and large prop. @export_range(1, 4, 1) var minimum_cluster_size := 1 @export_range(1, 4, 1) var maximum_cluster_size := 1 @export_range(0.0, 10.0, 0.05) var minimum_cluster_radius := 0.0 @export_range(0.0, 10.0, 0.05) var maximum_cluster_radius := 0.0 ## Presentation-only offset. The prop root remains exactly terrain-aligned. @export var visual_offset := Vector3.ZERO ## A single material is chosen per prop and applied only to matching imported ## material slots. This keeps trunks untouched while varying foliage. @export var variant_material_slot_names := PackedStringArray() @export var material_variants: Array[Material] = [] ## An independent second material channel, used when both foliage and wood ## should vary without coupling their color choices. @export var secondary_variant_material_slot_names := PackedStringArray() @export var secondary_material_variants: Array[Material] = [] ## Some asymmetric props can loosely face an authored ocean edge. The local ## direction describes the model's natural overhang in Godot X/Z space. @export var prefer_ocean_facing := false @export var local_overhang_direction := Vector2(0.0, -1.0) @export_range(0.0, 180.0, 1.0) var ocean_facing_spread_degrees := 45.0 @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 @export_category("Gatherable Surface") ## Non-empty values explicitly designate this prop's matching mesh surfaces as ## valid attachment geometry. Unlisted props and materials are never sampled. @export var gatherable_surface_material_names := PackedStringArray() ## Accessibility band measured upward from this prop's planted origin. It ## follows the tree onto hills/cliffs while keeping anchors within net reach. @export_range(0.0, 20.0, 0.05) var gatherable_surface_minimum_height := 0.7 @export_range(0.0, 20.0, 0.05) var gatherable_surface_maximum_height := 1.5 ## Reject upward-facing branches and foliage so attachments favor trunk-like ## faces. Zero accepts only vertical faces; one accepts every orientation. @export_range(0.0, 1.0, 0.05) var gatherable_surface_maximum_up_dot := 0.35 ## Keep camera-facing creature billboards clear of the sampled trunk as they ## rotate. This is a physical anchor offset, so creatures remain hidden by the ## rest of the tree instead of rendering through it as an overlay. @export_range(0.0, 0.25, 0.005) var gatherable_surface_clearance := 0.12 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 has_gatherable_surface() -> bool: return ( not gatherable_surface_material_names.is_empty() and gatherable_surface_maximum_height > gatherable_surface_minimum_height ) func is_procedural() -> bool: return procedural_group != &""