straywild/world/generation/terrain_prop_definition.gd

91 lines
4 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
## 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
## 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
## Optional distance from the prop origin to the visible trunk surface. A
## zero value derives the distance from the authored collision shape.
@export_range(0.0, 5.0, 0.05) var gatherable_anchor_radius := 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 gatherable_anchor_surface_radius() -> float:
if gatherable_anchor_radius > 0.0:
return gatherable_anchor_radius
if has_cylinder_collision():
return collision_radius
if has_box_collision():
return maxf(collision_box_size.x, collision_box_size.z) * 0.5
return 0.0
func is_procedural() -> bool:
return procedural_group != &""