style: apply gdformat formatting across the entire project

Auto-format all GDScript files using gdformat from gdtoolkit.
This is a baseline formatting pass to ensure consistent style:

- Normalizes indentation and spacing
- Wraps long lines to 100 characters
- Removes trailing whitespace
- Standardizes blank lines between functions

68 files reformatted, 8 files left unchanged (3rd-party addon files
with parse errors excluded).
This commit is contained in:
2026-07-05 23:06:23 +02:00
parent 28a2e42c41
commit 4463e524aa
69 changed files with 2253 additions and 1647 deletions
+17 -11
View File
@@ -1,6 +1,6 @@
# Copyright © 2023-2026 Cory Petkovsek, Roope Palmroos, and Contributors.
# Import From SimpleGrassTextured
#
#
# This script demonstrates how to import transforms from SimpleGrassTextured. To use it:
#
# 1. Setup the mesh asset you wish to use in the asset dock.
@@ -9,14 +9,14 @@
# 1. At the very top, assign your SimpleGrassTextured node.
# 1. Input the desired mesh asset ID.
# 1. Click import. The output window and console will report when finished.
# 1. Clear the script from your Terrain3D node, and save your scene.
# 1. Clear the script from your Terrain3D node, and save your scene.
#
# The instance transforms are now stored in your region files.
#
# Use clear_instances to erase all instances that match the assign_mesh_id.
#
# The add_transforms function (called by add_multimesh) applies the height_offset specified in the
# Terrain3DMeshAsset.
# The add_transforms function (called by add_multimesh) applies the height_offset specified in the
# Terrain3DMeshAsset.
# Once the transforms are imported, you can reassign any mesh you like into this mesh slot.
@tool
@@ -24,8 +24,10 @@ extends Terrain3D
@export var simple_grass_textured: MultiMeshInstance3D
@export var assign_mesh_id: int
@export var import: bool = false : set = import_sgt
@export var clear_instances: bool = false : set = clear_multimeshes
@export var import: bool = false:
set = import_sgt
@export var clear_instances: bool = false:
set = clear_multimeshes
func clear_multimeshes(value: bool) -> void:
@@ -34,9 +36,13 @@ func clear_multimeshes(value: bool) -> void:
func import_sgt(value: bool) -> void:
var sgt_mm: MultiMesh = simple_grass_textured.multimesh
var global_xform: Transform3D = simple_grass_textured.global_transform
print("Starting to import %d instances from SimpleGrassTextured using mesh id %d" % [ sgt_mm.instance_count, assign_mesh_id])
var global_xform: Transform3D = simple_grass_textured.global_transform
print(
(
"Starting to import %d instances from SimpleGrassTextured using mesh id %d"
% [sgt_mm.instance_count, assign_mesh_id]
)
)
var time: int = Time.get_ticks_msec()
get_instancer().add_multimesh(assign_mesh_id, sgt_mm, simple_grass_textured.global_transform)
print("Import complete in %.2f seconds" % [ float(Time.get_ticks_msec() - time)/1000. ])
get_instancer().add_multimesh(assign_mesh_id, sgt_mm, simple_grass_textured.global_transform)
print("Import complete in %.2f seconds" % [float(Time.get_ticks_msec() - time) / 1000.])
+96 -96
View File
@@ -1,6 +1,6 @@
# Copyright © 2023-2026 Cory Petkovsek, Roope Palmroos, and Contributors.
# This script is an addon for HungryProton's Scatter https://github.com/HungryProton/scatter
# It provides a `Project on Terrain3D` modifier, which allows Scatter
# It provides a `Project on Terrain3D` modifier, which allows Scatter
# to detect the terrain height from Terrain3D without using collision.
#
# Copy this file into /addons/proton_scatter/src/modifiers
@@ -26,112 +26,112 @@
#
#
#func _init() -> void:
#display_name = "Project On Terrain3D"
#category = "Edit"
#can_restrict_height = false
#global_reference_frame_available = true
#local_reference_frame_available = true
#individual_instances_reference_frame_available = true
#use_global_space_by_default()
#display_name = "Project On Terrain3D"
#category = "Edit"
#can_restrict_height = false
#global_reference_frame_available = true
#local_reference_frame_available = true
#individual_instances_reference_frame_available = true
#use_global_space_by_default()
#
#documentation.add_paragraph(
#"This is a modified version of `Project on Colliders` that queries Terrain3D
#for heights without using collision. It constrains placement by slope or texture.
#documentation.add_paragraph(
#"This is a modified version of `Project on Colliders` that queries Terrain3D
#for heights without using collision. It constrains placement by slope or texture.
#
#This modifier must have terrain_node set to a Terrain3D node.")
#This modifier must have terrain_node set to a Terrain3D node.")
#
#var p := documentation.add_parameter("Terrain Node")
#p.set_type("NodePath")
#p.set_description("Set your Terrain3D node.")
#
#p = documentation.add_parameter("Align with collision normal")
#p.set_type("bool")
#p.set_description(
#"Rotate the transform to align it with the collision normal in case
#the ray cast hit a collider.")
#
#p = documentation.add_parameter("Enable Texture Filtering")
#p.set_type("bool")
#p.set_description(
#"If enabled, objects will only be placed based on the ground texture specified.")
#
#p = documentation.add_parameter("Target Texture ID")
#p.set_type("int")
#p.set_description(
#"The ID of the texture to place objects on (0-31). Objects will only be placed on this texture.")
#
#p = documentation.add_parameter("Not Target Texture")
#p.set_type("bool")
#p.set_description(
#"If true, objects will be placed on all textures EXCEPT the target texture.")
#
#p = documentation.add_parameter("Texture Threshold")
#p.set_type("float")
#p.set_description("The blend value required for placement on the texture.")
#var p := documentation.add_parameter("Terrain Node")
#p.set_type("NodePath")
#p.set_description("Set your Terrain3D node.")
#
#p = documentation.add_parameter("Align with collision normal")
#p.set_type("bool")
#p.set_description(
#"Rotate the transform to align it with the collision normal in case
#the ray cast hit a collider.")
#
#p = documentation.add_parameter("Enable Texture Filtering")
#p.set_type("bool")
#p.set_description(
#"If enabled, objects will only be placed based on the ground texture specified.")
#
#p = documentation.add_parameter("Target Texture ID")
#p.set_type("int")
#p.set_description(
#"The ID of the texture to place objects on (0-31). Objects will only be placed on this texture.")
#
#p = documentation.add_parameter("Not Target Texture")
#p.set_type("bool")
#p.set_description(
#"If true, objects will be placed on all textures EXCEPT the target texture.")
#
#p = documentation.add_parameter("Texture Threshold")
#p.set_type("float")
#p.set_description("The blend value required for placement on the texture.")
#
#
#func _process_transforms(transforms, domain, _seed) -> void:
#if transforms.is_empty():
#return
#if transforms.is_empty():
#return
#
#if terrain_node:
#_terrain = domain.get_root().get_node_or_null(terrain_node)
#if terrain_node:
#_terrain = domain.get_root().get_node_or_null(terrain_node)
#
#if not _terrain:
#warning += """No Terrain3D node found"""
#return
#if not _terrain:
#warning += """No Terrain3D node found"""
#return
#
#if not _terrain.data:
#warning += """Terrain3DData is not initialized"""
#return
#if not _terrain.data:
#warning += """Terrain3DData is not initialized"""
#return
#
## Review transforms
#var gt: Transform3D = domain.get_global_transform()
#var gt_inverse := gt.affine_inverse()
#var new_transforms_array: Array[Transform3D] = []
#var remapped_max_slope: float = remap(max_slope, 0.0, 90.0, 0.0, 1.0)
#for i in transforms.list.size():
#var t: Transform3D = transforms.list[i]
#
#var location: Vector3 = (gt * t).origin
#var height: float = _terrain.data.get_height(location)
#if is_nan(height):
#continue
#
#var normal: Vector3 = _terrain.data.get_normal(location)
#if not abs(Vector3.UP.dot(normal)) >= (1.0 - remapped_max_slope):
#continue
#
#if enable_texture_filtering:
#var texture_info: Vector3 = _terrain.data.get_texture_id(location)
#var base_id: int = int(texture_info.x)
#var overlay_id: int = int(texture_info.y)
#var blend_value: float = texture_info.z
## Skip if overlay or blend != target texture, unless inverted
#if ((overlay_id != target_texture_id or blend_value < texture_threshold) and \
#(base_id != target_texture_id or blend_value >= texture_threshold)) != not_target_texture:
#continue
## Review transforms
#var gt: Transform3D = domain.get_global_transform()
#var gt_inverse := gt.affine_inverse()
#var new_transforms_array: Array[Transform3D] = []
#var remapped_max_slope: float = remap(max_slope, 0.0, 90.0, 0.0, 1.0)
#for i in transforms.list.size():
#var t: Transform3D = transforms.list[i]
#
#if align_with_collision_normal and not is_nan(normal.x):
#t.basis.y = normal
#t.basis.x = -t.basis.z.cross(normal)
#t.basis = t.basis.orthonormalized()
#var location: Vector3 = (gt * t).origin
#var height: float = _terrain.data.get_height(location)
#if is_nan(height):
#continue
#
#t.origin.y = height - gt.origin.y
#new_transforms_array.push_back(t)
#var normal: Vector3 = _terrain.data.get_normal(location)
#if not abs(Vector3.UP.dot(normal)) >= (1.0 - remapped_max_slope):
#continue
#
#transforms.list.clear()
#transforms.list.append_array(new_transforms_array)
#if enable_texture_filtering:
#var texture_info: Vector3 = _terrain.data.get_texture_id(location)
#var base_id: int = int(texture_info.x)
#var overlay_id: int = int(texture_info.y)
#var blend_value: float = texture_info.z
## Skip if overlay or blend != target texture, unless inverted
#if ((overlay_id != target_texture_id or blend_value < texture_threshold) and \
#(base_id != target_texture_id or blend_value >= texture_threshold)) != not_target_texture:
#continue
#
#if transforms.is_empty():
#warning += """All transforms have been removed. Possible reasons include: \n"""
#if enable_texture_filtering:
#warning += """+ No matching texture found at any position.
#+ Texture threshold may be too high.
#"""
#warning += """+ No collider is close enough to the shapes.
#+ Ray length is too short.
#+ Ray direction is incorrect.
#+ Collision mask is not set properly.
#+ Max slope is too low.
#"""
#if align_with_collision_normal and not is_nan(normal.x):
#t.basis.y = normal
#t.basis.x = -t.basis.z.cross(normal)
#t.basis = t.basis.orthonormalized()
#
#t.origin.y = height - gt.origin.y
#new_transforms_array.push_back(t)
#
#transforms.list.clear()
#transforms.list.append_array(new_transforms_array)
#
#if transforms.is_empty():
#warning += """All transforms have been removed. Possible reasons include: \n"""
#if enable_texture_filtering:
#warning += """+ No matching texture found at any position.
#+ Texture threshold may be too high.
#"""
#warning += """+ No collider is close enough to the shapes.
#+ Ray length is too short.
#+ Ray direction is incorrect.
#+ Collision mask is not set properly.
#+ Max slope is too low.
#"""
@@ -7,7 +7,6 @@
@tool
extends Node3D
#region settings
## Auto set if attached as a child of a Terrain3D node
@export var terrain: Terrain3D:
@@ -15,7 +14,6 @@ extends Node3D
terrain = value
_create_grid()
## Distance between instances
@export_range(0.125, 2.0, 0.015625) var instance_spacing: float = 0.5:
set(value):
@@ -24,7 +22,6 @@ extends Node3D
amount = rows * rows
_set_offsets()
## Width of an individual cell of the grid
@export_range(8.0, 256.0, 1.0) var cell_width: float = 32.0:
set(value):
@@ -44,8 +41,7 @@ extends Node3D
p.custom_aabb = aabb
_set_offsets()
## Grid width. Must be odd.
## Grid width. Must be odd.
## Higher values cull slightly better, draw further out.
@export_range(1, 15, 2) var grid_width: int = 9:
set(value):
@@ -54,7 +50,6 @@ extends Node3D
min_draw_distance = 1.0
_create_grid()
@export_storage var rows: int = 1
@export_storage var amount: int = 1:
@@ -65,7 +60,6 @@ extends Node3D
for p in particle_nodes:
p.amount = amount
@export_range(1, 256, 1) var process_fixed_fps: int = 30:
set(value):
process_fixed_fps = maxi(value, 1)
@@ -73,7 +67,6 @@ extends Node3D
p.fixed_fps = process_fixed_fps
p.preprocess = 1.0 / float(process_fixed_fps)
## Access to process material parameters
@export var process_material: ShaderMaterial
@@ -81,23 +74,21 @@ extends Node3D
@export var mesh: Mesh
@export var shadow_mode: GeometryInstance3D.ShadowCastingSetting = (
GeometryInstance3D.ShadowCastingSetting.SHADOW_CASTING_SETTING_ON):
GeometryInstance3D.ShadowCastingSetting.SHADOW_CASTING_SETTING_ON
):
set(value):
shadow_mode = value
for p in particle_nodes:
p.cast_shadow = value
## Override material for the particle mesh
@export_custom(
PROPERTY_HINT_RESOURCE_TYPE,
"BaseMaterial3D,ShaderMaterial") var mesh_material_override: Material:
@export_custom(PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial")
var mesh_material_override: Material:
set(value):
mesh_material_override = value
for p in particle_nodes:
p.material_override = mesh_material_override
@export_group("Info")
## The minimum distance that particles will be drawn upto
## If using fade out effects like pixel alpha this is the limit to use.
@@ -105,7 +96,6 @@ extends Node3D
set(value):
min_draw_distance = float(cell_width * grid_width) * 0.5
## Displays current total particle count based on Cell Width and Instance Spacing
@export var particle_count: int = 1:
set(value):
@@ -113,7 +103,6 @@ extends Node3D
#endregion
var offsets: Array[Vector3]
var last_pos: Vector3 = Vector3.ZERO
var particle_nodes: Array[GPUParticles3D]
@@ -139,7 +128,9 @@ func _physics_process(delta: float) -> void:
if last_pos.distance_squared_to(camera.global_position) > 1.0:
var pos: Vector3 = camera.global_position.snapped(Vector3.ONE)
_position_grid(pos)
RenderingServer.material_set_param(process_material.get_rid(), "camera_position", pos )
RenderingServer.material_set_param(
process_material.get_rid(), "camera_position", pos
)
last_pos = camera.global_position
_update_process_parameters()
else:
@@ -180,7 +171,7 @@ func _create_grid() -> void:
if mesh_material_override:
particle_node.material_override = mesh_material_override
particle_node.use_fixed_seed = true
if (x > -half_grid and z > -half_grid): # Use the same seed across all nodes
if x > -half_grid and z > -half_grid: # Use the same seed across all nodes
particle_node.seed = particle_nodes[0].seed
self.add_child(particle_node)
particle_node.emitting = true
@@ -194,9 +185,7 @@ func _set_offsets() -> void:
for x in range(-half_grid, half_grid + 1):
for z in range(-half_grid, half_grid + 1):
var offset := Vector3(
float(x * rows) * instance_spacing,
0.0,
float(z * rows) * instance_spacing
float(x * rows) * instance_spacing, 0.0, float(z * rows) * instance_spacing
)
offsets.append(offset)
@@ -214,24 +203,42 @@ func _position_grid(pos: Vector3) -> void:
var snap = Vector3(pos.x, 0, pos.z).snapped(Vector3.ONE) + offsets[i]
node.global_position = (snap / instance_spacing).round() * instance_spacing
node.reset_physics_interpolation()
node.restart(true) # keep the same seed.
node.restart(true) # keep the same seed.
func _update_process_parameters() -> void:
if process_material:
var process_rid: RID = process_material.get_rid()
if terrain and process_rid.is_valid():
RenderingServer.material_set_param(process_rid, "_background_mode", terrain.material.world_background)
RenderingServer.material_set_param(process_rid, "_vertex_spacing", terrain.vertex_spacing)
RenderingServer.material_set_param(process_rid, "_vertex_density", 1.0 / terrain.vertex_spacing)
RenderingServer.material_set_param(
process_rid, "_background_mode", terrain.material.world_background
)
RenderingServer.material_set_param(
process_rid, "_vertex_spacing", terrain.vertex_spacing
)
RenderingServer.material_set_param(
process_rid, "_vertex_density", 1.0 / terrain.vertex_spacing
)
RenderingServer.material_set_param(process_rid, "_region_size", terrain.region_size)
RenderingServer.material_set_param(process_rid, "_region_texel_size", 1.0 / terrain.region_size)
RenderingServer.material_set_param(
process_rid, "_region_texel_size", 1.0 / terrain.region_size
)
RenderingServer.material_set_param(process_rid, "_region_map_size", 32)
RenderingServer.material_set_param(process_rid, "_region_map", terrain.data.get_region_map())
RenderingServer.material_set_param(process_rid, "_region_locations", terrain.data.get_region_locations())
RenderingServer.material_set_param(process_rid, "_height_maps", terrain.data.get_height_maps_rid())
RenderingServer.material_set_param(process_rid, "_control_maps", terrain.data.get_control_maps_rid())
RenderingServer.material_set_param(process_rid, "_color_maps", terrain.data.get_color_maps_rid())
RenderingServer.material_set_param(
process_rid, "_region_map", terrain.data.get_region_map()
)
RenderingServer.material_set_param(
process_rid, "_region_locations", terrain.data.get_region_locations()
)
RenderingServer.material_set_param(
process_rid, "_height_maps", terrain.data.get_height_maps_rid()
)
RenderingServer.material_set_param(
process_rid, "_control_maps", terrain.data.get_control_maps_rid()
)
RenderingServer.material_set_param(
process_rid, "_color_maps", terrain.data.get_color_maps_rid()
)
RenderingServer.material_set_param(process_rid, "instance_spacing", instance_spacing)
RenderingServer.material_set_param(process_rid, "instance_rows", rows)
RenderingServer.material_set_param(process_rid, "max_dist", min_draw_distance)
@@ -5,6 +5,7 @@ extends Button
signal dropped
func _can_drop_data(p_position, p_data) -> bool:
if typeof(p_data) == TYPE_DICTIONARY:
if p_data.files.size() == 1:
@@ -13,5 +14,6 @@ func _can_drop_data(p_position, p_data) -> bool:
return true
return false
func _drop_data(p_position, p_data) -> void:
dropped.emit(p_data.files[0])
+7 -5
View File
@@ -29,19 +29,21 @@ func _init() -> void:
func directory_setup_popup() -> void:
dialog = load(DIRECTORY_SETUP).instantiate()
dialog.hide()
# Nodes
select_dir_btn = dialog.get_node("Margin/VBox/DirHBox/SelectDir")
selected_dir_le = dialog.get_node("Margin/VBox/DirHBox/LineEdit")
if plugin.terrain.data_directory:
selected_dir_le.text = plugin.terrain.data_directory
# Icons
plugin.ui.set_button_editor_icon(select_dir_btn, "Folder")
#Signals
select_dir_btn.pressed.connect(_on_select_file_pressed.bind(EditorFileDialog.FILE_MODE_OPEN_DIR))
select_dir_btn.pressed.connect(
_on_select_file_pressed.bind(EditorFileDialog.FILE_MODE_OPEN_DIR)
)
dialog.confirmed.connect(_on_close_requested)
dialog.canceled.connect(_on_close_requested)
dialog.get_ok_button().pressed.connect(_on_ok_pressed)
@@ -74,7 +76,7 @@ func _on_ok_pressed() -> void:
if not DirAccess.dir_exists_absolute(selected_dir_le.text):
push_error("Directory doesn't exist: ", selected_dir_le.text)
return
# Check if directory empty of terrain files
# Check if directory empty of terrain files
var data_found: bool = false
var files: Array = DirAccess.get_files_at(selected_dir_le.text)
for file in files:
+5 -6
View File
@@ -2,7 +2,6 @@
# Menu for Terrain3D
extends HBoxContainer
const DirectoryWizard: Script = preload("res://addons/terrain_3d/menu/directory_setup.gd")
const Packer: Script = preload("res://addons/terrain_3d/menu/channel_packer.gd")
const Baker: Script = preload("res://addons/terrain_3d/menu/baker.gd")
@@ -32,17 +31,17 @@ func _enter_tree() -> void:
baker.plugin = plugin
add_child(directory_setup)
add_child(baker)
menu_button.text = "Terrain3D"
menu_button.get_popup().add_item("Directory Setup...", MENU_DIRECTORY_SETUP)
menu_button.get_popup().add_item("Pack Textures...", MENU_PACK_TEXTURES)
menu_button.get_popup().add_item("Directory Setup...", MENU_DIRECTORY_SETUP)
menu_button.get_popup().add_item("Pack Textures...", MENU_PACK_TEXTURES)
menu_button.get_popup().add_separator("", MENU_SEPARATOR)
menu_button.get_popup().add_item("Bake ArrayMesh...", MENU_BAKE_ARRAY_MESH)
menu_button.get_popup().add_item("Bake Occluder3D...", MENU_BAKE_OCCLUDER)
menu_button.get_popup().add_separator("", MENU_SEPARATOR2)
menu_button.get_popup().add_item("Set up Navigation...", MENU_SET_UP_NAVIGATION)
menu_button.get_popup().add_item("Bake NavMesh...", MENU_BAKE_NAV_MESH)
menu_button.get_popup().id_pressed.connect(_on_menu_pressed)
menu_button.about_to_popup.connect(_on_menu_about_to_popup)
add_child(menu_button)
@@ -53,7 +52,7 @@ func _on_menu_pressed(p_id: int) -> void:
MENU_DIRECTORY_SETUP:
directory_setup.directory_setup_popup()
MENU_PACK_TEXTURES:
packer.pack_textures_popup()
packer.pack_textures_popup()
MENU_BAKE_ARRAY_MESH:
baker.bake_mesh_popup()
MENU_BAKE_OCCLUDER:
+120 -99
View File
@@ -30,11 +30,11 @@ var search_button: Button
#DEPRECATED 4.5
#class EdDock extends EditorDock:
#func _update_layout(layout: int) -> void:
#layout 1 vertical, 2 horizontal, 4 window
#print("Terrain3DAssetDock: _update_layout called with: ", layout)
#func _update_layout(layout: int) -> void:
#layout 1 vertical, 2 horizontal, 4 window
#print("Terrain3DAssetDock: _update_layout called with: ", layout)
var _dock: MarginContainer #DEPRECATED 4.5 - Use EdDock
var _dock: MarginContainer #DEPRECATED 4.5 - Use EdDock
var _initialized: bool = false
var plugin: EditorPlugin
var window: Window
@@ -44,18 +44,18 @@ func _notification(what: int) -> void:
if what == NOTIFICATION_ENTER_TREE:
await get_tree().process_frame
update_layout()
func initialize(p_plugin: EditorPlugin) -> void:
if p_plugin:
plugin = p_plugin
_dock = ClassDB.instantiate("EditorDock") #DEPRECATED 4.5 - EdDock.new()
_dock = ClassDB.instantiate("EditorDock") #DEPRECATED 4.5 - EdDock.new()
_dock.title = "Terrain3D"
_dock.dock_icon = preload("../icons/terrain3d.svg")
_dock.default_slot = 8 #DEPRECATED 4.5 - EditorDock.DockSlot.DOCK_SLOT_BOTTOM
_dock.default_slot = 8 #DEPRECATED 4.5 - EditorDock.DockSlot.DOCK_SLOT_BOTTOM
_dock.closable = false
_dock.available_layouts = 0x7 #DEPRECATED 4.5 - EditorDock.DOCK_LAYOUT_ALL
_dock.available_layouts = 0x7 #DEPRECATED 4.5 - EditorDock.DOCK_LAYOUT_ALL
_dock.add_child(self)
plugin.add_dock(_dock)
_dock.open()
@@ -75,7 +75,7 @@ func initialize(p_plugin: EditorPlugin) -> void:
var editor_scale: float = EditorInterface.get_editor_scale()
search_box.custom_minimum_size = Vector2(100. * editor_scale, 30. * editor_scale)
search_button = $Box/Buttons/SearchBox/SearchButton
texture_list = ListContainer.new()
texture_list.name = "TextureList"
texture_list.plugin = plugin
@@ -100,21 +100,31 @@ func initialize(p_plugin: EditorPlugin) -> void:
size_slider.value_changed.connect(_on_slider_changed)
plugin.ui.toolbar.tool_changed.connect(_on_tool_changed)
meshes_btn.add_theme_font_size_override("font_size", int(16. * EditorInterface.get_editor_scale()))
textures_btn.add_theme_font_size_override("font_size", int(16. * EditorInterface.get_editor_scale()))
meshes_btn.add_theme_font_size_override(
"font_size", int(16. * EditorInterface.get_editor_scale())
)
textures_btn.add_theme_font_size_override(
"font_size", int(16. * EditorInterface.get_editor_scale())
)
search_box.text_changed.connect(_on_search_text_changed)
search_button.pressed.connect(_on_search_button_pressed)
confirm_dialog = ConfirmationDialog.new()
add_child(confirm_dialog, true)
confirm_dialog.hide()
confirm_dialog.confirmed.connect(func(): _confirmed = true; \
confirmation_closed.emit(); \
confirmation_confirmed.emit() )
confirm_dialog.canceled.connect(func(): _confirmed = false; \
confirmation_closed.emit(); \
confirmation_canceled.emit() )
confirm_dialog.confirmed.connect(
func():
_confirmed = true
confirmation_closed.emit()
confirmation_confirmed.emit()
)
confirm_dialog.canceled.connect(
func():
_confirmed = false
confirmation_closed.emit()
confirmation_canceled.emit()
)
# Setup styles
set("theme_override_styles/panel", get_theme_stylebox("panel", "Panel"))
@@ -155,7 +165,7 @@ func update_layout() -> void:
if not _initialized:
return
if plugin.debug > 1:
print("Terrain3DAssetDock: update_layout")
print("Terrain3DAssetDock: update_layout")
## Detect if we have a new window from `Make floating` and grab it
if not window:
@@ -163,12 +173,12 @@ func update_layout() -> void:
window = get_parent().get_parent().get_parent()
_on_pin_changed(pinned_btn.button_pressed)
plugin.godot_editor_window.mouse_entered.connect(_on_godot_window_entered)
return # Displaying will call this function again
return # Displaying will call this function again
# Check if window was just freed. Freed objects have a different hash than null
elif hash(window) != hash(null):
window = null
plugin.godot_editor_window.mouse_entered.disconnect(_on_godot_window_entered)
return # Will call this function again upon display
return # Will call this function again upon display
## Vertical layout: buttons on top
if size.x < 700:
@@ -180,7 +190,7 @@ func update_layout() -> void:
box.move_child(size_slider, 2)
pinned_btn.reparent(buttons)
else:
# Wide layout: buttons on left
# Wide layout: buttons on left
box.vertical = false
buttons.vertical = true
search_box.reparent(buttons)
@@ -205,8 +215,8 @@ func set_selected_by_asset_id(p_id: int) -> void:
search_box.text = ""
_on_search_text_changed()
current_list.set_selected_id(p_id)
func _on_search_text_changed() -> void:
if plugin.debug:
print("Terrain3DAssetDock: _on_search_text_changed: ", search_box.text)
@@ -217,7 +227,7 @@ func _on_search_text_changed() -> void:
search_button.icon = get_theme_icon("Close", "EditorIcons")
else:
search_button.icon = get_theme_icon("Search", "EditorIcons")
mesh_list.search_text = search_box.text
texture_list.search_text = search_box.text
current_list.update_asset_list()
@@ -298,7 +308,7 @@ func _on_tool_changed(p_tool: Terrain3DEditor.Tool, p_operation: Terrain3DEditor
print("Terrain3DAssetDock: _on_tool_changed: ", p_tool, ", ", p_operation)
if p_tool == Terrain3DEditor.INSTANCER:
_on_meshes_pressed()
elif p_tool in [ Terrain3DEditor.TEXTURE, Terrain3DEditor.COLOR, Terrain3DEditor.ROUGHNESS ]:
elif p_tool in [Terrain3DEditor.TEXTURE, Terrain3DEditor.COLOR, Terrain3DEditor.ROUGHNESS]:
_on_textures_pressed()
@@ -307,10 +317,12 @@ func _on_tool_changed(p_tool: Terrain3DEditor.Tool, p_operation: Terrain3DEditor
func update_assets() -> void:
if plugin.debug:
print("Terrain3DAssetDock: update_assets: ", plugin.terrain.assets if plugin.terrain else "")
print(
"Terrain3DAssetDock: update_assets: ", plugin.terrain.assets if plugin.terrain else ""
)
if not _initialized:
return
# Verify signals to individual lists
if plugin.is_terrain_valid() and plugin.terrain.assets:
if not plugin.terrain.assets.textures_changed.is_connected(texture_list.update_asset_list):
@@ -327,7 +339,7 @@ func update_assets() -> void:
func load_editor_settings() -> void:
# Remove old editor settings
const ES_DOCK: String = "terrain3d/dock/"
for setting in [ "slot", "floating", "window_position", "window_size" ]:
for setting in ["slot", "floating", "window_position", "window_size"]:
plugin.erase_setting(ES_DOCK + setting)
pinned_btn.button_pressed = plugin.get_setting(ES_DOCK_PINNED, true)
size_slider.value = plugin.get_setting(ES_DOCK_TILE_SIZE, 90)
@@ -350,8 +362,9 @@ func save_editor_settings() -> void:
## class ListContainer
##############################################################
class ListContainer extends Container:
class ListContainer:
extends Container
var plugin: EditorPlugin
var type := Terrain3DAssets.TYPE_TEXTURE
var entries: Array[ListEntry]
@@ -362,7 +375,6 @@ class ListContainer extends Container:
var _clearing_resource: bool = false
var search_text: String = ""
func _ready() -> void:
set_v_size_flags(SIZE_EXPAND_FILL)
set_h_size_flags(SIZE_EXPAND_FILL)
@@ -371,24 +383,22 @@ class ListContainer extends Container:
add_theme_constant_override("shadow_offset_x", 1)
add_theme_constant_override("shadow_offset_y", 1)
func clear() -> void:
for e in entries:
e.get_parent().remove_child(e)
e.queue_free()
entries.clear()
func update_asset_list() -> void:
if plugin.debug:
print("Terrain3DListContainer ", name, ": update_asset_list")
clear()
# Grab terrain
var t: Terrain3D = plugin.get_terrain()
if not (t and t.assets):
return
if type == Terrain3DAssets.TYPE_TEXTURE:
var texture_count: int = t.assets.get_texture_count()
for i in texture_count:
@@ -407,7 +417,6 @@ class ListContainer extends Container:
add_item()
set_selected_id(selected_id)
func add_item(p_resource: Resource = null) -> void:
var entry: ListEntry = ListEntry.new()
entry.focus_style = focus_style
@@ -423,58 +432,79 @@ class ListContainer extends Container:
entry.type = type
add_child(entry, true)
entries.push_back(entry)
if p_resource:
if not p_resource.id_changed.is_connected(set_selected_after_swap):
p_resource.id_changed.connect(set_selected_after_swap)
func _on_resource_hovered(p_id: int):
if type == Terrain3DAssets.TYPE_MESH:
if plugin.terrain:
plugin.terrain.assets.create_mesh_thumbnails(p_id)
func set_selected_after_swap(p_type: Terrain3DAssets.AssetType, p_old_id: int, p_new_id: int) -> void:
func set_selected_after_swap(
p_type: Terrain3DAssets.AssetType, p_old_id: int, p_new_id: int
) -> void:
EditorInterface.mark_scene_as_unsaved()
set_selected_id(clamp(p_new_id, 0, entries.size() - 2))
func clicked_id(p_id: int) -> void:
# Select Tool if clicking an asset
plugin.select_terrain()
if type == Terrain3DAssets.TYPE_TEXTURE and \
not plugin.editor.get_tool() in [ Terrain3DEditor.TEXTURE, Terrain3DEditor.COLOR, Terrain3DEditor.ROUGHNESS ]:
if (
type == Terrain3DAssets.TYPE_TEXTURE
and not (
plugin.editor.get_tool()
in [Terrain3DEditor.TEXTURE, Terrain3DEditor.COLOR, Terrain3DEditor.ROUGHNESS]
)
):
var paint_btn: Button = plugin.ui.toolbar.get_node_or_null("PaintTexture")
if paint_btn:
paint_btn.set_pressed(true)
plugin.ui._on_tool_changed(Terrain3DEditor.TEXTURE, Terrain3DEditor.REPLACE)
elif type == Terrain3DAssets.TYPE_MESH and plugin.editor.get_tool() != Terrain3DEditor.INSTANCER:
elif (
type == Terrain3DAssets.TYPE_MESH
and plugin.editor.get_tool() != Terrain3DEditor.INSTANCER
):
var instancer_btn: Button = plugin.ui.toolbar.get_node_or_null("InstanceMeshes")
if instancer_btn:
instancer_btn.set_pressed(true)
plugin.ui._on_tool_changed(Terrain3DEditor.INSTANCER, Terrain3DEditor.ADD)
set_selected_id(p_id)
func set_selected_id(p_id: int) -> void:
# "Add new" is the final entry only when search box is blank
var max_id: int = max(0, entries.size() - (1 if search_text else 2))
if plugin.debug:
print("Terrain3DListContainer ", name, ": set_selected_id: ", selected_id, " to ", clamp(p_id, 0, max_id))
print(
"Terrain3DListContainer ",
name,
": set_selected_id: ",
selected_id,
" to ",
clamp(p_id, 0, max_id)
)
selected_id = clamp(p_id, 0, max_id)
for i in entries.size():
var entry: ListEntry = entries[i]
entry.set_selected(i == selected_id)
plugin.ui._on_setting_changed()
func get_selected_asset_id() -> int:
# "Add new" is the final entry only when search box is blank
var max_id: int = max(0, entries.size() - (1 if search_text else 2))
var id: int = clamp(selected_id, 0, max_id)
if plugin.debug:
print("Terrain3DListContainer ", name, ": get_selected_asset_id: selected_id: ", selected_id, ", clamped: ", id, ", entries: ", entries.size())
print(
"Terrain3DListContainer ",
name,
": get_selected_asset_id: selected_id: ",
selected_id,
", clamped: ",
id,
", entries: ",
entries.size()
)
if id >= entries.size():
return 0
var res: Resource = entries[id].resource
@@ -485,18 +515,21 @@ class ListContainer extends Container:
else:
return (res as Terrain3DTextureAsset).id
func _on_resource_inspected(p_resource: Resource) -> void:
await get_tree().process_frame
EditorInterface.edit_resource(p_resource)
func _on_resource_changed(p_resource: Resource, p_id: int) -> void:
if not p_resource and _clearing_resource:
return
if not p_resource:
if plugin.debug:
print("Terrain3DListContainer ", name, ": _on_resource_changed: removing asset ID: ", p_id)
print(
"Terrain3DListContainer ",
name,
": _on_resource_changed: removing asset ID: ",
p_id
)
_clearing_resource = true
var asset_dock: Control = get_parent().get_parent().get_parent()
if type == Terrain3DAssets.TYPE_TEXTURE:
@@ -509,7 +542,7 @@ class ListContainer extends Container:
update_asset_list()
_clearing_resource = false
return
if not plugin.is_terrain_valid():
plugin.select_terrain()
await get_tree().process_frame
@@ -522,19 +555,16 @@ class ListContainer extends Container:
# If removing an entry, clear inspector
if not p_resource:
EditorInterface.inspect_object(null)
EditorInterface.inspect_object(null)
_clearing_resource = false
func set_entry_width(value: float) -> void:
var min_width: float = 90.0 * max(1.0, EditorInterface.get_editor_scale())
width = clamp(value, min_width, 512.0)
redraw()
func get_entry_width() -> float:
return width
func redraw() -> void:
height = 0
@@ -543,22 +573,24 @@ class ListContainer extends Container:
var columns: int = 3
columns = clamp(size.x / width, 1, 100)
var tile_size: Vector2 = Vector2(width, width) - Vector2(separation, separation)
var name_font_size := int(clamp(tile_size.x/12., 12., 16.) * EditorInterface.get_editor_scale())
var name_font_size := int(
clamp(tile_size.x / 12., 12., 16.) * EditorInterface.get_editor_scale()
)
for c in get_children():
if is_instance_valid(c):
c.size = tile_size
c.position = Vector2(id % columns, id / columns) * width + \
Vector2(separation / columns, separation / columns)
c.position = (
Vector2(id % columns, id / columns) * width
+ Vector2(separation / columns, separation / columns)
)
height = max(height, c.position.y + width)
id += 1
c.name_label.add_theme_font_size_override("font_size", name_font_size)
# Needed to enable ScrollContainer scroll bar
func _get_minimum_size() -> Vector2:
return Vector2(0, height)
func _notification(p_what) -> void:
if p_what == NOTIFICATION_SORT_CHILDREN:
redraw()
@@ -569,24 +601,25 @@ class ListContainer extends Container:
##############################################################
class ListEntry extends MarginContainer:
signal hovered()
signal clicked()
class ListEntry:
extends MarginContainer
signal hovered
signal clicked
signal changed(resource: Resource)
signal inspected(resource: Resource)
var resource: Resource
var type := Terrain3DAssets.TYPE_TEXTURE
var _thumbnail: Texture2D
var drop_data: bool = false
var is_hovered: bool = false
var is_selected: bool = false
var name_label: Label
var button_row: FlowContainer
var button_enabled: TextureButton
var button_edit: TextureButton
var spacer: Control
var spacer: Control
var button_clear: TextureButton
@onready var focus_style: StyleBox = get_theme_stylebox("focus", "Button").duplicate()
@@ -597,7 +630,6 @@ class ListEntry extends MarginContainer:
@onready var disabled_icon: Texture2D = get_theme_icon("GuiVisibilityHidden", "EditorIcons")
@onready var add_icon: Texture2D = get_theme_icon("Add", "EditorIcons")
func _ready() -> void:
name = "ListEntry"
custom_minimum_size = Vector2i(86., 86.)
@@ -611,18 +643,17 @@ class ListEntry extends MarginContainer:
focus_style.set_border_width_all(2)
focus_style.set_border_color(Color(1, 1, 1, .67))
func setup_buttons() -> void:
destroy_buttons()
button_row = FlowContainer.new()
button_enabled = TextureButton.new()
button_edit = TextureButton.new()
button_enabled = TextureButton.new()
button_edit = TextureButton.new()
spacer = Control.new()
button_clear = TextureButton.new()
var icon_size: Vector2 = Vector2(12, 12)
button_row.size_flags_horizontal = Control.SIZE_EXPAND_FILL
button_row.alignment = FlowContainer.ALIGNMENT_CENTER
button_row.mouse_filter = Control.MOUSE_FILTER_PASS
@@ -640,7 +671,7 @@ class ListEntry extends MarginContainer:
button_enabled.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND
button_enabled.pressed.connect(_on_enable)
button_row.add_child(button_enabled, true)
button_edit.set_texture_normal(edit_icon)
button_edit.set_custom_minimum_size(icon_size)
button_edit.set_h_size_flags(Control.SIZE_SHRINK_END)
@@ -654,7 +685,7 @@ class ListEntry extends MarginContainer:
spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL
spacer.mouse_filter = Control.MOUSE_FILTER_PASS
button_row.add_child(spacer, true)
button_clear.set_texture_normal(clear_icon)
button_clear.set_custom_minimum_size(icon_size)
button_clear.set_h_size_flags(Control.SIZE_SHRINK_END)
@@ -664,7 +695,6 @@ class ListEntry extends MarginContainer:
button_clear.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND
button_clear.pressed.connect(_on_clear)
button_row.add_child(button_clear, true)
func destroy_buttons() -> void:
if button_row:
@@ -683,7 +713,6 @@ class ListEntry extends MarginContainer:
button_clear.free()
button_clear = null
func get_resource_name() -> StringName:
if resource:
if resource is Terrain3DMeshAsset:
@@ -692,7 +721,6 @@ class ListEntry extends MarginContainer:
return (resource as Terrain3DTextureAsset).get_name()
return ""
func setup_label() -> void:
name_label = Label.new()
name_label.name = "MeshLabel"
@@ -700,17 +728,18 @@ class ListEntry extends MarginContainer:
name_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
name_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
name_label.size_flags_vertical = Control.SIZE_EXPAND_FILL
name_label.add_theme_font_size_override("font_size", int(14. * EditorInterface.get_editor_scale()))
name_label.add_theme_font_size_override(
"font_size", int(14. * EditorInterface.get_editor_scale())
)
name_label.add_theme_color_override("font_color", Color.WHITE)
name_label.add_theme_color_override("font_shadow_color", Color.BLACK)
name_label.add_theme_constant_override("shadow_offset_x", 1)
name_label.add_theme_constant_override("shadow_offset_y", 1)
name_label.visible = false
name_label.autowrap_mode = TextServer.AUTOWRAP_OFF
name_label.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
name_label.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
add_child(name_label, true)
func _notification(p_what) -> void:
match p_what:
NOTIFICATION_PREDELETE:
@@ -758,7 +787,6 @@ class ListEntry extends MarginContainer:
drop_data = false
queue_redraw()
func _gui_input(p_event: InputEvent) -> void:
if p_event is InputEventMouseButton:
if p_event.is_pressed():
@@ -780,7 +808,6 @@ class ListEntry extends MarginContainer:
if resource:
_on_clear()
func _can_drop_data(p_at_position: Vector2, p_data: Variant) -> bool:
drop_data = false
if typeof(p_data) == TYPE_DICTIONARY:
@@ -789,7 +816,6 @@ class ListEntry extends MarginContainer:
drop_data = true
return drop_data
func _drop_data(p_at_position: Vector2, p_data: Variant) -> void:
if typeof(p_data) == TYPE_DICTIONARY:
var res: Resource = load(p_data.files[0])
@@ -806,7 +832,7 @@ class ListEntry extends MarginContainer:
set_edited_resource(res, false)
elif res is PackedScene and type == Terrain3DAssets.TYPE_MESH:
if not resource:
resource = Terrain3DMeshAsset.new()
resource = Terrain3DMeshAsset.new()
set_edited_resource(resource, false)
resource.set_scene_file(res)
elif res is Terrain3DMeshAsset and type == Terrain3DAssets.TYPE_MESH:
@@ -816,7 +842,6 @@ class ListEntry extends MarginContainer:
emit_signal("clicked")
emit_signal("inspected", resource)
func set_edited_resource(p_res: Resource, p_no_signal: bool = true) -> void:
resource = p_res
if resource:
@@ -828,20 +853,18 @@ class ListEntry extends MarginContainer:
elif resource is Terrain3DMeshAsset:
if not resource.instancer_setting_changed.is_connected(_on_resource_changed):
resource.instancer_setting_changed.connect(_on_resource_changed)
if button_clear:
button_clear.set_visible(resource != null)
queue_redraw()
if not p_no_signal:
emit_signal("changed", resource)
func _on_resource_changed(_value: int = 0) -> void:
queue_redraw()
emit_signal("changed", resource)
func set_selected(value: bool) -> void:
if not is_inside_tree():
#push_error("not in tree")
@@ -851,26 +874,24 @@ class ListEntry extends MarginContainer:
# Handle scrolling to show the selected item
await get_tree().process_frame
if is_inside_tree():
get_parent().get_parent().get_v_scroll_bar().ratio = position.y / get_parent().size.y
get_parent().get_parent().get_v_scroll_bar().ratio = (
position.y / get_parent().size.y
)
queue_redraw()
func _on_clear() -> void:
if resource:
name_label.hide()
set_edited_resource(null, false)
func _on_edit() -> void:
emit_signal("clicked")
emit_signal("inspected", resource)
func _on_enable() -> void:
if resource is Terrain3DMeshAsset:
resource.set_enabled(!resource.is_enabled())
func _format_number(num: int) -> String:
var is_negative: bool = num < 0
var str_num: String = str(abs(num))
+93 -88
View File
@@ -64,7 +64,7 @@ var _godot_last_state: Window.Mode = Window.MODE_FULLSCREEN
func initialize(p_plugin: EditorPlugin) -> void:
if p_plugin:
plugin = p_plugin
_godot_last_state = plugin.godot_editor_window.mode
placement_opt = $Box/Buttons/PlacementOpt
pinned_btn = $Box/Buttons/Pinned
@@ -98,7 +98,7 @@ func initialize(p_plugin: EditorPlugin) -> void:
placement_opt.item_selected.connect(set_slot)
floating_btn.pressed.connect(make_dock_float)
pinned_btn.toggled.connect(_on_pin_changed)
pinned_btn.visible = ( window != null )
pinned_btn.visible = (window != null)
size_slider.value_changed.connect(_on_slider_changed)
plugin.ui.toolbar.tool_changed.connect(_on_tool_changed)
@@ -113,7 +113,7 @@ func initialize(p_plugin: EditorPlugin) -> void:
func _ready() -> void:
if not _initialized:
return
# Setup styles
set("theme_override_styles/panel", get_theme_stylebox("panel", "Panel"))
# Avoid saving icon resources in tscn when editing w/ a tool script
@@ -127,12 +127,18 @@ func _ready() -> void:
confirm_dialog = ConfirmationDialog.new()
add_child(confirm_dialog)
confirm_dialog.hide()
confirm_dialog.confirmed.connect(func(): _confirmed = true; \
emit_signal("confirmation_closed"); \
emit_signal("confirmation_confirmed") )
confirm_dialog.canceled.connect(func(): _confirmed = false; \
emit_signal("confirmation_closed"); \
emit_signal("confirmation_canceled") )
confirm_dialog.confirmed.connect(
func():
_confirmed = true
emit_signal("confirmation_closed")
emit_signal("confirmation_confirmed")
)
confirm_dialog.canceled.connect(
func():
_confirmed = false
emit_signal("confirmation_closed")
emit_signal("confirmation_canceled")
)
func get_current_list() -> ListContainer:
@@ -141,9 +147,10 @@ func get_current_list() -> ListContainer:
## Dock placement
func set_slot(p_slot: int) -> void:
p_slot = clamp(p_slot, 0, POS_MAX-1)
p_slot = clamp(p_slot, 0, POS_MAX - 1)
if slot != p_slot:
slot = p_slot
placement_opt.selected = slot
@@ -177,7 +184,7 @@ func remove_dock(p_force: bool = false) -> void:
pinned_btn.visible = false
placement_opt.visible = true
state = HIDDEN
update_dock() # return window to side/bottom
update_dock() # return window to side/bottom
func update_dock() -> void:
@@ -207,7 +214,7 @@ func update_layout() -> void:
if not window and get_parent() and get_parent().get_parent() is Window:
window = get_parent().get_parent()
make_dock_float()
return # Will call this function again upon display
return # Will call this function again upon display
var size_parent: Control = size_slider.get_parent()
# Vertical layout in window / sidebar
@@ -238,8 +245,10 @@ func update_layout() -> void:
func update_thumbnails() -> void:
if not is_instance_valid(plugin.terrain):
return
if current_list.type == Terrain3DAssets.TYPE_MESH and \
Time.get_ticks_msec() - _last_thumb_update_time > MAX_UPDATE_TIME:
if (
current_list.type == Terrain3DAssets.TYPE_MESH
and Time.get_ticks_msec() - _last_thumb_update_time > MAX_UPDATE_TIME
):
plugin.terrain.assets.create_mesh_thumbnails()
_last_thumb_update_time = Time.get_ticks_msec()
for mesh_asset in mesh_list.entries:
@@ -293,7 +302,7 @@ func _on_meshes_pressed() -> void:
func _on_tool_changed(p_tool: Terrain3DEditor.Tool, p_operation: Terrain3DEditor.Operation) -> void:
if p_tool == Terrain3DEditor.INSTANCER:
_on_meshes_pressed()
elif p_tool in [ Terrain3DEditor.TEXTURE, Terrain3DEditor.COLOR, Terrain3DEditor.ROUGHNESS ]:
elif p_tool in [Terrain3DEditor.TEXTURE, Terrain3DEditor.COLOR, Terrain3DEditor.ROUGHNESS]:
_on_textures_pressed()
@@ -303,7 +312,7 @@ func _on_tool_changed(p_tool: Terrain3DEditor.Tool, p_operation: Terrain3DEditor
func update_assets() -> void:
if not _initialized:
return
# Verify signals to individual lists
if plugin.is_terrain_valid() and plugin.terrain.assets:
if not plugin.terrain.assets.textures_changed.is_connected(texture_list.update_asset_list):
@@ -318,13 +327,13 @@ func update_assets() -> void:
func make_dock_float() -> void:
# If not already created (eg from editor panel 'Make Floating' button)
# If not already created (eg from editor panel 'Make Floating' button)
if not window:
remove_dock()
create_window()
state = WINDOWED
visible = true # Asset dock contents are hidden when popping out of the bottom!
visible = true # Asset dock contents are hidden when popping out of the bottom!
pinned_btn.visible = true
floating_btn.visible = false
placement_opt.visible = false
@@ -366,13 +375,18 @@ func clamp_window_position() -> void:
bounds = DisplayServer.screen_get_position(window.current_screen)
bounds += DisplayServer.screen_get_size(window.current_screen)
var margin: int = 40
window.position.x = clamp(window.position.x, -window.size.x + 2*margin, bounds.x - margin)
window.position.x = clamp(window.position.x, -window.size.x + 2 * margin, bounds.x - margin)
window.position.y = clamp(window.position.y, 25, bounds.y - margin)
func _on_window_input(event: InputEvent) -> void:
# Capture CTRL+S when doc focused to save scene
if event is InputEventKey and event.keycode == KEY_S and event.pressed and event.is_command_or_control_pressed():
if (
event is InputEventKey
and event.keycode == KEY_S
and event.pressed
and event.is_command_or_control_pressed()
):
save_editor_settings()
EditorInterface.save_scene()
@@ -385,7 +399,10 @@ func _on_godot_window_entered() -> void:
func _on_godot_focus_entered() -> void:
# If asset dock is windowed, and Godot was minimized, and now is not, restore asset dock window
if is_instance_valid(window):
if _godot_last_state == Window.MODE_MINIMIZED and plugin.godot_editor_window.mode != Window.MODE_MINIMIZED:
if (
_godot_last_state == Window.MODE_MINIMIZED
and plugin.godot_editor_window.mode != Window.MODE_MINIMIZED
):
window.show()
_godot_last_state = plugin.godot_editor_window.mode
plugin.godot_editor_window.grab_focus()
@@ -399,6 +416,7 @@ func _on_godot_focus_exited() -> void:
## Manage Editor Settings
func load_editor_settings() -> void:
floating_btn.button_pressed = plugin.get_setting(ES_DOCK_FLOATING, false)
pinned_btn.button_pressed = plugin.get_setting(ES_DOCK_PINNED, true)
@@ -431,8 +449,9 @@ func save_editor_settings() -> void:
## class ListContainer
##############################################################
class ListContainer extends Container:
class ListContainer:
extends Container
var plugin: EditorPlugin
var type := Terrain3DAssets.TYPE_TEXTURE
var entries: Array[ListEntry]
@@ -441,34 +460,34 @@ class ListContainer extends Container:
var width: float = 83
var focus_style: StyleBox
func _ready() -> void:
set_v_size_flags(SIZE_EXPAND_FILL)
set_h_size_flags(SIZE_EXPAND_FILL)
func clear() -> void:
for e in entries:
e.get_parent().remove_child(e)
e.queue_free()
entries.clear()
func update_asset_list() -> void:
clear()
# Grab terrain
var t: Terrain3D
if plugin.is_terrain_valid():
t = plugin.terrain
elif is_instance_valid(plugin._last_terrain) and plugin.is_terrain_valid(plugin._last_terrain):
elif (
is_instance_valid(plugin._last_terrain)
and plugin.is_terrain_valid(plugin._last_terrain)
):
t = plugin._last_terrain
else:
return
if not t.assets:
return
if type == Terrain3DAssets.TYPE_TEXTURE:
var texture_count: int = t.assets.get_texture_count()
for i in texture_count:
@@ -486,12 +505,11 @@ class ListContainer extends Container:
if selected_id >= mesh_count or selected_id < 0:
set_selected_id(0)
func add_item(p_resource: Resource = null, p_assets: Terrain3DAssets = null) -> void:
var entry: ListEntry = ListEntry.new()
entry.focus_style = focus_style
var id: int = entries.size()
entry.set_edited_resource(p_resource)
entry.hovered.connect(_on_resource_hovered.bind(id))
entry.selected.connect(set_selected_id.bind(id))
@@ -501,55 +519,60 @@ class ListContainer extends Container:
entry.asset_list = p_assets
add_child(entry)
entries.push_back(entry)
if p_resource:
entry.set_selected(id == selected_id)
if not p_resource.id_changed.is_connected(set_selected_after_swap):
p_resource.id_changed.connect(set_selected_after_swap)
func _on_resource_hovered(p_id: int):
if type == Terrain3DAssets.TYPE_MESH:
if plugin.terrain:
plugin.terrain.assets.create_mesh_thumbnails(p_id)
func set_selected_after_swap(p_type: Terrain3DAssets.AssetType, p_old_id: int, p_new_id: int) -> void:
func set_selected_after_swap(
p_type: Terrain3DAssets.AssetType, p_old_id: int, p_new_id: int
) -> void:
set_selected_id(clamp(p_new_id, 0, entries.size() - 2))
func set_selected_id(p_id: int) -> void:
selected_id = p_id
for i in entries.size():
var entry: ListEntry = entries[i]
entry.set_selected(i == selected_id)
plugin.select_terrain()
# Select Paint tool if clicking a texture
if type == Terrain3DAssets.TYPE_TEXTURE and \
not plugin.editor.get_tool() in [ Terrain3DEditor.TEXTURE, Terrain3DEditor.COLOR, Terrain3DEditor.ROUGHNESS ]:
if (
type == Terrain3DAssets.TYPE_TEXTURE
and not (
plugin.editor.get_tool()
in [Terrain3DEditor.TEXTURE, Terrain3DEditor.COLOR, Terrain3DEditor.ROUGHNESS]
)
):
var paint_btn: Button = plugin.ui.toolbar.get_node_or_null("PaintTexture")
if paint_btn:
paint_btn.set_pressed(true)
plugin.ui._on_tool_changed(Terrain3DEditor.TEXTURE, Terrain3DEditor.REPLACE)
elif type == Terrain3DAssets.TYPE_MESH and plugin.editor.get_tool() != Terrain3DEditor.INSTANCER:
elif (
type == Terrain3DAssets.TYPE_MESH
and plugin.editor.get_tool() != Terrain3DEditor.INSTANCER
):
var instancer_btn: Button = plugin.ui.toolbar.get_node_or_null("InstanceMeshes")
if instancer_btn:
instancer_btn.set_pressed(true)
plugin.ui._on_tool_changed(Terrain3DEditor.INSTANCER, Terrain3DEditor.ADD)
# Update editor with selected brush
plugin.ui._on_setting_changed()
func _on_resource_inspected(p_resource: Resource) -> void:
await get_tree().create_timer(.01).timeout
EditorInterface.edit_resource(p_resource)
func _on_resource_changed(p_resource: Resource, p_id: int) -> void:
if not p_resource:
var asset_dock: Control = get_parent().get_parent().get_parent()
@@ -562,7 +585,7 @@ class ListContainer extends Container:
if not asset_dock._confirmed:
update_asset_list()
return
if not plugin.is_terrain_valid():
plugin.select_terrain()
await get_tree().create_timer(.01).timeout
@@ -577,32 +600,27 @@ class ListContainer extends Container:
# If removing an entry, clear inspector
if not p_resource:
EditorInterface.inspect_object(null)
# If null resource, remove last
EditorInterface.inspect_object(null)
# If null resource, remove last
if not p_resource:
var last_offset: int = 2
if p_id == entries.size()-2:
if p_id == entries.size() - 2:
last_offset = 3
set_selected_id(clamp(selected_id, 0, entries.size() - last_offset))
func get_selected_id() -> int:
return selected_id
func get_selected_asset_id() -> int:
return selected_id
func set_entry_width(value: float) -> void:
width = clamp(value, 66, 230)
redraw()
func get_entry_width() -> float:
return width
func redraw() -> void:
height = 0
@@ -610,21 +628,21 @@ class ListContainer extends Container:
var separation: float = 4
var columns: int = 3
columns = clamp(size.x / width, 1, 100)
for c in get_children():
if is_instance_valid(c):
c.size = Vector2(width, width) - Vector2(separation, separation)
c.position = Vector2(id % columns, id / columns) * width + \
Vector2(separation / columns, separation / columns)
c.position = (
Vector2(id % columns, id / columns) * width
+ Vector2(separation / columns, separation / columns)
)
height = max(height, c.position.y + width)
id += 1
# Needed to enable ScrollContainer scroll bar
func _get_minimum_size() -> Vector2:
return Vector2(0, height)
func _notification(p_what) -> void:
if p_what == NOTIFICATION_SORT_CHILDREN:
redraw()
@@ -635,12 +653,13 @@ class ListContainer extends Container:
##############################################################
class ListEntry extends VBoxContainer:
signal hovered()
signal selected()
class ListEntry:
extends VBoxContainer
signal hovered
signal selected
signal changed(resource: Resource)
signal inspected(resource: Resource)
var resource: Resource
var type := Terrain3DAssets.TYPE_TEXTURE
var _thumbnail: Texture2D
@@ -648,7 +667,7 @@ class ListEntry extends VBoxContainer:
var is_hovered: bool = false
var is_selected: bool = false
var asset_list: Terrain3DAssets
@onready var button_row := HBoxContainer.new()
@onready var button_clear := TextureButton.new()
@onready var button_edit := TextureButton.new()
@@ -664,14 +683,12 @@ class ListEntry extends VBoxContainer:
@onready var background: StyleBox = get_theme_stylebox("pressed", "Button")
@onready var focus_style: StyleBox = get_theme_stylebox("focus", "Button").duplicate()
func _ready() -> void:
setup_buttons()
setup_label()
focus_style.set_border_width_all(2)
focus_style.set_border_color(Color(1, 1, 1, .67))
func setup_buttons() -> void:
var icon_size: Vector2 = Vector2(12, 12)
var margin_container := MarginContainer.new()
@@ -680,7 +697,7 @@ class ListEntry extends VBoxContainer:
margin_container.add_theme_constant_override("margin_left", 5)
margin_container.add_theme_constant_override("margin_right", 5)
add_child(margin_container)
button_row.size_flags_horizontal = Control.SIZE_EXPAND_FILL
button_row.alignment = BoxContainer.ALIGNMENT_CENTER
button_row.mouse_filter = Control.MOUSE_FILTER_PASS
@@ -696,7 +713,7 @@ class ListEntry extends VBoxContainer:
button_enabled.mouse_filter = Control.MOUSE_FILTER_PASS
button_enabled.pressed.connect(enable)
button_row.add_child(button_enabled)
button_edit.set_texture_normal(edit_icon)
button_edit.set_custom_minimum_size(icon_size)
button_edit.set_h_size_flags(Control.SIZE_SHRINK_END)
@@ -708,7 +725,7 @@ class ListEntry extends VBoxContainer:
spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL
spacer.mouse_filter = Control.MOUSE_FILTER_PASS
button_row.add_child(spacer)
button_clear.set_texture_normal(clear_icon)
button_clear.set_custom_minimum_size(icon_size)
button_clear.set_h_size_flags(Control.SIZE_SHRINK_END)
@@ -717,7 +734,6 @@ class ListEntry extends VBoxContainer:
button_clear.pressed.connect(clear)
button_row.add_child(button_clear)
func setup_label() -> void:
name_label = Label.new()
add_child(name_label, true)
@@ -737,13 +753,12 @@ class ListEntry extends VBoxContainer:
else:
name_label.text = "Add Mesh"
func _notification(p_what) -> void:
match p_what:
NOTIFICATION_DRAW:
# Hide spacer if icons are crowding small textures
spacer.visible = size.x > 70 or type == Terrain3DAssets.TYPE_TEXTURE
var rect: Rect2 = Rect2(Vector2.ZERO, get_size())
if !resource:
draw_style_box(background, rect)
@@ -766,7 +781,7 @@ class ListEntry extends VBoxContainer:
else:
draw_rect(rect, Color(.15, .15, .15, 1.))
button_enabled.set_pressed_no_signal(!resource.is_enabled())
name_label.add_theme_font_size_override("font_size", 4 + rect.size.x/10)
name_label.add_theme_font_size_override("font_size", 4 + rect.size.x / 10)
if drop_data:
draw_style_box(focus_style, rect)
if is_hovered:
@@ -784,7 +799,6 @@ class ListEntry extends VBoxContainer:
drop_data = false
queue_redraw()
func _gui_input(p_event: InputEvent) -> void:
if p_event is InputEventMouseButton:
if p_event.is_pressed():
@@ -806,7 +820,6 @@ class ListEntry extends VBoxContainer:
if resource:
clear()
func _can_drop_data(p_at_position: Vector2, p_data: Variant) -> bool:
drop_data = false
if typeof(p_data) == TYPE_DICTIONARY:
@@ -815,7 +828,6 @@ class ListEntry extends VBoxContainer:
drop_data = true
return drop_data
func _drop_data(p_at_position: Vector2, p_data: Variant) -> void:
if typeof(p_data) == TYPE_DICTIONARY:
var res: Resource = load(p_data.files[0])
@@ -844,8 +856,6 @@ class ListEntry extends VBoxContainer:
emit_signal("selected")
emit_signal("inspected", resource)
func set_edited_resource(p_res: Resource, p_no_signal: bool = true) -> void:
resource = p_res
if resource:
@@ -853,35 +863,30 @@ class ListEntry extends VBoxContainer:
resource.file_changed.connect(_on_resource_changed)
if resource is Terrain3DMeshAsset:
resource.instancer_setting_changed.connect(_on_resource_changed)
if button_clear:
button_clear.set_visible(resource != null)
queue_redraw()
if !p_no_signal:
emit_signal("changed", resource)
func _on_resource_changed() -> void:
queue_redraw()
emit_signal("changed", resource)
func set_selected(value: bool) -> void:
is_selected = value
queue_redraw()
func clear() -> void:
if resource:
set_edited_resource(null, false)
func edit() -> void:
emit_signal("selected")
emit_signal("inspected", resource)
func enable() -> void:
if resource is Terrain3DMeshAsset:
resource.set_enabled(!resource.is_enabled())
+22 -20
View File
@@ -8,11 +8,11 @@ extends Control
signal value_changed(Vector2)
var label: Label
var suffix: String
var grabbed_handle: int = 0 # -1 left, 0 none, 1 right
var grabbed_handle: int = 0 # -1 left, 0 none, 1 right
var min_value: float = 0.0
var max_value: float = 100.0
var step: float = 1.0
var range := Vector2(0, 100)
var range := Vector2(0, 100)
var display_scale: float = 1.
var position_x: float = 0.
var minimum_x: float = 60.
@@ -43,8 +43,8 @@ func set_min(p_value: float) -> void:
func get_min() -> float:
return min_value
func set_max(p_value: float) -> void:
max_value = p_value
if range.y == 0 or range.y >= max_value:
@@ -55,15 +55,15 @@ func set_max(p_value: float) -> void:
func get_max() -> float:
return max_value
func set_step(p_step: float) -> void:
step = p_step
func get_step() -> float:
return step
func set_value(p_range: Vector2) -> void:
range.x = clamp(p_range.x, min_value, max_value)
@@ -99,7 +99,7 @@ func _get_handle() -> int:
func _gui_input(p_event: InputEvent) -> void:
if p_event is InputEventMouseButton:
var button: int = p_event.get_button_index()
if button in [ MOUSE_BUTTON_LEFT, MOUSE_BUTTON_WHEEL_UP, MOUSE_BUTTON_WHEEL_DOWN ]:
if button in [MOUSE_BUTTON_LEFT, MOUSE_BUTTON_WHEEL_UP, MOUSE_BUTTON_WHEEL_DOWN]:
if p_event.is_pressed():
var mid_point = (range.x + range.y) / 2.0
var xpos: float = p_event.get_position().x * 2.0
@@ -116,17 +116,19 @@ func _gui_input(p_event: InputEvent) -> void:
set_slider(1., true)
else:
grabbed_handle = 0
if p_event is InputEventMouseMotion:
if grabbed_handle != 0:
set_slider(p_event.get_position().x)
func set_slider(p_xpos: float, p_relative: bool = false) -> void:
if grabbed_handle == 0:
return
var xpos_step: float = clamp(snappedf((p_xpos / size.x) * max_value, step), min_value, max_value)
if(grabbed_handle < 0):
var xpos_step: float = clamp(
snappedf((p_xpos / size.x) * max_value, step), min_value, max_value
)
if grabbed_handle < 0:
if p_relative:
range.x += p_xpos
else:
@@ -135,7 +137,7 @@ func set_slider(p_xpos: float, p_relative: bool = false) -> void:
if p_relative:
range.y += p_xpos
else:
range.y = xpos_step
range.y = xpos_step
set_value(range)
@@ -146,19 +148,19 @@ func _notification(p_what: int) -> void:
var bg_height: float = bg.get_minimum_size().y
var mid_y: float = (size.y - bg_height) / 2.0
draw_style_box(bg, Rect2(Vector2(0, mid_y), Vector2(size.x, bg_height)))
# Draw foreground bar
var handle: Texture2D = get_theme_icon("grabber", "HSlider")
var area: StyleBox = get_theme_stylebox("grabber_area", "HSlider")
var startx: float = (range.x / max_value) * size.x
var endx: float = (range.y / max_value) * size.x
draw_style_box(area, Rect2(Vector2(startx, mid_y), Vector2(endx - startx, bg_height)))
# Draw handles, slightly in so they don't get on the outside edges
var handle_pos: Vector2
handle_pos.x = clamp(startx - handle.get_size().x/2, -10, size.x)
handle_pos.y = clamp(endx - handle.get_size().x/2, 0, size.x - 10)
handle_pos.x = clamp(startx - handle.get_size().x / 2, -10, size.x)
handle_pos.y = clamp(endx - handle.get_size().x / 2, 0, size.x - 10)
draw_texture(handle, Vector2(handle_pos.x, -mid_y - 10 * (display_scale - 1.)))
draw_texture(handle, Vector2(handle_pos.y, -mid_y - 10 * (display_scale - 1.)))
update_label()
+121 -78
View File
@@ -3,7 +3,6 @@
@tool
extends EditorPlugin
# Includes
const UI: Script = preload("res://addons/terrain_3d/src/ui.gd")
const RegionGizmo: Script = preload("res://addons/terrain_3d/src/region_gizmo.gd")
@@ -14,7 +13,7 @@ var modifier_ctrl: bool
var modifier_alt: bool
var modifier_shift: bool
var _last_modifiers: int = 0
var _input_mode: int = 0 # -1: camera move, 0: none, 1: operating
var _input_mode: int = 0 # -1: camera move, 0: none, 1: operating
var rmb_release_time: int = 0
var _use_meta: bool = false
@@ -22,26 +21,26 @@ var terrain: Terrain3D
var _last_terrain: Terrain3D
var nav_region: NavigationRegion3D
var debug: int = 0 # Set in _edit()
var debug: int = 0 # Set in _edit()
var editor: Terrain3DEditor
var editor_settings: EditorSettings
var ui: Node # Terrain3DUI see Godot #75388
var ui: Node # Terrain3DUI see Godot #75388
var asset_dock: PanelContainer
var region_gizmo: RegionGizmo
var current_region_position: Vector2
var mouse_global_position: Vector3 = Vector3.ZERO
var godot_editor_window: Window # The Godot Editor window
var godot_editor_window: Window # The Godot Editor window
func _init() -> void:
if OS.get_name() == "macOS":
_use_meta = true
# Get the Godot Editor window. Structure is root:Window/EditorNode/Base Control
godot_editor_window = EditorInterface.get_base_control().get_parent().get_parent()
godot_editor_window.focus_entered.connect(_on_godot_focus_entered)
func _enter_tree() -> void:
editor = Terrain3DEditor.new()
setup_editor_settings()
@@ -77,7 +76,7 @@ func _on_godot_focus_entered() -> void:
## EditorPlugin selection function call chain isn't consistent. Here's the map of calls:
## Assume we handle Terrain3D and NavigationRegion3D
## Assume we handle Terrain3D and NavigationRegion3D
# Click Terrain3D: _handles(Terrain3D), _make_visible(true), _edit(Terrain3D)
# Deselect: _make_visible(false), _edit(null)
# Click other node: _handles(OtherNode)
@@ -89,14 +88,14 @@ func _handles(p_object: Object) -> bool:
return true
elif p_object is NavigationRegion3D and is_instance_valid(_last_terrain):
return true
# Terrain3DObjects requires access to EditorUndoRedoManager. The only way to make sure it
# always has it, is to pass it in here. _edit is NOT called if the node is cut and pasted.
elif p_object is Terrain3DObjects:
p_object.editor_setup(self)
elif p_object is Node3D and p_object.get_parent() is Terrain3DObjects:
p_object.get_parent().editor_setup(self)
return false
@@ -119,7 +118,7 @@ func _edit(p_object: Object) -> void:
_last_terrain = terrain
terrain.set_plugin(self)
terrain.set_editor(editor)
debug = terrain.debug_level
debug = terrain.debug_level
editor.set_terrain(terrain)
region_gizmo.set_node_3d(terrain)
terrain.add_gizmo(region_gizmo)
@@ -144,18 +143,18 @@ func _edit(p_object: Object) -> void:
else:
nav_region = null
func _clear() -> void:
if is_terrain_valid():
if terrain.data.region_map_changed.is_connected(update_region_grid):
terrain.data.region_map_changed.disconnect(update_region_grid)
terrain.clear_gizmos()
terrain = null
editor.set_terrain(null)
ui.clear_picking()
region_gizmo.clear()
@@ -167,13 +166,13 @@ func _forward_3d_gui_input(p_viewport_camera: Camera3D, p_event: InputEvent) ->
if continue_input != AFTER_GUI_INPUT_CUSTOM:
return continue_input
ui.update_decal()
## Setup active camera & viewport
# Always update this for all inputs, as the mouse position can move without
# necessarily being a InputEventMouseMotion object. get_intersection() also
# returns the last frame position, and should be updated more frequently.
# Snap terrain to current camera
# Snap terrain to current camera
terrain.set_camera(p_viewport_camera)
# Detect if viewport is set to half_resolution
@@ -193,19 +192,23 @@ func _forward_3d_gui_input(p_viewport_camera: Camera3D, p_event: InputEvent) ->
var t = -Vector3(0, 1, 0).dot(camera_pos) / Vector3(0, 1, 0).dot(camera_dir)
mouse_global_position = (camera_pos + t * camera_dir)
else:
#Else look for intersection with terrain
#Else look for intersection with terrain
var intersection_point: Vector3 = terrain.get_intersection(camera_pos, camera_dir, true)
if intersection_point.z > 3.4e38 or is_nan(intersection_point.y): # max double or nan
if intersection_point.z > 3.4e38 or is_nan(intersection_point.y): # max double or nan
return AFTER_GUI_INPUT_PASS
mouse_global_position = intersection_point
## Handle mouse movement
if p_event is InputEventMouseMotion:
if _input_mode != -1: # Not cam rotation
if _input_mode != -1: # Not cam rotation
## Update region highlight
var region_position: Vector2 = ( Vector2(mouse_global_position.x, mouse_global_position.z) \
/ (terrain.get_region_size() * terrain.get_vertex_spacing()) ).floor()
var region_position: Vector2 = (
(
Vector2(mouse_global_position.x, mouse_global_position.z)
/ (terrain.get_region_size() * terrain.get_vertex_spacing())
)
. floor()
)
if current_region_position != region_position:
current_region_position = region_position
update_region_grid()
@@ -216,7 +219,7 @@ func _forward_3d_gui_input(p_viewport_camera: Camera3D, p_event: InputEvent) ->
editor.operate(mouse_global_position, p_viewport_camera.rotation.y)
return AFTER_GUI_INPUT_STOP
return AFTER_GUI_INPUT_PASS
if p_event is InputEventMouseButton and _input_mode > 0:
@@ -226,31 +229,35 @@ func _forward_3d_gui_input(p_viewport_camera: Camera3D, p_event: InputEvent) ->
ui.pick(mouse_global_position)
if not ui.operation_builder or not ui.operation_builder.is_ready():
return AFTER_GUI_INPUT_STOP
if modifier_ctrl and editor.get_tool() == Terrain3DEditor.HEIGHT:
var height: float = terrain.data.get_height(mouse_global_position)
ui.brush_data["height"] = height
ui.tool_settings.set_setting("height", height)
# If adjusting regions
if editor.get_tool() == Terrain3DEditor.REGION:
# Skip regions that already exist or don't
var has_region: bool = terrain.data.has_regionp(mouse_global_position)
var op: int = editor.get_operation()
if ( has_region and op == Terrain3DEditor.ADD) or \
( not has_region and op == Terrain3DEditor.SUBTRACT ):
if (
(has_region and op == Terrain3DEditor.ADD)
or (not has_region and op == Terrain3DEditor.SUBTRACT)
):
return AFTER_GUI_INPUT_STOP
# If an automatic operation is ready to go (e.g. gradient)
if ui.operation_builder and ui.operation_builder.is_ready():
ui.operation_builder.apply_operation(editor, mouse_global_position, p_viewport_camera.rotation.y)
ui.operation_builder.apply_operation(
editor, mouse_global_position, p_viewport_camera.rotation.y
)
return AFTER_GUI_INPUT_STOP
# Mouse clicked, start editing
editor.start_operation(mouse_global_position)
editor.operate(mouse_global_position, p_viewport_camera.rotation.y)
return AFTER_GUI_INPUT_STOP
# _input_apply released, save undo data
elif editor.is_operating():
editor.stop_operation()
@@ -261,66 +268,97 @@ func _forward_3d_gui_input(p_viewport_camera: Camera3D, p_event: InputEvent) ->
func _read_input(p_event: InputEvent = null) -> AfterGUIInput:
## Determine if user is moving camera or applying
if Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT) or \
p_event is InputEventMouseButton and p_event.is_released() and \
p_event.get_button_index() == MOUSE_BUTTON_LEFT:
_input_mode = 1
if (
Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)
or (
p_event is InputEventMouseButton
and p_event.is_released()
and p_event.get_button_index() == MOUSE_BUTTON_LEFT
)
):
_input_mode = 1
else:
_input_mode = 0
_input_mode = 0
match get_setting("editors/3d/navigation/navigation_scheme", 0):
2, 1: # Modo, Maya
if Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT) or \
( Input.is_key_pressed(KEY_ALT) and Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT) ):
_input_mode = -1
if p_event is InputEventMouseButton and p_event.is_released() and \
( p_event.get_button_index() == MOUSE_BUTTON_RIGHT or \
( Input.is_key_pressed(KEY_ALT) and p_event.get_button_index() == MOUSE_BUTTON_LEFT )):
rmb_release_time = Time.get_ticks_msec()
0, _: # Godot
if Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT) or \
Input.is_mouse_button_pressed(MOUSE_BUTTON_MIDDLE):
_input_mode = -1
if p_event is InputEventMouseButton and p_event.is_released() and \
( p_event.get_button_index() == MOUSE_BUTTON_RIGHT or \
p_event.get_button_index() == MOUSE_BUTTON_MIDDLE ):
rmb_release_time = Time.get_ticks_msec()
2, 1: # Modo, Maya
if (
Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT)
or (
Input.is_key_pressed(KEY_ALT)
and Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)
)
):
_input_mode = -1
if (
p_event is InputEventMouseButton
and p_event.is_released()
and (
p_event.get_button_index() == MOUSE_BUTTON_RIGHT
or (
Input.is_key_pressed(KEY_ALT)
and p_event.get_button_index() == MOUSE_BUTTON_LEFT
)
)
):
rmb_release_time = Time.get_ticks_msec()
0, _: # Godot
if (
Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT)
or Input.is_mouse_button_pressed(MOUSE_BUTTON_MIDDLE)
):
_input_mode = -1
if (
p_event is InputEventMouseButton
and p_event.is_released()
and (
p_event.get_button_index() == MOUSE_BUTTON_RIGHT
or p_event.get_button_index() == MOUSE_BUTTON_MIDDLE
)
):
rmb_release_time = Time.get_ticks_msec()
if _input_mode < 0:
# Camera is moving, skip input
return AFTER_GUI_INPUT_PASS
## Determine modifiers pressed
modifier_shift = Input.is_key_pressed(KEY_SHIFT)
# Editor responds to modifier_ctrl so we must register touchscreen Invert
# Editor responds to modifier_ctrl so we must register touchscreen Invert
if _use_meta:
modifier_ctrl = Input.is_key_pressed(KEY_META) || ui.inverted_input
else:
modifier_ctrl = Input.is_key_pressed(KEY_CTRL) || ui.inverted_input
# Keybind enum: Alt,Space,Meta,Capslock
var alt_key: int
match get_setting("terrain3d/config/alt_key_bind", 0):
3: alt_key = KEY_CAPSLOCK
2: alt_key = KEY_META
1: alt_key = KEY_SPACE
0, _: alt_key = KEY_ALT
3:
alt_key = KEY_CAPSLOCK
2:
alt_key = KEY_META
1:
alt_key = KEY_SPACE
0, _:
alt_key = KEY_ALT
modifier_alt = Input.is_key_pressed(alt_key)
var current_mods: int = int(modifier_shift) | int(modifier_ctrl) << 1 | int(modifier_alt) << 2
## Process Hotkeys
if p_event is InputEventKey and \
current_mods == 0 and \
p_event.is_pressed() and \
not p_event.is_echo() and \
consume_hotkey(p_event.keycode):
if (
p_event is InputEventKey
and current_mods == 0
and p_event.is_pressed()
and not p_event.is_echo()
and consume_hotkey(p_event.keycode)
):
# Hotkey found, consume event, and stop input processing
EditorInterface.get_editor_viewport_3d().set_input_as_handled()
return AFTER_GUI_INPUT_STOP
# Brush data is cleared on set_tool, or clicking textures in the asset dock
# Update modifiers if changed or missing
if _last_modifiers != current_mods or not ui.brush_data.has("modifier_shift"):
if _last_modifiers != current_mods or not ui.brush_data.has("modifier_shift"):
_last_modifiers = current_mods
ui.brush_data["modifier_shift"] = modifier_shift
ui.brush_data["modifier_ctrl"] = modifier_ctrl
@@ -337,7 +375,7 @@ func consume_hotkey(keycode: int) -> bool:
KEY_1, KEY_KP_1:
terrain.material.set_show_region_grid(!terrain.material.get_show_region_grid())
KEY_2, KEY_KP_2:
terrain.label_distance = 4096.0 if is_zero_approx(terrain.label_distance) else 0.0
terrain.label_distance = 4096.0 if is_zero_approx(terrain.label_distance) else 0.0
KEY_3, KEY_KP_3:
terrain.material.set_show_contours(!terrain.material.get_show_contours())
KEY_4, KEY_KP_4:
@@ -384,10 +422,10 @@ func update_region_grid() -> void:
region_gizmo.region_position = current_region_position
region_gizmo.region_size = terrain.get_region_size() * terrain.get_vertex_spacing()
region_gizmo.grid = terrain.get_data().get_region_locations()
terrain.update_gizmos()
return
region_gizmo.show_rect = false
region_gizmo.region_size = 1024
region_gizmo.grid = [Vector2i.ZERO]
@@ -396,7 +434,7 @@ func update_region_grid() -> void:
func _on_scene_changed(scene_root: Node) -> void:
if not scene_root:
return
for node in scene_root.find_children("", "Terrain3DObjects"):
node.editor_setup(self)
@@ -426,10 +464,15 @@ func is_terrain_valid(p_terrain: Terrain3D = null) -> bool:
func is_selected() -> bool:
var selected: Array[Node] = EditorInterface.get_selection().get_selected_nodes()
for node in selected:
if ( is_instance_valid(_last_terrain) and node.get_instance_id() == _last_terrain.get_instance_id() ) or \
node is Terrain3D:
return true
return false
if (
(
is_instance_valid(_last_terrain)
and node.get_instance_id() == _last_terrain.get_instance_id()
)
or node is Terrain3D
):
return true
return false
func select_terrain() -> void:
@@ -453,7 +496,7 @@ func setup_editor_settings() -> void:
"hint_string": "Alt,Space,Meta,Capslock"
}
editor_settings.add_property_info(property_info)
func set_setting(p_str: String, p_value: Variant) -> void:
editor_settings.set_setting(p_str, p_value)
@@ -2,7 +2,6 @@
# Gradient Operation Builder for Terrain3D
extends "res://addons/terrain_3d/src/operation_builder.gd"
const MultiPicker: Script = preload("res://addons/terrain_3d/src/multi_picker.gd")
@@ -31,26 +30,28 @@ func is_ready() -> bool:
return _get_point_picker().all_points_selected() and not _is_drawable()
func apply_operation(p_editor: Terrain3DEditor, p_global_position: Vector3, p_camera_direction: float) -> void:
func apply_operation(
p_editor: Terrain3DEditor, p_global_position: Vector3, p_camera_direction: float
) -> void:
var points: PackedVector3Array = _get_point_picker().get_points()
assert(points.size() == 2)
assert(not _is_drawable())
var brush_size: float = _get_brush_size()
assert(brush_size > 0.0)
var start: Vector3 = points[0]
var end: Vector3 = points[1]
p_editor.start_operation(start)
var dir: Vector3 = (end - start).normalized()
var pos: Vector3 = start
while dir.dot(end - pos) > 0.0:
p_editor.operate(pos, p_camera_direction)
pos += dir * brush_size * 0.2
p_editor.stop_operation()
_get_point_picker().clear()
+5 -8
View File
@@ -2,15 +2,12 @@
# Multipicker for Terrain3D
extends HBoxContainer
signal pressed
signal value_changed
const ICON_PICKER_CHECKED: String = "res://addons/terrain_3d/icons/picker_checked.svg"
const MAX_POINTS: int = 2
var icon_picker: Texture2D
var icon_picker_checked: Texture2D
var points: PackedVector3Array
@@ -20,9 +17,9 @@ var picking_index: int = -1
func _enter_tree() -> void:
icon_picker = get_theme_icon("ColorPick", "EditorIcons")
icon_picker_checked = load(ICON_PICKER_CHECKED)
points.resize(MAX_POINTS)
for i in range(MAX_POINTS):
var button := Button.new()
button.icon = icon_picker
@@ -30,7 +27,7 @@ func _enter_tree() -> void:
button.set_meta(&"point_index", i)
button.pressed.connect(_on_button_pressed.bind(i))
add_child(button)
_update_buttons()
@@ -49,7 +46,7 @@ func _update_buttons() -> void:
func _update_button(button: Button) -> void:
var index: int = button.get_meta(&"point_index")
if points[index] != Vector3.ZERO:
button.icon = icon_picker_checked
else:
@@ -69,7 +66,7 @@ func all_points_selected() -> bool:
func add_point(p_value: Vector3) -> void:
if points.has(p_value):
return
# If manually selecting a point individually
if picking_index != -1:
points[picking_index] = p_value
+3 -3
View File
@@ -2,10 +2,8 @@
# Operation Builder for Terrain3D
extends RefCounted
const ToolSettings: Script = preload("res://addons/terrain_3d/src/tool_settings.gd")
var tool_settings: ToolSettings
@@ -21,5 +19,7 @@ func is_ready() -> bool:
return false
func apply_operation(editor: Terrain3DEditor, p_global_position: Vector3, p_camera_direction: float) -> void:
func apply_operation(
editor: Terrain3DEditor, p_global_position: Vector3, p_camera_direction: float
) -> void:
pass
+27 -13
View File
@@ -1,7 +1,7 @@
# Copyright © 2023-2026 Cory Petkovsek, Roope Palmroos, and Contributors.
# Editor Region Gizmos for Terrain3D
extends EditorNode3DGizmo
var material: StandardMaterial3D
var selection_material: StandardMaterial3D
var region_position: Vector2
@@ -22,34 +22,49 @@ func _init() -> void:
material.set_flag(BaseMaterial3D.FLAG_ALBEDO_FROM_VERTEX_COLOR, true)
material.set_shading_mode(BaseMaterial3D.SHADING_MODE_UNSHADED)
material.set_albedo(Color.WHITE)
selection_material = material.duplicate()
selection_material.set_render_priority(0)
func _redraw() -> void:
clear()
var rect_position = region_position * region_size
if show_rect:
var modulate: Color = main_color if !use_secondary_color else secondary_color
if abs(region_position.x) > Terrain3DData.REGION_MAP_SIZE*.5 or abs(region_position.y) > Terrain3DData.REGION_MAP_SIZE*.5:
if (
abs(region_position.x) > Terrain3DData.REGION_MAP_SIZE * .5
or abs(region_position.y) > Terrain3DData.REGION_MAP_SIZE * .5
):
modulate = Color.GRAY
draw_rect(Vector2(region_size,region_size)*.5 + rect_position, region_size, selection_material, modulate)
draw_rect(
Vector2(region_size, region_size) * .5 + rect_position,
region_size,
selection_material,
modulate
)
for pos in grid:
var grid_tile_position = Vector2(pos) * region_size
if show_rect and grid_tile_position == rect_position:
# Skip this one, otherwise focused region borders are not always visible due to draw order
continue
draw_rect(Vector2(region_size,region_size)*.5 + grid_tile_position, region_size, material, grid_color)
draw_rect(
Vector2(region_size, region_size) * .5 + grid_tile_position,
region_size,
material,
grid_color
)
draw_rect(Vector2.ZERO, region_size * Terrain3DData.REGION_MAP_SIZE, material, border_color)
func draw_rect(p_pos: Vector2, p_size: float, p_material: StandardMaterial3D, p_modulate: Color) -> void:
func draw_rect(
p_pos: Vector2, p_size: float, p_material: StandardMaterial3D, p_modulate: Color
) -> void:
var lines: PackedVector3Array = [
Vector3(-1, 0, -1),
Vector3(-1, 0, 1),
@@ -60,9 +75,8 @@ func draw_rect(p_pos: Vector2, p_size: float, p_material: StandardMaterial3D, p_
Vector3(1, 0, -1),
Vector3(-1, 0, -1),
]
for i in lines.size():
lines[i] = ((lines[i] / 2.0) * p_size) + Vector3(p_pos.x, 0, p_pos.y)
add_lines(lines, p_material, false, p_modulate)
+525 -169
View File
@@ -32,13 +32,13 @@ const ES_TOOL_SETTINGS: String = "terrain3d/tool_settings/"
const NONE: int = 0x0
const ALLOW_LARGER: int = 0x1
const ALLOW_SMALLER: int = 0x2
const ALLOW_OUT_OF_BOUNDS: int = 0x3 # LARGER|SMALLER
const ALLOW_OUT_OF_BOUNDS: int = 0x3 # LARGER|SMALLER
const NO_LABEL: int = 0x4
const ADD_SEPARATOR: int = 0x8 # Add a vertical line before this entry
const ADD_SPACER: int = 0x10 # Add a space before this entry
const NO_SAVE: int = 0x20 # Don't save this in EditorSettings
const ADD_SEPARATOR: int = 0x8 # Add a vertical line before this entry
const ADD_SPACER: int = 0x10 # Add a space before this entry
const NO_SAVE: int = 0x20 # Don't save this in EditorSettings
var plugin: EditorPlugin # Actually Terrain3DEditorPlugin, but Godot still has CRC errors
var plugin: EditorPlugin # Actually Terrain3DEditorPlugin, but Godot still has CRC errors
var brush_preview_material: ShaderMaterial
var select_brush_button: Button
var selected_brush_imgs: Array
@@ -56,109 +56,400 @@ func _ready() -> void:
for setting in ["lift_floor", "flatten_peaks", "lift_flatten", "automatic_regions"]:
plugin.erase_setting(ES_TOOL_SETTINGS + setting)
# Setup buttons
# Setup buttons
main_list = HFlowContainer.new()
add_child(main_list, true)
add_brushes(main_list)
add_setting({ "name":"instructions", "label":"Click the terrain to add a region. CTRL+Click to remove. Or select another tool on the left.",
"type":SettingType.LABEL, "list":main_list, "flags":NO_LABEL|NO_SAVE })
add_setting(
{
"name": "instructions",
"label":
"Click the terrain to add a region. CTRL+Click to remove. Or select another tool on the left.",
"type": SettingType.LABEL,
"list": main_list,
"flags": NO_LABEL | NO_SAVE
}
)
add_setting({ "name":"size", "type":SettingType.SLIDER, "list":main_list, "default":20, "unit":"m",
"range":Vector3(0.1, 200, 1), "flags":ALLOW_LARGER|ADD_SPACER })
add_setting({ "name":"strength", "type":SettingType.SLIDER, "list":main_list, "default":33,
"unit":"%", "range":Vector3(1, 100, 1), "flags":ALLOW_LARGER })
add_setting(
{
"name": "size",
"type": SettingType.SLIDER,
"list": main_list,
"default": 20,
"unit": "m",
"range": Vector3(0.1, 200, 1),
"flags": ALLOW_LARGER | ADD_SPACER
}
)
add_setting({ "name":"height", "type":SettingType.SLIDER, "list":main_list, "default":20,
"unit":"m", "range":Vector3(-500, 500, 0.1), "flags":ALLOW_OUT_OF_BOUNDS })
add_setting({ "name":"height_picker", "type":SettingType.PICKER, "list":main_list,
"default":Terrain3DEditor.HEIGHT, "flags":NO_LABEL })
add_setting({ "name":"color", "type":SettingType.COLOR_SELECT, "list":main_list,
"default":Color.WHITE, "flags":ADD_SEPARATOR })
add_setting({ "name":"color_picker", "type":SettingType.PICKER, "list":main_list,
"default":Terrain3DEditor.COLOR, "flags":NO_LABEL })
add_setting(
{
"name": "strength",
"type": SettingType.SLIDER,
"list": main_list,
"default": 33,
"unit": "%",
"range": Vector3(1, 100, 1),
"flags": ALLOW_LARGER
}
)
add_setting({ "name":"roughness", "type":SettingType.SLIDER, "list":main_list, "default":-65,
"unit":"%", "range":Vector3(-100, 100, 1), "flags":ADD_SEPARATOR })
add_setting({ "name":"roughness_picker", "type":SettingType.PICKER, "list":main_list,
"default":Terrain3DEditor.ROUGHNESS, "flags":NO_LABEL })
add_setting(
{
"name": "height",
"type": SettingType.SLIDER,
"list": main_list,
"default": 20,
"unit": "m",
"range": Vector3(-500, 500, 0.1),
"flags": ALLOW_OUT_OF_BOUNDS
}
)
add_setting(
{
"name": "height_picker",
"type": SettingType.PICKER,
"list": main_list,
"default": Terrain3DEditor.HEIGHT,
"flags": NO_LABEL
}
)
add_setting({ "name":"enable_texture", "label":"Texture", "type":SettingType.CHECKBOX,
"list":main_list, "default":true, "flags":ADD_SEPARATOR })
add_setting(
{
"name": "color",
"type": SettingType.COLOR_SELECT,
"list": main_list,
"default": Color.WHITE,
"flags": ADD_SEPARATOR
}
)
add_setting(
{
"name": "color_picker",
"type": SettingType.PICKER,
"list": main_list,
"default": Terrain3DEditor.COLOR,
"flags": NO_LABEL
}
)
add_setting({ "name":"texture_filter", "label":"Texture Filter", "type":SettingType.CHECKBOX,
"list":main_list, "default":false, "flags":ADD_SEPARATOR })
add_setting(
{
"name": "roughness",
"type": SettingType.SLIDER,
"list": main_list,
"default": -65,
"unit": "%",
"range": Vector3(-100, 100, 1),
"flags": ADD_SEPARATOR
}
)
add_setting(
{
"name": "roughness_picker",
"type": SettingType.PICKER,
"list": main_list,
"default": Terrain3DEditor.ROUGHNESS,
"flags": NO_LABEL
}
)
add_setting({ "name":"margin", "type":SettingType.SLIDER, "list":main_list, "default":0,
"unit":"", "range":Vector3(-50, 50, 1), "flags":ALLOW_OUT_OF_BOUNDS })
add_setting(
{
"name": "enable_texture",
"label": "Texture",
"type": SettingType.CHECKBOX,
"list": main_list,
"default": true,
"flags": ADD_SEPARATOR
}
)
add_setting(
{
"name": "texture_filter",
"label": "Texture Filter",
"type": SettingType.CHECKBOX,
"list": main_list,
"default": false,
"flags": ADD_SEPARATOR
}
)
add_setting(
{
"name": "margin",
"type": SettingType.SLIDER,
"list": main_list,
"default": 0,
"unit": "",
"range": Vector3(-50, 50, 1),
"flags": ALLOW_OUT_OF_BOUNDS
}
)
# Slope painting filter
add_setting({ "name":"slope", "type":SettingType.DOUBLE_SLIDER, "list":main_list, "default":Vector2(0, 90),
"unit":"°", "range":Vector3(0, 90, 1), "flags":ADD_SEPARATOR })
add_setting({ "name":"enable_angle", "label":"Angle", "type":SettingType.CHECKBOX,
"list":main_list, "default":true, "flags":ADD_SEPARATOR })
add_setting({ "name":"angle", "type":SettingType.SLIDER, "list":main_list, "default":0,
"unit":"%", "range":Vector3(0, 337.5, 22.5), "flags":NO_LABEL })
add_setting({ "name":"angle_picker", "type":SettingType.PICKER, "list":main_list,
"default":Terrain3DEditor.ANGLE, "flags":NO_LABEL })
add_setting({ "name":"dynamic_angle", "label":"Dynamic", "type":SettingType.CHECKBOX,
"list":main_list, "default":false, "flags":ADD_SPACER })
add_setting({ "name":"enable_scale", "label":"Scale", "type":SettingType.CHECKBOX,
"list":main_list, "default":true, "flags":ADD_SEPARATOR })
add_setting({ "name":"scale", "label":"±", "type":SettingType.SLIDER, "list":main_list, "default":0,
"unit":"%", "range":Vector3(-60, 80, 20), "flags":NO_LABEL })
add_setting({ "name":"scale_picker", "type":SettingType.PICKER, "list":main_list,
"default":Terrain3DEditor.SCALE, "flags":NO_LABEL })
add_setting(
{
"name": "slope",
"type": SettingType.DOUBLE_SLIDER,
"list": main_list,
"default": Vector2(0, 90),
"unit": "°",
"range": Vector3(0, 90, 1),
"flags": ADD_SEPARATOR
}
)
add_setting(
{
"name": "enable_angle",
"label": "Angle",
"type": SettingType.CHECKBOX,
"list": main_list,
"default": true,
"flags": ADD_SEPARATOR
}
)
add_setting(
{
"name": "angle",
"type": SettingType.SLIDER,
"list": main_list,
"default": 0,
"unit": "%",
"range": Vector3(0, 337.5, 22.5),
"flags": NO_LABEL
}
)
add_setting(
{
"name": "angle_picker",
"type": SettingType.PICKER,
"list": main_list,
"default": Terrain3DEditor.ANGLE,
"flags": NO_LABEL
}
)
add_setting(
{
"name": "dynamic_angle",
"label": "Dynamic",
"type": SettingType.CHECKBOX,
"list": main_list,
"default": false,
"flags": ADD_SPACER
}
)
add_setting(
{
"name": "enable_scale",
"label": "Scale",
"type": SettingType.CHECKBOX,
"list": main_list,
"default": true,
"flags": ADD_SEPARATOR
}
)
add_setting(
{
"name": "scale",
"label": "±",
"type": SettingType.SLIDER,
"list": main_list,
"default": 0,
"unit": "%",
"range": Vector3(-60, 80, 20),
"flags": NO_LABEL
}
)
add_setting(
{
"name": "scale_picker",
"type": SettingType.PICKER,
"list": main_list,
"default": Terrain3DEditor.SCALE,
"flags": NO_LABEL
}
)
## Slope sculpting brush
add_setting({ "name":"gradient_points", "type":SettingType.MULTI_PICKER, "label":"Points",
"list":main_list, "default":Terrain3DEditor.SCULPT, "flags":ADD_SEPARATOR })
add_setting({ "name":"drawable", "type":SettingType.CHECKBOX, "list":main_list, "default":false,
"flags":ADD_SEPARATOR })
add_setting(
{
"name": "gradient_points",
"type": SettingType.MULTI_PICKER,
"label": "Points",
"list": main_list,
"default": Terrain3DEditor.SCULPT,
"flags": ADD_SEPARATOR
}
)
add_setting(
{
"name": "drawable",
"type": SettingType.CHECKBOX,
"list": main_list,
"default": false,
"flags": ADD_SEPARATOR
}
)
settings["drawable"].toggled.connect(_on_drawable_toggled)
## Instancer
height_list = create_submenu(main_list, "Height", Layout.VERTICAL)
add_setting({ "name":"height_offset", "type":SettingType.SLIDER, "list":height_list, "default":0,
"unit":"m", "range":Vector3(-10, 10, 0.05), "flags":ALLOW_OUT_OF_BOUNDS })
add_setting({ "name":"random_height", "label":"Random Height ±", "type":SettingType.SLIDER,
"list":height_list, "default":0, "unit":"m", "range":Vector3(0, 10, 0.05),
"flags":ALLOW_OUT_OF_BOUNDS })
add_setting(
{
"name": "height_offset",
"type": SettingType.SLIDER,
"list": height_list,
"default": 0,
"unit": "m",
"range": Vector3(-10, 10, 0.05),
"flags": ALLOW_OUT_OF_BOUNDS
}
)
add_setting(
{
"name": "random_height",
"label": "Random Height ±",
"type": SettingType.SLIDER,
"list": height_list,
"default": 0,
"unit": "m",
"range": Vector3(0, 10, 0.05),
"flags": ALLOW_OUT_OF_BOUNDS
}
)
scale_list = create_submenu(main_list, "Scale", Layout.VERTICAL)
add_setting({ "name":"fixed_scale", "type":SettingType.SLIDER, "list":scale_list, "default":100,
"unit":"%", "range":Vector3(1, 1000, 1), "flags":ALLOW_OUT_OF_BOUNDS })
add_setting({ "name":"random_scale", "label":"Random Scale ±", "type":SettingType.SLIDER, "list":scale_list,
"default":20, "unit":"%", "range":Vector3(0, 99, 1), "flags":ALLOW_OUT_OF_BOUNDS })
add_setting(
{
"name": "fixed_scale",
"type": SettingType.SLIDER,
"list": scale_list,
"default": 100,
"unit": "%",
"range": Vector3(1, 1000, 1),
"flags": ALLOW_OUT_OF_BOUNDS
}
)
add_setting(
{
"name": "random_scale",
"label": "Random Scale ±",
"type": SettingType.SLIDER,
"list": scale_list,
"default": 20,
"unit": "%",
"range": Vector3(0, 99, 1),
"flags": ALLOW_OUT_OF_BOUNDS
}
)
rotation_list = create_submenu(main_list, "Rotation", Layout.VERTICAL)
add_setting({ "name":"fixed_spin", "label":"Fixed Spin (Around Y)", "type":SettingType.SLIDER, "list":rotation_list,
"default":0, "unit":"°", "range":Vector3(0, 360, 1) })
add_setting({ "name":"random_spin", "type":SettingType.SLIDER, "list":rotation_list, "default":360,
"unit":"°", "range":Vector3(0, 360, 1) })
add_setting({ "name":"fixed_tilt", "label":"Fixed Tilt", "type":SettingType.SLIDER, "list":rotation_list,
"default":0, "unit":"°", "range":Vector3(-85, 85, 1), "flags":ALLOW_OUT_OF_BOUNDS })
add_setting({ "name":"random_tilt", "label":"Random Tilt ±", "type":SettingType.SLIDER, "list":rotation_list,
"default":10, "unit":"°", "range":Vector3(0, 85, 1), "flags":ALLOW_OUT_OF_BOUNDS })
add_setting({ "name":"align_to_normal", "type":SettingType.CHECKBOX, "list":rotation_list, "default":false })
add_setting(
{
"name": "fixed_spin",
"label": "Fixed Spin (Around Y)",
"type": SettingType.SLIDER,
"list": rotation_list,
"default": 0,
"unit": "°",
"range": Vector3(0, 360, 1)
}
)
add_setting(
{
"name": "random_spin",
"type": SettingType.SLIDER,
"list": rotation_list,
"default": 360,
"unit": "°",
"range": Vector3(0, 360, 1)
}
)
add_setting(
{
"name": "fixed_tilt",
"label": "Fixed Tilt",
"type": SettingType.SLIDER,
"list": rotation_list,
"default": 0,
"unit": "°",
"range": Vector3(-85, 85, 1),
"flags": ALLOW_OUT_OF_BOUNDS
}
)
add_setting(
{
"name": "random_tilt",
"label": "Random Tilt ±",
"type": SettingType.SLIDER,
"list": rotation_list,
"default": 10,
"unit": "°",
"range": Vector3(0, 85, 1),
"flags": ALLOW_OUT_OF_BOUNDS
}
)
add_setting(
{
"name": "align_to_normal",
"type": SettingType.CHECKBOX,
"list": rotation_list,
"default": false
}
)
color_list = create_submenu(main_list, "Color", Layout.VERTICAL)
add_setting({ "name":"vertex_color", "type":SettingType.COLOR_SELECT, "list":color_list,
"default":Color.WHITE })
add_setting({ "name":"random_hue", "label":"Random Hue Shift ±", "type":SettingType.SLIDER,
"list":color_list, "default":0, "unit":"°", "range":Vector3(0, 360, 1) })
add_setting({ "name":"random_darken", "type":SettingType.SLIDER, "list":color_list, "default":50,
"unit":"%", "range":Vector3(0, 100, 1) })
#add_setting({ "name":"blend_mode", "type":SettingType.OPTION, "list":color_list, "default":0,
#"range":Vector3(0, 3, 1) })
add_setting(
{
"name": "vertex_color",
"type": SettingType.COLOR_SELECT,
"list": color_list,
"default": Color.WHITE
}
)
add_setting(
{
"name": "random_hue",
"label": "Random Hue Shift ±",
"type": SettingType.SLIDER,
"list": color_list,
"default": 0,
"unit": "°",
"range": Vector3(0, 360, 1)
}
)
add_setting(
{
"name": "random_darken",
"type": SettingType.SLIDER,
"list": color_list,
"default": 50,
"unit": "%",
"range": Vector3(0, 100, 1)
}
)
#add_setting({ "name":"blend_mode", "type":SettingType.OPTION, "list":color_list, "default":0,
#"range":Vector3(0, 3, 1) })
if DisplayServer.is_touchscreen_available():
add_setting({ "name":"invert", "label":"Invert", "type":SettingType.CHECKBOX, "list":main_list, "default":false, "flags":ADD_SEPARATOR })
add_setting(
{
"name": "invert",
"label": "Invert",
"type": SettingType.CHECKBOX,
"list": main_list,
"default": false,
"flags": ADD_SEPARATOR
}
)
var spacer: Control = Control.new()
spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL
@@ -166,22 +457,67 @@ func _ready() -> void:
## Advanced Settings Menu
advanced_list = create_submenu(main_list, "", Layout.VERTICAL, false)
add_setting({ "name":"auto_regions", "label":"Add regions while sculpting", "type":SettingType.CHECKBOX,
"list":advanced_list, "default":true })
add_setting({ "name":"align_to_view", "type":SettingType.CHECKBOX, "list":advanced_list,
"default":true })
add_setting({ "name":"show_cursor_while_painting", "type":SettingType.CHECKBOX, "list":advanced_list,
"default":true })
add_setting(
{
"name": "auto_regions",
"label": "Add regions while sculpting",
"type": SettingType.CHECKBOX,
"list": advanced_list,
"default": true
}
)
add_setting(
{
"name": "align_to_view",
"type": SettingType.CHECKBOX,
"list": advanced_list,
"default": true
}
)
add_setting(
{
"name": "show_cursor_while_painting",
"type": SettingType.CHECKBOX,
"list": advanced_list,
"default": true
}
)
advanced_list.add_child(HSeparator.new(), true)
add_setting({ "name":"gamma", "type":SettingType.SLIDER, "list":advanced_list, "default":1.0,
"unit":"γ", "range":Vector3(0.1, 2.0, 0.01) })
add_setting({ "name":"jitter", "type":SettingType.SLIDER, "list":advanced_list, "default":50,
"unit":"%", "range":Vector3(0, 100, 1) })
add_setting({ "name":"crosshair_threshold", "type":SettingType.SLIDER, "list":advanced_list, "default":16.,
"unit":"m", "range":Vector3(0, 200, 1) })
add_setting(
{
"name": "gamma",
"type": SettingType.SLIDER,
"list": advanced_list,
"default": 1.0,
"unit": "γ",
"range": Vector3(0.1, 2.0, 0.01)
}
)
add_setting(
{
"name": "jitter",
"type": SettingType.SLIDER,
"list": advanced_list,
"default": 50,
"unit": "%",
"range": Vector3(0, 100, 1)
}
)
add_setting(
{
"name": "crosshair_threshold",
"type": SettingType.SLIDER,
"list": advanced_list,
"default": 16.,
"unit": "m",
"range": Vector3(0, 200, 1)
}
)
func create_submenu(p_parent: Control, p_button_name: String, p_layout: Layout, p_hover_pop: bool = true) -> Container:
func create_submenu(
p_parent: Control, p_button_name: String, p_layout: Layout, p_hover_pop: bool = true
) -> Container:
var menu_button: Button = Button.new()
if p_button_name.is_empty():
menu_button.icon = get_theme_icon("GuiTabMenuHl", "EditorIcons")
@@ -190,7 +526,7 @@ func create_submenu(p_parent: Control, p_button_name: String, p_layout: Layout,
menu_button.set_toggle_mode(true)
menu_button.set_v_size_flags(SIZE_SHRINK_CENTER)
menu_button.toggled.connect(_on_show_submenu.bind(menu_button))
var submenu: PopupPanel = PopupPanel.new()
submenu.popup_hide.connect(menu_button.set_pressed.bind(false))
var panel_style: StyleBox = get_theme_stylebox("panel", "PopupMenu").duplicate()
@@ -201,38 +537,40 @@ func create_submenu(p_parent: Control, p_button_name: String, p_layout: Layout,
# Pop up menu on hover, hide on exit
if p_hover_pop:
menu_button.mouse_entered.connect(_on_show_submenu.bind(true, menu_button))
submenu.mouse_entered.connect(func(): submenu.set_meta("mouse_entered", true))
submenu.mouse_exited.connect(func():
# On mouse_exit, hide popup unless LineEdit focused
var focused_element: Control = submenu.gui_get_focus_owner()
if not focused_element is LineEdit:
_on_show_submenu(false, menu_button)
submenu.set_meta("mouse_entered", false)
return
focused_element.focus_exited.connect(func():
# Close submenu once lineedit loses focus
if not submenu.get_meta("mouse_entered"):
submenu.mouse_exited.connect(
func():
# On mouse_exit, hide popup unless LineEdit focused
var focused_element: Control = submenu.gui_get_focus_owner()
if not focused_element is LineEdit:
_on_show_submenu(false, menu_button)
submenu.set_meta("mouse_entered", false)
)
return
focused_element.focus_exited.connect(
func():
# Close submenu once lineedit loses focus
if not submenu.get_meta("mouse_entered"):
_on_show_submenu(false, menu_button)
submenu.set_meta("mouse_entered", false)
)
)
var sublist: Container
match(p_layout):
match p_layout:
Layout.GRID:
sublist = GridContainer.new()
Layout.VERTICAL:
sublist = VBoxContainer.new()
Layout.HORIZONTAL, _:
sublist = HBoxContainer.new()
p_parent.add_child(menu_button, true)
menu_button.add_child(submenu, true)
submenu.add_child(sublist, true)
return sublist
@@ -240,25 +578,27 @@ func _on_show_submenu(p_toggled: bool, p_button: Button) -> void:
# Don't show if mouse already down (from painting)
if p_toggled and Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT):
return
# Hide menu if mouse is not in button or panel
var button_rect: Rect2 = Rect2(p_button.get_screen_transform().origin, p_button.get_global_rect().size)
# Hide menu if mouse is not in button or panel
var button_rect: Rect2 = Rect2(
p_button.get_screen_transform().origin, p_button.get_global_rect().size
)
var in_button: bool = button_rect.has_point(DisplayServer.mouse_get_position())
var popup: PopupPanel = p_button.get_child(0)
var popup_rect: Rect2 = Rect2(popup.position, popup.size)
var in_popup: bool = popup_rect.has_point(DisplayServer.mouse_get_position())
if not p_toggled and ( in_button or in_popup ):
if not p_toggled and (in_button or in_popup):
return
# Hide all submenus before possibly enabling the current one
get_tree().call_group("terrain3d_submenus", "set_visible", false)
popup.set_visible(p_toggled)
var popup_pos: Vector2 = p_button.get_screen_transform().origin
popup_pos.y -= popup.size.y
if popup.get_child_count()>0 and popup.get_child(0) == advanced_list:
if popup.get_child_count() > 0 and popup.get_child(0) == advanced_list:
popup_pos.x -= popup.size.x - p_button.size.x
popup.set_position(popup_pos)
func add_brushes(p_parent: Control) -> void:
var brush_list: GridContainer = create_submenu(p_parent, "Brush", Layout.GRID)
@@ -267,7 +607,7 @@ func add_brushes(p_parent: Control) -> void:
var brush_button_group: ButtonGroup = ButtonGroup.new()
brush_button_group.pressed.connect(_on_setting_changed)
var default_brush_btn: Button
var dir: DirAccess = DirAccess.open(BRUSH_PATH)
if dir:
dir.list_dir_begin()
@@ -283,7 +623,7 @@ func add_brushes(p_parent: Control) -> void:
thumbimg = Terrain3DUtil.black_to_alpha(thumbimg)
thumbimg.convert(Image.FORMAT_LA8)
var thumbtex: ImageTexture = ImageTexture.create_from_image(thumbimg)
var brush_btn: Button = Button.new()
brush_btn.set_custom_minimum_size(Vector2.ONE * 100)
brush_btn.set_button_icon(thumbtex)
@@ -296,8 +636,8 @@ func add_brushes(p_parent: Control) -> void:
brush_btn.mouse_exited.connect(_on_brush_hover.bind(false, brush_btn))
brush_list.add_child(brush_btn, true)
if file_name == DEFAULT_BRUSH:
default_brush_btn = brush_btn
default_brush_btn = brush_btn
var lbl: Label = Label.new()
brush_btn.name = file_name.get_basename().to_pascal_case()
brush_btn.add_child(lbl, true)
@@ -308,16 +648,16 @@ func add_brushes(p_parent: Control) -> void:
lbl.add_theme_constant_override("shadow_offset_x", 1)
lbl.add_theme_constant_override("shadow_offset_y", 1)
lbl.add_theme_font_size_override("font_size", 16)
file_name = dir.get_next()
brush_list.columns = sqrt(brush_list.get_child_count()) + 2
if not default_brush_btn:
default_brush_btn = brush_button_group.get_buttons()[0]
default_brush_btn.set_pressed(true)
_generate_brush_texture(default_brush_btn)
settings["brush"] = brush_button_group
select_brush_button = brush_list.get_parent().get_parent()
@@ -352,7 +692,11 @@ func _on_picked(p_type: Terrain3DEditor.Tool, p_color: Color, p_global_position:
Terrain3DEditor.ROUGHNESS:
# This converts 0,1 to -100,100
# It also quantizes explicitly so picked values matches painted values
settings["roughness"].value = round(200. * float(int(p_color.a * 255.) / 255. - .5)) if not is_nan(p_color.r) else 0.
settings["roughness"].value = (
round(200. * float(int(p_color.a * 255.) / 255. - .5))
if not is_nan(p_color.r)
else 0.
)
Terrain3DEditor.ANGLE:
settings["angle"].value = p_color.r
Terrain3DEditor.SCALE:
@@ -365,7 +709,9 @@ func _on_point_pick(p_type: Terrain3DEditor.Tool, p_name: String) -> void:
emit_signal("picking", p_type, _on_point_picked.bind(p_name))
func _on_point_picked(p_type: Terrain3DEditor.Tool, p_color: Color, p_global_position: Vector3, p_name: String) -> void:
func _on_point_picked(
p_type: Terrain3DEditor.Tool, p_color: Color, p_global_position: Vector3, p_name: String
) -> void:
assert(p_type == Terrain3DEditor.SCULPT)
var point: Vector3 = p_global_position
point.y = p_color.r
@@ -375,7 +721,7 @@ func _on_point_picked(p_type: Terrain3DEditor.Tool, p_color: Color, p_global_pos
func add_setting(p_args: Dictionary) -> void:
var p_name: StringName = p_args.get("name", "")
var p_label: String = p_args.get("label", "") # Optional replacement for name
var p_label: String = p_args.get("label", "") # Optional replacement for name
var p_type: SettingType = p_args.get("type", SettingType.TYPE_MAX)
var p_list: Control = p_args.get("list")
var p_default: Variant = p_args.get("default")
@@ -385,13 +731,13 @@ func add_setting(p_args: Dictionary) -> void:
var p_maximum: float = p_range.y
var p_step: float = p_range.z
var p_flags: int = p_args.get("flags", NONE)
if p_name.is_empty() or p_type == SettingType.TYPE_MAX:
return
var container: HBoxContainer = HBoxContainer.new()
container.set_v_size_flags(SIZE_EXPAND_FILL)
var control: Control # Houses the setting to be saved
var control: Control # Houses the setting to be saved
var pending_children: Array[Control]
match p_type:
@@ -404,17 +750,21 @@ func add_setting(p_args: Dictionary) -> void:
SettingType.CHECKBOX:
var checkbox := CheckBox.new()
if !(p_flags & NO_SAVE):
checkbox.set_pressed_no_signal(plugin.get_setting(ES_TOOL_SETTINGS + p_name, p_default))
checkbox.toggled.connect( (
func(value, path):
plugin.set_setting(path, value)
).bind(ES_TOOL_SETTINGS + p_name) )
checkbox.set_pressed_no_signal(
plugin.get_setting(ES_TOOL_SETTINGS + p_name, p_default)
)
checkbox.toggled.connect(
(
(func(value, path): plugin.set_setting(path, value))
. bind(ES_TOOL_SETTINGS + p_name)
)
)
else:
checkbox.set_pressed_no_signal(p_default)
checkbox.set_pressed_no_signal(p_default)
checkbox.pressed.connect(_on_setting_changed)
pending_children.push_back(checkbox)
control = checkbox
SettingType.COLOR_SELECT:
var picker := ColorPickerButton.new()
picker.set_custom_minimum_size(Vector2(100, 25))
@@ -422,10 +772,12 @@ func add_setting(p_args: Dictionary) -> void:
picker.get_picker().set_color_mode(ColorPicker.MODE_HSV)
if !(p_flags & NO_SAVE):
picker.set_pick_color(plugin.get_setting(ES_TOOL_SETTINGS + p_name, p_default))
picker.color_changed.connect( (
func(value, path):
plugin.set_setting(path, value)
).bind(ES_TOOL_SETTINGS + p_name) )
picker.color_changed.connect(
(
(func(value, path): plugin.set_setting(path, value))
. bind(ES_TOOL_SETTINGS + p_name)
)
)
else:
picker.set_pick_color(p_default)
picker.color_changed.connect(_on_setting_changed)
@@ -479,12 +831,12 @@ func add_setting(p_args: Dictionary) -> void:
slider.set_allow_greater(true)
if p_flags & ALLOW_SMALLER:
slider.set_allow_lesser(true)
pending_children.push_back(slider)
pending_children.push_back(spin_slider)
control = spin_slider
else: # DOUBLE_SLIDER
else: # DOUBLE_SLIDER
var label := Label.new()
label.set_custom_minimum_size(Vector2(60, 0))
label.set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER)
@@ -495,7 +847,7 @@ func add_setting(p_args: Dictionary) -> void:
pending_children.push_back(slider)
pending_children.push_back(label)
control = slider
slider.set_min(p_minimum)
slider.set_max(p_maximum)
slider.set_step(p_step)
@@ -505,10 +857,12 @@ func add_setting(p_args: Dictionary) -> void:
if !(p_flags & NO_SAVE):
slider.set_value(plugin.get_setting(ES_TOOL_SETTINGS + p_name, p_default))
slider.value_changed.connect( (
func(value, path):
plugin.set_setting(path, value)
).bind(ES_TOOL_SETTINGS + p_name) )
slider.value_changed.connect(
(
(func(value, path): plugin.set_setting(path, value))
. bind(ES_TOOL_SETTINGS + p_name)
)
)
else:
slider.set_value(p_default)
@@ -569,11 +923,14 @@ func get_setting(p_setting: String) -> Variant:
value = object.get_value()
# Adjust widths of all sliders on update of values
var digits: float = count_digits(value)
var width: float = clamp( (1 + count_digits(value)) * 19., 50, 80) * clamp(EditorInterface.get_editor_scale(), .9, 2)
var width: float = (
clamp((1 + count_digits(value)) * 19., 50, 80)
* clamp(EditorInterface.get_editor_scale(), .9, 2)
)
object.set_custom_minimum_size(Vector2(width, 0))
elif object is DoubleSlider:
value = object.get_value()
elif object is ButtonGroup: # "brush"
elif object is ButtonGroup: # "brush"
value = selected_brush_imgs
elif object is CheckBox:
value = object.is_pressed()
@@ -588,11 +945,11 @@ func get_setting(p_setting: String) -> Variant:
func set_setting(p_setting: String, p_value: Variant) -> void:
var object: Object = settings.get(p_setting)
if object is DoubleSlider: # Expects p_value is Vector2
if object is DoubleSlider: # Expects p_value is Vector2
object.set_value(p_value)
elif object is Range:
object.set_value(p_value)
elif object is ButtonGroup: # Expects p_value is Array [ "button name", boolean ]
elif object is ButtonGroup: # Expects p_value is Array [ "button name", boolean ]
if p_value is Array and p_value.size() == 2:
for button in object.get_buttons():
if button.name == p_value[0]:
@@ -601,8 +958,8 @@ func set_setting(p_setting: String, p_value: Variant) -> void:
object.button_pressed = p_value
elif object is ColorPickerButton:
object.color = p_value
plugin.set_setting(ES_TOOL_SETTINGS + p_setting, p_value) # Signal doesn't fire on CPB
elif object is MultiPicker: # Expects p_value is PackedVector3Array
plugin.set_setting(ES_TOOL_SETTINGS + p_setting, p_value) # Signal doesn't fire on CPB
elif object is MultiPicker: # Expects p_value is PackedVector3Array
object.points = p_value
_on_setting_changed(object)
@@ -644,7 +1001,7 @@ func _generate_brush_texture(p_btn: Button) -> void:
img = img.duplicate()
img.resize(1024, 1024, Image.INTERPOLATE_CUBIC)
var tex: ImageTexture = ImageTexture.create_from_image(img)
selected_brush_imgs = [ img, tex ]
selected_brush_imgs = [img, tex]
func _on_drawable_toggled(p_button_pressed: bool) -> void:
@@ -671,23 +1028,22 @@ func _get_brush_preview_material() -> ShaderMaterial:
return brush_preview_material
# Counts digits of a number including negative sign, decimal points, and up to 3 decimals
# Counts digits of a number including negative sign, decimal points, and up to 3 decimals
func count_digits(p_value: float) -> int:
var count: int = 1
for i in range(5, 0, -1):
if abs(p_value) >= pow(10, i):
count = i+1
count = i + 1
break
if p_value - floor(p_value) >= .1:
count += 1 # For the decimal
if p_value*10 - floor(p_value*10.) >= .1:
count += 1 # For the decimal
if p_value * 10 - floor(p_value * 10.) >= .1:
count += 1
if p_value*100 - floor(p_value*100.) >= .1:
if p_value * 100 - floor(p_value * 100.) >= .1:
count += 1
if p_value*1000 - floor(p_value*1000.) >= .1:
if p_value * 1000 - floor(p_value * 1000.) >= .1:
count += 1
# Negative sign
if p_value < 0:
count += 1
return count
+139 -45
View File
@@ -33,61 +33,151 @@ func _ready() -> void:
add_tool_group.pressed.connect(_on_tool_selected)
sub_tool_group.pressed.connect(_on_tool_selected)
add_tool_button({ "tool":Terrain3DEditor.REGION,
"add_text":"Add Region (E)", "add_op":Terrain3DEditor.ADD, "add_icon":ICON_REGION_ADD,
"sub_text":"Remove Region", "sub_op":Terrain3DEditor.SUBTRACT, "sub_icon":ICON_REGION_REMOVE })
add_child(HSeparator.new())
add_tool_button({ "tool":Terrain3DEditor.SCULPT,
"add_text":"Raise (R)", "add_op":Terrain3DEditor.ADD, "add_icon":ICON_HEIGHT_ADD,
"sub_text":"Lower (R)", "sub_op":Terrain3DEditor.SUBTRACT, "sub_icon":ICON_HEIGHT_SUB })
add_tool_button({ "tool":Terrain3DEditor.SCULPT,
"add_text":"Smooth (Shift)", "add_op":Terrain3DEditor.AVERAGE, "add_icon":ICON_HEIGHT_SMOOTH })
add_tool_button({ "tool":Terrain3DEditor.HEIGHT,
"add_text":"Height (H)", "add_op":Terrain3DEditor.ADD, "add_icon":ICON_HEIGHT_FLAT,
"sub_text":"Height (H)", "sub_op":Terrain3DEditor.SUBTRACT, "sub_icon":ICON_HEIGHT_FLAT })
add_tool_button({ "tool":Terrain3DEditor.SCULPT,
"add_text":"Slope (S)", "add_op":Terrain3DEditor.GRADIENT, "add_icon":ICON_HEIGHT_SLOPE })
add_tool_button(
{
"tool": Terrain3DEditor.REGION,
"add_text": "Add Region (E)",
"add_op": Terrain3DEditor.ADD,
"add_icon": ICON_REGION_ADD,
"sub_text": "Remove Region",
"sub_op": Terrain3DEditor.SUBTRACT,
"sub_icon": ICON_REGION_REMOVE
}
)
add_child(HSeparator.new())
add_tool_button({ "tool":Terrain3DEditor.TEXTURE,
"add_text":"Paint Texture (B)", "add_op":Terrain3DEditor.REPLACE, "add_icon":ICON_PAINT_TEXTURE })
add_tool_button(
{
"tool": Terrain3DEditor.SCULPT,
"add_text": "Raise (R)",
"add_op": Terrain3DEditor.ADD,
"add_icon": ICON_HEIGHT_ADD,
"sub_text": "Lower (R)",
"sub_op": Terrain3DEditor.SUBTRACT,
"sub_icon": ICON_HEIGHT_SUB
}
)
add_tool_button({ "tool":Terrain3DEditor.TEXTURE,
"add_text":"Spray Texture (V)", "add_op":Terrain3DEditor.ADD, "add_icon":ICON_SPRAY_TEXTURE })
add_tool_button(
{
"tool": Terrain3DEditor.SCULPT,
"add_text": "Smooth (Shift)",
"add_op": Terrain3DEditor.AVERAGE,
"add_icon": ICON_HEIGHT_SMOOTH
}
)
add_tool_button({ "tool":Terrain3DEditor.AUTOSHADER,
"add_text":"Paint Autoshader (A)", "add_op":Terrain3DEditor.ADD, "add_icon":ICON_AUTOSHADER,
"sub_text":"Disable Autoshader (A)", "sub_op":Terrain3DEditor.SUBTRACT })
add_tool_button(
{
"tool": Terrain3DEditor.HEIGHT,
"add_text": "Height (H)",
"add_op": Terrain3DEditor.ADD,
"add_icon": ICON_HEIGHT_FLAT,
"sub_text": "Height (H)",
"sub_op": Terrain3DEditor.SUBTRACT,
"sub_icon": ICON_HEIGHT_FLAT
}
)
add_tool_button(
{
"tool": Terrain3DEditor.SCULPT,
"add_text": "Slope (S)",
"add_op": Terrain3DEditor.GRADIENT,
"add_icon": ICON_HEIGHT_SLOPE
}
)
add_child(HSeparator.new())
add_tool_button({ "tool":Terrain3DEditor.COLOR,
"add_text":"Paint Color (C)", "add_op":Terrain3DEditor.ADD, "add_icon":ICON_COLOR,
"sub_text":"Remove Color (C)", "sub_op":Terrain3DEditor.SUBTRACT })
add_tool_button({ "tool":Terrain3DEditor.ROUGHNESS,
"add_text":"Paint Wetness (W)", "add_op":Terrain3DEditor.ADD, "add_icon":ICON_WETNESS,
"sub_text":"Remove Wetness (W)", "sub_op":Terrain3DEditor.SUBTRACT })
add_tool_button(
{
"tool": Terrain3DEditor.TEXTURE,
"add_text": "Paint Texture (B)",
"add_op": Terrain3DEditor.REPLACE,
"add_icon": ICON_PAINT_TEXTURE
}
)
add_tool_button(
{
"tool": Terrain3DEditor.TEXTURE,
"add_text": "Spray Texture (V)",
"add_op": Terrain3DEditor.ADD,
"add_icon": ICON_SPRAY_TEXTURE
}
)
add_tool_button(
{
"tool": Terrain3DEditor.AUTOSHADER,
"add_text": "Paint Autoshader (A)",
"add_op": Terrain3DEditor.ADD,
"add_icon": ICON_AUTOSHADER,
"sub_text": "Disable Autoshader (A)",
"sub_op": Terrain3DEditor.SUBTRACT
}
)
add_child(HSeparator.new())
add_tool_button({ "tool":Terrain3DEditor.HOLES,
"add_text":"Add Holes (X)", "add_op":Terrain3DEditor.ADD, "add_icon":ICON_HOLES,
"sub_text":"Remove Holes (X)", "sub_op":Terrain3DEditor.SUBTRACT })
add_tool_button(
{
"tool": Terrain3DEditor.COLOR,
"add_text": "Paint Color (C)",
"add_op": Terrain3DEditor.ADD,
"add_icon": ICON_COLOR,
"sub_text": "Remove Color (C)",
"sub_op": Terrain3DEditor.SUBTRACT
}
)
add_tool_button({ "tool":Terrain3DEditor.NAVIGATION,
"add_text":"Paint Navigable Area (N)", "add_op":Terrain3DEditor.ADD, "add_icon":ICON_NAVIGATION,
"sub_text":"Remove Navigable Area (N)", "sub_op":Terrain3DEditor.SUBTRACT })
add_tool_button(
{
"tool": Terrain3DEditor.ROUGHNESS,
"add_text": "Paint Wetness (W)",
"add_op": Terrain3DEditor.ADD,
"add_icon": ICON_WETNESS,
"sub_text": "Remove Wetness (W)",
"sub_op": Terrain3DEditor.SUBTRACT
}
)
add_tool_button({ "tool":Terrain3DEditor.INSTANCER,
"add_text":"Instance Meshes (I)", "add_op":Terrain3DEditor.ADD, "add_icon":ICON_INSTANCER,
"sub_text":"Remove Meshes (I)", "sub_op":Terrain3DEditor.SUBTRACT })
add_child(HSeparator.new())
add_tool_button(
{
"tool": Terrain3DEditor.HOLES,
"add_text": "Add Holes (X)",
"add_op": Terrain3DEditor.ADD,
"add_icon": ICON_HOLES,
"sub_text": "Remove Holes (X)",
"sub_op": Terrain3DEditor.SUBTRACT
}
)
add_tool_button(
{
"tool": Terrain3DEditor.NAVIGATION,
"add_text": "Paint Navigable Area (N)",
"add_op": Terrain3DEditor.ADD,
"add_icon": ICON_NAVIGATION,
"sub_text": "Remove Navigable Area (N)",
"sub_op": Terrain3DEditor.SUBTRACT
}
)
add_tool_button(
{
"tool": Terrain3DEditor.INSTANCER,
"add_text": "Instance Meshes (I)",
"add_op": Terrain3DEditor.ADD,
"add_icon": ICON_INSTANCER,
"sub_text": "Remove Meshes (I)",
"sub_op": Terrain3DEditor.SUBTRACT
}
)
# Select first button
var buttons: Array[BaseButton] = add_tool_group.get_buttons()
@@ -98,7 +188,7 @@ func _ready() -> void:
func add_tool_button(p_params: Dictionary) -> void:
# Additive button
var button := Button.new()
var name_str: String = p_params.get("add_text", "blank").get_slice('(', 0).to_pascal_case()
var name_str: String = p_params.get("add_text", "blank").get_slice("(", 0).to_pascal_case()
button.set_name(name_str)
button.set_meta("Tool", p_params.get("tool", 0))
button.set_meta("Operation", p_params.get("add_op", 0))
@@ -116,7 +206,7 @@ func add_tool_button(p_params: Dictionary) -> void:
var button2: Button
if p_params.has("sub_text"):
button2 = Button.new()
name_str = p_params.get("sub_text", "blank").get_slice('(', 0).to_pascal_case()
name_str = p_params.get("sub_text", "blank").get_slice("(", 0).to_pascal_case()
button2.set_name(name_str)
button2.set_meta("Tool", p_params.get("tool", 0))
button2.set_meta("Operation", p_params.get("sub_op", 0))
@@ -151,4 +241,8 @@ func _on_tool_selected(p_button: BaseButton) -> void:
var id: int = p_button.get_meta("ID", -2)
for button in change_group.get_buttons():
button.set_pressed_no_signal(button.get_meta("ID", -1) == id)
emit_signal("tool_changed", p_button.get_meta("Tool", Terrain3DEditor.TOOL_MAX), p_button.get_meta("Operation", Terrain3DEditor.OP_MAX))
emit_signal(
"tool_changed",
p_button.get_meta("Tool", Terrain3DEditor.TOOL_MAX),
p_button.get_meta("Operation", Terrain3DEditor.OP_MAX)
)
+27 -13
View File
@@ -3,10 +3,12 @@
@tool
extends Terrain3D
@export var clear_all: bool = false : set = reset_settings
@export var clear_terrain: bool = false : set = reset_terrain
@export var update_height_range: bool = false : set = update_heights
@export var clear_all: bool = false:
set = reset_settings
@export var clear_terrain: bool = false:
set = reset_terrain
@export var update_height_range: bool = false:
set = update_heights
func reset_settings(p_value) -> void:
@@ -27,7 +29,7 @@ func reset_settings(p_value) -> void:
func reset_terrain(p_value) -> void:
data_directory = ""
for region:Terrain3DRegion in data.get_regions_active():
for region: Terrain3DRegion in data.get_regions_active():
data.remove_region(region, false)
data.update_maps(Terrain3DRegion.TYPE_MAX, true, false)
@@ -42,15 +44,19 @@ func update_heights(p_value) -> void:
@export_global_file var height_file_name: String = ""
@export_global_file var control_file_name: String = ""
@export_global_file var color_file_name: String = ""
@export var import_position: Vector2i = Vector2i(0, 0) : set = set_import_position
@export var import_position: Vector2i = Vector2i(0, 0):
set = set_import_position
@export var import_scale: float = 1.0
@export var height_offset: float = 0.0
@export var r16_range: Vector2 = Vector2(0, 1)
@export var r16_size: Vector2i = Vector2i(1024, 1024) : set = set_r16_size
@export var run_import: bool = false : set = start_import
@export var r16_size: Vector2i = Vector2i(1024, 1024):
set = set_r16_size
@export var run_import: bool = false:
set = start_import
@export_dir var destination_directory: String = ""
@export var save_to_disk: bool = false : set = save_data
@export var save_to_disk: bool = false:
set = save_data
func set_import_position(p_value: Vector2i) -> void:
@@ -65,14 +71,21 @@ func set_r16_size(p_value: Vector2i) -> void:
func start_import(p_value: bool) -> void:
if p_value:
print("Terrain3DImporter: Importing files:\n\t%s\n\t%s\n\t%s" % [ height_file_name, control_file_name, color_file_name])
print(
(
"Terrain3DImporter: Importing files:\n\t%s\n\t%s\n\t%s"
% [height_file_name, control_file_name, color_file_name]
)
)
var imported_images: Array[Image]
imported_images.resize(Terrain3DRegion.TYPE_MAX)
var min_max := Vector2(0, 1)
var img: Image
if height_file_name:
img = Terrain3DUtil.load_image(height_file_name, ResourceLoader.CACHE_MODE_IGNORE, r16_range, r16_size)
img = Terrain3DUtil.load_image(
height_file_name, ResourceLoader.CACHE_MODE_IGNORE, r16_range, r16_size
)
min_max = Terrain3DUtil.get_min_max(img)
imported_images[Terrain3DRegion.TYPE_HEIGHT] = img
if control_file_name:
@@ -100,9 +113,10 @@ func save_data(p_value: bool) -> void:
enum { TYPE_HEIGHT, TYPE_CONTROL, TYPE_COLOR }
@export_enum("Height:0", "Control:1", "Color:2") var map_type: int = TYPE_HEIGHT
@export var file_name_out: String = ""
@export var run_export: bool = false : set = start_export
@export var run_export: bool = false:
set = start_export
func start_export(p_value: bool) -> void:
var err: int = data.export_image(file_name_out, map_type)
print("Terrain3DImporter: Export error status: ", err, " ", error_string(err))
+16 -12
View File
@@ -1,6 +1,6 @@
# This script can be used to move your regions by an offset.
# This script can be used to move your regions by an offset.
# Eventually this tool will find its way into a built in UI
#
#
# Attach it to your Terrain3D node
# Save and reload your scene
# Select your Terrain3D node
@@ -9,19 +9,18 @@
# It should unload the regions, rename files, and reload them
# Clear the script and resave your scene
@tool
extends Terrain3D
@export var offset: Vector2i
@export var run: bool = false : set = start_rename
@export var run: bool = false:
set = start_rename
func start_rename(val: bool = false) -> void:
if val == false or offset == Vector2i.ZERO:
return
var dir_name: String = data_directory
data_directory = ""
var dir := DirAccess.open(dir_name)
@@ -36,17 +35,22 @@ func start_rename(val: bool = false) -> void:
var region_loc: Vector2i = Terrain3DUtil.filename_to_location(file_name)
var new_loc: Vector2i = region_loc + offset
if new_loc.x < -16 or new_loc.x > 15 or new_loc.y < -16 or new_loc.y > 15:
push_error("New location %.0v out of bounds for region %.0v. Aborting" % [ new_loc, region_loc ])
push_error(
(
"New location %.0v out of bounds for region %.0v. Aborting"
% [new_loc, region_loc]
)
)
return
var new_name: String = "tmp_" + Terrain3DUtil.location_to_filename(new_loc)
dir.rename(file_name, new_name)
affected_files.push_back(new_name)
print("File: %s renamed to: %s" % [ file_name, new_name ])
print("File: %s renamed to: %s" % [file_name, new_name])
for file_name in affected_files:
var new_name: String = file_name.trim_prefix("tmp_")
dir.rename(file_name, new_name)
print("File: %s renamed to: %s" % [ file_name, new_name ])
print("File: %s renamed to: %s" % [file_name, new_name])
data_directory = dir_name
EditorInterface.get_resource_filesystem().scan()
EditorInterface.get_resource_filesystem().scan()
+36 -25
View File
@@ -5,24 +5,26 @@
extends Node3D
class_name Terrain3DObjects
const TransformChangedNotifier: Script = preload("res://addons/terrain_3d/utils/transform_changed_notifier.gd")
const TransformChangedNotifier: Script = preload(
"res://addons/terrain_3d/utils/transform_changed_notifier.gd"
)
const CHILD_HELPER_NAME: StringName = &"TransformChangedSignaller"
const CHILD_HELPER_PATH: NodePath = ^"TransformChangedSignaller"
var _undo_redo = null
var _terrain_id: int
var _offsets: Dictionary # Object ID -> Vector3(X, Y offset relative to terrain height, Z)
var _offsets: Dictionary # Object ID -> Vector3(X, Y offset relative to terrain height, Z)
var _ignore_transform_change: bool = false
func _enter_tree() -> void:
if not Engine.is_editor_hint():
return
for child in get_children():
_on_child_entered_tree(child)
child_entered_tree.connect(_on_child_entered_tree)
child_exiting_tree.connect(_on_child_exiting_tree)
@@ -30,10 +32,10 @@ func _enter_tree() -> void:
func _exit_tree() -> void:
if not Engine.is_editor_hint():
return
child_entered_tree.disconnect(_on_child_entered_tree)
child_exiting_tree.disconnect(_on_child_exiting_tree)
for child in get_children():
_on_child_exiting_tree(child)
@@ -45,14 +47,19 @@ func editor_setup(p_plugin) -> void:
func get_terrain() -> Terrain3D:
var terrain := instance_from_id(_terrain_id) as Terrain3D
if not terrain or terrain.is_queued_for_deletion() or not terrain.is_inside_tree():
var terrains: Array[Node] = Engine.get_singleton(&"EditorInterface").get_edited_scene_root().find_children("", "Terrain3D")
var terrains: Array[Node] = (
Engine
. get_singleton(&"EditorInterface")
. get_edited_scene_root()
. find_children("", "Terrain3D")
)
if terrains.size() > 0:
terrain = terrains[0]
_terrain_id = terrain.get_instance_id() if terrain else 0
if terrain and terrain.data and not terrain.data.maps_edited.is_connected(_on_maps_edited):
terrain.data.maps_edited.connect(_on_maps_edited)
return terrain
@@ -69,16 +76,16 @@ func _get_terrain_height(p_global_position: Vector3) -> float:
func _on_child_entered_tree(p_node: Node) -> void:
if not (p_node is Node3D):
return
assert(p_node.get_parent() == self)
var helper: TransformChangedNotifier = p_node.get_node_or_null(CHILD_HELPER_PATH)
if not helper:
helper = TransformChangedNotifier.new()
helper.name = CHILD_HELPER_NAME
p_node.add_child(helper, true, INTERNAL_MODE_BACK)
assert(p_node.has_node(CHILD_HELPER_PATH))
# When reparenting a Node3D, Godot changes its transform _after_ reparenting it. So here,
# we must use call_deferred, to avoid receiving transform_changed as a result of reparenting.
_setup_child_signal.call_deferred(p_node, helper)
@@ -89,7 +96,7 @@ func _setup_child_signal(p_node: Node, helper: TransformChangedNotifier) -> void
return
if helper.transform_changed.is_connected(_on_child_transform_changed):
return
helper.transform_changed.connect(_on_child_transform_changed.bind(p_node))
_update_child_offset(p_node)
@@ -97,14 +104,14 @@ func _setup_child_signal(p_node: Node, helper: TransformChangedNotifier) -> void
func _on_child_exiting_tree(p_node: Node) -> void:
if not (p_node is Node3D) or not p_node.has_node(CHILD_HELPER_PATH):
return
var helper: TransformChangedNotifier = p_node.get_node_or_null(CHILD_HELPER_PATH)
if helper:
if helper.transform_changed.is_connected(_on_child_transform_changed):
helper.transform_changed.disconnect(_on_child_transform_changed)
p_node.remove_child(helper)
helper.queue_free()
_offsets.erase(p_node.get_instance_id())
@@ -116,16 +123,16 @@ func _is_node_selected(p_node: Node) -> bool:
func _on_child_transform_changed(p_node: Node3D) -> void:
if _ignore_transform_change:
return
var lmb_down := Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)
if lmb_down and (_is_node_selected(p_node) or _is_node_selected(self)):
# The user may be moving the node using gizmos.
# We should wait until they're done before updating otherwise gizmos + this node conflict.
return
if not _offsets.has(p_node.get_instance_id()):
return
var old_offset: Vector3 = _offsets[p_node.get_instance_id()]
var old_h: float = _get_terrain_height(old_offset)
var old_position: Vector3 = old_offset + Vector3(0, old_h, 0)
@@ -134,17 +141,21 @@ func _on_child_transform_changed(p_node: Node3D) -> void:
return
var new_h: float = _get_terrain_height(new_position)
var new_offset: Vector3 = new_position - Vector3(0, new_h, 0)
var translate_without_reposition: bool = Input.is_key_pressed(KEY_SHIFT)
var y_changed: bool = not is_equal_approx(old_position.y, p_node.global_position.y)
if not y_changed and not translate_without_reposition:
new_offset.y = old_offset.y
new_position = new_offset + Vector3(0, new_h, 0)
# Make sure that when the user undo's the translation, the offset change gets undone too!
_undo_redo.create_action("Translate", UndoRedo.MERGE_ALL)
_undo_redo.add_do_method(self, &"_set_offset_and_position", p_node.get_instance_id(), new_offset, new_position)
_undo_redo.add_undo_method(self, &"_set_offset_and_position", p_node.get_instance_id(), old_offset, old_position)
_undo_redo.add_do_method(
self, &"_set_offset_and_position", p_node.get_instance_id(), new_offset, new_position
)
_undo_redo.add_undo_method(
self, &"_set_offset_and_position", p_node.get_instance_id(), old_offset, old_position
)
_undo_redo.commit_action()
@@ -152,7 +163,7 @@ func _set_offset_and_position(p_id: int, p_offset: Vector3, p_position: Vector3)
var node := instance_from_id(p_id) as Node
if not is_instance_valid(node):
return
_ignore_transform_change = true
node.global_position = p_position
_offsets[p_id] = p_offset
@@ -171,7 +182,7 @@ func _update_child_offset(p_node: Node3D) -> void:
func _update_child_position(p_node: Node3D) -> void:
if not _offsets.has(p_node.get_instance_id()):
return
var position: Vector3 = global_transform * p_node.position
var h: float = _get_terrain_height(position)
var offset: Vector3 = _offsets[p_node.get_instance_id()]
@@ -184,7 +195,7 @@ func _on_maps_edited(p_edited_aabb: AABB) -> void:
var edited_area: AABB = p_edited_aabb.grow(1)
edited_area.position.y = -INF
edited_area.end.y = INF
for child in get_children():
var node := child as Node3D
if node && edited_area.has_point(node.global_position):
+2 -2
View File
@@ -22,8 +22,8 @@ func _input(p_event: InputEvent) -> void:
return
func rotate_camera(p_relative:Vector2) -> void:
func rotate_camera(p_relative: Vector2) -> void:
_camera_yaw.rotation.y -= p_relative.x * mouse_sensitivity
_camera_yaw.orthonormalize()
_camera_pitch.rotation.x += p_relative.y * mouse_sensitivity * CAMERA_RATIO * mouse_y_inversion
_camera_pitch.rotation.x += p_relative.y * mouse_sensitivity * CAMERA_RATIO * mouse_y_inversion
_camera_pitch.rotation.x = clamp(_camera_pitch.rotation.x, CAMERA_MIN_PITCH, CAMERA_MAX_PITCH)
+1 -1
View File
@@ -12,7 +12,7 @@ func _on_body_entered(body: Node3D) -> void:
if env:
var tween: Tween = get_tree().create_tween()
tween.tween_property(env.environment, "ambient_light_energy", .1, .33)
func _on_body_exited(body: Node3D) -> void:
if body.name == "Player":
+15 -11
View File
@@ -5,7 +5,7 @@ var terrain: Terrain3D
func _ready() -> void:
$UI.player = $Player
if has_node("RunThisSceneLabel3D"):
$RunThisSceneLabel3D.queue_free()
@@ -20,20 +20,22 @@ func _ready() -> void:
func create_terrain() -> Terrain3D:
# Create textures
var green_gr := Gradient.new()
green_gr.set_color(0, Color.from_hsv(100./360., .35, .3))
green_gr.set_color(1, Color.from_hsv(120./360., .4, .37))
green_gr.set_color(0, Color.from_hsv(100. / 360., .35, .3))
green_gr.set_color(1, Color.from_hsv(120. / 360., .4, .37))
var green_ta: Terrain3DTextureAsset = await create_texture_asset("Grass", green_gr, 1024)
green_ta.uv_scale = 0.1
green_ta.detiling_rotation = 0.1
var brown_gr := Gradient.new()
brown_gr.set_color(0, Color.from_hsv(30./360., .4, .3))
brown_gr.set_color(1, Color.from_hsv(30./360., .4, .4))
brown_gr.set_color(0, Color.from_hsv(30. / 360., .4, .3))
brown_gr.set_color(1, Color.from_hsv(30. / 360., .4, .4))
var brown_ta: Terrain3DTextureAsset = await create_texture_asset("Dirt", brown_gr, 1024)
brown_ta.uv_scale = 0.03
green_ta.detiling_rotation = 0.1
var grass_ma: Terrain3DMeshAsset = create_mesh_asset("Grass", Color.from_hsv(120./360., .4, .37))
var grass_ma: Terrain3DMeshAsset = create_mesh_asset(
"Grass", Color.from_hsv(120. / 360., .4, .37)
)
# Create a terrain
var terrain := Terrain3D.new()
@@ -77,11 +79,13 @@ func create_terrain() -> Terrain3D:
return terrain
func create_texture_asset(asset_name: String, gradient: Gradient, texture_size: int = 512) -> Terrain3DTextureAsset:
func create_texture_asset(
asset_name: String, gradient: Gradient, texture_size: int = 512
) -> Terrain3DTextureAsset:
# Create noise map
var fnl := FastNoiseLite.new()
fnl.frequency = 0.004
# Create albedo noise texture
var alb_noise_tex := NoiseTexture2D.new()
alb_noise_tex.width = texture_size
@@ -96,7 +100,7 @@ func create_texture_asset(asset_name: String, gradient: Gradient, texture_size:
for x in alb_noise_img.get_width():
for y in alb_noise_img.get_height():
var clr: Color = alb_noise_img.get_pixel(x, y)
clr.a = clr.v # Noise as height
clr.a = clr.v # Noise as height
alb_noise_img.set_pixel(x, y, clr)
alb_noise_img.generate_mipmaps()
var albedo := ImageTexture.create_from_image(alb_noise_img)
@@ -113,7 +117,7 @@ func create_texture_asset(asset_name: String, gradient: Gradient, texture_size:
for x in nrm_noise_img.get_width():
for y in nrm_noise_img.get_height():
var normal_rgh: Color = nrm_noise_img.get_pixel(x, y)
normal_rgh.a = 0.8 # Roughness
normal_rgh.a = 0.8 # Roughness
nrm_noise_img.set_pixel(x, y, normal_rgh)
nrm_noise_img.generate_mipmaps()
var normal := ImageTexture.create_from_image(nrm_noise_img)
+13 -12
View File
@@ -9,15 +9,16 @@ func _ready():
$UI.player = $Player
# Load Sky3D into the demo environment if enabled
if Engine.is_editor_hint() and has_node("Environment") and \
Engine.get_singleton(&"EditorInterface").is_plugin_enabled("sky_3d"):
$Environment.queue_free()
var sky3d = load("res://addons/sky_3d/src/Sky3D.gd").new()
sky3d.name = "Sky3D"
add_child(sky3d, true)
move_child(sky3d, 1)
sky3d.owner = self
sky3d.current_time = 10
sky3d.enable_editor_time = false
if (
Engine.is_editor_hint()
and has_node("Environment")
and Engine.get_singleton(&"EditorInterface").is_plugin_enabled("sky_3d")
):
$Environment.queue_free()
var sky3d = load("res://addons/sky_3d/src/Sky3D.gd").new()
sky3d.name = "Sky3D"
add_child(sky3d, true)
move_child(sky3d, 1)
sky3d.owner = self
sky3d.current_time = 10
sky3d.enable_editor_time = false
+5 -3
View File
@@ -23,7 +23,9 @@ func _process(p_delta: float) -> void:
func is_on_nav_mesh() -> bool:
var closest_point := NavigationServer3D.map_get_closest_point(nav_agent.get_navigation_map(), global_position)
var closest_point := NavigationServer3D.map_get_closest_point(
nav_agent.get_navigation_map(), global_position
)
return global_position.distance_squared_to(closest_point) < nav_agent.path_max_distance ** 2
@@ -37,9 +39,9 @@ func _physics_process(p_delta: float) -> void:
var velocity_xz := (next_path_position - current_agent_position).normalized() * MOVE_SPEED
velocity.x = velocity_xz.x
velocity.z = velocity_xz.z
velocity.y -= 40 * p_delta
if nav_agent.avoidance_enabled:
nav_agent.set_velocity(velocity)
else:
+19 -19
View File
@@ -2,7 +2,7 @@ extends CharacterBody3D
@export var MOVE_SPEED: float = 50.0
@export var JUMP_SPEED: float = 2.0
@export var first_person: bool = false :
@export var first_person: bool = false:
set(p_value):
first_person = p_value
if first_person:
@@ -13,17 +13,17 @@ extends CharacterBody3D
$Body.visible = true
create_tween().tween_property($CameraManager/Arm, "spring_length", 6.0, .33)
@export var gravity_enabled: bool = true :
@export var gravity_enabled: bool = true:
set(p_value):
gravity_enabled = p_value
if not gravity_enabled:
velocity.y = 0
@export var collision_enabled: bool = true :
@export var collision_enabled: bool = true:
set(p_value):
collision_enabled = p_value
$CollisionShapeBody.disabled = ! collision_enabled
$CollisionShapeRay.disabled = ! collision_enabled
$CollisionShapeBody.disabled = !collision_enabled
$CollisionShapeRay.disabled = !collision_enabled
func _physics_process(p_delta) -> void:
@@ -41,18 +41,18 @@ func _physics_process(p_delta) -> void:
# Returns the input vector relative to the camera. Forward is always the direction the camera is facing
func get_camera_relative_input() -> Vector3:
var input_dir: Vector3 = Vector3.ZERO
if Input.is_key_pressed(KEY_A): # Left
if Input.is_key_pressed(KEY_A): # Left
input_dir -= %Camera3D.global_transform.basis.x
if Input.is_key_pressed(KEY_D): # Right
if Input.is_key_pressed(KEY_D): # Right
input_dir += %Camera3D.global_transform.basis.x
if Input.is_key_pressed(KEY_W): # Forward
if Input.is_key_pressed(KEY_W): # Forward
input_dir -= %Camera3D.global_transform.basis.z
if Input.is_key_pressed(KEY_S): # Backward
if Input.is_key_pressed(KEY_S): # Backward
input_dir += %Camera3D.global_transform.basis.z
if Input.is_key_pressed(KEY_E) or Input.is_key_pressed(KEY_SPACE): # Up
velocity.y += JUMP_SPEED + MOVE_SPEED*.016
if Input.is_key_pressed(KEY_Q): # Down
velocity.y -= JUMP_SPEED + MOVE_SPEED*.016
if Input.is_key_pressed(KEY_E) or Input.is_key_pressed(KEY_SPACE): # Up
velocity.y += JUMP_SPEED + MOVE_SPEED * .016
if Input.is_key_pressed(KEY_Q): # Down
velocity.y -= JUMP_SPEED + MOVE_SPEED * .016
if Input.is_key_pressed(KEY_KP_ADD) or Input.is_key_pressed(KEY_EQUAL):
MOVE_SPEED = clamp(MOVE_SPEED + .5, 5, 9999)
if Input.is_key_pressed(KEY_KP_SUBTRACT) or Input.is_key_pressed(KEY_MINUS):
@@ -66,16 +66,16 @@ func _input(p_event: InputEvent) -> void:
MOVE_SPEED = clamp(MOVE_SPEED + 5, 5, 9999)
elif p_event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
MOVE_SPEED = clamp(MOVE_SPEED - 5, 5, 9999)
elif p_event is InputEventKey:
if p_event.pressed:
if p_event.keycode == KEY_V:
first_person = ! first_person
first_person = !first_person
elif p_event.keycode == KEY_G:
gravity_enabled = ! gravity_enabled
gravity_enabled = !gravity_enabled
elif p_event.keycode == KEY_C:
collision_enabled = ! collision_enabled
collision_enabled = !collision_enabled
# Else if up/down released
elif p_event.keycode in [ KEY_Q, KEY_E, KEY_SPACE ]:
elif p_event.keycode in [KEY_Q, KEY_E, KEY_SPACE]:
velocity.y = 0
+27 -20
View File
@@ -2,11 +2,16 @@ extends Node
signal bake_finished
@export var enabled: bool = true : set = set_enabled
@export var enter_cost: float = 0.0 : set = set_enter_cost
@export var travel_cost: float = 1.0 : set = set_travel_cost
@export_flags_3d_navigation var navigation_layers: int = 1 : set = set_navigation_layers
@export var template: NavigationMesh : set = set_template
@export var enabled: bool = true:
set = set_enabled
@export var enter_cost: float = 0.0:
set = set_enter_cost
@export var travel_cost: float = 1.0:
set = set_travel_cost
@export_flags_3d_navigation var navigation_layers: int = 1:
set = set_navigation_layers
@export var template: NavigationMesh:
set = set_template
@export var terrain: Terrain3D
@export var player: Node3D
@export var mesh_size := Vector3(256, 512, 256)
@@ -16,7 +21,7 @@ signal bake_finished
@export var log_timing: bool = false
var _scene_geometry: NavigationMeshSourceGeometryData3D
var _current_center := Vector3(INF,INF,INF)
var _current_center := Vector3(INF, INF, INF)
var _bake_task_id: int = -1
var _bake_task_timer: float = 0.0
@@ -30,16 +35,16 @@ func _ready():
_nav_region.enabled = enabled
_nav_region.enter_cost = enter_cost
_nav_region.travel_cost = travel_cost
# Enabling edge connections comes with a performance penalty that causes hitches whenever
# the nav mesh is updated. The navigation server has to compare each edge, and it does this on
# the main thread.
_nav_region.use_edge_connections = false
add_child(_nav_region)
_update_map_cell_size()
# If you're using ProtonScatter, you will want to delay this next call until after all
# your scatter nodes have finished setting up. Here, we just defer one frame so that nodes
# after this one in the tree get set up first
@@ -92,19 +97,19 @@ func _update_map_cell_size() -> void:
func _process(p_delta: float) -> void:
if _bake_task_id != -1:
_bake_task_timer += p_delta
if not player or _bake_task_id != -1:
return
if _bake_cooldown_timer > 0.0:
_bake_cooldown_timer -= p_delta
return
var track_pos := player.global_position
if player is CharacterBody3D:
# Center on where the player is likely _going to be_:
track_pos += player.velocity * bake_cooldown
if track_pos.distance_squared_to(_current_center) >= min_rebake_distance * min_rebake_distance:
_current_center = track_pos
_rebake(_current_center)
@@ -112,7 +117,9 @@ func _process(p_delta: float) -> void:
func _rebake(p_center: Vector3) -> void:
assert(template != null)
_bake_task_id = WorkerThreadPool.add_task(_task_bake.bind(p_center), false, "RuntimeNavigationBaker")
_bake_task_id = WorkerThreadPool.add_task(
_task_bake.bind(p_center), false, "RuntimeNavigationBaker"
)
_bake_task_timer = 0.0
_bake_cooldown_timer = bake_cooldown
@@ -123,13 +130,13 @@ func _task_bake(p_center: Vector3) -> void:
nav_mesh.filter_baking_aabb_offset = p_center
var source_geometry: NavigationMeshSourceGeometryData3D
source_geometry = _scene_geometry.duplicate()
if terrain:
var aabb: AABB = nav_mesh.filter_baking_aabb
aabb.position += nav_mesh.filter_baking_aabb_offset
var faces: PackedVector3Array = terrain.generate_nav_mesh_source_geometry(aabb, false)
source_geometry.add_faces(faces, Transform3D.IDENTITY)
if source_geometry.has_data():
NavigationServer3D.bake_from_source_geometry_data(nav_mesh, source_geometry)
_bake_finished.call_deferred(nav_mesh)
@@ -140,12 +147,12 @@ func _task_bake(p_center: Vector3) -> void:
func _bake_finished(p_nav_mesh: NavigationMesh) -> void:
if log_timing:
print("Navigation bake took ", _bake_task_timer, "s")
_bake_task_timer = 0.0
_bake_task_id = -1
if p_nav_mesh:
_nav_region.navigation_mesh = p_nav_mesh
bake_finished.emit()
assert(!NavigationServer3D.region_get_use_edge_connections(_nav_region.get_region_rid()))
+9 -8
View File
@@ -1,6 +1,5 @@
extends Control
var player: Node
var visible_mode: int = 1
@@ -11,7 +10,7 @@ func _init() -> void:
func _process(p_delta) -> void:
$Label.text = "FPS: %d\n" % Engine.get_frames_per_second()
if(visible_mode == 1):
if visible_mode == 1:
$Label.text += "Move Speed: %.1f\n" % player.MOVE_SPEED if player else ""
$Label.text += "Position: %.1v\n" % player.global_position if player else ""
$Label.text += """
@@ -37,12 +36,12 @@ func _unhandled_key_input(p_event: InputEvent) -> void:
KEY_F8:
get_tree().quit()
KEY_F9:
visible_mode = (visible_mode + 1 ) % 3
visible_mode = (visible_mode + 1) % 3
$Label/Panel.visible = (visible_mode == 1)
visible = visible_mode > 0
KEY_F10:
var vp = get_viewport()
vp.debug_draw = (vp.debug_draw + 1 ) % 6
vp.debug_draw = (vp.debug_draw + 1) % 6
get_viewport().set_input_as_handled()
KEY_F11:
toggle_fullscreen()
@@ -53,11 +52,13 @@ func _unhandled_key_input(p_event: InputEvent) -> void:
else:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
get_viewport().set_input_as_handled()
func toggle_fullscreen() -> void:
if DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_EXCLUSIVE_FULLSCREEN or \
DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_FULLSCREEN:
if (
DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_EXCLUSIVE_FULLSCREEN
or DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_FULLSCREEN
):
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
DisplayServer.window_set_size(Vector2(1280, 720))
else:
+3 -1
View File
@@ -61,7 +61,9 @@ func _physics_process(delta: float) -> void:
desired_focus_position += cam_right * (diff_right - sign(diff_right) * deadzone_right)
if abs(diff_forward) > deadzone_forward:
desired_focus_position += cam_forward * (diff_forward - sign(diff_forward) * deadzone_forward)
desired_focus_position += (
cam_forward * (diff_forward - sign(diff_forward) * deadzone_forward)
)
focus_position = focus_position.lerp(desired_focus_position, focus_t)
+13 -9
View File
@@ -30,25 +30,28 @@ var path_pending := false
var is_dead_visual := false
var dead_material := StandardMaterial3D.new()
func debug_log(message: String) -> void:
if DEBUG_LOGS:
print("[NPCVisual] ", name, " | ", message)
func _ready() -> void:
dead_material.albedo_color = Color(0.25, 0.25, 0.25, 1.0)
func setup_from_sim(npc: SimNPC) -> void:
sim_id = npc.id
npc_name = npc.npc_name
profession = npc.profession
name = "NPC_%s_%s" % [sim_id, npc_name]
set_carried_food_visible(
npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD) > 0.0
)
set_carried_food_visible(npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD) > 0.0)
func set_carried_food_visible(is_visible: bool) -> void:
carried_food_visual.visible = is_visible and not is_dead_visual
func set_target_position(pos: Vector3) -> void:
path_request_id += 1
var request_id := path_request_id
@@ -72,10 +75,7 @@ func set_target_position(pos: Vector3) -> void:
return
current_path = NavigationServer3D.map_get_path(
get_world_3d().navigation_map,
global_position,
pos,
true
get_world_3d().navigation_map, global_position, pos, true
)
path_pending = false
@@ -87,6 +87,7 @@ func set_target_position(pos: Vector3) -> void:
else:
debug_log("New target: %s Path points: %s" % [pos, current_path.size()])
func _physics_process(delta: float) -> void:
if is_dead_visual:
velocity = Vector3.ZERO
@@ -146,7 +147,8 @@ func _physics_process(delta: float) -> void:
var target_angle := atan2(direction.x, direction.z)
rotation.y = lerp_angle(rotation.y, target_angle, rotation_speed * delta)
func _report_arrival_once() -> void:
if has_reported_arrival:
return
@@ -158,6 +160,7 @@ func _report_arrival_once() -> void:
debug_log("Arrived at target")
arrived_at_target.emit(sim_id)
func _report_navigation_failure_once() -> void:
if has_reported_arrival:
return
@@ -172,6 +175,7 @@ func _report_navigation_failure_once() -> void:
debug_log("Navigation failed")
navigation_failed.emit(sim_id)
func apply_dead_visual_state() -> void:
is_dead_visual = true
carried_food_visual.visible = false
@@ -189,7 +193,7 @@ func apply_dead_visual_state() -> void:
for child in get_children():
if child is MeshInstance3D:
child.material_override = dead_material
collision_layer = 0
collision_mask = 0
debug_log("Applied dead visual state")
+10 -13
View File
@@ -14,13 +14,9 @@ extends CharacterBody3D
@export var stomach_capacity_for_food := 5
@export var interaction_range := 3.0
func _physics_process(delta: float) -> void:
var input := Input.get_vector(
"move_left",
"move_right",
"move_forward",
"move_backward"
)
var input := Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
var forward := -camera_rig.global_transform.basis.z
var right := camera_rig.global_transform.basis.x
@@ -37,7 +33,7 @@ func _physics_process(delta: float) -> void:
velocity.x = move_toward(velocity.x, target_velocity.x, acceleration * delta)
velocity.z = move_toward(velocity.z, target_velocity.z, acceleration * delta)
if not is_on_floor():
velocity.y -= 30.0 * delta
else:
@@ -54,8 +50,8 @@ func _unhandled_input(event: InputEvent) -> void:
# keep your camera mouse code here too
if event.is_action_pressed("interact"):
try_interact()
func try_interact() -> void:
if simulation_manager == null:
return
@@ -73,13 +69,13 @@ func try_interact() -> void:
simulation_manager.eat_food(stomach_capacity_for_food)
print("Player ate food from the village supply.")
func try_harvest_resource_node() -> bool:
if not simulation_manager.has_method("find_resource_node_for_player"):
push_error("Player: SimulationManager cannot find ResourceNodes")
return false
var node: ResourceNode = simulation_manager.find_resource_node_for_player(
global_position,
interaction_range
global_position, interaction_range
)
if node == null:
return false
@@ -102,9 +98,10 @@ func try_harvest_resource_node() -> bool:
else:
print("%s could not be harvested." % node.node_id)
return true
func is_near(zone: Marker3D) -> bool:
if zone == null:
return false
return global_position.distance_to(zone.global_position) <= interaction_range
+11 -11
View File
@@ -33,6 +33,7 @@ var last_task: StringName
var random_source: RandomNumberGenerator
var debug_logs := true
func _init(
_id: int,
_npc_name: String,
@@ -53,11 +54,10 @@ func _init(
hunger = random_source.randf_range(20.0, 80.0)
energy = random_source.randf_range(40.0, 100.0)
position = Vector3(
random_source.randf_range(-8.0, 8.0),
0.0,
random_source.randf_range(-8.0, 8.0)
random_source.randf_range(-8.0, 8.0), 0.0, random_source.randf_range(-8.0, 8.0)
)
func die_from_starvation() -> void:
is_dead = true
current_task = SimulationIds.ACTION_DEAD
@@ -69,35 +69,35 @@ func die_from_starvation() -> void:
if debug_logs:
print("[SimNPC] ", npc_name, " died from starvation.")
func get_inventory_amount(item_id: StringName) -> float:
return float(inventory.get(String(item_id), 0.0))
func add_inventory(item_id: StringName, amount: float) -> void:
inventory[String(item_id)] = get_inventory_amount(item_id) + maxf(amount, 0.0)
func remove_inventory(item_id: StringName, requested_amount: float) -> float:
var removed := minf(
maxf(requested_amount, 0.0),
get_inventory_amount(item_id)
)
var removed := minf(maxf(requested_amount, 0.0), get_inventory_amount(item_id))
inventory[String(item_id)] = get_inventory_amount(item_id) - removed
return removed
func set_task(action_id: StringName, duration: float = -1.0) -> void:
var definition := SimulationDefinitions.get_action(action_id)
if definition == null:
push_error("SimNPC: unknown action_id '%s'" % action_id)
return
current_task = action_id
task_duration = (
duration if duration >= 0.0 else definition.default_duration
)
task_duration = (duration if duration >= 0.0 else definition.default_duration)
task_progress = 0.0
task_complete = false
task_state = TASK_STATE_TRAVELING
has_travel_target = false
func start_working() -> void:
if task_state != TASK_STATE_TRAVELING:
return
+30 -25
View File
@@ -17,6 +17,7 @@ var wood_priority := 1.0
var safety_priority := 1.0
var knowledge_priority := 1.0
func update_modifiers() -> void:
food_modifier = 1.0
wood_modifier = 1.0
@@ -30,15 +31,15 @@ func update_modifiers() -> void:
safety_modifier = 2.0
if knowledge > 25:
knowledge_modifier = 0.75
debug_log("FoodMod=%s SafetyMod=%s KnowledgeMod=%s" %
[
food_modifier,
safety_modifier,
knowledge_modifier
]
debug_log(
(
"FoodMod=%s SafetyMod=%s KnowledgeMod=%s"
% [food_modifier, safety_modifier, knowledge_modifier]
)
)
func update_priorities() -> void:
food_priority = 1.0
wood_priority = 1.0
@@ -68,6 +69,7 @@ func update_priorities() -> void:
if debug_logs:
print(get_priority_summary())
func apply_resource_delta(resource_id: StringName, amount: float) -> void:
match resource_id:
&"food":
@@ -87,6 +89,7 @@ func apply_resource_delta(resource_id: StringName, amount: float) -> void:
update_modifiers()
update_priorities()
func apply_npc_task(npc: SimNPC) -> void:
if npc.is_dead:
return
@@ -123,27 +126,29 @@ func apply_npc_task(npc: SimNPC) -> void:
update_modifiers()
update_priorities()
func get_summary() -> String:
return "Village | food: %s | wood: %s | safety: %s | knowledge: %s | priorities F/W/S/K: %s/%s/%s/%s" % [
round(food),
round(wood),
round(safety),
round(knowledge),
food_priority,
wood_priority,
safety_priority,
knowledge_priority
]
func get_summary() -> String:
return (
"Village | food: %s | wood: %s | safety: %s | knowledge: %s | priorities F/W/S/K: %s/%s/%s/%s"
% [
round(food),
round(wood),
round(safety),
round(knowledge),
food_priority,
wood_priority,
safety_priority,
knowledge_priority
]
)
func get_priority_summary() -> String:
return "Priorities | food: %s | wood: %s | safety: %s | knowledge: %s" % [
food_priority,
wood_priority,
safety_priority,
knowledge_priority
]
return (
"Priorities | food: %s | wood: %s | safety: %s | knowledge: %s"
% [food_priority, wood_priority, safety_priority, knowledge_priority]
)
func debug_log(message: String) -> void:
if debug_logs:
+3
View File
@@ -5,9 +5,11 @@ var tick_interval: float
var accumulator := 0.0
var elapsed_ticks := 0
func _init(interval: float = 1.0) -> void:
tick_interval = maxf(interval, 0.0001)
func advance(delta: float) -> int:
accumulator += maxf(delta, 0.0)
var ticks_due := 0
@@ -17,6 +19,7 @@ func advance(delta: float) -> int:
ticks_due += 1
return ticks_due
func reset() -> void:
accumulator = 0.0
elapsed_ticks = 0
+161 -145
View File
@@ -1,10 +1,6 @@
extends Node
signal npc_task_changed(
npc: SimNPC,
old_task: StringName,
new_task: StringName
)
signal npc_task_changed(npc: SimNPC, old_task: StringName, new_task: StringName)
signal village_changed(village: SimVillage)
signal npc_died(npc: SimNPC)
signal npc_target_requested(npc: SimNPC)
@@ -32,9 +28,8 @@ var action_selector := ActionSelectionSystem.new()
var action_executor := ActionExecutionSystem.new()
var target_resolver := ActionTargetResolver.new()
var names := [
"Amina", "Tarik", "Jasmin"
]
var names := ["Amina", "Tarik", "Jasmin"]
func _ready() -> void:
add_to_group("simulation_manager")
@@ -53,20 +48,19 @@ func _ready() -> void:
call_deferred("register_loaded_resource_nodes")
if debug_logs:
print("--- Simulation started ---")
func _process(delta: float) -> void:
var ticks_due := clock.advance(delta)
for tick in ticks_due:
simulate_tick()
func generate_npcs() -> void:
var profession_ids := SimulationDefinitions.get_profession_ids()
for i in range(names.size()):
var npc_random := _create_random_source(i, 0)
var profession_index := npc_random.randi_range(
0,
profession_ids.size() - 1
)
var profession_index := npc_random.randi_range(0, profession_ids.size() - 1)
var npc := SimNPC.new(
i,
names[i],
@@ -80,21 +74,20 @@ func generate_npcs() -> void:
npcs.append(npc)
wander_random_sources[i] = _create_random_source(i, 1)
func _create_random_source(npc_id: int, stream_id: int) -> RandomNumberGenerator:
var source := RandomNumberGenerator.new()
source.seed = simulation_seed + (npc_id + 1) * 1000003 + stream_id * 7919
return source
func get_wander_offset(npc_id: int) -> Vector3:
var source: RandomNumberGenerator = wander_random_sources.get(npc_id)
if source == null:
source = _create_random_source(npc_id, 1)
wander_random_sources[npc_id] = source
return Vector3(
source.randf_range(-6.0, 6.0),
0.0,
source.randf_range(-6.0, 6.0)
)
return Vector3(source.randf_range(-6.0, 6.0), 0.0, source.randf_range(-6.0, 6.0))
func simulate_tick() -> void:
tick_count += 1
@@ -113,21 +106,12 @@ func simulate_tick() -> void:
action_executor.advance_npc(npc, village)
if (
not npc.is_dead
and old_state in [
SimNPC.TASK_STATE_IDLE,
SimNPC.TASK_STATE_COMPLETE
]
and npc.task_state in [
SimNPC.TASK_STATE_IDLE,
SimNPC.TASK_STATE_COMPLETE
]
and old_state in [SimNPC.TASK_STATE_IDLE, SimNPC.TASK_STATE_COMPLETE]
and npc.task_state in [SimNPC.TASK_STATE_IDLE, SimNPC.TASK_STATE_COMPLETE]
):
var selection := action_selector.select_action(npc, village)
if selection != null:
npc.set_task(
selection.action_id,
selection.duration_override
)
npc.set_task(selection.action_id, selection.duration_override)
if old_task != npc.current_task and old_target != &"":
release_npc_reservation(npc.id)
@@ -147,45 +131,36 @@ func simulate_tick() -> void:
if not was_complete and npc.task_complete and not npc.is_dead:
var completed_task := npc.current_task
var completed_definition := SimulationDefinitions.get_action(
completed_task
)
var completed_definition := SimulationDefinitions.get_action(completed_task)
if (
npc.target_id != &""
and completed_definition != null
and completed_definition.target_type == SimulationIds.TARGET_RESOURCE
):
var resource_state := get_resource_state(npc.target_id)
if (
resource_state != null
and resource_state.get_reserved_by() == npc.id
):
if resource_state != null and resource_state.get_reserved_by() == npc.id:
var extracted := resource_state.extract()
if extracted > 0:
if resource_state.get_resource_id() == SimulationIds.RESOURCE_FOOD:
npc.add_inventory(
SimulationIds.RESOURCE_FOOD,
extracted
)
npc.add_inventory(SimulationIds.RESOURCE_FOOD, extracted)
npc_inventory_changed.emit(
npc,
SimulationIds.RESOURCE_FOOD,
npc.get_inventory_amount(
SimulationIds.RESOURCE_FOOD
)
npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD)
)
else:
village.apply_resource_delta(
resource_state.get_resource_id(),
extracted
resource_state.get_resource_id(), extracted
)
_record_economic_event(
SimulationIds.EVENT_RESOURCE_EXTRACTED,
npc.id,
resource_state.get_node_id(),
_npc_inventory_id(npc.id)
if resource_state.get_resource_id() == SimulationIds.RESOURCE_FOOD
else &"village",
(
_npc_inventory_id(npc.id)
if resource_state.get_resource_id() == SimulationIds.RESOURCE_FOOD
else &"village"
),
resource_state.get_resource_id(),
extracted
)
@@ -201,7 +176,13 @@ func simulate_tick() -> void:
resource_state.get_node_id()
)
elif debug_logs:
print("[SimulationManager] ", npc.npc_name, " could not complete ", completed_task, ": target reservation was invalid")
print(
"[SimulationManager] ",
npc.npc_name,
" could not complete ",
completed_task,
": target reservation was invalid"
)
release_npc_reservation(npc.id)
elif completed_task == SimulationIds.ACTION_DEPOSIT_FOOD:
deposit_npc_inventory(npc, SimulationIds.RESOURCE_FOOD)
@@ -209,13 +190,19 @@ func simulate_tick() -> void:
withdraw_to_npc(npc, SimulationIds.RESOURCE_FOOD, 1.0)
elif completed_task == SimulationIds.ACTION_EAT:
consume_npc_food(npc)
elif completed_task not in [
SimulationIds.ACTION_GATHER_FOOD,
SimulationIds.ACTION_GATHER_WOOD
]:
elif (
completed_task
not in [SimulationIds.ACTION_GATHER_FOOD, SimulationIds.ACTION_GATHER_WOOD]
):
village.apply_npc_task(npc)
elif debug_logs:
print("[SimulationManager] ", npc.npc_name, " could not complete ", completed_task, ": no resource target")
print(
"[SimulationManager] ",
npc.npc_name,
" could not complete ",
completed_task,
": no resource target"
)
village_was_changed = true
@@ -254,20 +241,29 @@ func simulate_tick() -> void:
)
if old_state != npc.task_state:
print("[SimulationManager] State changed: ", npc.npc_name, " ", old_state, " -> ", npc.task_state)
print(
"[SimulationManager] State changed: ",
npc.npc_name,
" ",
old_state,
" -> ",
npc.task_state
)
if village_was_changed:
village_changed.emit(village)
if debug_logs:
print(village.get_summary())
func set_npc_target_id(npc_id: int, target_id: StringName) -> void:
for npc in npcs:
if npc.id == npc_id:
npc.target_id = target_id
return
func release_npc_reservation(npc_id: int) -> void:
for npc in npcs:
if npc.id == npc_id:
@@ -278,6 +274,7 @@ func release_npc_reservation(npc_id: int) -> void:
npc.target_id = &""
return
func notify_npc_arrived(npc_id: int) -> void:
for npc in npcs:
if npc.id == npc_id:
@@ -285,9 +282,7 @@ func notify_npc_arrived(npc_id: int) -> void:
return
if npc.task_state == SimNPC.TASK_STATE_TRAVELING:
var definition := SimulationDefinitions.get_action(
npc.current_task
)
var definition := SimulationDefinitions.get_action(npc.current_task)
if (
npc.target_id != &""
and definition != null
@@ -300,7 +295,13 @@ func notify_npc_arrived(npc_id: int) -> void:
or resource_state.get_reserved_by() != npc.id
):
if debug_logs:
print("[SimulationManager] ", npc.npc_name, " arrived but target ", npc.target_id, " is unavailable, replanning")
print(
"[SimulationManager] ",
npc.npc_name,
" arrived but target ",
npc.target_id,
" is unavailable, replanning"
)
notify_npc_navigation_failed(npc.id)
return
@@ -308,9 +309,15 @@ func notify_npc_arrived(npc_id: int) -> void:
npc.start_working()
if debug_logs:
print("[SimulationManager] ", npc.npc_name, " arrived and started working on: ", npc.current_task)
print(
"[SimulationManager] ",
npc.npc_name,
" arrived and started working on: ",
npc.current_task
)
return
func notify_npc_navigation_failed(npc_id: int) -> void:
for npc in npcs:
if npc.id != npc_id:
@@ -326,12 +333,20 @@ func notify_npc_navigation_failed(npc_id: int) -> void:
npc_target_requested.emit(npc)
if debug_logs:
print("[SimulationManager] ", npc.npc_name, " could not navigate for ", failed_task, " and is trying a wander target")
print(
"[SimulationManager] ",
npc.npc_name,
" could not navigate for ",
failed_task,
" and is trying a wander target"
)
return
func notify_npc_target_unavailable(npc_id: int) -> void:
notify_npc_navigation_failed(npc_id)
func resolve_npc_target(npc_id: int, origin: Vector3) -> bool:
if active_world_adapter == null:
push_error("SimulationManager: active_world_adapter is missing")
@@ -341,12 +356,7 @@ func resolve_npc_target(npc_id: int, origin: Vector3) -> bool:
continue
if npc.is_dead or npc.task_state != SimNPC.TASK_STATE_TRAVELING:
return false
var result := target_resolver.resolve(
npc,
origin,
self,
active_world_adapter
)
var result := target_resolver.resolve(npc, origin, self, active_world_adapter)
if result.is_empty():
notify_npc_target_unavailable(npc.id)
return false
@@ -357,6 +367,7 @@ func resolve_npc_target(npc_id: int, origin: Vector3) -> bool:
return true
return false
func request_current_travel(npc_id: int) -> bool:
for npc in npcs:
if npc.id != npc_id:
@@ -370,6 +381,7 @@ func request_current_travel(npc_id: int) -> bool:
return true
return false
func synchronize_npc_position(npc_id: int, active_position: Vector3) -> bool:
for npc in npcs:
if npc.id == npc_id:
@@ -377,9 +389,11 @@ func synchronize_npc_position(npc_id: int, active_position: Vector3) -> bool:
return true
return false
func _npc_inventory_id(npc_id: int) -> StringName:
return StringName("npc_%d_inventory" % npc_id)
func _record_economic_event(
event_type: StringName,
actor_id: int,
@@ -391,35 +405,26 @@ func _record_economic_event(
if amount <= 0.0:
return
var event := EconomicEventRecord.create(
next_event_id,
event_type,
tick_count,
actor_id,
source_id,
destination_id,
item_id,
amount
next_event_id, event_type, tick_count, actor_id, source_id, destination_id, item_id, amount
)
next_event_id += 1
economic_events.append(event)
economic_event_recorded.emit(event)
func _initialize_storage() -> void:
if storage_states.has(SimulationIds.STORAGE_VILLAGE_PANTRY):
_sync_village_food()
return
storage_states[SimulationIds.STORAGE_VILLAGE_PANTRY] = (
StorageStateRecord.create(
SimulationIds.STORAGE_VILLAGE_PANTRY,
{String(SimulationIds.RESOURCE_FOOD): village.food}
)
)
storage_states[SimulationIds.STORAGE_VILLAGE_PANTRY] = (StorageStateRecord.create(
SimulationIds.STORAGE_VILLAGE_PANTRY, {String(SimulationIds.RESOURCE_FOOD): village.food}
))
_sync_village_food()
func get_pantry() -> StorageStateRecord:
return storage_states.get(
SimulationIds.STORAGE_VILLAGE_PANTRY
) as StorageStateRecord
return storage_states.get(SimulationIds.STORAGE_VILLAGE_PANTRY) as StorageStateRecord
func _sync_village_food() -> void:
var pantry := get_pantry()
@@ -428,6 +433,7 @@ func _sync_village_food() -> void:
village.update_modifiers()
village.update_priorities()
func deposit_npc_inventory(npc: SimNPC, item_id: StringName) -> float:
var available := npc.get_inventory_amount(item_id)
var deposited := get_pantry().deposit(item_id, available)
@@ -445,11 +451,8 @@ func deposit_npc_inventory(npc: SimNPC, item_id: StringName) -> float:
)
return deposited
func withdraw_to_npc(
npc: SimNPC,
item_id: StringName,
amount: float
) -> float:
func withdraw_to_npc(npc: SimNPC, item_id: StringName, amount: float) -> float:
var withdrawn := get_pantry().withdraw(item_id, amount)
npc.add_inventory(item_id, withdrawn)
_sync_village_food()
@@ -465,6 +468,7 @@ func withdraw_to_npc(
)
return withdrawn
func consume_npc_food(npc: SimNPC) -> bool:
if npc.remove_inventory(SimulationIds.RESOURCE_FOOD, 1.0) < 1.0:
npc.hunger = minf(npc.hunger + 5.0, 100.0)
@@ -474,9 +478,7 @@ func consume_npc_food(npc: SimNPC) -> bool:
npc.starvation_ticks = 0
npc.is_starving = npc.hunger >= 90.0
npc_inventory_changed.emit(
npc,
SimulationIds.RESOURCE_FOOD,
npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD)
npc, SimulationIds.RESOURCE_FOOD, npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD)
)
_record_economic_event(
SimulationIds.EVENT_ITEM_CONSUMED,
@@ -488,10 +490,12 @@ func consume_npc_food(npc: SimNPC) -> bool:
)
return true
func register_loaded_resource_nodes() -> void:
for node in ResourceNode.get_all():
register_resource_node(node)
func register_resource_node(node: ResourceNode) -> bool:
if node == null or node.node_id.is_empty():
return false
@@ -502,8 +506,10 @@ func register_resource_node(node: ResourceNode) -> bool:
or action_definition.resource_action_id != node.action_id
):
push_error(
"SimulationManager: ResourceNode '%s' has invalid action_id '%s'"
% [node.node_id, node.action_id]
(
"SimulationManager: ResourceNode '%s' has invalid action_id '%s'"
% [node.node_id, node.action_id]
)
)
return false
var resource_state := get_resource_state(node.node_id)
@@ -511,46 +517,40 @@ func register_resource_node(node: ResourceNode) -> bool:
resource_state = ResourceStateRecord.create_from_node(node)
resource_states[node.node_id] = resource_state
elif not resource_state.apply_definition(node):
push_error(
"SimulationManager: ResourceNode definition mismatch for '%s'"
% node.node_id
)
push_error("SimulationManager: ResourceNode definition mismatch for '%s'" % node.node_id)
return false
return node.bind_state(resource_state)
func get_resource_state(node_id: StringName) -> ResourceStateRecord:
return resource_states.get(node_id) as ResourceStateRecord
func reserve_resource(node_id: StringName, agent_id: int) -> bool:
var resource_state := get_resource_state(node_id)
return resource_state != null and resource_state.reserve(agent_id)
func release_resource(node_id: StringName, agent_id: int) -> void:
var resource_state := get_resource_state(node_id)
if resource_state != null:
resource_state.release(agent_id)
func find_resource_node_for_player(
from_position: Vector3,
max_distance: float
) -> ResourceNode:
func find_resource_node_for_player(from_position: Vector3, max_distance: float) -> ResourceNode:
var best: ResourceNode
var best_distance := max_distance * max_distance
for node in ResourceNode.get_all():
var resource_state := get_resource_state(node.node_id)
if (
resource_state == null
or not resource_state.can_player_use_resource()
):
if resource_state == null or not resource_state.can_player_use_resource():
continue
var distance := from_position.distance_squared_to(
node.interaction_point.global_position
)
var distance := from_position.distance_squared_to(node.interaction_point.global_position)
if distance <= best_distance:
best_distance = distance
best = node
return best
func harvest_resource_node(node: ResourceNode) -> float:
if node == null:
return 0.0
@@ -570,9 +570,11 @@ func harvest_resource_node(node: ResourceNode) -> float:
SimulationIds.EVENT_RESOURCE_EXTRACTED,
-1,
resource_state.get_node_id(),
SimulationIds.STORAGE_VILLAGE_PANTRY
if resource_state.get_resource_id() == SimulationIds.RESOURCE_FOOD
else &"village",
(
SimulationIds.STORAGE_VILLAGE_PANTRY
if resource_state.get_resource_id() == SimulationIds.RESOURCE_FOOD
else &"village"
),
resource_state.get_resource_id(),
extracted
)
@@ -590,11 +592,13 @@ func harvest_resource_node(node: ResourceNode) -> float:
return extracted
func eat_food(amount: float) -> void:
get_pantry().withdraw(SimulationIds.RESOURCE_FOOD, amount)
_sync_village_food()
village_changed.emit(village)
func add_food(amount: float) -> void:
if amount >= 0.0:
get_pantry().deposit(SimulationIds.RESOURCE_FOOD, amount)
@@ -603,18 +607,22 @@ func add_food(amount: float) -> void:
_sync_village_food()
village_changed.emit(village)
func add_wood(amount: float) -> void:
village.apply_resource_delta(&"wood", amount)
village_changed.emit(village)
func add_safety(amount: float) -> void:
village.apply_resource_delta(&"safety", amount)
village_changed.emit(village)
func add_knowledge(amount: float) -> void:
village.apply_resource_delta(&"knowledge", amount)
village_changed.emit(village)
func get_starving_count() -> int:
var count := 0
for npc in npcs:
@@ -622,37 +630,42 @@ func get_starving_count() -> int:
count += 1
return count
func get_state_snapshot() -> Dictionary:
var npc_snapshots: Array[Dictionary] = []
for npc in npcs:
npc_snapshots.append({
"id": npc.id,
"name": npc.npc_name,
"profession": npc.profession,
"hunger": npc.hunger,
"energy": npc.energy,
"strength": npc.strength,
"intelligence": npc.intelligence,
"task": npc.current_task,
"task_state": npc.task_state,
"task_duration": npc.task_duration,
"task_progress": npc.task_progress,
"target_id": String(npc.target_id),
"position": [npc.position.x, npc.position.y, npc.position.z],
"travel_target_position": [
npc.travel_target_position.x,
npc.travel_target_position.y,
npc.travel_target_position.z
],
"has_travel_target": npc.has_travel_target,
"starvation_ticks": npc.starvation_ticks,
"is_dead": npc.is_dead
})
npc_snapshots.append(
{
"id": npc.id,
"name": npc.npc_name,
"profession": npc.profession,
"hunger": npc.hunger,
"energy": npc.energy,
"strength": npc.strength,
"intelligence": npc.intelligence,
"task": npc.current_task,
"task_state": npc.task_state,
"task_duration": npc.task_duration,
"task_progress": npc.task_progress,
"target_id": String(npc.target_id),
"position": [npc.position.x, npc.position.y, npc.position.z],
"travel_target_position":
[
npc.travel_target_position.x,
npc.travel_target_position.y,
npc.travel_target_position.z
],
"has_travel_target": npc.has_travel_target,
"starvation_ticks": npc.starvation_ticks,
"is_dead": npc.is_dead
}
)
return {
"seed": simulation_seed,
"tick_count": tick_count,
"village": {
"village":
{
"food": village.food,
"wood": village.wood,
"safety": village.safety,
@@ -661,9 +674,11 @@ func get_state_snapshot() -> Dictionary:
"npcs": npc_snapshots
}
func get_state_checksum() -> String:
return create_state_record().to_json().sha256_text()
func create_state_record() -> SimulationStateRecord:
var record := SimulationStateRecord.new()
var wander_streams: Array[Dictionary] = []
@@ -671,11 +686,9 @@ func create_state_record() -> SimulationStateRecord:
sorted_npc_ids.sort()
for npc_id in sorted_npc_ids:
var source: RandomNumberGenerator = wander_random_sources[npc_id]
wander_streams.append({
"npc_id": int(npc_id),
"seed": str(source.seed),
"state": str(source.state)
})
wander_streams.append(
{"npc_id": int(npc_id), "seed": str(source.seed), "state": str(source.state)}
)
record.simulation = {
"seed": simulation_seed,
@@ -704,9 +717,11 @@ func create_state_record() -> SimulationStateRecord:
record.economic_events.append(event)
return record
func serialize_state() -> String:
return create_state_record().to_json()
func restore_state_from_json(json_text: String) -> bool:
var record := SimulationStateRecord.from_json(json_text)
if record == null:
@@ -714,6 +729,7 @@ func restore_state_from_json(json_text: String) -> bool:
return false
return restore_state(record)
func restore_state(record: SimulationStateRecord) -> bool:
if record == null:
return false
@@ -1,6 +1,7 @@
class_name ActionExecutionSystem
extends RefCounted
func advance_npc(npc: SimNPC, village: SimVillage) -> void:
if npc.is_dead:
return
@@ -12,6 +13,7 @@ func advance_npc(npc: SimNPC, village: SimVillage) -> void:
npc.task_complete = true
npc.task_state = SimNPC.TASK_STATE_COMPLETE
func _update_needs(npc: SimNPC, village: SimVillage) -> void:
npc.hunger += 3.0 * village.food_modifier
match npc.task_state:
+2 -4
View File
@@ -4,9 +4,7 @@ extends RefCounted
var action_id: StringName
var duration_override := -1.0
func _init(
selected_action_id: StringName,
selected_duration_override: float = -1.0
) -> void:
func _init(selected_action_id: StringName, selected_duration_override: float = -1.0) -> void:
action_id = selected_action_id
duration_override = selected_duration_override
+46 -23
View File
@@ -1,6 +1,7 @@
class_name ActionSelectionSystem
extends RefCounted
func select_action(npc: SimNPC, village: SimVillage) -> ActionSelectionResult:
if npc.is_dead:
return null
@@ -8,10 +9,7 @@ func select_action(npc: SimNPC, village: SimVillage) -> ActionSelectionResult:
if npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD) >= 1.0:
return ActionSelectionResult.new(SimulationIds.ACTION_EAT, 1.0)
if village.food > 0:
return ActionSelectionResult.new(
SimulationIds.ACTION_WITHDRAW_FOOD,
1.0
)
return ActionSelectionResult.new(SimulationIds.ACTION_WITHDRAW_FOOD, 1.0)
return ActionSelectionResult.new(SimulationIds.ACTION_GATHER_FOOD, 4.0)
if npc.hunger > 75.0:
if npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD) >= 1.0:
@@ -25,34 +23,58 @@ func select_action(npc: SimNPC, village: SimVillage) -> ActionSelectionResult:
return ActionSelectionResult.new(SimulationIds.ACTION_REST)
return ActionSelectionResult.new(_choose_best_work_action(npc, village))
func _choose_best_work_action(
npc: SimNPC,
village: SimVillage
) -> StringName:
func _choose_best_work_action(npc: SimNPC, village: SimVillage) -> StringName:
var scores := {
SimulationIds.ACTION_GATHER_FOOD: _calculate_score(
npc, SimulationIds.ACTION_GATHER_FOOD, village.food_priority,
village.food, 15.0, 30.0, 3.0, 1.5
SimulationIds.ACTION_GATHER_FOOD:
_calculate_score(
npc,
SimulationIds.ACTION_GATHER_FOOD,
village.food_priority,
village.food,
15.0,
30.0,
3.0,
1.5
),
SimulationIds.ACTION_GATHER_WOOD: _calculate_score(
npc, SimulationIds.ACTION_GATHER_WOOD, village.wood_priority,
village.wood, 10.0, 20.0, 2.5, 1.0
SimulationIds.ACTION_GATHER_WOOD:
_calculate_score(
npc,
SimulationIds.ACTION_GATHER_WOOD,
village.wood_priority,
village.wood,
10.0,
20.0,
2.5,
1.0
),
SimulationIds.ACTION_PATROL: _calculate_score(
npc, SimulationIds.ACTION_PATROL, village.safety_priority,
village.safety, 30.0, 50.0, 3.0, 1.5
SimulationIds.ACTION_PATROL:
_calculate_score(
npc,
SimulationIds.ACTION_PATROL,
village.safety_priority,
village.safety,
30.0,
50.0,
3.0,
1.5
),
SimulationIds.ACTION_STUDY: _calculate_score(
npc, SimulationIds.ACTION_STUDY, village.knowledge_priority,
village.knowledge, 10.0, 25.0, 1.5, 0.75
SimulationIds.ACTION_STUDY:
_calculate_score(
npc,
SimulationIds.ACTION_STUDY,
village.knowledge_priority,
village.knowledge,
10.0,
25.0,
1.5,
0.75
)
}
var best_action := SimulationIds.ACTION_GATHER_FOOD
var best_score: float = scores[best_action]
for action_id in [
SimulationIds.ACTION_GATHER_WOOD,
SimulationIds.ACTION_PATROL,
SimulationIds.ACTION_STUDY
SimulationIds.ACTION_GATHER_WOOD, SimulationIds.ACTION_PATROL, SimulationIds.ACTION_STUDY
]:
var score: float = scores[action_id]
if score > best_score:
@@ -60,6 +82,7 @@ func _choose_best_work_action(
best_score = score
return best_action
func _calculate_score(
npc: SimNPC,
action_id: StringName,
+8 -19
View File
@@ -1,11 +1,9 @@
class_name ActionTargetResolver
extends RefCounted
func resolve(
npc: SimNPC,
origin: Vector3,
simulation_manager: Node,
active_world_adapter: Node
npc: SimNPC, origin: Vector3, simulation_manager: Node, active_world_adapter: Node
) -> Dictionary:
var definition := SimulationDefinitions.get_action(npc.current_task)
if definition == null:
@@ -13,18 +11,17 @@ func resolve(
match definition.target_type:
SimulationIds.TARGET_RESOURCE:
return _resolve_resource(
npc, origin, definition, simulation_manager,
active_world_adapter
npc, origin, definition, simulation_manager, active_world_adapter
)
SimulationIds.TARGET_ACTIVITY:
return active_world_adapter.get_activity_target(npc.current_task)
SimulationIds.TARGET_FREE:
return {
"target_id": "",
"position": origin + simulation_manager.get_wander_offset(npc.id)
"target_id": "", "position": origin + simulation_manager.get_wander_offset(npc.id)
}
return {}
func _resolve_resource(
npc: SimNPC,
origin: Vector3,
@@ -34,18 +31,10 @@ func _resolve_resource(
) -> Dictionary:
var best: Dictionary = {}
var best_distance := INF
for candidate in active_world_adapter.get_resource_candidates(
definition.resource_action_id
):
for candidate in active_world_adapter.get_resource_candidates(definition.resource_action_id):
var node_id := StringName(candidate["target_id"])
var state: ResourceStateRecord = simulation_manager.get_resource_state(
node_id
)
if (
state == null
or not state.can_npc_use()
or not state.is_available_for(npc.id)
):
var state: ResourceStateRecord = simulation_manager.get_resource_state(node_id)
if state == null or not state.can_npc_use() or not state.is_available_for(npc.id):
continue
var position: Vector3 = candidate["position"]
var distance := origin.distance_squared_to(position)
+7 -8
View File
@@ -8,6 +8,7 @@ extends Resource
@export var target_type: StringName = SimulationIds.TARGET_ACTIVITY
@export var resource_action_id: StringName
func validate() -> Array[String]:
var errors: Array[String] = []
if action_id.is_empty():
@@ -16,15 +17,13 @@ func validate() -> Array[String]:
errors.append("display_name is empty for '%s'" % action_id)
if default_duration <= 0.0:
errors.append("default_duration must be positive for '%s'" % action_id)
if target_type not in [
SimulationIds.TARGET_RESOURCE,
SimulationIds.TARGET_ACTIVITY,
SimulationIds.TARGET_FREE
]:
errors.append("target_type '%s' is invalid for '%s'" % [target_type, action_id])
if (
target_type == SimulationIds.TARGET_RESOURCE
and resource_action_id.is_empty()
target_type
not in [
SimulationIds.TARGET_RESOURCE, SimulationIds.TARGET_ACTIVITY, SimulationIds.TARGET_FREE
]
):
errors.append("target_type '%s' is invalid for '%s'" % [target_type, action_id])
if target_type == SimulationIds.TARGET_RESOURCE and resource_action_id.is_empty():
errors.append("resource_action_id is required for '%s'" % action_id)
return errors
@@ -4,6 +4,7 @@ extends Resource
@export var profession_id: StringName
@export var display_name: String
func validate() -> Array[String]:
var errors: Array[String] = []
if profession_id.is_empty():
@@ -21,6 +21,7 @@ const PROFESSION_PATHS := [
"res://simulation/definitions/professions/wanderer.tres"
]
static func get_actions() -> Array[ActionDefinition]:
var definitions: Array[ActionDefinition] = []
for path in ACTION_PATHS:
@@ -29,6 +30,7 @@ static func get_actions() -> Array[ActionDefinition]:
definitions.append(definition)
return definitions
static func get_professions() -> Array[ProfessionDefinition]:
var definitions: Array[ProfessionDefinition] = []
for path in PROFESSION_PATHS:
@@ -37,26 +39,28 @@ static func get_professions() -> Array[ProfessionDefinition]:
definitions.append(definition)
return definitions
static func get_action(action_id: StringName) -> ActionDefinition:
for definition in get_actions():
if definition.action_id == action_id:
return definition
return null
static func get_profession(
profession_id: StringName
) -> ProfessionDefinition:
static func get_profession(profession_id: StringName) -> ProfessionDefinition:
for definition in get_professions():
if definition.profession_id == profession_id:
return definition
return null
static func get_profession_ids() -> Array[StringName]:
var ids: Array[StringName] = []
for definition in get_professions():
ids.append(definition.profession_id)
return ids
static func validate() -> Array[String]:
var errors: Array[String] = []
if get_actions().size() != ACTION_PATHS.size():
@@ -85,15 +89,19 @@ static func validate() -> Array[String]:
and not profession_ids.has(definition.preferred_profession_id)
):
errors.append(
"Action '%s' references unknown profession '%s'"
% [definition.action_id, definition.preferred_profession_id]
(
"Action '%s' references unknown profession '%s'"
% [definition.action_id, definition.preferred_profession_id]
)
)
if (
definition.target_type == SimulationIds.TARGET_RESOURCE
and not action_ids.has(definition.resource_action_id)
):
errors.append(
"Action '%s' references unknown resource action '%s'"
% [definition.action_id, definition.resource_action_id]
(
"Action '%s' references unknown resource action '%s'"
% [definition.action_id, definition.resource_action_id]
)
)
return errors
@@ -4,6 +4,7 @@ extends Node
var store := SaveSlotStore.new()
func _unhandled_key_input(event: InputEvent) -> void:
if not event.pressed or event.echo:
return
+12 -4
View File
@@ -8,9 +8,11 @@ const MAX_SAVE_BYTES := 16 * 1024 * 1024
var save_directory: String
var last_error := ""
func _init(directory: String = DEFAULT_DIRECTORY) -> void:
save_directory = directory
func save(manager: Node, slot_name: String = DEFAULT_SLOT) -> bool:
last_error = ""
if manager == null or not manager.has_method("serialize_state"):
@@ -55,6 +57,7 @@ func save(manager: Node, slot_name: String = DEFAULT_SLOT) -> bool:
_remove_if_present(backup_path)
return true
func load_into(manager: Node, slot_name: String = DEFAULT_SLOT) -> bool:
last_error = ""
if manager == null or not manager.has_method("restore_state"):
@@ -72,14 +75,13 @@ func load_into(manager: Node, slot_name: String = DEFAULT_SLOT) -> bool:
return _fail("Simulation refused the validated save record")
return true
func has_slot(slot_name: String = DEFAULT_SLOT) -> bool:
if not _is_valid_slot_name(slot_name):
return false
var final_path := get_slot_path(slot_name)
return (
_read_record(final_path) != null
or _read_record(final_path + ".bak") != null
)
return _read_record(final_path) != null or _read_record(final_path + ".bak") != null
func delete_slot(slot_name: String = DEFAULT_SLOT) -> bool:
if not _is_valid_slot_name(slot_name):
@@ -90,9 +92,11 @@ func delete_slot(slot_name: String = DEFAULT_SLOT) -> bool:
_remove_if_present(final_path + ".bak")
return true
func get_slot_path(slot_name: String = DEFAULT_SLOT) -> String:
return save_directory.path_join(slot_name + ".json")
func _read_record(path: String) -> SimulationStateRecord:
if not FileAccess.file_exists(path):
return null
@@ -106,6 +110,7 @@ func _read_record(path: String) -> SimulationStateRecord:
file.close()
return SimulationStateRecord.from_json(json_text)
func _ensure_directory() -> bool:
var absolute_directory := ProjectSettings.globalize_path(save_directory)
var error := DirAccess.make_dir_recursive_absolute(absolute_directory)
@@ -113,6 +118,7 @@ func _ensure_directory() -> bool:
return _fail("Could not create the save directory")
return true
func _is_valid_slot_name(slot_name: String) -> bool:
if slot_name.is_empty() or slot_name.length() > 32:
return false
@@ -122,10 +128,12 @@ func _is_valid_slot_name(slot_name: String) -> bool:
return false
return true
func _remove_if_present(path: String) -> void:
if FileAccess.file_exists(path):
DirAccess.remove_absolute(path)
func _fail(message: String) -> bool:
last_error = message
return false
+29 -15
View File
@@ -5,9 +5,11 @@ const SCHEMA_VERSION := 1
var data: Dictionary
func _init(record_data: Dictionary = {}) -> void:
data = record_data.duplicate(true)
static func create(
event_id: int,
event_type: StringName,
@@ -18,25 +20,36 @@ static func create(
item_id: StringName,
amount: float
) -> EconomicEventRecord:
return EconomicEventRecord.new({
"schema_version": SCHEMA_VERSION,
"event_id": event_id,
"event_type": String(event_type),
"tick": tick,
"actor_id": actor_id,
"source_id": String(source_id),
"destination_id": String(destination_id),
"item_id": String(item_id),
"amount": amount
})
return EconomicEventRecord.new(
{
"schema_version": SCHEMA_VERSION,
"event_id": event_id,
"event_type": String(event_type),
"tick": tick,
"actor_id": actor_id,
"source_id": String(source_id),
"destination_id": String(destination_id),
"item_id": String(item_id),
"amount": amount
}
)
static func from_dictionary(record_data: Dictionary) -> EconomicEventRecord:
if int(record_data.get("schema_version", -1)) != SCHEMA_VERSION:
return null
if not record_data.has_all([
"event_id", "event_type", "tick", "actor_id", "source_id",
"destination_id", "item_id", "amount"
]):
if not record_data.has_all(
[
"event_id",
"event_type",
"tick",
"actor_id",
"source_id",
"destination_id",
"item_id",
"amount"
]
):
return null
var normalized := record_data.duplicate(true)
normalized["schema_version"] = SCHEMA_VERSION
@@ -60,5 +73,6 @@ static func from_dictionary(record_data: Dictionary) -> EconomicEventRecord:
return null
return EconomicEventRecord.new(normalized)
func to_dictionary() -> Dictionary:
return data.duplicate(true)
+74 -62
View File
@@ -7,41 +7,47 @@ const PREVIOUS_SCHEMA_VERSION := 2
var data: Dictionary
func _init(record_data: Dictionary = {}) -> void:
data = record_data.duplicate(true)
static func capture(npc: SimNPC) -> NPCStateRecord:
return NPCStateRecord.new({
"schema_version": SCHEMA_VERSION,
"id": npc.id,
"name": npc.npc_name,
"profession": String(npc.profession),
"hunger": npc.hunger,
"energy": npc.energy,
"strength": npc.strength,
"intelligence": npc.intelligence,
"current_task": String(npc.current_task),
"task_state": String(npc.task_state),
"position": [npc.position.x, npc.position.y, npc.position.z],
"is_starving": npc.is_starving,
"starvation_ticks": npc.starvation_ticks,
"starvation_death_threshold": npc.starvation_death_threshold,
"is_dead": npc.is_dead,
"task_duration": npc.task_duration,
"task_progress": npc.task_progress,
"task_complete": npc.task_complete,
"target_id": String(npc.target_id),
"travel_target_position": [
npc.travel_target_position.x,
npc.travel_target_position.y,
npc.travel_target_position.z
],
"has_travel_target": npc.has_travel_target,
"inventory": npc.inventory.duplicate(true),
"last_task": String(npc.last_task),
"random_seed": str(npc.random_source.seed),
"random_state": str(npc.random_source.state)
})
return NPCStateRecord.new(
{
"schema_version": SCHEMA_VERSION,
"id": npc.id,
"name": npc.npc_name,
"profession": String(npc.profession),
"hunger": npc.hunger,
"energy": npc.energy,
"strength": npc.strength,
"intelligence": npc.intelligence,
"current_task": String(npc.current_task),
"task_state": String(npc.task_state),
"position": [npc.position.x, npc.position.y, npc.position.z],
"is_starving": npc.is_starving,
"starvation_ticks": npc.starvation_ticks,
"starvation_death_threshold": npc.starvation_death_threshold,
"is_dead": npc.is_dead,
"task_duration": npc.task_duration,
"task_progress": npc.task_progress,
"task_complete": npc.task_complete,
"target_id": String(npc.target_id),
"travel_target_position":
[
npc.travel_target_position.x,
npc.travel_target_position.y,
npc.travel_target_position.z
],
"has_travel_target": npc.has_travel_target,
"inventory": npc.inventory.duplicate(true),
"last_task": String(npc.last_task),
"random_seed": str(npc.random_source.seed),
"random_state": str(npc.random_source.state)
}
)
static func from_dictionary(record_data: Dictionary) -> NPCStateRecord:
var version := int(record_data.get("schema_version", -1))
@@ -49,23 +55,40 @@ static func from_dictionary(record_data: Dictionary) -> NPCStateRecord:
record_data = _migrate_legacy(record_data, version)
elif version != SCHEMA_VERSION:
return null
if not record_data.has_all([
"id", "name", "profession", "hunger", "energy", "strength",
"intelligence", "current_task", "task_state", "position",
"is_starving", "starvation_ticks", "starvation_death_threshold",
"is_dead", "task_duration", "task_progress", "task_complete",
"target_id", "travel_target_position", "has_travel_target", "inventory",
"last_task", "random_seed", "random_state"
]):
if not record_data.has_all(
[
"id",
"name",
"profession",
"hunger",
"energy",
"strength",
"intelligence",
"current_task",
"task_state",
"position",
"is_starving",
"starvation_ticks",
"starvation_death_threshold",
"is_dead",
"task_duration",
"task_progress",
"task_complete",
"target_id",
"travel_target_position",
"has_travel_target",
"inventory",
"last_task",
"random_seed",
"random_state"
]
):
return null
var saved_position = record_data["position"]
if not saved_position is Array or saved_position.size() != 3:
return null
var saved_target_position = record_data["travel_target_position"]
if (
not saved_target_position is Array
or saved_target_position.size() != 3
):
if not saved_target_position is Array or saved_target_position.size() != 3:
return null
if not record_data["inventory"] is Dictionary:
return null
@@ -74,36 +97,26 @@ static func from_dictionary(record_data: Dictionary) -> NPCStateRecord:
return null
var action_id := StringName(record_data["current_task"])
if (
action_id not in [
SimulationIds.ACTION_IDLE,
SimulationIds.ACTION_DEAD
]
action_id not in [SimulationIds.ACTION_IDLE, SimulationIds.ACTION_DEAD]
and SimulationDefinitions.get_action(action_id) == null
):
return null
var last_action_id := StringName(record_data["last_task"])
if (
not last_action_id.is_empty()
and SimulationDefinitions.get_action(last_action_id) == null
):
if not last_action_id.is_empty() and SimulationDefinitions.get_action(last_action_id) == null:
return null
return NPCStateRecord.new(record_data)
static func _migrate_legacy(
legacy_data: Dictionary,
version: int
) -> Dictionary:
static func _migrate_legacy(legacy_data: Dictionary, version: int) -> Dictionary:
var migrated := legacy_data.duplicate(true)
migrated["schema_version"] = SCHEMA_VERSION
if version == LEGACY_SCHEMA_VERSION:
migrated["travel_target_position"] = legacy_data.get(
"position",
[0.0, 0.0, 0.0]
)
migrated["travel_target_position"] = legacy_data.get("position", [0.0, 0.0, 0.0])
migrated["has_travel_target"] = false
migrated["inventory"] = {}
return migrated
func restore(debug_logs: bool) -> SimNPC:
var random_source := RandomNumberGenerator.new()
random_source.seed = String(data["random_seed"]).to_int()
@@ -122,9 +135,7 @@ func restore(debug_logs: bool) -> SimNPC:
npc.current_task = StringName(data["current_task"])
npc.task_state = StringName(data["task_state"])
npc.position = Vector3(
float(saved_position[0]),
float(saved_position[1]),
float(saved_position[2])
float(saved_position[0]), float(saved_position[1]), float(saved_position[2])
)
npc.is_starving = bool(data["is_starving"])
npc.starvation_ticks = int(data["starvation_ticks"])
@@ -146,5 +157,6 @@ func restore(debug_logs: bool) -> SimNPC:
npc.debug_logs = debug_logs
return npc
func to_dictionary() -> Dictionary:
return data.duplicate(true)
+53 -28
View File
@@ -9,22 +9,27 @@ const LEGACY_SCHEMA_VERSION := 1
var data: Dictionary
func _init(record_data: Dictionary = {}) -> void:
data = record_data.duplicate(true)
static func create_from_node(node: ResourceNode) -> ResourceStateRecord:
return ResourceStateRecord.new({
"schema_version": SCHEMA_VERSION,
"node_id": String(node.node_id),
"action_id": String(node.action_id),
"resource_id": String(node.resource_id),
"amount_remaining": node.initial_amount,
"yield_per_action": node.yield_per_action,
"reserved_by": -1,
"enabled": node.initial_enabled,
"can_npcs_use": node.can_npcs_use,
"can_player_use": node.can_player_use
})
return ResourceStateRecord.new(
{
"schema_version": SCHEMA_VERSION,
"node_id": String(node.node_id),
"action_id": String(node.action_id),
"resource_id": String(node.resource_id),
"amount_remaining": node.initial_amount,
"yield_per_action": node.yield_per_action,
"reserved_by": -1,
"enabled": node.initial_enabled,
"can_npcs_use": node.can_npcs_use,
"can_player_use": node.can_player_use
}
)
static func from_dictionary(record_data: Dictionary) -> ResourceStateRecord:
var version := int(record_data.get("schema_version", -1))
@@ -33,26 +38,30 @@ static func from_dictionary(record_data: Dictionary) -> ResourceStateRecord:
elif version != SCHEMA_VERSION:
return null
if not record_data.has_all([
"node_id", "action_id", "resource_id", "amount_remaining",
"yield_per_action", "reserved_by", "enabled", "can_npcs_use",
"can_player_use"
]):
if not record_data.has_all(
[
"node_id",
"action_id",
"resource_id",
"amount_remaining",
"yield_per_action",
"reserved_by",
"enabled",
"can_npcs_use",
"can_player_use"
]
):
return null
if String(record_data["node_id"]).is_empty():
return null
var action_id := StringName(record_data["action_id"])
if (
not action_id.is_empty()
and SimulationDefinitions.get_action(action_id) == null
):
if not action_id.is_empty() and SimulationDefinitions.get_action(action_id) == null:
return null
return ResourceStateRecord.new(record_data)
static func _migrate_v1(legacy_data: Dictionary) -> Dictionary:
if not legacy_data.has_all([
"node_id", "amount_remaining", "reserved_by", "enabled"
]):
if not legacy_data.has_all(["node_id", "amount_remaining", "reserved_by", "enabled"]):
return {}
var migrated := legacy_data.duplicate(true)
migrated["schema_version"] = SCHEMA_VERSION
@@ -63,6 +72,7 @@ static func _migrate_v1(legacy_data: Dictionary) -> Dictionary:
migrated["can_player_use"] = false
return migrated
func apply_definition(node: ResourceNode) -> bool:
if node == null or node.node_id != get_node_id():
return false
@@ -85,44 +95,54 @@ func apply_definition(node: ResourceNode) -> bool:
and can_player_use_resource() == node.can_player_use
)
func get_node_id() -> StringName:
return StringName(data["node_id"])
func get_action_id() -> StringName:
return StringName(data["action_id"])
func get_resource_id() -> StringName:
return StringName(data["resource_id"])
func get_amount_remaining() -> float:
return float(data["amount_remaining"])
func get_yield_per_action() -> float:
return float(data["yield_per_action"])
func get_reserved_by() -> int:
return int(data["reserved_by"])
func is_enabled() -> bool:
return bool(data["enabled"])
func can_npc_use() -> bool:
return bool(data["can_npcs_use"])
func can_player_use_resource() -> bool:
return bool(data["can_player_use"])
func is_depleted() -> bool:
return get_amount_remaining() <= 0.0
func can_extract() -> bool:
return is_enabled() and not is_depleted()
func is_available_for(agent_id: int) -> bool:
return (
can_extract()
and (get_reserved_by() == -1 or get_reserved_by() == agent_id)
)
return can_extract() and (get_reserved_by() == -1 or get_reserved_by() == agent_id)
func reserve(agent_id: int) -> bool:
if not is_available_for(agent_id):
@@ -131,12 +151,14 @@ func reserve(agent_id: int) -> bool:
changed.emit(self)
return true
func release(agent_id: int) -> void:
if get_reserved_by() != agent_id:
return
data["reserved_by"] = -1
changed.emit(self)
func extract(requested_amount: float = -1.0) -> float:
if not can_extract():
return 0.0
@@ -152,6 +174,7 @@ func extract(requested_amount: float = -1.0) -> float:
depleted.emit(self)
return extracted
func set_amount_remaining(amount: float) -> void:
var was_depleted := is_depleted()
data["amount_remaining"] = maxf(amount, 0.0)
@@ -161,9 +184,11 @@ func set_amount_remaining(amount: float) -> void:
if not was_depleted and is_depleted():
depleted.emit(self)
func set_enabled(value: bool) -> void:
data["enabled"] = value
changed.emit(self)
func to_dictionary() -> Dictionary:
return data.duplicate(true)
+28 -16
View File
@@ -13,6 +13,7 @@ var resources: Array[ResourceStateRecord] = []
var storages: Array[StorageStateRecord] = []
var economic_events: Array[EconomicEventRecord] = []
func to_dictionary() -> Dictionary:
var npc_data: Array[Dictionary] = []
for npc_record in npcs:
@@ -39,15 +40,18 @@ func to_dictionary() -> Dictionary:
"economic_events": event_data
}
func to_json() -> String:
return JSON.stringify(to_dictionary())
static func from_json(json_text: String) -> SimulationStateRecord:
var parsed = JSON.parse_string(json_text)
if not parsed is Dictionary:
return null
return from_dictionary(parsed)
static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
if record_data.get("schema", "") != SCHEMA_NAME:
return null
@@ -56,19 +60,25 @@ static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
record_data = _migrate_legacy(record_data, version)
elif version != SCHEMA_VERSION:
return null
if not record_data.has_all([
"simulation", "village", "npcs", "resources", "storages",
"economic_events"
]):
if not record_data.has_all(
["simulation", "village", "npcs", "resources", "storages", "economic_events"]
):
return null
var simulation_data = record_data["simulation"]
if not simulation_data is Dictionary:
return null
if not simulation_data.has_all([
"seed", "tick_interval", "tick_count", "clock_accumulator",
"clock_elapsed_ticks", "wander_random_streams", "next_event_id"
]):
if not simulation_data.has_all(
[
"seed",
"tick_interval",
"tick_count",
"clock_accumulator",
"clock_elapsed_ticks",
"wander_random_streams",
"next_event_id"
]
):
return null
var wander_streams = simulation_data["wander_random_streams"]
if not wander_streams is Array:
@@ -160,20 +170,22 @@ static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
return record
static func _migrate_legacy(
legacy_data: Dictionary,
version: int
) -> Dictionary:
static func _migrate_legacy(legacy_data: Dictionary, version: int) -> Dictionary:
var migrated := legacy_data.duplicate(true)
migrated["schema_version"] = SCHEMA_VERSION
if version == LEGACY_SCHEMA_VERSION:
var village_data: Dictionary = legacy_data.get("village", {})
var initial_food := float(village_data.get("food", 0.0))
migrated["storages"] = [
StorageStateRecord.create(
SimulationIds.STORAGE_VILLAGE_PANTRY,
{String(SimulationIds.RESOURCE_FOOD): initial_food}
).to_dictionary()
(
StorageStateRecord
. create(
SimulationIds.STORAGE_VILLAGE_PANTRY,
{String(SimulationIds.RESOURCE_FOOD): initial_food}
)
. to_dictionary()
)
]
migrated["economic_events"] = []
var simulation_data: Dictionary = migrated.get("simulation", {})
+20 -14
View File
@@ -5,20 +5,23 @@ const SCHEMA_VERSION := 1
var data: Dictionary
func _init(record_data: Dictionary = {}) -> void:
data = record_data.duplicate(true)
static func create(
storage_id: StringName,
initial_amounts: Dictionary,
capacity: float = 100.0
storage_id: StringName, initial_amounts: Dictionary, capacity: float = 100.0
) -> StorageStateRecord:
return StorageStateRecord.new({
"schema_version": SCHEMA_VERSION,
"storage_id": String(storage_id),
"amounts": initial_amounts.duplicate(true),
"capacity": capacity
})
return StorageStateRecord.new(
{
"schema_version": SCHEMA_VERSION,
"storage_id": String(storage_id),
"amounts": initial_amounts.duplicate(true),
"capacity": capacity
}
)
static func from_dictionary(record_data: Dictionary) -> StorageStateRecord:
if int(record_data.get("schema_version", -1)) != SCHEMA_VERSION:
@@ -34,34 +37,36 @@ static func from_dictionary(record_data: Dictionary) -> StorageStateRecord:
normalized["capacity"] = float(record_data["capacity"])
var normalized_amounts := {}
for item_id in record_data["amounts"]:
normalized_amounts[String(item_id)] = float(
record_data["amounts"][item_id]
)
normalized_amounts[String(item_id)] = float(record_data["amounts"][item_id])
normalized["amounts"] = normalized_amounts
return StorageStateRecord.new(normalized)
func get_storage_id() -> StringName:
return StringName(data["storage_id"])
func get_amount(item_id: StringName) -> float:
return float(data["amounts"].get(String(item_id), 0.0))
func get_total_amount() -> float:
var total := 0.0
for amount in data["amounts"].values():
total += float(amount)
return total
func deposit(item_id: StringName, requested_amount: float) -> float:
var accepted := minf(
maxf(requested_amount, 0.0),
maxf(float(data["capacity"]) - get_total_amount(), 0.0)
maxf(requested_amount, 0.0), maxf(float(data["capacity"]) - get_total_amount(), 0.0)
)
if accepted <= 0.0:
return 0.0
data["amounts"][String(item_id)] = get_amount(item_id) + accepted
return accepted
func withdraw(item_id: StringName, requested_amount: float) -> float:
var removed := minf(maxf(requested_amount, 0.0), get_amount(item_id))
if removed <= 0.0:
@@ -69,5 +74,6 @@ func withdraw(item_id: StringName, requested_amount: float) -> float:
data["amounts"][String(item_id)] = get_amount(item_id) - removed
return removed
func to_dictionary() -> Dictionary:
return data.duplicate(true)
+14 -7
View File
@@ -5,17 +5,22 @@ const SCHEMA_VERSION := 1
var data: Dictionary
func _init(record_data: Dictionary = {}) -> void:
data = record_data.duplicate(true)
static func capture(village: SimVillage) -> VillageStateRecord:
return VillageStateRecord.new({
"schema_version": SCHEMA_VERSION,
"food": village.food,
"wood": village.wood,
"safety": village.safety,
"knowledge": village.knowledge
})
return VillageStateRecord.new(
{
"schema_version": SCHEMA_VERSION,
"food": village.food,
"wood": village.wood,
"safety": village.safety,
"knowledge": village.knowledge
}
)
static func from_dictionary(record_data: Dictionary) -> VillageStateRecord:
if int(record_data.get("schema_version", -1)) != SCHEMA_VERSION:
@@ -24,6 +29,7 @@ static func from_dictionary(record_data: Dictionary) -> VillageStateRecord:
return null
return VillageStateRecord.new(record_data)
func restore(debug_logs: bool) -> SimVillage:
var village := SimVillage.new()
village.debug_logs = debug_logs
@@ -35,5 +41,6 @@ func restore(debug_logs: bool) -> SimVillage:
village.update_priorities()
return village
func to_dictionary() -> Dictionary:
return data.duplicate(true)
+28 -29
View File
@@ -1,5 +1,6 @@
extends SceneTree
class FakeActiveWorld:
extends Node
@@ -12,12 +13,15 @@ class FakeActiveWorld:
func get_activity_target(_action_id: StringName) -> Dictionary:
return {"target_id": "", "position": activity_position}
var failures: Array[String] = []
var travel_requests: Array[Vector3] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
_test_selection_and_execution_are_separate()
_test_target_resolution_and_travel_are_separate()
@@ -31,16 +35,11 @@ func _run() -> void:
push_error("[TEST] " + failure)
quit(1)
func _test_selection_and_execution_are_separate() -> void:
var village := SimVillage.new()
village.debug_logs = false
var npc := SimNPC.new(
700,
"BoundaryWorker",
SimulationIds.PROFESSION_FARMER,
5.0,
5.0
)
var npc := SimNPC.new(700, "BoundaryWorker", SimulationIds.PROFESSION_FARMER, 5.0, 5.0)
npc.hunger = 80.0
var executor := ActionExecutionSystem.new()
executor.advance_npc(npc, village)
@@ -55,12 +54,12 @@ func _test_selection_and_execution_are_separate() -> void:
"Selection should independently choose food retrieval"
)
func _test_target_resolution_and_travel_are_separate() -> void:
var adapter := FakeActiveWorld.new()
adapter.resource_candidates = [{
"target_id": "boundary_bush",
"position": Vector3(3.0, 0.0, 2.0)
}]
adapter.resource_candidates = [
{"target_id": "boundary_bush", "position": Vector3(3.0, 0.0, 2.0)}
]
root.add_child(adapter)
var manager: Node = load("res://simulation/SimulationManager.gd").new()
@@ -70,18 +69,20 @@ func _test_target_resolution_and_travel_are_separate() -> void:
manager.set_process(false)
manager.npc_travel_requested.connect(_on_travel_requested)
var resource_state := ResourceStateRecord.from_dictionary({
"schema_version": ResourceStateRecord.SCHEMA_VERSION,
"node_id": "boundary_bush",
"action_id": String(SimulationIds.ACTION_GATHER_FOOD),
"resource_id": String(SimulationIds.RESOURCE_FOOD),
"amount_remaining": 5.0,
"yield_per_action": 1.0,
"reserved_by": -1,
"enabled": true,
"can_npcs_use": true,
"can_player_use": true
})
var resource_state := ResourceStateRecord.from_dictionary(
{
"schema_version": ResourceStateRecord.SCHEMA_VERSION,
"node_id": "boundary_bush",
"action_id": String(SimulationIds.ACTION_GATHER_FOOD),
"resource_id": String(SimulationIds.RESOURCE_FOOD),
"amount_remaining": 5.0,
"yield_per_action": 1.0,
"reserved_by": -1,
"enabled": true,
"can_npcs_use": true,
"can_player_use": true
}
)
manager.resource_states[resource_state.get_node_id()] = resource_state
var npc: SimNPC = manager.npcs[0]
@@ -91,8 +92,7 @@ func _test_target_resolution_and_travel_are_separate() -> void:
"Target resolver should resolve a resource from adapter facts"
)
_check(
npc.target_id == &"boundary_bush"
and resource_state.get_reserved_by() == npc.id,
npc.target_id == &"boundary_bush" and resource_state.get_reserved_by() == npc.id,
"Target resolver should authoritatively assign and reserve the target"
)
_check(
@@ -113,12 +113,11 @@ func _test_target_resolution_and_travel_are_separate() -> void:
manager.free()
adapter.free()
func _on_travel_requested(
_npc: SimNPC,
target_position: Vector3
) -> void:
func _on_travel_requested(_npc: SimNPC, target_position: Vector3) -> void:
travel_requests.append(target_position)
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)
+4
View File
@@ -2,9 +2,11 @@ extends SceneTree
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var clock := SimulationClock.new(1.0)
_check(clock.advance(0.4) == 0, "Clock should not tick before its interval")
@@ -28,6 +30,7 @@ func _run() -> void:
push_error("[TEST] " + failure)
quit(1)
func _run_scenario(seed_value: int) -> String:
var manager: Node = load("res://simulation/SimulationManager.gd").new()
manager.simulation_seed = seed_value
@@ -47,6 +50,7 @@ func _run_scenario(seed_value: int) -> String:
manager.free()
return checksum
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)
+45 -53
View File
@@ -2,9 +2,11 @@ extends SceneTree
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var manager: Node = load("res://simulation/SimulationManager.gd").new()
manager.debug_logs = false
@@ -14,18 +16,20 @@ func _run() -> void:
var pantry: StorageStateRecord = manager.get_pantry()
pantry.withdraw(SimulationIds.RESOURCE_FOOD, 1000.0)
manager._sync_village_food()
var resource := ResourceStateRecord.from_dictionary({
"schema_version": ResourceStateRecord.SCHEMA_VERSION,
"node_id": "food_loop_bush",
"action_id": String(SimulationIds.ACTION_GATHER_FOOD),
"resource_id": String(SimulationIds.RESOURCE_FOOD),
"amount_remaining": 10.0,
"yield_per_action": 2.0,
"reserved_by": -1,
"enabled": true,
"can_npcs_use": true,
"can_player_use": true
})
var resource := ResourceStateRecord.from_dictionary(
{
"schema_version": ResourceStateRecord.SCHEMA_VERSION,
"node_id": "food_loop_bush",
"action_id": String(SimulationIds.ACTION_GATHER_FOOD),
"resource_id": String(SimulationIds.RESOURCE_FOOD),
"amount_remaining": 10.0,
"yield_per_action": 2.0,
"reserved_by": -1,
"enabled": true,
"can_npcs_use": true,
"can_player_use": true
}
)
manager.resource_states[resource.get_node_id()] = resource
var npc: SimNPC = manager.npcs[0]
@@ -38,10 +42,9 @@ func _run() -> void:
manager.simulate_tick()
_check(
is_equal_approx(resource.get_amount_remaining(), 8.0)
and is_equal_approx(
npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD),
2.0
(
is_equal_approx(resource.get_amount_remaining(), 8.0)
and is_equal_approx(npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD), 2.0)
),
"Gathering should move food from the source into NPC inventory"
)
@@ -58,10 +61,9 @@ func _run() -> void:
manager.notify_npc_arrived(npc.id)
manager.simulate_tick()
_check(
is_equal_approx(pantry.get_amount(SimulationIds.RESOURCE_FOOD), 2.0)
and is_equal_approx(
npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD),
0.0
(
is_equal_approx(pantry.get_amount(SimulationIds.RESOURCE_FOOD), 2.0)
and is_equal_approx(npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD), 0.0)
),
"Deposit should transfer carried food into the pantry"
)
@@ -75,28 +77,23 @@ func _run() -> void:
manager.notify_npc_arrived(npc.id)
manager.simulate_tick()
_check(
is_equal_approx(pantry.get_amount(SimulationIds.RESOURCE_FOOD), 1.0)
and is_equal_approx(
npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD),
1.0
(
is_equal_approx(pantry.get_amount(SimulationIds.RESOURCE_FOOD), 1.0)
and is_equal_approx(npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD), 1.0)
),
"Withdraw should transfer pantry food into NPC inventory"
)
manager.simulate_tick()
_check(
npc.current_task == SimulationIds.ACTION_EAT,
"NPC carrying food should select eat"
)
_check(npc.current_task == SimulationIds.ACTION_EAT, "NPC carrying food should select eat")
manager.notify_npc_arrived(npc.id)
var hunger_before_eating := npc.hunger
manager.simulate_tick()
manager.simulate_tick()
_check(
npc.hunger < hunger_before_eating
and is_equal_approx(
npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD),
0.0
(
npc.hunger < hunger_before_eating
and is_equal_approx(npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD), 0.0)
),
"Eating should consume carried food and reduce hunger"
)
@@ -121,8 +118,10 @@ func _run() -> void:
"Economic events should restore with the simulation"
)
_check(
restored.economic_events.size() == manager.economic_events.size()
and restored.next_event_id == manager.next_event_id,
(
restored.economic_events.size() == manager.economic_events.size()
and restored.next_event_id == manager.next_event_id
),
"Economic event history and its next ID should round-trip"
)
@@ -134,10 +133,12 @@ func _run() -> void:
push_error("[TEST] " + failure)
quit(1)
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)
func _check_economic_event_chain(manager: Node) -> void:
var expected_types: Array[StringName] = [
SimulationIds.EVENT_RESOURCE_EXTRACTED,
@@ -154,28 +155,19 @@ func _check_economic_event_chain(manager: Node) -> void:
for index in expected_types.size():
var event: EconomicEventRecord = manager.economic_events[index]
_check(
int(event.data["event_id"]) == index
and StringName(event.data["event_type"]) == expected_types[index]
and StringName(event.data["item_id"])
== SimulationIds.RESOURCE_FOOD,
(
int(event.data["event_id"]) == index
and StringName(event.data["event_type"]) == expected_types[index]
and StringName(event.data["item_id"]) == SimulationIds.RESOURCE_FOOD
),
"Economic event order, identity, and item should be deterministic"
)
_check(
is_equal_approx(
float(manager.economic_events[0].data["amount"]),
2.0
)
and is_equal_approx(
float(manager.economic_events[1].data["amount"]),
2.0
)
and is_equal_approx(
float(manager.economic_events[2].data["amount"]),
1.0
)
and is_equal_approx(
float(manager.economic_events[3].data["amount"]),
1.0
(
is_equal_approx(float(manager.economic_events[0].data["amount"]), 2.0)
and is_equal_approx(float(manager.economic_events[1].data["amount"]), 2.0)
and is_equal_approx(float(manager.economic_events[2].data["amount"]), 1.0)
and is_equal_approx(float(manager.economic_events[3].data["amount"]), 1.0)
),
"Economic events should record exact transferred quantities"
)
+16 -38
View File
@@ -2,9 +2,11 @@ extends SceneTree
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var main_scene: Node = load("res://main.tscn").instantiate()
root.add_child(main_scene)
@@ -19,26 +21,21 @@ func _run() -> void:
main_scene.has_node("JajceWorld/TerrainRoot/Terrain3D"),
"Playable runtime should instance the Jajce Terrain3D world"
)
var terrain: Terrain3D = main_scene.get_node(
"JajceWorld/TerrainRoot/Terrain3D"
)
var terrain: Terrain3D = main_scene.get_node("JajceWorld/TerrainRoot/Terrain3D")
_check(
terrain.get_camera() == main_scene.get_node("CameraRig/Camera3D"),
"Runtime Terrain3D should bind to the gameplay camera"
)
_check(
not main_scene.has_node("World")
and not main_scene.has_node("ResourceNodes")
and not main_scene.has_node("ActivityMarkers"),
(
not main_scene.has_node("World")
and not main_scene.has_node("ResourceNodes")
and not main_scene.has_node("ActivityMarkers")
),
"Runtime should not retain duplicate flat-world objects"
)
var resource_root := main_scene.get_node(
"JajceWorld/WorldObjects/ResourceNodes"
)
_check(
resource_root.get_child_count() == 4,
"Runtime should contain four Jajce ResourceNodes"
)
var resource_root := main_scene.get_node("JajceWorld/WorldObjects/ResourceNodes")
_check(resource_root.get_child_count() == 4, "Runtime should contain four Jajce ResourceNodes")
_check(
simulation_manager.resource_states.size() == 4,
"Simulation authority should bind all four Jajce resources"
@@ -48,11 +45,7 @@ func _run() -> void:
await _wait_for_navigation_map(navigation_map)
NavigationServer3D.map_force_update(navigation_map)
var fixed_origins := [
Vector3(-6.0, 0.0, -4.0),
Vector3(0.0, 0.0, 0.0),
Vector3(6.0, 0.0, 4.0)
]
var fixed_origins := [Vector3(-6.0, 0.0, -4.0), Vector3(0.0, 0.0, 0.0), Vector3(6.0, 0.0, 4.0)]
var destinations: Array[Vector3] = []
for marker_path in [
"JajceWorld/LegacyActivityMarkers/PantryMarker",
@@ -67,25 +60,14 @@ func _run() -> void:
for origin in fixed_origins:
for destination in destinations:
var path := NavigationServer3D.map_get_path(
navigation_map,
origin,
destination,
true
)
var path := NavigationServer3D.map_get_path(navigation_map, origin, destination, true)
_check(
not path.is_empty(),
"Navigation path should exist from %s to %s" % [origin, destination]
)
var village := SimVillage.new()
var worker := SimNPC.new(
100,
"BaselineWorker",
SimulationIds.PROFESSION_SCHOLAR,
5.0,
5.0
)
var worker := SimNPC.new(100, "BaselineWorker", SimulationIds.PROFESSION_SCHOLAR, 5.0, 5.0)
worker.set_task(SimulationIds.ACTION_STUDY, 2.0)
worker.start_working()
var executor := ActionExecutionSystem.new()
@@ -93,13 +75,7 @@ func _run() -> void:
executor.advance_npc(worker, village)
_check(worker.task_complete, "A two-tick working task should complete")
var starving := SimNPC.new(
101,
"BaselineStarving",
SimulationIds.PROFESSION_WANDERER,
5.0,
5.0
)
var starving := SimNPC.new(101, "BaselineStarving", SimulationIds.PROFESSION_WANDERER, 5.0, 5.0)
starving.hunger = 100.0
starving.starvation_death_threshold = 1
executor.advance_npc(starving, village)
@@ -114,6 +90,7 @@ func _run() -> void:
push_error("[TEST] " + failure)
quit(1)
func _wait_for_navigation_map(navigation_map: RID) -> void:
for attempt in 30:
if (
@@ -125,6 +102,7 @@ func _wait_for_navigation_map(navigation_map: RID) -> void:
await physics_frame
_check(false, "Navigation map did not synchronize within 30 physics frames")
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)
+20 -33
View File
@@ -2,9 +2,11 @@ extends SceneTree
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var camera := Camera3D.new()
camera.current = true
@@ -24,8 +26,10 @@ func _run() -> void:
)
_check(
terrain.assets.get_texture_count() >= 3,
"Jajce terrain should expose at least three materials (found %s)"
% terrain.assets.get_texture_count()
(
"Jajce terrain should expose at least three materials (found %s)"
% terrain.assets.get_texture_count()
)
)
_check(
absf(terrain.data.get_height(Vector3.ZERO)) < 0.1,
@@ -42,32 +46,22 @@ func _run() -> void:
world.get_node("FoliageRoot").get_child_count() >= 10,
"JajceWorld should include restrained authored foliage clusters"
)
_check(
world.has_node("FortressBlockout"),
"JajceWorld should include the fortress landmark"
)
_check(
world.has_node("WaterRoot/WaterfallBody"),
"WaterRoot should include a waterfall drop"
)
_check(world.has_node("FortressBlockout"), "JajceWorld should include the fortress landmark")
_check(world.has_node("WaterRoot/WaterfallBody"), "WaterRoot should include a waterfall drop")
_check(
world.has_node("WaterRoot/WaterfallMist"),
"WaterRoot should include waterfall mist particles"
)
_check(
world.has_node("WaterRoot/RiverSurface"),
"WaterRoot should include a river surface"
)
_check(world.has_node("WaterRoot/RiverSurface"), "WaterRoot should include a river surface")
var environment: Environment = (
world.get_node("WorldEnvironment") as WorldEnvironment
).environment
(world.get_node("WorldEnvironment") as WorldEnvironment).environment
)
_check(
environment.fog_enabled and environment.sky != null,
"Jajce environment should provide sky and restrained valley fog"
)
_check(
world.has_node("VillageRoot/Mill")
and world.has_node("VillageRoot/Bridge"),
world.has_node("VillageRoot/Mill") and world.has_node("VillageRoot/Bridge"),
"VillageRoot should include the mill and bridge blockouts"
)
var smoke_count := 0
@@ -103,11 +97,7 @@ func _run() -> void:
await _wait_for_navigation_map(navigation_map)
NavigationServer3D.map_force_update(navigation_map)
var origins := [
Vector3(-6, 0, -4),
Vector3(0, 0, 0),
Vector3(6, 0, 4)
]
var origins := [Vector3(-6, 0, -4), Vector3(0, 0, 0), Vector3(6, 0, 4)]
var destinations: Array[Vector3] = []
for resource in resources:
destinations.append((resource as ResourceNode).interaction_point.global_position)
@@ -116,12 +106,7 @@ func _run() -> void:
for origin in origins:
for destination in destinations:
var path := NavigationServer3D.map_get_path(
navigation_map,
origin,
destination,
true
)
var path := NavigationServer3D.map_get_path(navigation_map, origin, destination, true)
_check(
not path.is_empty(),
"Jajce navigation path should exist from %s to %s" % [origin, destination]
@@ -143,9 +128,7 @@ func _run() -> void:
)
var selected := ResourceNode.get_by_id(npc.target_id)
if selected != null:
var selected_state: ResourceStateRecord = manager.get_resource_state(
selected.node_id
)
var selected_state: ResourceStateRecord = manager.get_resource_state(selected.node_id)
_check(
selected_state.get_reserved_by() == npc.id,
"Selected Jajce resource should be authoritatively reserved"
@@ -153,7 +136,9 @@ func _run() -> void:
manager.release_resource(selected.node_id, npc.id)
if failures.is_empty():
print("[TEST] Jajce scaffold passed: Terrain3D, 6 textures, shader water, building blockouts, chimney smoke")
print(
"[TEST] Jajce scaffold passed: Terrain3D, 6 textures, shader water, building blockouts, chimney smoke"
)
quit(0)
return
@@ -161,6 +146,7 @@ func _run() -> void:
push_error("[TEST] " + failure)
quit(1)
func _wait_for_navigation_map(navigation_map: RID) -> void:
for attempt in 30:
if (
@@ -172,6 +158,7 @@ func _wait_for_navigation_map(navigation_map: RID) -> void:
await physics_frame
_check(false, "Jajce navigation map did not synchronize within 30 physics frames")
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)
+12 -22
View File
@@ -2,9 +2,11 @@ extends SceneTree
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var main_scene: Node = load("res://main.tscn").instantiate()
root.add_child(main_scene)
@@ -21,25 +23,13 @@ func _run() -> void:
var carried_food: MeshInstance3D = visual.get_node("CarriedFood")
_check(not carried_food.visible, "NPC should begin without a carried-food prop")
npc.add_inventory(SimulationIds.RESOURCE_FOOD, 1.0)
manager.emit_signal(
"npc_inventory_changed",
npc,
SimulationIds.RESOURCE_FOOD,
1.0
)
manager.emit_signal("npc_inventory_changed", npc, SimulationIds.RESOURCE_FOOD, 1.0)
_check(carried_food.visible, "Carried food should be visible on the NPC")
npc.remove_inventory(SimulationIds.RESOURCE_FOOD, 1.0)
manager.emit_signal(
"npc_inventory_changed",
npc,
SimulationIds.RESOURCE_FOOD,
0.0
)
manager.emit_signal("npc_inventory_changed", npc, SimulationIds.RESOURCE_FOOD, 0.0)
_check(not carried_food.visible, "Deposited or eaten food should be hidden")
var resource_state: ResourceStateRecord = manager.get_resource_state(
&"berry_bush_01"
)
var resource_state: ResourceStateRecord = manager.get_resource_state(&"berry_bush_01")
npc.set_task(SimulationIds.ACTION_GATHER_FOOD)
npc.target_id = resource_state.get_node_id()
npc.travel_target_position = Vector3(-6.0, 0.0, -8.0)
@@ -60,9 +50,11 @@ func _run() -> void:
"Unload should synchronize the last active position"
)
_check(
npc.current_task == saved_action
and npc.target_id == saved_target_id
and npc.travel_target_position.is_equal_approx(saved_target_position),
(
npc.current_task == saved_action
and npc.target_id == saved_target_id
and npc.travel_target_position.is_equal_approx(saved_target_position)
),
"Unload should preserve action and target state"
)
_check(
@@ -87,10 +79,7 @@ func _run() -> void:
manager.get_state_checksum() == unloaded_checksum,
"Loading a visual must not mutate simulation state"
)
_check(
resource_state.get_reserved_by() == npc.id,
"Reload should preserve the reservation"
)
_check(resource_state.get_reserved_by() == npc.id, "Reload should preserve the reservation")
var moved_position := authoritative_position + Vector3(0.5, 0.0, 0.25)
reloaded.emit_signal("position_changed", npc.id, moved_position)
@@ -124,6 +113,7 @@ func _run() -> void:
push_error("[TEST] " + failure)
quit(1)
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)
+17 -20
View File
@@ -3,9 +3,11 @@ extends SceneTree
var main_scene: Node
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
main_scene = load("res://main.tscn").instantiate()
root.add_child(main_scene)
@@ -14,20 +16,14 @@ func _run() -> void:
var simulation_manager := main_scene.get_node("SimulationManager")
var player := main_scene.get_node("Player")
var bush := main_scene.get_node(
"JajceWorld/WorldObjects/ResourceNodes/BerryBush_01"
) as ResourceNode
var tree := main_scene.get_node(
"JajceWorld/WorldObjects/ResourceNodes/Tree_01"
) as ResourceNode
var bush := (
main_scene.get_node("JajceWorld/WorldObjects/ResourceNodes/BerryBush_01") as ResourceNode
)
var tree := main_scene.get_node("JajceWorld/WorldObjects/ResourceNodes/Tree_01") as ResourceNode
simulation_manager.set_process(false)
var bush_state: ResourceStateRecord = simulation_manager.get_resource_state(
bush.node_id
)
var tree_state: ResourceStateRecord = simulation_manager.get_resource_state(
tree.node_id
)
var bush_state: ResourceStateRecord = simulation_manager.get_resource_state(bush.node_id)
var tree_state: ResourceStateRecord = simulation_manager.get_resource_state(tree.node_id)
bush_state.set_amount_remaining(1.0)
_check(
simulation_manager.reserve_resource(bush.node_id, 999),
@@ -41,11 +37,11 @@ func _run() -> void:
is_equal_approx(bush_state.get_amount_remaining(), 0.0),
"Player should deplete the nearby bush"
)
_check(is_equal_approx(simulation_manager.village.food, food_before + 1.0), "Village should receive exactly the bush's remaining food")
_check(
bush_state.get_reserved_by() == -1,
"Depletion should release the NPC reservation"
is_equal_approx(simulation_manager.village.food, food_before + 1.0),
"Village should receive exactly the bush's remaining food"
)
_check(bush_state.get_reserved_by() == -1, "Depletion should release the NPC reservation")
player.global_position = tree.interaction_point.global_position
var wood_before: float = simulation_manager.village.wood
@@ -53,13 +49,13 @@ func _run() -> void:
player.try_interact()
_check(
is_equal_approx(
tree_state.get_amount_remaining(),
tree_before - tree.yield_per_action
),
is_equal_approx(tree_state.get_amount_remaining(), tree_before - tree.yield_per_action),
"Player should extract the tree's configured yield"
)
_check(is_equal_approx(simulation_manager.village.wood, wood_before + tree.yield_per_action), "Village should receive exactly the extracted wood")
_check(
is_equal_approx(simulation_manager.village.wood, wood_before + tree.yield_per_action),
"Village should receive exactly the extracted wood"
)
if failures.is_empty():
print("[TEST] ResourceNode player parity passed")
@@ -70,6 +66,7 @@ func _run() -> void:
push_error("[TEST] " + failure)
quit(1)
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)
+5 -5
View File
@@ -2,9 +2,11 @@ extends SceneTree
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var test_directory := "user://save_slot_test_%s" % Time.get_ticks_usec()
var store := SaveSlotStore.new(test_directory)
@@ -48,17 +50,14 @@ func _run() -> void:
var unchanged_checksum: String = manager.get_state_checksum()
var file := FileAccess.open(final_path, FileAccess.WRITE)
file.store_string("{\"schema\":\"broken\"}")
file.store_string('{"schema":"broken"}')
file.close()
_check(not store.load_into(manager), "Invalid save data should be rejected")
_check(
manager.get_state_checksum() == unchanged_checksum,
"A rejected save must not partially mutate the simulation"
)
_check(
not store.save(manager, "../escape"),
"Slot names must not escape the save directory"
)
_check(not store.save(manager, "../escape"), "Slot names must not escape the save directory")
store.delete_slot()
DirAccess.remove_absolute(ProjectSettings.globalize_path(test_directory))
@@ -70,6 +69,7 @@ func _run() -> void:
push_error("[TEST] " + failure)
quit(1)
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)
+18 -33
View File
@@ -2,9 +2,11 @@ extends SceneTree
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
_test_registry_integrity()
_test_definition_backed_behavior()
@@ -20,12 +22,10 @@ func _run() -> void:
push_error("[TEST] " + failure)
quit(1)
func _test_registry_integrity() -> void:
var errors := SimulationDefinitions.validate()
_check(
errors.is_empty(),
"Definition registry should validate: %s" % [errors]
)
_check(errors.is_empty(), "Definition registry should validate: %s" % [errors])
var action_ids: Array[StringName] = []
for definition in SimulationDefinitions.get_actions():
@@ -34,30 +34,19 @@ func _test_registry_integrity() -> void:
SimulationDefinitions.get_action(definition.action_id) == definition,
"Action lookup should return '%s'" % definition.action_id
)
_check(
action_ids.size() == 9,
"Registry should contain all nine executable prototype actions"
)
_check(action_ids.size() == 9, "Registry should contain all nine executable prototype actions")
var profession_ids := SimulationDefinitions.get_profession_ids()
_check(
profession_ids.size() == 5,
"Registry should contain all five prototype professions"
)
_check(profession_ids.size() == 5, "Registry should contain all five prototype professions")
for profession_id in profession_ids:
_check(
SimulationDefinitions.get_profession(profession_id) != null,
"Profession lookup should return '%s'" % profession_id
)
func _test_definition_backed_behavior() -> void:
var npc := SimNPC.new(
500,
"DefinitionWorker",
SimulationIds.PROFESSION_SCHOLAR,
5.0,
5.0
)
var npc := SimNPC.new(500, "DefinitionWorker", SimulationIds.PROFESSION_SCHOLAR, 5.0, 5.0)
npc.set_task(SimulationIds.ACTION_STUDY)
var study := SimulationDefinitions.get_action(SimulationIds.ACTION_STUDY)
_check(
@@ -68,23 +57,18 @@ func _test_definition_backed_behavior() -> void:
study.preferred_profession_id == SimulationIds.PROFESSION_SCHOLAR,
"Study should reference the stable scholar profession ID"
)
var gather := SimulationDefinitions.get_action(
SimulationIds.ACTION_GATHER_FOOD
)
var gather := SimulationDefinitions.get_action(SimulationIds.ACTION_GATHER_FOOD)
_check(
gather.target_type == SimulationIds.TARGET_RESOURCE
and gather.resource_action_id == SimulationIds.ACTION_GATHER_FOOD,
(
gather.target_type == SimulationIds.TARGET_RESOURCE
and gather.resource_action_id == SimulationIds.ACTION_GATHER_FOOD
),
"Gather-food target metadata should come from its definition"
)
func _test_state_reference_validation() -> void:
var npc := SimNPC.new(
501,
"ValidationWorker",
SimulationIds.PROFESSION_FARMER,
5.0,
5.0
)
var npc := SimNPC.new(501, "ValidationWorker", SimulationIds.PROFESSION_FARMER, 5.0, 5.0)
var valid_data := NPCStateRecord.capture(npc).to_dictionary()
var invalid_profession := valid_data.duplicate(true)
invalid_profession["profession"] = "missing_profession"
@@ -99,6 +83,7 @@ func _test_state_reference_validation() -> void:
"NPC state should reject an unknown action ID"
)
func _test_id_round_trip() -> void:
var manager: Node = load("res://simulation/SimulationManager.gd").new()
manager.debug_logs = false
@@ -116,8 +101,7 @@ func _test_id_round_trip() -> void:
)
for npc in restored.npcs:
_check(
typeof(npc.profession) == TYPE_STRING_NAME,
"Profession should restore as StringName"
typeof(npc.profession) == TYPE_STRING_NAME, "Profession should restore as StringName"
)
_check(
typeof(npc.current_task) == TYPE_STRING_NAME,
@@ -131,6 +115,7 @@ func _test_id_round_trip() -> void:
manager.free()
restored.free()
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)
+39 -48
View File
@@ -2,9 +2,11 @@ extends SceneTree
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
await _test_deterministic_continuation()
await _test_resource_state_round_trip()
@@ -23,6 +25,7 @@ func _run() -> void:
push_error("[TEST] " + failure)
quit(1)
func _test_deterministic_continuation() -> void:
var uninterrupted := _create_manager(91234)
_advance_scenario(uninterrupted, 24)
@@ -63,10 +66,9 @@ func _test_deterministic_continuation() -> void:
before_save.free()
restored.free()
func _test_resource_state_round_trip() -> void:
var resource: ResourceNode = load(
"res://world/resource_nodes/ResourceNode.tscn"
).instantiate()
var resource: ResourceNode = load("res://world/resource_nodes/ResourceNode.tscn").instantiate()
resource.node_id = &"SerializationTestBerry"
resource.initial_amount = 9.0
resource.yield_per_action = 2.0
@@ -78,9 +80,7 @@ func _test_resource_state_round_trip() -> void:
manager.register_resource_node(resource),
"Resource presentation should bind to simulation authority"
)
var resource_state: ResourceStateRecord = manager.get_resource_state(
resource.node_id
)
var resource_state: ResourceStateRecord = manager.get_resource_state(resource.node_id)
_check(resource_state.reserve(42), "Resource should accept the test reservation")
resource_state.extract()
var saved_json: String = manager.serialize_state()
@@ -103,15 +103,10 @@ func _test_resource_state_round_trip() -> void:
is_equal_approx(resource_state.get_amount_remaining(), 7.0),
"Resource amount should round-trip"
)
_check(
resource_state.get_reserved_by() == 42,
"Resource reservation should round-trip"
)
_check(resource_state.get_reserved_by() == 42, "Resource reservation should round-trip")
_check(resource_state.is_enabled(), "Resource enabled state should round-trip")
var rebound: ResourceNode = load(
"res://world/resource_nodes/ResourceNode.tscn"
).instantiate()
var rebound: ResourceNode = load("res://world/resource_nodes/ResourceNode.tscn").instantiate()
rebound.node_id = &"SerializationTestBerry"
rebound.initial_amount = 999.0
root.add_child(rebound)
@@ -128,28 +123,28 @@ func _test_resource_state_round_trip() -> void:
manager.free()
rebound.free()
func _test_schema_rejection() -> void:
var unsupported := JSON.stringify({
"schema": SimulationStateRecord.SCHEMA_NAME,
"schema_version": 999
})
var unsupported := JSON.stringify(
{"schema": SimulationStateRecord.SCHEMA_NAME, "schema_version": 999}
)
_check(
SimulationStateRecord.from_json(unsupported) == null,
"Unsupported schema versions should be rejected"
)
_check(
SimulationStateRecord.from_json("[]") == null,
"Non-record JSON should be rejected"
)
_check(SimulationStateRecord.from_json("[]") == null, "Non-record JSON should be rejected")
func _test_legacy_resource_migration() -> void:
var migrated := ResourceStateRecord.from_dictionary({
"schema_version": 1,
"node_id": "legacy_tree",
"amount_remaining": 6.0,
"reserved_by": 12,
"enabled": true
})
var migrated := ResourceStateRecord.from_dictionary(
{
"schema_version": 1,
"node_id": "legacy_tree",
"amount_remaining": 6.0,
"reserved_by": 12,
"enabled": true
}
)
_check(migrated != null, "ResourceStateRecord v1 should migrate explicitly")
if migrated == null:
return
@@ -158,19 +153,13 @@ func _test_legacy_resource_migration() -> void:
"Migrated resource state should use the current nested schema"
)
_check(
is_equal_approx(migrated.get_amount_remaining(), 6.0)
and migrated.get_reserved_by() == 12,
is_equal_approx(migrated.get_amount_remaining(), 6.0) and migrated.get_reserved_by() == 12,
"Resource migration should preserve mutable authority"
)
func _test_legacy_npc_migration() -> void:
var npc := SimNPC.new(
88,
"LegacyNPC",
SimulationIds.PROFESSION_FARMER,
5.0,
5.0
)
var npc := SimNPC.new(88, "LegacyNPC", SimulationIds.PROFESSION_FARMER, 5.0, 5.0)
var legacy_data := NPCStateRecord.capture(npc).to_dictionary()
legacy_data["schema_version"] = NPCStateRecord.LEGACY_SCHEMA_VERSION
legacy_data.erase("travel_target_position")
@@ -184,6 +173,7 @@ func _test_legacy_npc_migration() -> void:
"Legacy NPC migration should not invent an active travel target"
)
func _test_legacy_world_storage_migration() -> void:
var manager := _create_manager(55)
var legacy_data: Dictionary = manager.create_state_record().to_dictionary()
@@ -193,35 +183,34 @@ func _test_legacy_world_storage_migration() -> void:
_check(migrated != null, "World schema v1 should migrate pantry storage")
if migrated != null:
_check(
migrated.storages.size() == 1
and is_equal_approx(
migrated.storages[0].get_amount(
SimulationIds.RESOURCE_FOOD
),
manager.village.food
(
migrated.storages.size() == 1
and is_equal_approx(
migrated.storages[0].get_amount(SimulationIds.RESOURCE_FOOD),
manager.village.food
)
),
"World migration should preserve legacy village food in pantry"
)
manager.free()
func _test_previous_world_event_migration() -> void:
var manager := _create_manager(56)
var previous_data: Dictionary = manager.create_state_record().to_dictionary()
previous_data["schema_version"] = (
SimulationStateRecord.PREVIOUS_SCHEMA_VERSION
)
previous_data["schema_version"] = (SimulationStateRecord.PREVIOUS_SCHEMA_VERSION)
previous_data.erase("economic_events")
previous_data["simulation"].erase("next_event_id")
var migrated := SimulationStateRecord.from_dictionary(previous_data)
_check(migrated != null, "World schema v2 should add an empty event stream")
if migrated != null:
_check(
migrated.economic_events.is_empty()
and int(migrated.simulation["next_event_id"]) == 0,
migrated.economic_events.is_empty() and int(migrated.simulation["next_event_id"]) == 0,
"World v2 migration should initialize deterministic event identity"
)
manager.free()
func _create_manager(seed_value: int) -> Node:
var manager: Node = load("res://simulation/SimulationManager.gd").new()
manager.simulation_seed = seed_value
@@ -230,6 +219,7 @@ func _create_manager(seed_value: int) -> Node:
manager.set_process(false)
return manager
func _advance_scenario(manager: Node, steps: int) -> void:
for step in steps:
manager.simulate_tick()
@@ -238,6 +228,7 @@ func _advance_scenario(manager: Node, steps: int) -> void:
if npc.task_state == SimNPC.TASK_STATE_TRAVELING:
manager.notify_npc_arrived(npc.id)
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)
+18 -66
View File
@@ -6,13 +6,13 @@ const HEIGHT_SCALE := 40.0
const DATA_DIRECTORY := "res://terrain/jajce/data"
const TEXTURE_DIRECTORY := "res://terrain/jajce/textures"
func _initialize() -> void:
call_deferred("_generate")
func _generate() -> void:
DirAccess.make_dir_recursive_absolute(
ProjectSettings.globalize_path(TEXTURE_DIRECTORY)
)
DirAccess.make_dir_recursive_absolute(ProjectSettings.globalize_path(TEXTURE_DIRECTORY))
_generate_texture("grass_albedo.png", Color("#516f36"), Color("#79924c"), 17)
_generate_texture("soil_albedo.png", Color("#65513b"), Color("#92734d"), 29)
_generate_texture("rock_albedo.png", Color("#55534f"), Color("#89847b"), 43)
@@ -22,12 +22,7 @@ func _generate() -> void:
root.add_child(terrain)
await process_frame
var height_map := Image.create_empty(
MAP_SIZE,
MAP_SIZE,
false,
Image.FORMAT_RF
)
var height_map := Image.create_empty(MAP_SIZE, MAP_SIZE, false, Image.FORMAT_RF)
var noise := FastNoiseLite.new()
noise.seed = 1943
noise.frequency = 0.018
@@ -40,79 +35,36 @@ func _generate() -> void:
var world_z := float(image_z - HALF_SIZE)
var distance := Vector2(world_x, world_z).length()
var outside_play_area := smoothstep(20.0, 52.0, distance)
var ridge := 28.0 * _elliptical_peak(
world_x,
world_z,
-72.0,
18.0,
72.0,
48.0
)
var eastern_hill := 15.0 * _elliptical_peak(
world_x,
world_z,
105.0,
65.0,
110.0,
90.0
)
var southern_hill := 11.0 * _elliptical_peak(
world_x,
world_z,
-35.0,
-125.0,
130.0,
85.0
)
var river_trench := -5.0 * exp(
-pow((world_x - 25.0) / 18.0, 2.0)
var ridge := 28.0 * _elliptical_peak(world_x, world_z, -72.0, 18.0, 72.0, 48.0)
var eastern_hill := 15.0 * _elliptical_peak(world_x, world_z, 105.0, 65.0, 110.0, 90.0)
var southern_hill := (
11.0 * _elliptical_peak(world_x, world_z, -35.0, -125.0, 130.0, 85.0)
)
var river_trench := -5.0 * exp(-pow((world_x - 25.0) / 18.0, 2.0))
var broad_slope := maxf(0.0, (-world_x - 30.0) * 0.035)
var detail := noise.get_noise_2d(world_x, world_z) * 2.4
var height := (
ridge
+ eastern_hill
+ southern_hill
+ river_trench
+ broad_slope
+ detail
) * outside_play_area
height_map.set_pixel(
image_x,
image_z,
Color(height / HEIGHT_SCALE, 0.0, 0.0, 1.0)
(ridge + eastern_hill + southern_hill + river_trench + broad_slope + detail)
* outside_play_area
)
height_map.set_pixel(image_x, image_z, Color(height / HEIGHT_SCALE, 0.0, 0.0, 1.0))
terrain.data.import_images(
[height_map, null, null],
Vector3(-HALF_SIZE, 0.0, -HALF_SIZE),
0.0,
HEIGHT_SCALE
[height_map, null, null], Vector3(-HALF_SIZE, 0.0, -HALF_SIZE), 0.0, HEIGHT_SCALE
)
terrain.data.save_directory(DATA_DIRECTORY)
print("[TerrainGenerator] Generated bounded Jajce terrain and textures")
quit(0)
func _elliptical_peak(
x: float,
z: float,
center_x: float,
center_z: float,
width: float,
depth: float
x: float, z: float, center_x: float, center_z: float, width: float, depth: float
) -> float:
return exp(
-(
pow((x - center_x) / width, 2.0)
+ pow((z - center_z) / depth, 2.0)
)
)
return exp(-(pow((x - center_x) / width, 2.0) + pow((z - center_z) / depth, 2.0)))
func _generate_texture(
file_name: String,
dark_color: Color,
light_color: Color,
seed_value: int
file_name: String, dark_color: Color, light_color: Color, seed_value: int
) -> void:
var noise := FastNoiseLite.new()
noise.seed = seed_value
+4 -10
View File
@@ -4,9 +4,11 @@ const REGION_SIZE := 256
const TERRAIN_SIZE := 512
const DATA_DIRECTORY := "res://terrain/jajce/data"
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var camera := Camera3D.new()
camera.current = true
@@ -18,12 +20,7 @@ func _run() -> void:
terrain.set_camera(camera)
await process_frame
var height_map := Image.create_empty(
TERRAIN_SIZE,
TERRAIN_SIZE,
false,
Image.FORMAT_RF
)
var height_map := Image.create_empty(TERRAIN_SIZE, TERRAIN_SIZE, false, Image.FORMAT_RF)
height_map.fill(Color(0.0, 0.0, 0.0, 1.0))
var images: Array[Image]
@@ -31,10 +28,7 @@ func _run() -> void:
images[Terrain3DRegion.TYPE_HEIGHT] = height_map
terrain.data.import_images(
images,
Vector3(-TERRAIN_SIZE / 2.0, 0.0, -TERRAIN_SIZE / 2.0),
0.0,
1.0
images, Vector3(-TERRAIN_SIZE / 2.0, 0.0, -TERRAIN_SIZE / 2.0), 0.0, 1.0
)
terrain.data.save_directory(DATA_DIRECTORY)
print("[TOOL] Generated flat Jajce Terrain3D seed data in ", DATA_DIRECTORY)
+3
View File
@@ -3,11 +3,13 @@ extends Node
const TEXTURE_DIR := "res://terrain/jajce/textures"
func _ready() -> void:
if not Engine.is_editor_hint():
return
call_deferred("generate")
func generate() -> void:
var dir := DirAccess.open(TEXTURE_DIR)
if not dir:
@@ -19,6 +21,7 @@ func generate() -> void:
print("[TerrainTextureGenerator] Generated 3 terrain textures")
func _generate_texture(file_name: String, dark: Color, light: Color, seed_val: int) -> void:
seed(seed_val)
var grid_size := 16
+13 -9
View File
@@ -6,17 +6,18 @@ extends Node
@export var rest_marker: Marker3D
@export var pantry_marker: Marker3D
func get_resource_candidates(action_id: StringName) -> Array[Dictionary]:
var candidates: Array[Dictionary] = []
for node in ResourceNode.get_all():
if node.action_id != action_id or node.interaction_point == null:
continue
candidates.append({
"target_id": String(node.node_id),
"position": node.interaction_point.global_position
})
candidates.append(
{"target_id": String(node.node_id), "position": node.interaction_point.global_position}
)
return candidates
func get_activity_target(action_id: StringName) -> Dictionary:
var marker: Marker3D
match action_id:
@@ -33,10 +34,13 @@ func get_activity_target(action_id: StringName) -> Dictionary:
if marker == null:
return {}
var target_id := ""
if action_id in [
SimulationIds.ACTION_EAT,
SimulationIds.ACTION_DEPOSIT_FOOD,
SimulationIds.ACTION_WITHDRAW_FOOD
]:
if (
action_id
in [
SimulationIds.ACTION_EAT,
SimulationIds.ACTION_DEPOSIT_FOOD,
SimulationIds.ACTION_WITHDRAW_FOOD
]
):
target_id = String(SimulationIds.STORAGE_VILLAGE_PANTRY)
return {"target_id": target_id, "position": marker.global_position}
+1
View File
@@ -17,6 +17,7 @@ const COLORS := {
const WIND_SHADER := preload("res://world/jajce/materials/wind.gdshader")
func _ready() -> void:
for child in get_children():
child.queue_free()
+2
View File
@@ -4,9 +4,11 @@ extends Camera3D
@export var orbit_speed := 0.025
@export var animate_orbit := true
func _ready() -> void:
look_at(focus_point, Vector3.UP)
func _process(delta: float) -> void:
if not animate_orbit:
return
+3 -1
View File
@@ -2,9 +2,11 @@ extends Node3D
@onready var terrain: Terrain3D = $TerrainRoot/Terrain3D
func _ready() -> void:
call_deferred("_initialize_world_presentation")
func _initialize_world_presentation() -> void:
var active_camera := get_viewport().get_camera_3d()
if active_camera != null:
@@ -16,7 +18,7 @@ func _initialize_world_presentation() -> void:
for child in $VillageRoot.get_children():
groups_to_snap.append(child)
for item in groups_to_snap:
var pos := item.global_position
var pos: Vector3 = item.global_position
var h: float = terrain.data.get_height(pos)
if not is_nan(h):
item.global_position.y = h
+19 -7
View File
@@ -21,6 +21,7 @@ static var _all: Array[ResourceNode] = []
var state: ResourceStateRecord
func _ready() -> void:
if node_id.is_empty():
push_error("ResourceNode at %s has empty node_id" % get_path())
@@ -30,8 +31,10 @@ func _ready() -> void:
var existing := get_by_id(node_id)
if existing != null:
push_error(
"Duplicate ResourceNode node_id '%s' at %s; first registered at %s"
% [node_id, get_path(), existing.get_path()]
(
"Duplicate ResourceNode node_id '%s' at %s; first registered at %s"
% [node_id, get_path(), existing.get_path()]
)
)
initial_enabled = false
_update_presentation()
@@ -41,6 +44,7 @@ func _ready() -> void:
_try_register_with_simulation()
_update_presentation()
func _exit_tree() -> void:
_all.erase(self)
if state != null and state.changed.is_connected(_on_state_changed):
@@ -49,6 +53,7 @@ func _exit_tree() -> void:
state.depleted.disconnect(_on_state_depleted)
state = null
func bind_state(resource_state: ResourceStateRecord) -> bool:
if resource_state == null or resource_state.get_node_id() != node_id:
return false
@@ -64,6 +69,7 @@ func bind_state(resource_state: ResourceStateRecord) -> bool:
_update_presentation()
return true
func _try_register_with_simulation() -> void:
var managers := get_tree().get_nodes_in_group("simulation_manager")
if managers.size() != 1:
@@ -72,21 +78,27 @@ func _try_register_with_simulation() -> void:
if manager.has_method("register_resource_node"):
manager.register_resource_node(self)
func get_amount_remaining() -> float:
return state.get_amount_remaining() if state != null else initial_amount
func get_reserved_by() -> int:
return state.get_reserved_by() if state != null else -1
func is_enabled() -> bool:
return state.is_enabled() if state != null else initial_enabled
func is_depleted() -> bool:
return state.is_depleted() if state != null else initial_amount <= 0.0
func can_extract() -> bool:
return state.can_extract() if state != null else initial_enabled and not is_depleted()
func _on_state_changed(changed_state: ResourceStateRecord) -> void:
if changed_state != state:
return
@@ -94,21 +106,19 @@ func _on_state_changed(changed_state: ResourceStateRecord) -> void:
reservation_changed.emit(node_id, state.get_reserved_by())
_update_presentation()
func _on_state_depleted(depleted_state: ResourceStateRecord) -> void:
if depleted_state == state:
depleted.emit(node_id)
func _update_presentation() -> void:
if has_node("Visual"):
$Visual.visible = not (hide_visual_when_depleted and is_depleted())
if not has_node("DebugLabel"):
return
var label := $DebugLabel as Label3D
var text := "%s\n%s %.1f" % [
node_id,
resource_id,
get_amount_remaining()
]
var text := "%s\n%s %.1f" % [node_id, resource_id, get_amount_remaining()]
if get_reserved_by() >= 0:
text += "\nheld:%d" % get_reserved_by()
if is_depleted():
@@ -117,11 +127,13 @@ func _update_presentation() -> void:
text += "\nUNBOUND"
label.text = text
static func get_by_id(search_id: StringName) -> ResourceNode:
for node in _all:
if node.node_id == search_id:
return node
return null
static func get_all() -> Array[ResourceNode]:
return _all.duplicate()
+16 -11
View File
@@ -6,6 +6,7 @@ const DEBUG_LOGS := false
@onready var village_stats_label: Label = $VillagePanel/MarginContainer/VillageStatsLabel
func _ready() -> void:
if simulation_manager == null:
push_error("VillageUI: simulation_manager missing")
@@ -19,8 +20,10 @@ func _ready() -> void:
if "village" in simulation_manager:
_on_village_changed(simulation_manager.village)
func _on_village_changed(village: SimVillage) -> void:
village_stats_label.text = """
village_stats_label.text = (
"""
Village
Food: %s
@@ -32,13 +35,15 @@ func _on_village_changed(village: SimVillage) -> void:
Food Mod: %.2f
Safety Mod: %.2f
Knowledge Mod: %.2f
""" % [
round(village.food),
round(village.wood),
round(village.safety),
round(village.knowledge),
simulation_manager.get_starving_count(),
village.food_modifier,
village.safety_modifier,
village.knowledge_modifier
]
"""
% [
round(village.food),
round(village.wood),
round(village.safety),
round(village.knowledge),
simulation_manager.get_starving_count(),
village.food_modifier,
village.safety_modifier,
village.knowledge_modifier
]
)
+27 -44
View File
@@ -8,25 +8,24 @@ const DEBUG_LOGS := true
var active_npc_visuals := {}
func debug_log(message: String) -> void:
if DEBUG_LOGS:
print("[WorldViewManager] ", message)
func _ready() -> void:
call_deferred("initialize_world_view")
func initialize_world_view() -> void:
await get_tree().physics_frame
if simulation_manager.has_signal("npc_target_requested"):
simulation_manager.npc_target_requested.connect(
_on_npc_target_requested
)
simulation_manager.npc_target_requested.connect(_on_npc_target_requested)
else:
push_error("WorldViewManager: missing npc_target_requested signal")
if simulation_manager.has_signal("npc_travel_requested"):
simulation_manager.npc_travel_requested.connect(
_on_npc_travel_requested
)
simulation_manager.npc_travel_requested.connect(_on_npc_travel_requested)
else:
push_error("WorldViewManager: missing npc_travel_requested signal")
if simulation_manager.has_signal("npc_died"):
@@ -34,19 +33,16 @@ func initialize_world_view() -> void:
else:
push_error("WorldViewManager: SimulationManager has no npc_died signal")
if simulation_manager.has_signal("npc_inventory_changed"):
simulation_manager.npc_inventory_changed.connect(
_on_npc_inventory_changed
)
simulation_manager.npc_inventory_changed.connect(_on_npc_inventory_changed)
else:
push_error(
"WorldViewManager: SimulationManager has no npc_inventory_changed signal"
)
push_error("WorldViewManager: SimulationManager has no npc_inventory_changed signal")
if simulation_manager.has_signal("state_restored"):
simulation_manager.state_restored.connect(_on_simulation_state_restored)
else:
push_error("WorldViewManager: SimulationManager has no state_restored signal")
spawn_initial_npcs()
func spawn_initial_npcs() -> void:
if simulation_manager == null:
push_error("WorldViewManager: simulation_manager is missing")
@@ -61,6 +57,7 @@ func spawn_initial_npcs() -> void:
for npc in simulation_manager.npcs:
spawn_npc_visual(npc)
func spawn_npc_visual(npc: SimNPC) -> void:
if active_npc_visuals.has(npc.id):
return
@@ -87,18 +84,17 @@ func spawn_npc_visual(npc: SimNPC) -> void:
elif npc.task_state == SimNPC.TASK_STATE_TRAVELING:
simulation_manager.request_current_travel(npc.id)
func despawn_npc_visual(npc_id: int) -> bool:
var visual = active_npc_visuals.get(npc_id) as Node3D
if visual == null:
return false
simulation_manager.synchronize_npc_position(
npc_id,
visual.global_position
)
simulation_manager.synchronize_npc_position(npc_id, visual.global_position)
active_npc_visuals.erase(npc_id)
visual.queue_free()
return true
func reload_npc_visual(npc_id: int) -> bool:
if active_npc_visuals.has(npc_id):
return false
@@ -108,25 +104,22 @@ func reload_npc_visual(npc_id: int) -> bool:
return true
return false
func _on_npc_target_requested(npc: SimNPC) -> void:
var visual = active_npc_visuals.get(npc.id) as Node3D
if visual == null:
return
if not simulation_manager.resolve_npc_target(
npc.id,
visual.global_position
):
if not simulation_manager.resolve_npc_target(npc.id, visual.global_position):
debug_log("Target resolution failed for %s" % npc.npc_name)
func _on_npc_travel_requested(
npc: SimNPC,
target_position: Vector3
) -> void:
func _on_npc_travel_requested(npc: SimNPC, target_position: Vector3) -> void:
var visual = active_npc_visuals.get(npc.id)
if visual == null:
return
visual.set_target_position(target_position)
func _on_npc_visual_arrived(sim_id: int) -> void:
debug_log("NPC visual arrived. sim_id=%s" % sim_id)
if simulation_manager == null:
@@ -134,12 +127,10 @@ func _on_npc_visual_arrived(sim_id: int) -> void:
return
var visual = active_npc_visuals.get(sim_id) as Node3D
if visual != null:
simulation_manager.synchronize_npc_position(
sim_id,
visual.global_position
)
simulation_manager.synchronize_npc_position(sim_id, visual.global_position)
simulation_manager.notify_npc_arrived(sim_id)
func _on_npc_visual_navigation_failed(sim_id: int) -> void:
debug_log("NPC visual navigation failed. sim_id=%s" % sim_id)
if simulation_manager == null:
@@ -147,18 +138,14 @@ func _on_npc_visual_navigation_failed(sim_id: int) -> void:
return
var visual = active_npc_visuals.get(sim_id) as Node3D
if visual != null:
simulation_manager.synchronize_npc_position(
sim_id,
visual.global_position
)
simulation_manager.synchronize_npc_position(sim_id, visual.global_position)
simulation_manager.notify_npc_navigation_failed(sim_id)
func _on_npc_visual_position_changed(
sim_id: int,
active_position: Vector3
) -> void:
func _on_npc_visual_position_changed(sim_id: int, active_position: Vector3) -> void:
simulation_manager.synchronize_npc_position(sim_id, active_position)
func _on_npc_died(npc: SimNPC) -> void:
if not active_npc_visuals.has(npc.id):
return
@@ -168,11 +155,8 @@ func _on_npc_died(npc: SimNPC) -> void:
else:
push_error("WorldViewManager: NPCVisual has no apply_dead_visual_state")
func _on_npc_inventory_changed(
npc: SimNPC,
item_id: StringName,
amount: float
) -> void:
func _on_npc_inventory_changed(npc: SimNPC, item_id: StringName, amount: float) -> void:
if item_id != SimulationIds.RESOURCE_FOOD:
return
var visual = active_npc_visuals.get(npc.id)
@@ -181,9 +165,8 @@ func _on_npc_inventory_changed(
if visual.has_method("set_carried_food_visible"):
visual.set_carried_food_visible(amount > 0.0)
else:
push_error(
"WorldViewManager: NPCVisual has no set_carried_food_visible method"
)
push_error("WorldViewManager: NPCVisual has no set_carried_food_visible method")
func _on_simulation_state_restored() -> void:
for visual in active_npc_visuals.values():