spaceship/WorldGen.gd

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GDScript3
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class_name WorldGen
extends RefCounted
# Deterministic procedural world generation: the world is divided into
# square chunks, and each chunk's biome is derived from a seeded
# low-frequency noise field sampled at the chunk's own coordinates - so
# revisiting the same chunk always yields the same biome, and biomes form
# smooth multi-chunk regions instead of a per-chunk random checkerboard.
enum Biome { SPACE, ASTEROID_FIELD }
const CHUNK_SIZE: float = 1200.0
const NOISE_SEED: int = 1337
const ASTEROID_FIELD_THRESHOLD: float = 0.15
const PLANET_THRESHOLD: float = 0.33
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const GAS_GIANT_THRESHOLD: float = 0.55
const PLANET_NAMES: Array = [
"Kepler's Rest", "Ceres Minor", "Vesta's Shadow", "Ironhold",
"Drift Anchor", "Stonefall", "Grey Watch", "Silent Quarry",
"Baros Rock", "Umbra Point",
]
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const GAS_GIANT_NAMES: Array = ["Aurelia", "Boreas", "Cerulean Deep", "Helios Major", "Vesper"]
static var _noise: FastNoiseLite
static var _planet_noise: FastNoiseLite
static func _get_noise() -> FastNoiseLite:
if _noise == null:
_noise = FastNoiseLite.new()
_noise.seed = NOISE_SEED
_noise.frequency = 0.06
return _noise
static func _get_planet_noise() -> FastNoiseLite:
if _planet_noise == null:
_planet_noise = FastNoiseLite.new()
_planet_noise.seed = NOISE_SEED + 777
# Higher frequency than the biome noise so it spikes on individual
# chunks rather than forming its own smooth multi-chunk regions -
# "once or twice per asteroid biome [region]" needs a sparse, mostly
# independent chance per chunk, not another smooth blob.
_planet_noise.frequency = 0.35
return _planet_noise
static func chunk_coords(world_pos: Vector2) -> Vector2i:
return Vector2i(int(floor(world_pos.x / CHUNK_SIZE)), int(floor(world_pos.y / CHUNK_SIZE)))
static func chunk_origin(chunk: Vector2i) -> Vector2:
return Vector2(chunk.x * CHUNK_SIZE, chunk.y * CHUNK_SIZE)
static func biome_at_chunk(chunk: Vector2i) -> int:
var n: float = _get_noise().get_noise_2d(float(chunk.x), float(chunk.y))
if n > ASTEROID_FIELD_THRESHOLD:
return Biome.ASTEROID_FIELD
return Biome.SPACE
static func has_planet_at_chunk(chunk: Vector2i) -> bool:
var n: float = _get_planet_noise().get_noise_2d(float(chunk.x), float(chunk.y))
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return (biome_at_chunk(chunk) == Biome.ASTEROID_FIELD and n > PLANET_THRESHOLD) or (biome_at_chunk(chunk) == Biome.SPACE and n > GAS_GIANT_THRESHOLD)
static func planet_data_at_chunk(chunk: Vector2i) -> Dictionary:
# Single source of truth for a planet's identity within its chunk -
# seeded purely from the chunk's own coordinates (same pattern as the
# biome/planet noise fields above) so it's reproducible from anywhere,
# without needing an actual spawned Planet node. Both PlanetField (to
# actually spawn the planet) and the world map (to draw a marker for
# an explored-but-not-currently-loaded chunk) call this, so the two
# can never drift out of sync with each other.
var rng: RandomNumberGenerator = RandomNumberGenerator.new()
rng.seed = hash(chunk)
var local_pos: Vector2 = Vector2(rng.randf() * CHUNK_SIZE, rng.randf() * CHUNK_SIZE)
var planet_name: String = PLANET_NAMES[rng.randi() % PLANET_NAMES.size()]
var shape_seed: int = rng.randi()
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# A stable per-chunk roll makes gas giants persistent landmarks rather
# than a different resource whenever the scene reloads.
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var gas_giant: bool = biome_at_chunk(chunk) == Biome.SPACE
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if gas_giant:
planet_name = GAS_GIANT_NAMES[rng.randi() % GAS_GIANT_NAMES.size()]
return {"local_pos": local_pos, "name": planet_name, "shape_seed": shape_seed,
"planet_type": "gas_giant" if gas_giant else "rocky", "resource_type": "gas" if gas_giant else "ore"}
static func biome_color(biome: int) -> Color:
match biome:
Biome.ASTEROID_FIELD:
return Color(0.55, 0.36, 0.18, 1.0)
_:
return Color(0.10, 0.13, 0.28, 1.0)