Add gas giant resource system
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9 changed files with 180 additions and 10 deletions
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@ -19,6 +19,7 @@ const PLANET_NAMES: Array = [
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"Drift Anchor", "Stonefall", "Grey Watch", "Silent Quarry",
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"Baros Rock", "Umbra Point",
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]
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const GAS_GIANT_NAMES: Array = ["Aurelia", "Boreas", "Cerulean Deep", "Helios Major", "Vesper"]
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static var _noise: FastNoiseLite
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static var _planet_noise: FastNoiseLite
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@ -79,7 +80,13 @@ static func planet_data_at_chunk(chunk: Vector2i) -> Dictionary:
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var local_pos: Vector2 = Vector2(rng.randf() * CHUNK_SIZE, rng.randf() * CHUNK_SIZE)
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var planet_name: String = PLANET_NAMES[rng.randi() % PLANET_NAMES.size()]
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var shape_seed: int = rng.randi()
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return {"local_pos": local_pos, "name": planet_name, "shape_seed": shape_seed}
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# A stable per-chunk roll makes gas giants persistent landmarks rather
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# than a different resource whenever the scene reloads.
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var gas_giant: bool = rng.randf() < 0.28
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if gas_giant:
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planet_name = GAS_GIANT_NAMES[rng.randi() % GAS_GIANT_NAMES.size()]
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return {"local_pos": local_pos, "name": planet_name, "shape_seed": shape_seed,
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"planet_type": "gas_giant" if gas_giant else "rocky", "resource_type": "gas" if gas_giant else "ore"}
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static func biome_color(biome: int) -> Color:
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