plant builder
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@@ -1,19 +1,97 @@
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extends Resource
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class_name TextureBuilder
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const PLACEHOLDER_SEED_TEXTURE : Texture = preload("res://entities/plants/assets/sprites/default/seed.png")
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const PLACEHOLDER_MATURE_TEXTURE : Texture = preload("res://entities/plants/assets/sprites/default/mature.png")
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const PLACEHOLDER_GROWING_TEXTURE : Texture = preload("res://entities/plants/assets/sprites/default/growing.png")
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const PLACEHOLDER_SEED_TEXTURE: Texture = preload("res://entities/plants/assets/sprites/default/seed.png")
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const PLACEHOLDER_MATURE_TEXTURE: Texture = preload("res://entities/plants/assets/sprites/default/mature.png")
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const PLACEHOLDER_GROWING_TEXTURE: Texture = preload("res://entities/plants/assets/sprites/default/growing.png")
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func build_seed_texture(_random_seed : int) -> Texture:
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func build_seed_texture(_random_seed: int) -> Texture:
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return PLACEHOLDER_SEED_TEXTURE
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func build_plant_texture(plant_data : PlantData) -> Texture:
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func build_plant_texture(plant_data: PlantData) -> Texture:
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match plant_data.get_state():
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PlantData.State.MATURE:
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return PLACEHOLDER_MATURE_TEXTURE
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var mature_texture: Texture = PLACEHOLDER_MATURE_TEXTURE
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var mature_image: Image
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var base_part: PlantPart = plant_data.archetype.bases.pick_random();
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mature_image = base_part.texture.get_image()
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var branch_parts: Array[PlantPart] = plant_data.archetype.branches
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var parts_to_place: Array[PlantPart];
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for m in plant_data.mutations:
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var mutation := m;
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var mutation_possible_parts := mutation.possible_parts;
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for p in mutation.part_amount:
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parts_to_place.append(mutation_possible_parts.pick_random())
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var available_base_attaches: Array[Vector2] = base_part.attaches.duplicate();
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var available_base_bottom_attach: Array[Vector2] = base_part.bottom_attaches.duplicate();
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var branch_attaches: Array[Vector2];
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var branch_attach_parent: Array[PlantPart];
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assert(branch_parts.size() <= base_part.attaches.size());
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for branch in branch_parts:
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if available_base_attaches.size() == 0:
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break
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var ind: int = randi_range(0, available_base_attaches.size() - 1);
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var attach: Vector2 = available_base_attaches.pop_at(ind);
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var branch_image: Image = branch.texture.get_image()
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mature_image.blend_rect(branch_image, Rect2i(Vector2.ZERO, branch.texture.get_size()), attach)
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for branch_attach in branch.attaches:
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branch_attaches.append(branch_attach);
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branch_attach_parent.append(branch);
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assert(parts_to_place.size() <= branch_attaches.size() + base_part.attaches.size() - branch_parts.size());
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for part: PlantPart in parts_to_place:
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var attach: Vector2;
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var parent_part: PlantPart;
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var chosen_attach_type: int = 0;
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var attachables: Array[int];
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if part.base_attachable && available_base_attaches.size() > 0:
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attachables.append(1);
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if part.bottom_attachable && available_base_bottom_attach.size() > 0:
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attachables.append(2);
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if part.branch_attachable && branch_attaches.size() > 0:
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attachables.append(3);
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# assert(attachables.size() > 0);
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if attachables.size() == 0:
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continue
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chosen_attach_type = attachables.pick_random();
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if chosen_attach_type == 1: # base attach
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var ind := randi_range(0, available_base_attaches.size() - 1);
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attach = available_base_attaches.pop_at(ind);
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parent_part = base_part;
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elif chosen_attach_type == 2: # bottom
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var ind := randi_range(0, available_base_bottom_attach.size() - 1);
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attach = available_base_bottom_attach.pop_at(ind);
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parent_part = base_part;
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elif chosen_attach_type == 3: # branch
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var ind := randi_range(0, branch_attaches.size() - 1);
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attach = branch_attaches.pop_at(ind);
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parent_part = branch_attach_parent.pop_at(ind);
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var part_image: Image = part.texture.get_image()
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mature_image.blend_rect(part_image, Rect2i(Vector2.ZERO, part.texture.get_size()), attach)
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if plant_data.random_seed % 2 == 0:
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mature_image.flip_x()
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mature_texture = ImageTexture.create_from_image(mature_image)
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return mature_texture
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PlantData.State.GROWING:
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return PLACEHOLDER_GROWING_TEXTURE
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_:
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