Files
seeding-planets/entities/plants/scripts/texture_builder/plant_texture_builder.gd
2026-02-18 18:04:04 +01:00

159 lines
7.5 KiB
GDScript

extends Node
const IMAGE_WIDTH := 1000
const IMAGE_HEIGHT := 2000
const PLACEHOLDER_SEED_TEXTURE: Texture = preload("res://entities/plants/assets/sprites/default/seed.png")
const PLACEHOLDER_MATURE_TEXTURE: Texture = preload("res://entities/plants/assets/sprites/default/mature.png")
const PLACEHOLDER_GROWING_TEXTURE: Texture = preload("res://entities/plants/assets/sprites/default/growing.png")
# @export var parts_archetype_associations: Dictionary[PlantArchetype, PartArchetypeAssociation] TODO:: have the archetypes
@export var bases: Array[PlantPart]
@export var baby_bases: Array[PlantPart]
@export var branches: Array[PlantPart]
@export var n_branches: int = 2
@export var parts_mutation_associations: Dictionary[String, PartMutationAssociation]
var rng := RandomNumberGenerator.new()
func build_seed_texture(_random_seed: int) -> Texture:
return PLACEHOLDER_SEED_TEXTURE
func build_plant_texture(plant_data: PlantData) -> Texture:
rng.seed = plant_data.random_seed
var mature_texture: Texture = PLACEHOLDER_MATURE_TEXTURE
var mature_image: Image = Image.create_empty(IMAGE_WIDTH, IMAGE_HEIGHT, false, Image.FORMAT_RGBA8)
var mature_image_center: Vector2i = 0.5 * mature_image.get_size()
var branch_parts: Array[PlantPart]
var base_part: PlantPart
var available_base_attaches: Array[Vector2]
var available_base_bottom_attach: Array[Vector2]
var branch_attaches: Array[Vector2]
var branch_root: Array[Vector2]
var branch_parent_attach: Array[Vector2]
var parts_to_place: Array[PlantPart]
match plant_data.get_state():
PlantData.State.MATURE:
print("Build mature texture")
# var plant_archetype := plant_data.archetype
if bases.size() == 0:
printerr("No base in archetype")
return mature_texture
# var base_part: PlantPart = pick_random(parts_archetype_associations[plant_archetype].bases)
base_part = pick_random(bases)
var base_image = base_part.texture.get_image()
var base_image_center: Vector2i = 0.5 * base_image.get_size()
mature_image.blend_rect(base_image, Rect2i(Vector2i.ZERO, base_image.get_size()), mature_image_center - base_image_center - Vector2i(base_part.root))
if branches.size() == 0:
printerr("No branches in archetype")
# var branch_parts: Array[PlantPart] = parts_archetype_associations[plant_archetype].branches
for i in n_branches:
branch_parts.append(pick_random(branches))
for m in plant_data.mutations:
print("mutations: ", m.id)
var association: PartMutationAssociation = parts_mutation_associations[m.id]
var mutation_possible_parts := association.parts
for p in association.part_amount:
parts_to_place.append(pick_random(mutation_possible_parts))
PlantData.State.GROWING:
print("Build growing texture")
# var plant_archetype := plant_data.archetype
if baby_bases.size() == 0:
printerr("No baby base in archetype")
return mature_texture
# var base_part: PlantPart = pick_random(parts_archetype_associations[plant_archetype].baby_bases)
base_part = pick_random(baby_bases)
var base_image = base_part.texture.get_image()
var base_image_center: Vector2i = 0.5 * base_image.get_size()
mature_image.blend_rect(base_image, Rect2i(Vector2i.ZERO, base_image.get_size()), mature_image_center - base_image_center - Vector2i(base_part.root))
for m in plant_data.mutations:
print("mutations: ", m.id)
var association: PartMutationAssociation = parts_mutation_associations[m.id]
var mutation_possible_parts := association.parts
for p in ceil(0.5 * association.part_amount):
parts_to_place.append(pick_random(mutation_possible_parts))
_:
print("Not handled state")
return null
available_base_attaches = base_part.attaches.duplicate()
available_base_bottom_attach = base_part.bottom_attaches.duplicate()
assert(branch_parts.size() <= base_part.attaches.size(),
str("More branches (", branch_parts.size(), ") than base attaches (", base_part.attaches.size(), ")"))
for branch in branch_parts:
if available_base_attaches.size() == 0:
break
var ind: int = rng.randi_range(0, available_base_attaches.size() - 1)
var attach: Vector2 = available_base_attaches.pop_at(ind)
var branch_image: Image = branch.texture.get_image()
var branch_image_center: Vector2i = 0.5 * branch_image.get_size()
mature_image.blend_rect(branch_image, Rect2i(Vector2i.ZERO, branch.texture.get_size()), mature_image_center - branch_image_center + Vector2i(attach - branch.root - base_part.root))
for branch_attach in branch.attaches:
branch_attaches.append(branch_attach)
branch_root.append(branch.root)
branch_parent_attach.append(attach)
if parts_to_place.size() > branch_attaches.size() + base_part.attaches.size() - branch_parts.size():
printerr("ERROR generating : Parts to place : ", parts_to_place.size(),
"; Branch Attaches : ", branch_attaches.size(),
"; Base attaches : ", base_part.attaches.size(),
"; Branch parts : ", branch_parts.size())
for part: PlantPart in parts_to_place:
print("create part")
var attach: Vector2
var parent_root: Vector2
var chosen_attach_type: int = 0
var attachables: Array[int]
if part.base_attachable && available_base_attaches.size() > 0:
attachables.append(1)
if part.bottom_attachable && available_base_bottom_attach.size() > 0:
attachables.append(2)
if part.branch_attachable && branch_attaches.size() > 0:
attachables.append(3)
# assert(attachables.size() > 0)
if attachables.size() == 0:
print("No attach available")
continue
chosen_attach_type = pick_random(attachables)
if chosen_attach_type == 1: # base attach
var ind := rng.randi_range(0, available_base_attaches.size() - 1)
attach = available_base_attaches.pop_at(ind)
parent_root = base_part.root
elif chosen_attach_type == 2: # bottom
var ind := rng.randi_range(0, available_base_bottom_attach.size() - 1)
attach = available_base_bottom_attach.pop_at(ind)
parent_root = base_part.root
elif chosen_attach_type == 3: # branch
var ind := rng.randi_range(0, branch_attaches.size() - 1)
attach = branch_attaches.pop_at(ind) - branch_root.pop_at(ind) + branch_parent_attach.pop_at(ind)
parent_root = base_part.root
var part_image: Image = part.texture.get_image()
var part_image_center: Vector2i = 0.5 * part_image.get_size()
var relative_root_centered_pos: Vector2 = Vector2(mature_image_center - part_image_center) - part.root
mature_image.blend_rect(part_image, Rect2i(Vector2i.ZERO, part.texture.get_size()), relative_root_centered_pos + attach - parent_root)
if rng.randi() % 2 == 0:
mature_image.flip_x()
mature_texture = ImageTexture.create_from_image(mature_image)
return mature_texture
func pick_random(array: Array):
return array[rng.randi_range(0, array.size() - 1)]