Files
seeding-planets/entities/plants/scripts/texture_builder/plant_texture_builder.gd
2026-02-22 00:05:35 +01:00

138 lines
5.9 KiB
GDScript

extends Node
const IMAGE_WIDTH := 1024
const IMAGE_HEIGHT := 1048
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 base_leaves: Array[PlantPart]
@export var parts_mutation_associations: Dictionary[String, PartMutationAssociation]
var rng := RandomNumberGenerator.new()
var image: Image = Image.create_empty(IMAGE_WIDTH, IMAGE_HEIGHT, false, Image.FORMAT_RGBA8)
var image_center: Vector2i = Vector2(0.5, 1) * Vector2(image.get_size())
func random_ind(array: Array) -> int:
return rng.randi_range(0, array.size() - 1)
func pick_random(array: Array) -> Variant:
return array[random_ind(array)]
func shuffle(array: Array):
var available_ind := 0
for i in range(array.size()):
var temp = array[available_ind]
var picked_ind := rng.randi_range(available_ind, array.size() - 1)
array[available_ind] = array[picked_ind]
array[picked_ind] = temp
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 base_part: PlantPart
var base_image_coord: Vector2i
var available_attaches: Array[PlantAttach]
var parent_image_coords: 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.image
var base_image_center: Vector2i = 0.5 * base_image.get_size()
base_image_coord = image_center - Vector2i(base_part.root.position)
image.blend_rect(base_image, Rect2i(Vector2i.ZERO, base_image.get_size()), base_image_coord - base_image_center)
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:
parts_to_place.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.image
var base_image_center: Vector2i = 0.5 * base_image.get_size()
base_image_coord = image_center - Vector2i(base_part.root.position)
image.blend_rect(base_image, Rect2i(Vector2i.ZERO, base_image.get_size()), base_image_coord - base_image_center)
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_attaches = base_part.attaches.duplicate()
parent_image_coords.resize(available_attaches.size())
parent_image_coords.fill(base_image_coord)
for part: PlantPart in parts_to_place:
# print("Add part : ", part.resource_name)
var ind := find_random_matching_attach_ind(part.root, available_attaches)
if ind == -1:
printerr("No attach found")
continue
var attach: PlantAttach = available_attaches.pop_at(ind)
var parent_image_coord: Vector2i = parent_image_coords.pop_at(ind)
var part_image: Image = part.image
var part_image_center: Vector2i = 0.5 * part_image.get_size()
var part_image_coord: Vector2i = parent_image_coord + Vector2i(attach.position - part.root.position)
image.blend_rect(part_image, Rect2i(Vector2i.ZERO, part.image.get_size()), part_image_coord - part_image_center)
for sub_attach in part.attaches:
available_attaches.append(sub_attach)
parent_image_coords.append(part_image_coord)
mature_texture = ImageTexture.create_from_image(image)
image.fill(Color.TRANSPARENT)
return mature_texture
## returns -1 if not found
func find_random_matching_attach_ind(attach_to_match: PlantAttach, array: Array[PlantAttach]) -> int:
var indices: Array = range(array.size())
shuffle(indices)
for i in indices:
if array[i].attach_types.any(func(type): return attach_to_match.attach_types.has(type)):
return i
return -1