Files
ScrapFrontier/game/world/generators/world_generator.gd
T

51 lines
1.3 KiB
GDScript

class_name WorldGenerator
extends Node
const AREA_COUNT = 3
var local_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
var area_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
var weapon_rng : RandomNumberGenerator = RandomNumberGenerator.new()
@onready var area_generator : AreaGenerator = $AreaGenerator
func generate(seed_value: int) -> WorldData:
local_seed_rng.seed = seed_value
area_seed_rng.seed = local_seed_rng.randi()
weapon_rng.seed = local_seed_rng.randi()
var data : WorldData = WorldData.new()
data.seed_value = seed_value
_fill_areas(data)
_fill_weapons(data)
return data
func _fill_areas(data : WorldData) -> void:
for i in AREA_COUNT:
var seed_value := area_seed_rng.randi()
var area := area_generator.generate(seed_value)
data.areas.append(area)
func _fill_weapons(data : WorldData) -> void:
var weapon_by_group : Dictionary[String, Array] = {}
for weapon in SaveManager.WEAPONS:
if not weapon.group in weapon_by_group:
weapon_by_group[weapon.group] = [] as Array[WeaponData]
weapon_by_group[weapon.group].append(weapon)
for group in weapon_by_group:
var array : Array[WeaponData] = weapon_by_group[group]
if array.size() == 0: continue
var index := weapon_rng.randi_range(1, array.size()) - 1
data.player_start_weapons.append(array[index])