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@@ -7,6 +7,7 @@ var spawn := Vector3(0, 2.0, 20.0)
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var bewohner: Array = []
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var _deko: Array = []
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var _freihalten: Array[Vector3] = []
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func _ready() -> void:
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@@ -17,6 +18,7 @@ func _ready() -> void:
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_schwarzes_brett()
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_lichtung()
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_tor_zur_erde()
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_gruen()
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_wesen()
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@@ -59,18 +61,14 @@ func _insel() -> void:
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Prims.cyl(self, Vector3(0, -4.0, 0), radius * 0.77, 4.0, Color(0.34, 0.26, 0.50), false)
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Prims.cyl(self, Vector3(0, -9.0, 0), radius * 0.42, 6.0, Color(0.24, 0.17, 0.38), false)
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# Ringweg, auf dem die Wesen gehen
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for i in range(36):
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var a := TAU * float(i) / 36.0
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Prims.box(self, Vector3(cos(a) * 15.0, 0.03, sin(a) * 15.0),
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Vector3(2.6, 0.06, 2.6), Color(0.66, 0.58, 0.84), false)
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_wege()
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# schwebende Deko
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var rng := RandomNumberGenerator.new()
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rng.seed = 7
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for i in range(34):
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var a := rng.randf() * TAU
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var r := rng.randf_range(18.0, Game.insel_radius() - 4.0)
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var r := rng.randf_range(18.0, maxf(24.0, Game.insel_radius() - 4.0))
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var p := Vector3(cos(a) * r, rng.randf_range(5.0, 24.0), sin(a) * r)
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var s := rng.randf_range(0.6, 2.0)
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var c := Color(0.6 + rng.randf() * 0.3, 0.5 + rng.randf() * 0.4, 1.0)
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@@ -79,6 +77,91 @@ func _insel() -> void:
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_deko.append(wuerfel)
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## Die gewachsenen Wege: je Kante ein flaches Band, an den Knoten ein Fleck,
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## damit Ecken nicht ausfransen.
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## Begrünung nach Regel, nicht von Hand: Poisson-Scheibe über der freien
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## Fläche. Nichts wächst auf einem Weg, in einem Haus oder auf dem Dorfplatz.
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func _gruen() -> void:
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_freihalten.append(Vector3(spawn.x, 0.0, spawn.z))
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var radius := Game.insel_radius() - 4.0
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var rng := RandomNumberGenerator.new()
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rng.seed = 91
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var gesetzt: Array[Vector3] = []
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var abstand := 9.0
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for versuch in range(1400):
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var a := rng.randf() * TAU
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var r := sqrt(rng.randf()) * radius
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var p := Vector3(cos(a) * r, 0.0, sin(a) * r)
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if p.length() < 20.0:
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continue
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var frei := true
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for g in gesetzt:
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if g.distance_to(p) < abstand:
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frei = false
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break
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if not frei:
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continue
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if not _freie_stelle(p, 3.2):
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continue
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gesetzt.append(p)
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_baum(p, rng)
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func _freie_stelle(p: Vector3, luft: float) -> bool:
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for frei in _freihalten:
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if p.distance_to(frei) < 7.0:
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return false
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for key in DreamDB.PLACES:
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var s: Array = DreamDB.PLACES[key]["size"]
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if float(s[0]) <= 0.0 or not Game.ort_offen(key):
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continue
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var c := Orte.center(DreamDB.PLACES, key)
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if absf(p.x - c.x) < float(s[0]) * 0.5 + luft \
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and absf(p.z - c.z) < float(s[1]) * 0.5 + luft:
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return false
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for k in DreamDB.NETZ.kanten:
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if Netz.trifft_rechteck(DreamDB.NETZ.knoten[k[0]], DreamDB.NETZ.knoten[k[1]],
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p, Vector2(luft * 2.0, luft * 2.0), 0.6):
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return false
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return true
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## Traumbäume: schlanker Stamm, zwei versetzte Kronen, leuchtende Spitze.
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func _baum(p: Vector3, rng: RandomNumberGenerator) -> void:
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var hoehe := rng.randf_range(3.0, 6.0)
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# Grün gegen den lila Grund -- das macht die Insel erst gemütlich.
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var ton := Color.from_hsv(0.26 + rng.randf() * 0.12, 0.48 + rng.randf() * 0.18,
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0.58 + rng.randf() * 0.26)
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Prims.cyl(self, p + Vector3(0, hoehe * 0.5, 0), 0.24, hoehe,
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Color(0.34, 0.26, 0.30))
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var k1 := Prims.sphere(self, p + Vector3(0, hoehe + 0.4, 0),
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rng.randf_range(1.1, 2.0), ton)
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k1.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
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if rng.randf() < 0.6:
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var k2 := Prims.sphere(self, p + Vector3(rng.randf_range(-0.8, 0.8),
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hoehe - 0.7, rng.randf_range(-0.8, 0.8)), rng.randf_range(0.8, 1.5),
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ton.lightened(0.12))
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k2.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
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if rng.randf() < 0.3:
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Prims.sphere(self, p + Vector3(0, hoehe + 1.6, 0), 0.28,
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Color(0.9, 0.95, 1.0), 1.6)
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func _wege() -> void:
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var farbe := Color(0.66, 0.58, 0.84)
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for k in DreamDB.NETZ.kanten:
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var a: Vector3 = DreamDB.NETZ.knoten[k[0]]
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var b: Vector3 = DreamDB.NETZ.knoten[k[1]]
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var d := b - a
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if d.length() < 0.2:
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continue
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var band := Prims.box(self, (a + b) * 0.5 + Vector3(0, 0.03, 0),
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Vector3(2.6, 0.06, d.length()), farbe, false)
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band.rotation.y = atan2(d.x, d.z)
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for k in DreamDB.NETZ.knoten:
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Prims.cyl(self, k + Vector3(0, 0.035, 0), 1.3, 0.06, farbe, false)
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func _haeuser() -> void:
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for key in DreamDB.PLACES:
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var pl: Dictionary = DreamDB.PLACES[key]
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@@ -194,8 +277,10 @@ func _schwarzes_brett() -> void:
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_marke(pos + Vector3(0, 1.6, 1.2), "brett", "Schwarzes Brett")
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## Unsichtbarer Punkt, an dem die Interaktion hängt.
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## Unsichtbarer Punkt, an dem die Interaktion hängt. Um jede Marke bleibt ein
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## Stück frei, damit später kein Baum davorsteht.
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func _marke(pos: Vector3, kind: String, titel: String) -> Node3D:
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_freihalten.append(Vector3(pos.x, 0.0, pos.z))
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var n := Node3D.new()
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n.position = pos
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add_child(n)
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@@ -243,7 +328,7 @@ func _wesen() -> void:
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continue
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var w := Bewohner.new()
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add_child(w)
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w.setup(DreamDB.LIST[i], i, DreamDB.PLACES)
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w.setup(DreamDB.LIST[i], i, DreamDB.PLACES, DreamDB.NETZ, DreamDB.ANKER)
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bewohner.append(w)
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