extends Node3D class_name EarthWorld ## Die Erde: eine Kleinstadt mit vier Menschen, die ihren Tag leben. var spawn := Vector3(0, 3.0, 12.0) var humans: Array = [] var _sun: DirectionalLight3D var _sky: ProceduralSkyMaterial var _env: Environment var _nachtlichter: Array = [] func _ready() -> void: _environment() _boden() _bebauung() _orte() _park() _saeule() _menschen() _himmel_aktualisieren() func _environment() -> void: var we := WorldEnvironment.new() _env = Environment.new() _env.background_mode = Environment.BG_SKY var sky := Sky.new() _sky = ProceduralSkyMaterial.new() sky.sky_material = _sky _env.sky = sky _env.ambient_light_source = Environment.AMBIENT_SOURCE_SKY _env.glow_enabled = true _env.glow_intensity = 0.35 _env.fog_enabled = true _env.fog_density = 0.0012 we.environment = _env add_child(we) _sun = DirectionalLight3D.new() _sun.shadow_enabled = true _sun.shadow_blur = 1.5 add_child(_sun) func _boden() -> void: Prims.box(self, Vector3(0, -0.53, 0), Vector3(300, 1, 300), Color(0.42, 0.48, 0.40)) _strassen() ## Arterien breit, roji schmal -- beide als flaches Band mit Belag. func _strassen() -> void: for st in HumanDB.STRASSEN: var a: Vector3 = st["a"] var b: Vector3 = st["b"] var d := b - a if d.length() < 0.2: continue var breit := float(st["breite"]) var farbe := Color(0.62, 0.60, 0.58) if breit > 5.0 else Color(0.55, 0.53, 0.52) var band := Prims.box(self, (a + b) * 0.5 + Vector3(0, 0.02, 0), Vector3(breit, 0.06, d.length() + breit), farbe, false) band.rotation.y = atan2(d.x, d.z) ## Alles, was nicht Wohnung oder Sonderbau ist, steht als geschlossener Bau da. ## Erst dadurch wird der Bezirk dicht. func _bebauung() -> void: var rng := RandomNumberGenerator.new() rng.seed = 8123 var belegt: Dictionary = {} for key in HumanDB.PLACES: var s: Array = HumanDB.PLACES[key]["size"] if float(s[0]) > 0.0: belegt[Orte.center(HumanDB.PLACES, key).snapped(Vector3.ONE * 0.1)] = true for p in HumanDB.PARZELLEN: var c: Vector3 = p["pos"] if belegt.has(c.snapped(Vector3.ONE * 0.1)): continue var g: Vector2 = p["size"] if minf(g.x, g.y) < 3.0: continue var hoehe := rng.randf_range(4.0, 9.0) var ton := Color.from_hsv(fmod(0.07 + rng.randf() * 0.12, 1.0), 0.10 + rng.randf() * 0.14, 0.62 + rng.randf() * 0.26) Prims.box(self, c + Vector3(0, hoehe * 0.5, 0), Vector3(g.x, hoehe, g.y), ton) Prims.box(self, c + Vector3(0, hoehe + 0.2, 0), Vector3(g.x + 0.5, 0.4, g.y + 0.5), ton.darkened(0.25)) if rng.randf() < 0.35: Prims.box(self, c + Vector3(0, hoehe + 0.9, 0), Vector3(g.x * 0.4, 1.0, g.y * 0.4), ton.darkened(0.1)) ## Wohnungen und Sonderbauten stehen offen, damit der Geist von oben hineinsieht. func _orte() -> void: for key in HumanDB.PLACES: var pl: Dictionary = HumanDB.PLACES[key] var s: Array = pl["size"] if float(s[0]) <= 0.0: continue var c := Orte.center(HumanDB.PLACES, key) var groesse := Vector3(float(s[0]), 2.3, float(s[1])) var farbe: Color = pl["color"] var tuer: float = minf(3.0, minf(groesse.x, groesse.z) - 3.0) Prims.room(self, c, groesse, farbe, farbe.darkened(0.35), Orte.DIR_VEC[pl["dir"]], maxf(1.6, tuer), true) Prims.label(self, c + Vector3(0, 4.4, 0), str(pl["name"]), 0.55, Color(1, 1, 0.9)) _einrichtung(c, groesse, farbe, key) var licht := OmniLight3D.new() licht.position = c + Vector3(0, 2.0, 0) licht.omni_range = 16.0 licht.light_color = Color(1.0, 0.85, 0.6) licht.light_energy = 0.0 add_child(licht) _nachtlichter.append(licht) ## Ein paar Möbel, damit man sieht, wofür ein Raum da ist. func _einrichtung(c: Vector3, groesse: Vector3, farbe: Color, key: String) -> void: var w := maxf(0.5, groesse.x * 0.5 - 2.0) var h := maxf(0.5, groesse.z * 0.5 - 2.0) if key.begins_with("heim_"): Prims.box(self, c + Vector3(-w * 0.6, 0.35, -h * 0.5), Vector3(1.9, 0.7, 3.0), Color(0.85, 0.85, 0.90)) Prims.box(self, c + Vector3(w * 0.6, 0.75, 0), Vector3(1.5, 0.15, 2.2), farbe.darkened(0.5)) Prims.box(self, c + Vector3(w * 0.6, 1.05, 0), Vector3(0.8, 0.55, 0.1), Color(0.2, 0.25, 0.3)) elif key == "cafe": for i in range(3): Prims.cyl(self, c + Vector3(-w * 0.5 + float(i) * w * 0.5, 0.4, 0.4), 0.7, 0.8, Color(0.55, 0.40, 0.30)) Prims.box(self, c + Vector3(0, 0.55, -h * 0.7), Vector3(groesse.x - 3.0, 1.1, 0.8), Color(0.45, 0.32, 0.24)) elif key == "buero": for i in range(3): Prims.box(self, c + Vector3(-w * 0.5 + float(i) * w * 0.5, 0.75, 0), Vector3(1.6, 0.15, 1.2), Color(0.75, 0.75, 0.78)) elif key == "baeckerei": Prims.box(self, c + Vector3(0, 0.55, h * 0.5), Vector3(groesse.x - 3.0, 1.1, 1.0), Color(0.70, 0.55, 0.35)) Prims.box(self, c + Vector3(0, 0.85, -h * 0.6), Vector3(2.6, 1.7, 1.2), Color(0.4, 0.4, 0.42)) elif key == "uni": for i in range(3): Prims.box(self, c + Vector3(0, 0.5, -h * 0.6 + float(i) * h * 0.6), Vector3(groesse.x - 3.0, 0.2, 0.7), Color(0.66, 0.62, 0.58)) Prims.box(self, c + Vector3(0, 1.1, -h), Vector3(groesse.x * 0.55, 1.6, 0.15), Color(0.15, 0.25, 0.20)) elif key == "werkstatt": Prims.box(self, c + Vector3(0, 0.6, 0), Vector3(groesse.x - 4.0, 1.2, 1.4), Color(0.52, 0.48, 0.46)) ## Der mittlere Block bleibt frei: Rasen, Teich, Bäume, Bänke. Der Park ist ## der einzige Ort im Bezirk, an dem nicht gebaut wird. func _park() -> void: var rng := RandomNumberGenerator.new() rng.seed = 3 var halb: float = (float(HumanDB.ACHSEN[2]) - float(HumanDB.ACHSEN[1])) * 0.5 \ - HumanDB.ARTERIE * 0.5 Prims.box(self, Vector3(0, 0.01, 0), Vector3(halb * 2.0, 0.05, halb * 2.0), Color(0.40, 0.58, 0.34), false) Prims.cyl(self, Vector3(-halb * 0.4, 0.06, halb * 0.25), halb * 0.28, 0.1, Color(0.30, 0.50, 0.72), false) for i in range(26): var p := Vector3(rng.randf_range(-halb, halb), 0, rng.randf_range(-halb, halb)) if p.distance_to(Vector3(-halb * 0.4, 0, halb * 0.25)) < halb * 0.38: continue if p.distance_to(Vector3(0, 0, 12.0)) < 6.0: continue var hoehe := rng.randf_range(2.6, 5.0) Prims.cyl(self, p + Vector3(0, hoehe * 0.5, 0), 0.3, hoehe, Color(0.35, 0.26, 0.18)) Prims.sphere(self, p + Vector3(0, hoehe + 0.9, 0), rng.randf_range(1.3, 2.2), Color(0.24, 0.48 + rng.randf() * 0.22, 0.22)) for i in range(5): var a := TAU * float(i) / 5.0 + 0.4 var p := Vector3(cos(a) * halb * 0.62, 0.45, sin(a) * halb * 0.62) var b := Prims.box(self, p, Vector3(2.4, 0.15, 0.7), Color(0.55, 0.40, 0.28)) b.rotation.y = -a Prims.label(self, Vector3(0, 5.0, halb - 3.0), "Stadtpark", 0.6, Color(1, 1, 0.9)) func _saeule() -> void: var pos := Vector3(0, 0, 12.0) Prims.cyl(self, pos + Vector3(0, 0.2, 0), 2.6, 0.4, Color(0.50, 0.48, 0.55), false) Prims.cyl(self, pos + Vector3(0, 2.2, 0), 0.7, 4.0, Color(0.55, 0.80, 1.0), false, 1.6) Prims.sphere(self, pos + Vector3(0, 4.6, 0), 0.9, Color(0.75, 0.92, 1.0), 2.2) Prims.label(self, pos + Vector3(0, 6.0, 0), "Rückkehr in die Traumwelt", 0.4, Color(0.75, 0.95, 1)) var n := Node3D.new() n.position = pos + Vector3(0, 1.6, 0) add_child(n) n.add_to_group("interactable") n.set_meta("kind", "traum") n.set_meta("arg", "") n.set_meta("titel", "Rückkehr in die Traumwelt") func _menschen() -> void: for i in range(HumanDB.LIST.size()): var m := Bewohner.new() add_child(m) m.setup(HumanDB.LIST[i], i, HumanDB.PLACES, HumanDB.NETZ, HumanDB.ANKER) humans.append(m) func _process(_delta: float) -> void: _himmel_aktualisieren() func _himmel_aktualisieren() -> void: var t: float = Game.time_h var sonne := clampf(sin((t - 6.0) / 12.0 * PI), 0.0, 1.0) _sun.rotation_degrees = Vector3(-((t - 6.0) / 12.0) * 180.0, -35.0, 0.0) _sun.light_energy = 0.25 + sonne * 1.0 _sun.light_color = Color(1.0, 0.75 + sonne * 0.25, 0.55 + sonne * 0.4) var tag_top := Color(0.30, 0.55, 0.90) var nacht_top := Color(0.03, 0.04, 0.12) var tag_hor := Color(0.75, 0.85, 0.95) var nacht_hor := Color(0.10, 0.10, 0.25) _sky.sky_top_color = nacht_top.lerp(tag_top, sonne) _sky.sky_horizon_color = nacht_hor.lerp(tag_hor, sonne) _sky.ground_horizon_color = nacht_hor.lerp(Color(0.55, 0.60, 0.55), sonne) _sky.ground_bottom_color = nacht_top.lerp(Color(0.30, 0.38, 0.28), sonne) _env.ambient_light_energy = 0.45 + sonne * 0.8 _env.fog_light_color = nacht_hor.lerp(tag_hor, sonne) var nacht := 1.0 - sonne for l in _nachtlichter: l.light_energy = clampf(nacht * 2.4 - 0.3, 0.0, 2.2)