The random step jitter in _build_region_borders() was still ±4.0, a constant left over from before the island rescale — at the new border_spacing of 3.5 that could produce near-zero or even negative steps as often as it produced 7.5-unit gaps, independent of position along the ridge (hence gaps showing up near the center too, just by bad luck). Jitter is now proportional to border_spacing (±25%), and spacing itself tightened to 1.5 for a denser wall. Verified headless: 142 border props total, max gap along one ridge now ~1.9 units (was up to 7.5), consistent from table edge to girdle.
186 lines
7.0 KiB
GDScript
186 lines
7.0 KiB
GDScript
extends Node3D
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# ═══════════════════════════════════════════════════════════════
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# HEX-DIAMANT-INSEL — Blockout
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# Krone (begehbar): flaches 6-Eck-Tisch + 6 Trapez-Facetten zur Rundiste
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# Pavillon (rein optisch): steile 6-seitige Pyramide unter der Rundiste
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# ═══════════════════════════════════════════════════════════════
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@export var table_radius : float = 15.0 # flaches Sechseck in der Mitte
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@export var girdle_radius : float = 50.0 # äußerer Sechseck-Rand (Rundiste)
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@export var crown_drop : float = 6.0 # Höhenabfall Tisch -> Rundiste
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@export var pavilion_depth : float = 35.0 # Höhenabfall Rundiste -> Spitze
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@export var angle_offset_deg: float = 0.0
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# Insel-Maße richten sich nach der Spieler-/Prop-Größe (Capsule ~0.16-0.5,
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# Berg/Wald-Modelle bei 0.1-0.2 Skalierung ~2 Einheiten hoch) — nicht umgekehrt.
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@export var border_spacing : float = 1.5 # Abstand zwischen Grenz-Props entlang eines Grats
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@export var border_jitter : float = 0.5 # zufälliger seitlicher Versatz
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const COLOR_TABLE := Color(0.75, 0.74, 0.70)
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const COLOR_FACET_A := Color(0.55, 0.55, 0.48)
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const COLOR_FACET_B := Color(0.49, 0.49, 0.43)
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const COLOR_PAVILION := Color(0.30, 0.28, 0.26)
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# Grenz-Props: gleiche Modelle + Skalierung + Hitbox-Maße wie in main.tscn
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const MOUNTAIN_SCENE := preload("res://assets/models/mountain.glb")
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const MOUNTAIN2_SCENE := preload("res://assets/models/mountain2v5.glb")
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const FOREST_SCENE := preload("res://assets/models/forest.glb")
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const MOUNTAIN_SCALE := 0.1
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const MOUNTAIN2_SCALE := 0.05
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const FOREST_SCALE := 0.2
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func _ready() -> void:
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_build_crown()
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_build_pavilion()
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_build_region_borders()
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func _hex_angle(k: int) -> float:
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return deg_to_rad(angle_offset_deg) + float(k) / 6.0 * TAU
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func _add_tri(st: SurfaceTool, a: Vector3, b: Vector3, c: Vector3, col: Color) -> void:
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var n := (b - a).cross(c - a).normalized()
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for v in [a, b, c]:
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st.set_normal(n)
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st.set_color(col)
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st.add_vertex(v)
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# ═══════════════════════════════════════════════
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# KRONE — Tisch + 6 Facetten (begehbar, mit Kollision)
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# ═══════════════════════════════════════════════
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func _build_crown() -> void:
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var st := SurfaceTool.new()
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st.begin(Mesh.PRIMITIVE_TRIANGLES)
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var center := Vector3.ZERO
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var table_pts : Array[Vector3] = []
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var girdle_pts : Array[Vector3] = []
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for k in range(6):
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var a := _hex_angle(k)
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table_pts.append(Vector3(cos(a) * table_radius, 0.0, sin(a) * table_radius))
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girdle_pts.append(Vector3(cos(a) * girdle_radius, -crown_drop, sin(a) * girdle_radius))
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# Tisch-Fan (Zentrum-Region)
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for k in range(6):
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var k1 := (k + 1) % 6
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_add_tri(st, center, table_pts[k1], table_pts[k], COLOR_TABLE)
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# 6 Facetten (Außenregionen), abwechselnd eingefärbt für sichtbare Nähte
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for k in range(6):
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var k1 := (k + 1) % 6
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var col := COLOR_FACET_A if k % 2 == 0 else COLOR_FACET_B
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_add_tri(st, table_pts[k], table_pts[k1], girdle_pts[k], col)
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_add_tri(st, table_pts[k1], girdle_pts[k1], girdle_pts[k], col)
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var mesh := st.commit()
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var mat := StandardMaterial3D.new()
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mat.vertex_color_use_as_albedo = true
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mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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mat.cull_mode = BaseMaterial3D.CULL_DISABLED
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mesh.surface_set_material(0, mat)
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var body := StaticBody3D.new()
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body.name = "Crown"
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var mi := MeshInstance3D.new()
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mi.mesh = mesh
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body.add_child(mi)
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var cs := CollisionShape3D.new()
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var trimesh := mesh.create_trimesh_shape()
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trimesh.backface_collision = true # dünnes Mesh: von beiden Seiten kollidieren, kein Durchfallen
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cs.shape = trimesh
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body.add_child(cs)
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add_child(body)
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# ═══════════════════════════════════════════════
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# PAVILLON — Pyramide unter der Rundiste (rein optisch)
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# ═══════════════════════════════════════════════
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func _build_pavilion() -> void:
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var st := SurfaceTool.new()
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st.begin(Mesh.PRIMITIVE_TRIANGLES)
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var apex := Vector3(0, -crown_drop - pavilion_depth, 0)
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var girdle_pts: Array[Vector3] = []
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for k in range(6):
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var a := _hex_angle(k)
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girdle_pts.append(Vector3(cos(a) * girdle_radius, -crown_drop, sin(a) * girdle_radius))
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for k in range(6):
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var k1 := (k + 1) % 6
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_add_tri(st, girdle_pts[k], girdle_pts[k1], apex, COLOR_PAVILION)
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var mesh := st.commit()
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var mat := StandardMaterial3D.new()
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mat.vertex_color_use_as_albedo = true
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mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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mat.cull_mode = BaseMaterial3D.CULL_DISABLED
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mesh.surface_set_material(0, mat)
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var mi := MeshInstance3D.new()
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mi.name = "Pavilion"
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mi.mesh = mesh
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add_child(mi)
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# ═══════════════════════════════════════════════
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# GRENZEN — Berg/Wald entlang der 6 Grate zwischen den Regionen
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# Grat k = Strecke von Tisch-Ecke T[k] zu Rundiste-Ecke G[k]
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# (gemeinsame Kante von Facette k-1 und Facette k)
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# ═══════════════════════════════════════════════
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func _build_region_borders() -> void:
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var borders := Node3D.new()
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borders.name = "Borders"
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add_child(borders)
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for k in range(6):
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var a := _hex_angle(k)
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var dir := Vector3(cos(a), 0.0, sin(a))
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var perp := Vector3(-dir.z, 0.0, dir.x)
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var t := table_radius
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while t <= girdle_radius:
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var frac := (t - table_radius) / (girdle_radius - table_radius)
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var pos := dir * t
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pos.y = lerp(0.0, -crown_drop, frac)
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pos += perp * randf_range(-border_jitter, border_jitter)
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_place_border_prop(borders, pos)
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t += border_spacing + randf_range(-border_spacing * 0.25, border_spacing * 0.25)
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func _place_border_prop(parent: Node3D, pos: Vector3) -> void:
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var roll := randf()
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var inst: Node3D
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var scale_factor: float
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var shape: Shape3D
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if roll < 0.4:
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inst = MOUNTAIN_SCENE.instantiate() as Node3D
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scale_factor = MOUNTAIN_SCALE
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var cap := CapsuleShape3D.new()
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cap.radius = 7.0
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cap.height = 20.0
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shape = cap
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elif roll < 0.7:
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inst = MOUNTAIN2_SCENE.instantiate() as Node3D
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scale_factor = MOUNTAIN2_SCALE
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var cap2 := CapsuleShape3D.new()
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cap2.radius = 8.5078125
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cap2.height = 17.015625
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shape = cap2
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else:
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inst = FOREST_SCENE.instantiate() as Node3D
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scale_factor = FOREST_SCALE
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var cyl := CylinderShape3D.new()
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cyl.radius = 0.72021484
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cyl.height = 2.2817383
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shape = cyl
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inst.position = pos
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inst.rotation.y = randf() * TAU
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inst.scale = Vector3.ONE * scale_factor
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var cs := CollisionShape3D.new()
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cs.shape = shape
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inst.add_child(cs)
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parent.add_child(inst)
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