|  | extends Node3D | 
					
						
						|  |  | 
					
						
						|  | @onready var islands = $Islands | 
					
						
						|  | @onready var mines = $Mines | 
					
						
						|  | @onready var chests = $Chests | 
					
						
						|  |  | 
					
						
						|  | @export var n_islands := 100 | 
					
						
						|  | @export var n_chests := 100 | 
					
						
						|  | @export var n_mines := 100 | 
					
						
						|  |  | 
					
						
						|  | @export var world_size := Rect2(-50, -50, 100, 100) | 
					
						
						|  | @export var spawn_zone := Rect2(-5, -5, 10, 10) | 
					
						
						|  |  | 
					
						
						|  | var island_scenes = [preload("res://islands.tscn")] | 
					
						
						|  | var chest_scenes = [preload("res://chest.tscn")] | 
					
						
						|  | var mine_scenes = [preload("res://mine.tscn")] | 
					
						
						|  |  | 
					
						
						|  | var bbs : Array[Rect2]= [] | 
					
						
						|  | # Called when the node enters the scene tree for the first time. | 
					
						
						|  | func _ready(): | 
					
						
						|  | randomize() | 
					
						
						|  | spawn_world() | 
					
						
						|  | $Player.reset_signal.connect(spawn_world) | 
					
						
						|  |  | 
					
						
						|  |  | 
					
						
						|  | func spawn_world(): | 
					
						
						|  | bbs.clear() | 
					
						
						|  | bbs.append(spawn_zone) | 
					
						
						|  | spawn_islands() | 
					
						
						|  | spawn_chests() | 
					
						
						|  | spawn_mines() | 
					
						
						|  |  | 
					
						
						|  |  | 
					
						
						|  | func bb_overlaps(rect: Rect2, border:float)->bool: | 
					
						
						|  | var expanded_rect = rect.grow(border) | 
					
						
						|  | for bb in bbs: | 
					
						
						|  | if bb.intersects(expanded_rect): | 
					
						
						|  | return true | 
					
						
						|  |  | 
					
						
						|  | return false | 
					
						
						|  |  | 
					
						
						|  |  | 
					
						
						|  | func find_valid_position(aabb, border:float) -> Vector2: | 
					
						
						|  | var x_pos = randf_range(world_size.position.x, world_size.end.x) | 
					
						
						|  | var z_pos = randf_range(world_size.position.y, world_size.end.y) | 
					
						
						|  | var aabb2d = Rect2(Vector2(aabb.position.x+x_pos, aabb.position.z+z_pos), Vector2(aabb.size.x, aabb.size.z)) | 
					
						
						|  |  | 
					
						
						|  | while bb_overlaps(aabb2d, border): # change to n_tries | 
					
						
						|  | x_pos = randf_range(world_size.position.x, world_size.end.x) | 
					
						
						|  | z_pos = randf_range(world_size.position.y, world_size.end.y) | 
					
						
						|  | aabb2d = Rect2(Vector2(aabb.position.x+x_pos, aabb.position.z+z_pos), Vector2(aabb.size.x, aabb.size.z)) | 
					
						
						|  |  | 
					
						
						|  | return Vector2(aabb.position.x+x_pos, aabb.position.z+z_pos) | 
					
						
						|  |  | 
					
						
						|  | func spawn_scene(scene, border:float): | 
					
						
						|  | var instance = scene.instantiate() | 
					
						
						|  | var aabb = instance.get_mesh_aabb() | 
					
						
						|  | var spawn_position = find_valid_position(aabb,border) | 
					
						
						|  | var aabb2d = Rect2(spawn_position, Vector2(aabb.size.x, aabb.size.z)) | 
					
						
						|  |  | 
					
						
						|  | bbs.append(aabb2d) | 
					
						
						|  | instance.position = Vector3(spawn_position.x, 0.0, spawn_position.y) | 
					
						
						|  |  | 
					
						
						|  | instance.rotate_y(randf_range(0,2*PI)) | 
					
						
						|  |  | 
					
						
						|  | return instance | 
					
						
						|  |  | 
					
						
						|  |  | 
					
						
						|  | func clear_and_spawn(parent, scenes: Array, count, border: float=5.0): | 
					
						
						|  | for child in parent.get_children(): | 
					
						
						|  | child.queue_free() | 
					
						
						|  |  | 
					
						
						|  | for i in count: | 
					
						
						|  | var scene = scenes.pick_random() | 
					
						
						|  | var instance = spawn_scene(scene, border) | 
					
						
						|  | parent.add_child(instance) | 
					
						
						|  | instance.set_owner(get_tree().edited_scene_root) | 
					
						
						|  |  | 
					
						
						|  | func spawn_islands(): | 
					
						
						|  | clear_and_spawn(islands, island_scenes, n_islands, 10.0) | 
					
						
						|  |  | 
					
						
						|  | func spawn_chests(): | 
					
						
						|  | clear_and_spawn(chests, chest_scenes, n_chests) | 
					
						
						|  |  | 
					
						
						|  | func spawn_mines(): | 
					
						
						|  | clear_and_spawn(mines, mine_scenes, n_mines) | 
					
						
						|  |  | 
					
						
						|  |  | 
					
						
						|  |  |