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-- Local function definitions
while game == nil do
wait(1/30)
end
---------------
--PLUGIN SETUP-
---------------
local loaded = false
local on = false
local plugin = PluginManager():CreatePlugin()
local toolbar = plugin:CreateToolbar("Terrain")
local toolbarbutton = toolbar:CreateButton("Generator", "Terrain Generator", "terrain.png")
toolbarbutton.Click:connect(function()
if on then
Off()
elseif loaded then
On()
end
end)
game:WaitForChild("Workspace")
game.Workspace:WaitForChild("Terrain")
local c = game.Workspace.Terrain
local SetCell = c.SetCell
local GetCell = c.GetCell
local SetCells = c.SetCells
local AutoWedge = c.AutowedgeCells
local CellCenterToWorld = c.CellCenterToWorld
-- Create a set of terrain options. Contains everything needed to now how to generate terrain.
local TerrainOptions = {}
TerrainOptions.__index = TerrainOptions
-- This will create with default options.
function TerrainOptions.Create()
local options = {}
setmetatable(options, TerrainOptions)
-- Offset to create terrain at.
options.xpos = 0
options.zpos = 0
-- X width
options.width = 512
-- Z length
options.length = 512
-- Amplitude, how high hills can be. The higher the number the higher a hill can be.
options.a = 30
-- Frequency, how often hills occur. The higher the number the more hills.
options.f = 8
-- How deep water should be. 0 means no water.
options.waterHeight = 0
-- How how the base of the world should be. 0 means no base.
options.baseHeight = 1
-- What material type terrain will be.
options.terrainMaterial = 1
-- Display the location.
return options
end
-- Stores the current terrain options to set/display.
local terrainOptions = TerrainOptions.Create()
-- This will store a copy of terrainOptions when the generate button is pressed.
-- This will then be used for the generation instead of terrainOptions. This way terrainOptions can be changed while generating without messing up what is being generated.
local generateOptions = nil
-- Create a deep copy of a table.
-- Copies the elements.
function CopyTable(object)
local holdTable = {}
local function Copy(object)
if type(object) ~= "table" then
return object
elseif holdTable[object] then
return holdTable[object]
end
local clone = {}
holdTable[object] = clone
for index, value in pairs(object) do
clone[Copy(index)] = Copy(value)
end
return setmetatable(clone, getmetatable(object))
end
return Copy(object)
end
-- Creates a copy of terrain options data.
--
-- Return:
-- Value is a new terrain options set with the old terrain options data.
function TerrainOptions:Clone(ID)
return CopyTable(self)
end
-----------------
--DEFAULT VALUES-
-----------------
-- Stores the conformation popup when confirming a choice. If not nil then some actions should be blocked.
local ConfirmationPopupObject = nil
-- If true, the clear terrain conformation won't be shown.
local hideClearConformation = false
-- If true, the genearte terrain conformation won't be shown.
local hideGenerateConformation = false
------
--GUI-
------
--screengui
local g = Instance.new("ScreenGui", game:GetService("CoreGui"))
g.Name = 'TerrainCreatorGui'
-- UI gui load. Required for sliders.
local RbxGui = LoadLibrary("RbxGui")
-- Gui frame for the plugin.
local terrainPropertiesDragBar, terrainFrame, terrainHelpFrame, terrainCloseEvent = RbxGui.CreatePluginFrame("Terrain Generator",UDim2.new(0,186,0,428),UDim2.new(0,0,0,0),false,g)
terrainPropertiesDragBar.Visible = false
terrainCloseEvent.Event:connect(function ( )
Off()
end)
terrainHelpFrame.Size = UDim2.new(0,300,0,350)
local terrainHelpText = Instance.new("TextLabel",terrainHelpFrame)
terrainHelpText.Name = "HelpText"
terrainHelpText.Font = Enum.Font.ArialBold
terrainHelpText.FontSize = Enum.FontSize.Size12
terrainHelpText.TextColor3 = Color3.new(227/255,227/255,227/255)
terrainHelpText.TextXAlignment = Enum.TextXAlignment.Left
terrainHelpText.TextYAlignment = Enum.TextYAlignment.Top
terrainHelpText.Position = UDim2.new(0,4,0,4)
terrainHelpText.Size = UDim2.new(1,-8,0,157)
terrainHelpText.BackgroundTransparency = 1
terrainHelpText.TextWrap = true
terrainHelpText.Text = [[Create terrain with hills, water.
X-Offset and Z-Offset:
Center point of terrain that will be created.
Terrain must be in a specific region. If part of the terrain is outside that region, it won't be created.
Width: Terrain size in the X direction
Length: Terrain size in the Z direction
Amplitude:
Maximum height of hills.
]]
local helpSecondText = terrainHelpText:clone()
helpSecondText.Name = "HelpSecondText"
helpSecondText.Position = UDim2.new(0,0,1,0)
helpSecondText.Size = UDim2.new(1,0,0,180)
helpSecondText.Text = [[Frequency:
How often hills are made.
Base Height:
How high the base of terrain should be.
Water Height:
How high water should be. Terrain will overwrite water.
]]
helpSecondText.Parent = terrainHelpText
local helpThirdText = helpSecondText:clone()
helpThirdText.Name = "HelpThirdText"
helpThirdText.Position = UDim2.new(0,0,.6,0)
helpThirdText.Size = UDim2.new(1,0,0,180)
helpThirdText.Text = [[
Generate Button:
Create the terrain.
Clear Button:
Remove all terrain.
]]
helpThirdText.Parent = helpSecondText
-- Used to create a highlighter.
-- A highlighter is a open, rectuangular area displayed in 3D.
local Highlighter = {}
Highlighter.__index = Highlighter
-- Create a highlighter object.
--
-- position - Where the highlighter should be displayed. If nil, the highlighter will not be shown immediatly.
-- ID - Number ID to use for the box.
-- color -- Color to use for the highlighter. Something like BrickColor.new("Really red")
function Highlighter.Create(position,
ID,
color)
-- This will be the created highlighter.
local highlighter = {}
-- How high to show the highlighter.
highlighter.height = 0
highlighter.width = 0
highlighter.length = 0
highlighter.x = 0
highlighter.y = 0
highlighter.z = 0
-- Create the part that the highlighter will be attached to.
highlighter.selectionPart = Instance.new("Part")
highlighter.selectionPart.Name = "SelectionPart"
highlighter.selectionPart.Archivable = false
highlighter.selectionPart.Transparency = 1
highlighter.selectionPart.Anchored = true
highlighter.selectionPart.Locked = true
highlighter.selectionPart.CanCollide = false
highlighter.selectionPart.FormFactor = Enum.FormFactor.Custom
highlighter.selectionBox = Instance.new("SelectionBox")
highlighter.selectionBox.Name = 'box' .. ID
highlighter.selectionBox.Archivable = false
highlighter.selectionBox.Color = color
highlighter.selectionBox.Adornee = highlighter.selectionPart
setmetatable(highlighter, Highlighter)
return highlighter
end
-- Hide the highlighter.
function Highlighter:DisablePreview()
self.selectionBox.Parent = nil
end
-- Show the highlighter.
function Highlighter:EnablePreview()
self.selectionBox.Parent = game:GetService("CoreGui") -- This will make it not show up in workspace.
end
-- Update where the highlighter is displayed.
-- cellPos - Where to display the highlighter, in cells.
function Highlighter:UpdatePosition(cellPos)
if not cellPos then
self:DisablePreview()
return
end
local regionToSelect = nil
self.x = cellPos.x
self.y = cellPos.y
self.z = cellPos.z
local lowVec = CellCenterToWorld(c, cellPos.x - self.width/2 , cellPos.y - 1, cellPos.z - self.length/2)
local highVec = CellCenterToWorld(c, cellPos.x + self.width/2, cellPos.y + self.height, cellPos.z + self.length/2)
regionToSelect = Region3.new(lowVec, highVec)
self.selectionPart.Size = regionToSelect.Size - Vector3.new(-4,4,-4)
self.selectionPart.CFrame = regionToSelect.CFrame
end
-- Set the dimensions of the highlighter.
-- Updates the display size.
-- length - Length of the area (z direction)
-- width - Width of the area (x direction)
-- height - Height of the area (y direction)
function Highlighter:UpdateDimensions(length, width, height)
self.length = length
self.width = width
self.height = height
self:UpdatePosition(Vector3.new(self.x, self.y, self.z))
end
-- Create a standard text label. Use this for all lables in the popup so it is easy to standardize.
-- labelName - What to set the text label name as.
-- pos - Where to position the label. Should be of type UDim2.
-- size - How large to make the label. Should be of type UDim2.
-- text - Text to display.
-- parent - What to set the text parent as.
-- Return:
-- Value is the created label.
function CreateStandardLabel(labelName,
pos,
size,
text,
parent)
local label = Instance.new("TextLabel", parent)
label.Name = labelName
label.Position = pos
label.Size = size
label.Text = text
label.TextColor3 = Color3.new(0.95, 0.95, 0.95)
label.Font = Enum.Font.ArialBold
label.FontSize = Enum.FontSize.Size14
label.TextXAlignment = Enum.TextXAlignment.Left
label.BackgroundTransparency = 1
label.Parent = parent
return label
end
-- Create a standardized slider.
-- name - Name to use for the slider.
-- pos - Position to display the slider at.
-- steps - How many steps there are in the slider.
-- funcOnChange - Function to call when the slider changes.
-- initValue - Initial value to set the slider to. If nil the slider stays at the default.
-- parent - What to set as the parent.
-- Return:
-- sliderGui - Slider gui object.
-- sliderPosition - Object that can set the slider value.
function CreateStandardSlider(name,
pos,
lengthBarPos,
steps,
funcOnChange,
initValue,
parent)
local sliderGui, sliderPosition = RbxGui.CreateSlider(steps, 0, UDim2.new(0,0,0,0))
sliderGui.Name = name
sliderGui.Parent = parent
sliderGui.Position = pos
sliderGui.Size = UDim2.new(1,0,0,20)
local lengthBar = sliderGui:FindFirstChild("Bar")
lengthBar.Size = UDim2.new(1, -21, 0, 5)
lengthBar.Position = lengthBarPos
if nil ~= funcOnChange then
sliderPosition.Changed:connect(function() funcOnChange(sliderPosition) end)
end
if nil ~= initValue then
sliderPosition.Value = initValue
end
return sliderGui, sliderPosition
end
-- Create a standard dropdown. Use this for all dropdowns in the popup so it is easy to standardize.
-- name - What to set the text label name as.
-- pos - Where to position the label. Should be of type UDim2.
-- values - A table of the values that will be in the dropbox, in the order they are to be shown.
-- initValue - Initial value the dropdown should be set to.
-- funcOnChange - Function to run when a dropdown selection is made.
-- parent - What to set the parent as.
-- Return:
-- dropdown - The dropdown gui.
-- updateSelection - Object to use to change the current dropdown.
function CreateStandardDropdown(name,
pos,
values,
initValue,
funcOnChange,
parent)
-- Create a dropdown selection for the modes to fill in a river
local dropdown, updateSelection=RbxGui.CreateDropDownMenu(values, funcOnChange);
dropdown.Name = name
dropdown.Position = pos
dropdown.Active = true
dropdown.Size = UDim2.new(0,150,0,32)
dropdown.Parent = parent
updateSelection(initValue)
return dropdown, updateSelection
end
-- Keep common button properties here to make it easer to change them all at once.
-- These are the default properties to use for a button.
buttonTextColor = Color3.new(1, 1, 1);
buttonFont = Enum.Font.ArialBold;
buttonFontSize = Enum.FontSize.Size18;
-- Create a standard dropdown. Use this for all dropdowns in the popup so it is easy to standardize.
-- name - What to use.
-- pos - Where to position the button. Should be of type UDim2.
-- text - Text to show in the button.
-- funcOnPress - Function to run when the button is pressed.
-- parent - What to set the parent as.
-- Return:
-- button - The button gui.
function CreateStandardButton(name,
pos,
text,
funcOnPress,
parent,
size)
button = Instance.new("TextButton", parent)
button.Name = name
button.Position = pos
button.Size = UDim2.new(0,120,0,40)
button.Text = text
if size then
button.Size = size
end
button.Style = Enum.ButtonStyle.RobloxButton
button.TextColor3 = buttonTextColor
button.Font = buttonFont
button.FontSize = buttonFontSize
button.MouseButton1Click:connect(funcOnPress)
return button
end
cancelValues = {cancelAction = false, -- Used to cancel currently occuring actions. If set to true then terrain generation will stop.
progressBar = nil, -- Will store the progress bar when needed.
setAmountFunc = nil, -- Stores a function tied to the progres bar that sets the progress bar precentage done.
bindForCancel = nil} -- Stores a function bind that will be set with the function to run when the cancel button is pressed in the progress bar.
-- Load the progress bar to display when drawing a river.
-- text - Text to display.
function LoadProgressBar(text)
if cancelValues.progressBar == nil then
cancelValues.isDrawing = true
-- Start the progress bar.
cancelValues.progressBar, cancelValues.setAmountFunc, cancelValues.bindForCancel = RbxGui.CreateLoadingFrame(text)
cancelValues.progressBar.Position = UDim2.new(.5, -cancelValues.progressBar.Size.X.Offset/2, 0, 15)
cancelValues.progressBar.Parent = g
cancelValues.bindForCancel.Event:connect(function(arguments)
cancelValues.cancelActions = true -- Set the flag that everything should stop.
coroutine.yield()
end)
else
print('Tried to start the progress bar when it was already running.')
end
end
-- Unload the progress bar.
function UnloadProgressBar()
cancelValues.isDrawing = false
cancelValues.cancelActions = false
if nil ~= cancelValues.progressBar then
cancelValues.progressBar.Parent = nil
cancelValues.progressBar = nil
cancelValues.setAmountFunc = nil
cancelValues.bindForCancel = nil
end
end
-- Slider for controlling the x offset to generate terrain at.
offsetXLabel = CreateStandardLabel("offsetXLabel", UDim2.new(0, 8, 0, 10), UDim2.new(0, 67, 0, 14), "", terrainFrame)
offsetXSliderGui, offsetXSliderPosition = CreateStandardSlider('offsetXSliderGui', UDim2.new(0,1,0,26), UDim2.new(0,10,0.5,-2), 128,
function(offsetXSliderPosition)
terrainOptions.xpos = (offsetXSliderPosition.Value - 1) * 4 - 252
offsetXLabel.Text = "X-Offset: "..terrainOptions.xpos
end, nil, terrainFrame)
offsetXSliderPosition.Value = (terrainOptions.xpos+252)/4 + 1
-- Slider for controlling the z offset to generate terrain at.
offsetZLabel = CreateStandardLabel("OffsetZLabel", UDim2.new(0, 8, 0, 51), UDim2.new(0, 67, 0, 14), "", terrainFrame)
offsetZSliderGui, offsetZSliderPosition = CreateStandardSlider('OffsetZSliderGui', UDim2.new(0,1,0,67), UDim2.new(0,10,0.5,-2), 128,
function(offsetZSliderPosition)
terrainOptions.zpos = (offsetZSliderPosition.Value - 1) * 4 - 252
offsetZLabel.Text = "Z-Offset: "..terrainOptions.zpos
end, nil, terrainFrame)
offsetZSliderPosition.Value = (terrainOptions.zpos+252)/4 + 1
-----------------------
--FUNCTION DEFINITIONS-
-----------------------
--makes a column of blocks from 1 up to height at location (x,z) in cluster c
function coordHeight(x, z, height)
SetCells(c, Region3int16.new(Vector3int16.new(x, 1, z), Vector3int16.new(x, height, z)), terrainOptions.terrainMaterial, 0, 0)
end
--makes a heightmap for a layer of mountains (width x depth)
--with a width frequency wf and depthfrequency df (width should be divisible by wf, depth should be divisible by df) (for unsquished results, width/wf = depth/df)
--with a range of amplitudes between 0 and a
function mountLayer(width, depth, wf, df, a)
local heightmap = {}
for i = 0, width-1 do
heightmap[i] = {}
for k = 0, depth-1 do
heightmap[i][k] = 0
end
end
math.randomseed(tick())
local corners = {}
for i = 0,wf do
corners[i] = {}
for k = 0, df do
corners[i][k] = a*math.random()
end
end
for i = 0, wf do
corners[i][0] = 0
corners[i][math.floor(df)] = 0
end
for k = 0, df do
corners[0][k]=0
corners[math.floor(wf)][k]=0
end
for i = 0, width-(width/wf), width/wf do
for k = 0, depth-(depth/df), depth/df do
local c1 = corners[i/(width/wf)][k/(depth/df)]
local c2 = corners[i/(width/wf)][(k+depth/df)/(depth/df)]
local c3 = corners[(i+width/wf)/(width/wf)][k/(depth/df)]
local c4 = corners[(i+width/wf)/(width/wf)][(k+depth/df)/(depth/df)]
for x = i, i+(width/wf)-1 do
for z = k, k+(depth/df)-1 do
local avgc1c3 = (math.abs(x-i)*c3 + math.abs(x-(i+width/wf))*c1)/(width/wf)
local avgc2c4 = (math.abs(x-i)*c4 + math.abs(x-(i+width/wf))*c2)/(width/wf)
local avg = math.floor((math.abs(z-k)*avgc2c4 + math.abs(z-(k+depth/df))*avgc1c3)/(depth/df))
if (avg > 100) then
print(avg)
avg = 1
end
heightmap[x][z]= avg
end
end
end
end
return heightmap
end
--makes a shell around block at coordinate x, z using heightmap
function makeShell(x, z, heightmap, shellheightmap)
local originalheight = heightmap[x][z]
for i = x - 1, x + 1 do
for k = z - 1, z + 1 do
if shellheightmap[i][k] < originalheight then
for h = originalheight, shellheightmap[i][k] - 2, -1 do
if h > 0 then
SetCell(c, i, h, k, terrainOptions.terrainMaterial, 0, 0)
end
end
shellheightmap[i][k] = originalheight
end
end
end
return shellheightmap
end
-- Set the camera to look at the terrain from a distance so that all terrain will be in view.
-- centerX, centerZ - Center coordinate of land. This doesn't take into account clipping.
-- length, width - Land dimensions.
function SetCamera(centerX, centerZ,
length, width, height)
local currCamera = game.Workspace.CurrentCamera
local cameraPos = Vector3.new(0, 400, 1600)
local cameraFocus = Vector3.new(0, height * 4, 0)
-- Nothing set so use the default.
if nil ~= centerX then
local scale = 0
local lengthScale = 0
local widthScale = 0
if length <= 64 then
lengthScale = .35
elseif length <= 128 then
lengthScale = .5
elseif length <= 256 then
lengthScale = .7
else
lengthScale = 1.3
end
if width <= 64 then
widthScale = .35
elseif width <= 128 then
widthScale = .4
elseif width <= 256 then
widthScale = .4
else
widthScale = .7
end
if widthScale > lengthScale then
scale = widthScale
else
scale = lengthScale
end
local distance = Vector3.new(0, (200*scale) + 200, (1100*scale))
cameraPos = Vector3.new(centerX + distance.X, distance.Y, centerZ + distance.Z)
cameraFocus = Vector3.new(centerX, height * 4, centerZ)
end
currCamera.CoordinateFrame = CFrame.new(cameraPos.X, cameraPos.Y, cameraPos.Z)
currCamera.Focus = CFrame.new(cameraFocus.X, cameraFocus.Y, cameraFocus.Z)
end
-- Function used by the clear button. Prompts the user first.
-- Will not show if disabled or terrain is being processed.
function ConfirmClearTerrain()
-- Only do if something isn't already being processed.
if nil == cancelValues.progressBar then
if nil == ConfirmationPopupObject then
if not hideClearConformation then
ConfirmationPopupObject = ConfirmationPopup.Create("Clear Terrain?",
"Clear",
"Cancel",
function()
ClearConformation()
ClearTerrain()
end,
ClearConformation,
function()
hideClearConformation = not hideClearConformation
return not hideClearConformation
end)
else
ClearTerrain()
end
end
end
end
-- Function used by the generate button. Prompts the user first.
-- Will not show if disabled or terrain is being processed.
function ConfirmGenerateTerrain()
-- Only do if something isn't already being processed.
if nil == cancelValues.progressBar then
if nil == ConfirmationPopupObject then
if not hideGenerateConformation then
ConfirmationPopupObject = ConfirmationPopup.Create("Generate Terrain?",
"Generate",
"Cancel",
function()
ClearConformation()
GenerateTerrain()
end,
ClearConformation,
function()
hideGenerateConformation = not hideGenerateConformation
return not hideGenerateConformation
end)
else
GenerateTerrain()
end
end
end
end
-- Create terrain based on the current properties.
function GenerateTerrain()
toolbarbutton:SetActive(false)
generateOptions = terrainOptions:Clone()
-- Turn off the plugin
Off()
-- Create the progress bar that will track terrain creation completion.
LoadProgressBar("Generating Terrain")
--Generate Terrain
-- offset terrain additionally by whatever the smallest cell is
--xpos2 = generateOptions.xpos + game.Workspace.Terrain.MaxExtents.Min.X
--zpos2 = generateOptions.zpos + game.Workspace.Terrain.MaxExtents.Min.Z
xpos2 = generateOptions.xpos - generateOptions.width/2
zpos2 = generateOptions.zpos - generateOptions.length/2
-- Reposition to get a good view.
SetCamera(generateOptions.xpos, generateOptions.zpos, generateOptions.length, generateOptions.width, math.max(generateOptions.baseHeight, generateOptions.a / 2))
--make 3 layers of mountains (you can change the frequency and amplitude of each layer and add or remove layers as you see fit (but don't forget to add the new layers to the loop below)
a1 = mountLayer(generateOptions.width, generateOptions.length, generateOptions.f * generateOptions.width/512, generateOptions.f * generateOptions.length/512, 3/5*generateOptions.a)
a2 = mountLayer(generateOptions.width, generateOptions.length, 2 * generateOptions.f *generateOptions.width/512, 2 * generateOptions.f * generateOptions.length/512, 2/5*generateOptions.a)
heightmap = {}
for x = 0, generateOptions.width - 1 do
heightmap[x + xpos2] = {}
for z = 0, generateOptions.length - 1 do
heightmap[x + xpos2][z + zpos2] = a1[x][z] + a2[x][z]
end
end
shellheightmap = {}
for x = 0, generateOptions.width - 1 do
shellheightmap[x + xpos2] = {}
for z = 0, generateOptions.length - 1 do
shellheightmap[x + xpos2][z + zpos2] = heightmap[x + xpos2][z + zpos2]
end
end
gprogress = 0
k = 1 + zpos2
local waitCount = 0
-- Fill in the edges that don't get done in the terrain calculations.
if 0 ~= generateOptions.waterHeight then
SetCells(c, Region3int16.new(Vector3int16.new(xpos2, 1, zpos2), Vector3int16.new(xpos2, generateOptions.waterHeight, zpos2 + generateOptions.length-1)), Enum.CellMaterial.Water, 0, 0)
SetCells(c, Region3int16.new(Vector3int16.new(xpos2 + generateOptions.width-1, 1, zpos2), Vector3int16.new(xpos2 + generateOptions.width-1, generateOptions.waterHeight, zpos2 + generateOptions.length-1)), Enum.CellMaterial.Water, 0, 0)
SetCells(c, Region3int16.new(Vector3int16.new(xpos2, 1, zpos2), Vector3int16.new(xpos2 + generateOptions.width-1, generateOptions.waterHeight, zpos2)), Enum.CellMaterial.Water, 0, 0)
SetCells(c, Region3int16.new(Vector3int16.new(xpos2, 1, zpos2 + generateOptions.length-1), Vector3int16.new(xpos2 + generateOptions.width-1, generateOptions.waterHeight, zpos2 + generateOptions.length-1)), Enum.CellMaterial.Water, 0, 0)
end
if 0 ~= generateOptions.baseHeight then
SetCells(c, Region3int16.new(Vector3int16.new(xpos2, 0, zpos2), Vector3int16.new(xpos2, generateOptions.baseHeight, zpos2 + generateOptions.length-1)), terrainOptions.terrainMaterial, 0, 0)
SetCells(c, Region3int16.new(Vector3int16.new(xpos2 + generateOptions.width-1, 0, zpos2), Vector3int16.new(xpos2 + generateOptions.width-1, generateOptions.baseHeight, zpos2 + generateOptions.length-1)), terrainOptions.terrainMaterial, 0, 0)
SetCells(c, Region3int16.new(Vector3int16.new(xpos2, 0, zpos2), Vector3int16.new(xpos2 + generateOptions.width-1, generateOptions.baseHeight, zpos2)), terrainOptions.terrainMaterial, 0, 0)
SetCells(c, Region3int16.new(Vector3int16.new(xpos2, 0, zpos2 + generateOptions.length-1), Vector3int16.new(xpos2 + generateOptions.width-1, generateOptions.baseHeight, zpos2 + generateOptions.length-1)), terrainOptions.terrainMaterial, 0, 0)
end
while k < generateOptions.length - 1 + zpos2 do
for x = 1 + xpos2, generateOptions.width - 2 + xpos2 do
-- End on cancel.
if cancelValues.cancelActions then
game:GetService("ChangeHistoryService"): SetWaypoint("CancelGenerate")
UnloadProgressBar()
return
end
-- Create water.
if 0 ~= generateOptions.waterHeight then
SetCells(c, Region3int16.new(Vector3int16.new(x, 1, k), Vector3int16.new(x, generateOptions.waterHeight, k)), Enum.CellMaterial.Water, 0, 0)
end
-- Create the base for terrain.
if 0 ~= generateOptions.baseHeight then
SetCells(c, Region3int16.new(Vector3int16.new(x, 0, k), Vector3int16.new(x, generateOptions.baseHeight, k)), terrainOptions.terrainMaterial, 0, 0)
end
coordHeight(x, k, heightmap[x][k])
shellheightmap = makeShell(x, k, heightmap, shellheightmap)
end
k = k + 1
gprogress = gprogress + 2/(generateOptions.length * 3)
-- Update the amount completed.
cancelValues.setAmountFunc(gprogress)
if waitCount > 5 then waitCount = 0 wait(0.01) else waitCount = waitCount + 1 end
end
k = 1 + zpos2
waitCount = 0
local maxHeight = -1
local oldK = k
while k < generateOptions.length - 1 + zpos2 do
for x = 1 + xpos2, generateOptions.width - 2 + xpos2 do
-- End on cancel.
if cancelValues.cancelActions then
game:GetService("ChangeHistoryService"): SetWaypoint("GenerateGenerate")
UnloadProgressBar()
return
end
height = shellheightmap[x][k]
if height == nil then
height = -1
end
if height > maxHeight then
maxHeight = height
end
end
k = k + 1
gprogress = gprogress + 1/(generateOptions.length * 3)
-- Update the amount completed.
cancelValues.setAmountFunc(gprogress)
if waitCount > 10 then
waitCount = 0
AutoWedge(c, Region3int16.new(Vector3int16.new(1 + xpos2, 0, oldK), Vector3int16.new(generateOptions.width - 2 + xpos2, maxHeight, k)))
oldK = k+1
maxHeight = -1
wait()
else waitCount = waitCount + 1 end
if k == generateOptions.length - 2 + zpos2 then
AutoWedge(c, Region3int16.new(Vector3int16.new(1 + xpos2, 0, oldK), Vector3int16.new(generateOptions.width - 2 + xpos2, maxHeight, k)))
end
end
-- Clean up the progress bar.
UnloadProgressBar()
--Generate Terrain End
game:GetService("ChangeHistoryService"): SetWaypoint("Generate")
end
-- Clears all terrain.
-- Clearing is immediate.
function ClearTerrain()
toolbarbutton:SetActive(false)
Off()
--Erase Terrain
LoadProgressBar('Clearing Terrain')
wait()
c:Clear()
--Erase Terrain End
UnloadProgressBar()
game:GetService("ChangeHistoryService"): SetWaypoint("Reset")
end
-- Used to create a highlighter.
-- A highlighter is a open, rectuangular area displayed in 3D.
ConfirmationPopup = {}
ConfirmationPopup.__index = ConfirmationPopup
-- Create a confirmation popup.
--
-- confirmText - What to display in the popup.
-- confirmButtonText - What to display in the popup.
-- declineButtonText - What to display in the popup.
-- confirmFunction - Function to run on confirmation.
-- declineFunction - Function to run when declining.
--
-- Return:
-- Value a table with confirmation gui and options.
function ConfirmationPopup.Create(confirmText,
confirmButtonText,
declineButtonText,
confirmFunction,
declineFunction)
local popup = {}
popup.confirmButton = nil -- Hold the button to confirm a choice.
popup.declineButton = nil -- Hold the button to decline a choice.
popup.confirmationFrame = nil -- Hold the conformation frame.
popup.confirmationText = nil -- Hold the text label to display the conformation message.
popup.confirmationHelpText = nil -- Hold the text label to display the conformation message help.
popup.confirmationFrame = Instance.new("Frame", g)
popup.confirmationFrame.Name = "ConfirmationFrame"
popup.confirmationFrame.Size = UDim2.new(0, 280, 0, 140)
popup.confirmationFrame.Position = UDim2.new(.5, -popup.confirmationFrame.Size.X.Offset/2, 0.5, -popup.confirmationFrame.Size.Y.Offset/2)
popup.confirmationFrame.Style = Enum.FrameStyle.RobloxRound
popup.confirmLabel = CreateStandardLabel("ConfirmLabel", UDim2.new(0,0,0,15), UDim2.new(1, 0, 0, 24), confirmText, popup.confirmationFrame)
popup.confirmLabel.FontSize = Enum.FontSize.Size18
popup.confirmLabel.TextXAlignment = Enum.TextXAlignment.Center
-- Confirm
popup.confirmButton = CreateStandardButton("ConfirmButton",
UDim2.new(0.5, -120, 1, -50),
confirmButtonText,
confirmFunction,
popup.confirmationFrame)
-- Decline
popup.declineButton = CreateStandardButton("DeclineButton",
UDim2.new(0.5, 0, 1, -50),
declineButtonText,
declineFunction,
popup.confirmationFrame)
setmetatable(popup, ConfirmationPopup)
return popup
end
-- Clear the popup, free up assets.
function ConfirmationPopup:Clear()
if nil ~= self.confirmButton then
self.confirmButton.Parent = nil
end
if nil ~= self.declineButton then
self.declineButton.Parent = nil
end
if nil ~= self.confirmationFrame then
self.confirmationFrame.Parent = nil
end
if nil ~= self.confirmLabel then
self.confirmLabel.Parent = nil
end
self.confirmButton = nil
self.declineButton = nil
self.conformationFrame = nil
self.conformText = nil
end
--------------------------------------------------------------------------------------------
-- Create Gui Interfaces
--------------------------------------------------------------------------------------------
local maxXZExtentsLog = c.MaxExtents.Max.X > 512 and 6 or 4
local maxYExtents = math.min(c.MaxExtents.Max.Y, 256)
-- Slider for controlling the width of the terran area. Terran is created in a region this wide.
widthLabel = CreateStandardLabel("WidthLabel", UDim2.new(0, 8, 0, 92), UDim2.new(0, 67, 0, 14), "", terrainFrame)
widthSliderGui, widthSliderPosition = CreateStandardSlider('WidthSliderGui', UDim2.new(0,1,0,108), UDim2.new(0,10,0.5,-2), maxXZExtentsLog,
function(widthSliderPosition)
terrainOptions.width = math.pow(2, widthSliderPosition.Value + 5)
widthLabel.Text = "Width: "..terrainOptions.width
end, 4, terrainFrame)
-- Slider for controlling the length of the terran area. Terran is created in a region this long.
lengthLabel = CreateStandardLabel("LengthLabel", UDim2.new(0, 8, 0, 133), UDim2.new(0, 67, 0, 14), "", terrainFrame)
lengthSliderGui, lengthSliderPosition = CreateStandardSlider('LengthSliderGui', UDim2.new(0,1,0,149), UDim2.new(0,10,0.5,-2), maxXZExtentsLog,
function(lengthSliderPosition)
terrainOptions.length = math.pow(2, lengthSliderPosition.Value + 5)
lengthLabel.Text = "Length: "..terrainOptions.length
end, 4, terrainFrame)
-- Slider for controlling the amplitude of hills.
amplitudeLabel = CreateStandardLabel("AmplitudeLabel", UDim2.new(0, 8, 0, 174), UDim2.new(0, 67, 0, 14), "", terrainFrame)
amplitudeSliderGui, amplitudeSliderPosition = CreateStandardSlider('AmplitudeSliderGui', UDim2.new(0,1,0,190), UDim2.new(0,10,0.5,-2), 62,
function(amplitudeSliderPosition)
terrainOptions.a = amplitudeSliderPosition.Value + 1
amplitudeLabel.Text = "Amplitude: ".. terrainOptions.a
end, nil, terrainFrame)
amplitudeSliderPosition.Value = terrainOptions.a-1
-- Slider for controlling the frequency of hills.
frequencyLabel = CreateStandardLabel("FrequencyLabel", UDim2.new(0, 8, 0, 215), UDim2.new(0, 67, 0, 14), "", terrainFrame)
frequencySliderGui, frequencySliderPosition = CreateStandardSlider('FrequencySliderGui', UDim2.new(0,1,0,231), UDim2.new(0,10,0.5,-2), 8,
function(frequencySliderPosition)
terrainOptions.f = math.pow(2, frequencySliderPosition.Value - 1)
frequencyLabel.Text = "Frequency: ".. terrainOptions.f
end, nil, terrainFrame)
frequencySliderPosition.Value = 4
-- Slider for controlling the baseHeight, how deep the base terrain should be.
baseHeightLabel = CreateStandardLabel("BaseHeightLabel", UDim2.new(0, 8, 0, 256), UDim2.new(0, 67, 0, 14), "", terrainFrame)
baseHeightSliderGui, baseHeightSliderPosition = CreateStandardSlider('BaseHeightSliderGui', UDim2.new(0,1,0,272), UDim2.new(0,10,0.5,-2), maxYExtents,
function(baseHeightSliderPosition)
terrainOptions.baseHeight = baseHeightSliderPosition.Value - 1
baseHeightLabel.Text = "Base Height: ".. (terrainOptions.baseHeight)
end, nil, terrainFrame)
baseHeightSliderPosition.Value = terrainOptions.baseHeight + 1
-- Slider for controlling the waterHeight, how much water to fill.
waterHeightLabel = CreateStandardLabel("WaterHeightLabel", UDim2.new(0, 8, 0, 297), UDim2.new(0, 67, 0, 14), "", terrainFrame)
waterHeightSliderGui, waterHeightSliderPosition = CreateStandardSlider('WaterHeightSliderGui', UDim2.new(0,1,0,313), UDim2.new(0,10,0.5,-2), maxYExtents,
function(waterHeightSliderPosition)
terrainOptions.waterHeight = waterHeightSliderPosition.Value - 1
waterHeightLabel.Text = "Water Height: ".. (terrainOptions.waterHeight)
end, nil, terrainFrame)
waterHeightSliderPosition.Value = terrainOptions.waterHeight + 1
-- Button to generate terrain using the current settings.
generateButton = CreateStandardButton("GenerateButton",
UDim2.new(0.5, -75, 0, 343),
'Generate',
ConfirmGenerateTerrain,
terrainFrame,
UDim2.new(0,150,0,40))
-- Button to clear terrain using. All terrain will be removed.
clearButton = CreateStandardButton("ClearButton",
UDim2.new(0.5, -75, 0, 385),
'Clear',
ConfirmClearTerrain,
terrainFrame,
UDim2.new(0,150,0,40))
-- Unload the conformation popup if it exists.
-- Does nothing if the popup isn't set.
function ClearConformation()
if nil ~= ConfirmationPopupObject then
ConfirmationPopupObject:Clear()
ConfirmationPopupObject = nil
end
end
-- Run when the popup is activated.
function On()
if not c then
return
end
plugin:Activate(true)
toolbarbutton:SetActive(true)
terrainPropertiesDragBar.Visible = true
on = true
end
-- Run when the popup is deactivated.
function Off()
toolbarbutton:SetActive(false)
ClearConformation()
on = false
-- Hide the popup gui.
terrainPropertiesDragBar.Visible = false
end
plugin.Deactivation:connect(function()
Off()
end)
loaded = true