class_name GeneratorVoid extends RefCounted const NAME := "void" func generate(world: World, chunk: Chunk) -> void: var matter: Matter.Layer = chunk.get_or_create_layer(Matter) var shapes: Shape.Layer = chunk.get_or_create_layer(Shape) # TODO: Make it easier to create "structures" that cover multiple chunks. # TODO: These are supposed to be unbreakable. if chunk.chunk_pos == Vector2i(-1, 0): for x in range(Chunk.SIZE - 6, Chunk.SIZE): var local_pos := Vector2i(x, 3) matter.set_at(local_pos, Matter.PLASTIC) shapes.set_at(local_pos, Shape.FULL) # colors[x, 3] = Color.FromHsv(GD.Randf(), 0.1F, 1.0F); elif chunk.chunk_pos == Vector2i(0, 0): for x in range(0, 6): var local_pos := Vector2i(x, 3) matter.set_at(local_pos, Matter.PLASTIC) shapes.set_at(local_pos, Shape.FULL) # colors[x, 3] = Color.FromHsv(GD.Randf(), 0.1F, 1.0F);