--!strict while not game do wait() end local ChangeHistoryService = game:GetService "ChangeHistoryService" local CoreGui = game:GetService "CoreGui" local CreateStandardButton = require "../Modules/Terrain/CreateStandardButton" local CreateStandardLabel = require "../Modules/Terrain/CreateStandardLabel" local News = require "../Modules/New" local New = News.New local Hydrate = News.Hydrate --------------- --PLUGIN SETUP- --------------- local loaded = false local on = false local On, Off local plugin = PluginManager():CreatePlugin() :: Plugin local toolbar = plugin:CreateToolbar "Terrain" :: Toolbar local toolbarbutton = toolbar:CreateButton( "Generator", "Terrain Generator", "terrain.png" ) :: Button toolbarbutton.Click:connect(function() if on then Off() elseif loaded then On() end end) game:WaitForChild "Workspace" workspace:WaitForChild "Terrain" local c = workspace.Terrain local SetCell = c.SetCell 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 -- Create a deep copy of a table. -- Copies the elements. function CopyTable(object) local holdTable = {} local function Copy(object2) if type(object2) ~= "table" then return object2 elseif holdTable[object2] then return holdTable[object2] end local clone = {} holdTable[object2] = clone for index, value in pairs(object2) do clone[Copy(index)] = Copy(value) end return setmetatable(clone, getmetatable(object2)) 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() 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 -- 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 = New "ScreenGui" { Name = "TerrainCreatorGui", Parent = CoreGui, } -- 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 function helpText() return New "TextLabel" { Font = Enum.Font.ArialBold, FontSize = Enum.FontSize.Size12, TextColor3 = Color3.new(227 / 255, 227 / 255, 227 / 255), TextXAlignment = Enum.TextXAlignment.Left, TextYAlignment = Enum.TextYAlignment.Top, BackgroundTransparency = 1, TextWrapped = true, Parent = terrainHelpFrame, } end local helpText1 = [[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 helpText2 = [[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. ]] local helpText3 = [[ Generate Button: Create the terrain. Clear Button: Remove all terrain. ]] Hydrate(helpText()) { Name = "HelpText", Position = UDim2.new(0, 4, 0, 4), Size = UDim2.new(1, -8, 0, 157), Text = helpText1, Parent = terrainHelpFrame, Hydrate(helpText()) { Name = "HelpSecondText", Position = UDim2.new(0, 0, 1, 0), Size = UDim2.new(1, 0, 0, 180), Text = helpText2, Hydrate(helpText()) { Name = "HelpThirdText", Position = UDim2.new(0, 0, 0.6, 0), Size = UDim2.new(1, 0, 0, 180), Text = helpText3, }, }, } -- 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(_, 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 = New "Part" { Name = "SelectionPart", Archivable = false, Transparency = 1, Anchored = true, Locked = true, CanCollide = false, FormFactor = Enum.FormFactor.Custom, } highlighter.selectionBox = New "SelectionBox" { Name = "box" .. ID, Archivable = false, Color = color, 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 = 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: Vector3) if not cellPos then self:DisablePreview() return end local regionToSelect self.X = cellPos.X self.Y = cellPos.Y self.Z = cellPos.Z local width, length, height = self.width :: number, self.length :: number, self.height :: number local lowVec = CellCenterToWorld( c, cellPos.X - width / 2, cellPos.Y - 1, cellPos.Z - length / 2 ) local highVec = CellCenterToWorld( c, cellPos.X + width / 2, cellPos.Y + height, cellPos.Z + 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: number, width: number, height: number ) self.length = length self.width = width self.height = height self:UpdatePosition(Vector3.new(self.X, self.Y, self.Z)) 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. local function CreateStandardSlider( name, pos, lengthBarPos, steps, funcOnChange, initValue, parent ) local sliderGui, sliderPosition = RbxGui.CreateSlider(steps, 0, UDim2.new(0, 0, 0, 0)) Hydrate(sliderGui) { Name = name, Parent = parent, Position = pos, Size = UDim2.new(1, 0, 0, 20), } Hydrate(sliderGui.Bar) { Size = UDim2.new(1, -21, 0, 5), Position = lengthBarPos, } if funcOnChange then sliderPosition.Changed:connect(function() funcOnChange(sliderPosition) end) end if initValue then sliderPosition.Value = initValue end return sliderGui, sliderPosition end local 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. local function LoadProgressBar(text) if cancelValues.progressBar then print "Tried to start the progress bar when it was already running." return end cancelValues.isDrawing = true -- Start the progress bar. cancelValues.progressBar, cancelValues.setAmountFunc, cancelValues.bindForCancel = RbxGui.CreateLoadingFrame(text) cancelValues.progressBar.Position = UDim2.new(0.5, -cancelValues.progressBar.Size.X.Offset / 2, 0, 15) cancelValues.progressBar.Parent = g cancelValues.bindForCancel.Event:connect(function(_) cancelValues.cancelActions = true -- Set the flag that everything should stop. coroutine.Yield() end) end -- Unload the progress bar. local 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. local offsetXLabel = CreateStandardLabel( "offsetXLabel", UDim2.new(0, 8, 0, 10), UDim2.new(0, 67, 0, 14), "", terrainFrame ) local _, offsetXSliderPosition = CreateStandardSlider( "offsetXSliderGui", UDim2.new(0, 1, 0, 26), UDim2.new(0, 10, 0.5, -2), 128, function(offsetXSliderPosition2) terrainOptions.Xpos = (offsetXSliderPosition2.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. local offsetZLabel = CreateStandardLabel( "OffsetZLabel", UDim2.new(0, 8, 0, 51), UDim2.new(0, 67, 0, 14), "", terrainFrame ) local _, offsetZSliderPosition = CreateStandardSlider( "OffsetZSliderGui", UDim2.new(0, 1, 0, 67), UDim2.new(0, 10, 0.5, -2), 128, function(offsetZSliderPosition2) terrainOptions.Zpos = (offsetZSliderPosition2.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 local 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 local function mountLayer(width: number, depth: number, wf, df, a: number) 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 local 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. local function SetCamera( centerX: number, centerZ: number, length: number, width: number, height: number ) local currCamera = workspace.CurrentCamera :: Camera local cameraPos = Vector3.new(0, 400, 1600) local cameraFocus = Vector3.new(0, height * 4, 0) -- Nothing set so use the default. if centerX then local scale = 0 local lengthScale = 0 local widthScale = 0 if length <= 64 then lengthScale = 0.35 elseif length <= 128 then lengthScale = 0.5 elseif length <= 256 then lengthScale = 0.7 else lengthScale = 1.3 end if width <= 64 then widthScale = 0.35 elseif width <= 256 then widthScale = 0.4 else widthScale = 0.7 end scale = widthScale > lengthScale and widthScale or lengthScale 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 -- Create terrain based on the current properties. local function GenerateTerrain() toolbarbutton:SetActive(false) generateOptions = terrainOptions:Clone() 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 + workspace.Terrain.MaxExtents.Min.X --zpos2 = generateOptions.Zpos + workspace.Terrain.MaxExtents.Min.Z local xpos2 = generateOptions.Xpos - generateOptions.width / 2 local 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) local a1 = mountLayer( generateOptions.width, generateOptions.length, generateOptions.f * generateOptions.width / 512, generateOptions.f * generateOptions.length / 512, 3 / 5 * generateOptions.a ) local a2 = mountLayer( generateOptions.width, generateOptions.length, 2 * generateOptions.f * generateOptions.width / 512, 2 * generateOptions.f * generateOptions.length / 512, 2 / 5 * generateOptions.a ) local 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 local 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 local gprogress = 0 local 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 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 ChangeHistoryService:SetWaypoint "GenerateGenerate" UnloadProgressBar() return end local 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 ChangeHistoryService:SetWaypoint "Generate" end local ConfirmationPopup -- Unload the conformation popup if it exists. -- Does nothing if the popup isn't set. local function ClearConformation() if ConfirmationPopupObject then ConfirmationPopupObject:Clear() ConfirmationPopupObject = nil end end -- Function used by the generate button. Prompts the user first. -- Will not show if disabled or terrain is being processed. local function ConfirmGenerateTerrain() -- Only do if something isn't already being processed. if cancelValues.progressBar or ConfirmationPopupObject then return elseif hideGenerateConformation then GenerateTerrain() return end ConfirmationPopupObject = ConfirmationPopup.Create( "Generate Terrain?", "Generate", "Cancel", function() ClearConformation() GenerateTerrain() end, ClearConformation, function() hideGenerateConformation = not hideGenerateConformation return not hideGenerateConformation end ) end -- Clears all terrain. -- Clearing is immediate. local function ClearTerrain() toolbarbutton:SetActive(false) Off() --Erase Terrain LoadProgressBar "Clearing Terrain" wait() c:Clear() --Erase Terrain End UnloadProgressBar() ChangeHistoryService:SetWaypoint "Reset" end -- Function used by the clear button. Prompts the user first. -- Will not show if disabled or terrain is being processed. local function ConfirmClearTerrain() -- Only do if something isn't already being processed. if cancelValues.progressBar or ConfirmationPopupObject then return elseif hideClearConformation then ClearTerrain() return end ConfirmationPopupObject = ConfirmationPopup.Create( "Clear Terrain?", "Clear", "Cancel", function() ClearConformation() ClearTerrain() end, ClearConformation, function() hideClearConformation = not hideClearConformation return not hideClearConformation end ) 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 = { confirmButton = nil, -- Hold the button to confirm a choice. declineButton = nil, -- Hold the button to decline a choice. confirmationFrame = nil, -- Hold the conformation frame. confirmationText = nil, -- Hold the text label to display the conformation message. confirmationHelpText = nil, -- Hold the text label to display the conformation message help. } popup.confirmationFrame = New "Frame" { Name = "ConfirmationFrame", Size = UDim2.new(0, 280, 0, 140), Position = UDim2.new( 0.5, -popup.confirmationFrame.Size.X.Offset / 2, 0.5, -popup.confirmationFrame.Size.Y.Offset / 2 ), Style = Enum.FrameStyle.RobloxRound, Parent = g, } popup.confirmLabel = Hydrate( CreateStandardLabel( "ConfirmLabel", UDim2.new(0, 0, 0, 15), UDim2.new(1, 0, 0, 24), confirmText, popup.confirmationFrame ) ) { FontSize = Enum.FontSize.Size18, 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 self.confirmButton then self.confirmButton.Parent = nil end if self.declineButton then self.declineButton.Parent = nil end if self.confirmationFrame then self.confirmationFrame.Parent = nil end if 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. local widthLabel = CreateStandardLabel( "WidthLabel", UDim2.new(0, 8, 0, 92), UDim2.new(0, 67, 0, 14), "", terrainFrame ) -- local _, _ widthSliderGui, widthSliderPosition = CreateStandardSlider( "WidthSliderGui", UDim2.new(0, 1, 0, 108), UDim2.new(0, 10, 0.5, -2), maxXZExtentsLog, function(widthSliderPosition2) terrainOptions.width = math.pow(2, widthSliderPosition2.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. local lengthLabel = CreateStandardLabel( "LengthLabel", UDim2.new(0, 8, 0, 133), UDim2.new(0, 67, 0, 14), "", terrainFrame ) -- local _, _ lengthSliderGui, lengthSliderPosition = CreateStandardSlider( "LengthSliderGui", UDim2.new(0, 1, 0, 149), UDim2.new(0, 10, 0.5, -2), maxXZExtentsLog, function(lengthSliderPosition2) terrainOptions.length = math.pow(2, lengthSliderPosition2.Value + 5) lengthLabel.Text = "Length: " .. terrainOptions.length end, 4, terrainFrame ) -- Slider for controlling the amplitude of hills. local amplitudeLabel = CreateStandardLabel( "AmplitudeLabel", UDim2.new(0, 8, 0, 174), UDim2.new(0, 67, 0, 14), "", terrainFrame ) local _, amplitudeSliderPosition = CreateStandardSlider( "AmplitudeSliderGui", UDim2.new(0, 1, 0, 190), UDim2.new(0, 10, 0.5, -2), 62, function(amplitudeSliderPosition2) terrainOptions.a = amplitudeSliderPosition2.Value + 1 amplitudeLabel.Text = "Amplitude: " .. terrainOptions.a end, nil, terrainFrame ) amplitudeSliderPosition.Value = terrainOptions.a - 1 -- Slider for controlling the frequency of hills. local frequencyLabel = CreateStandardLabel( "FrequencyLabel", UDim2.new(0, 8, 0, 215), UDim2.new(0, 67, 0, 14), "", terrainFrame ) local _, frequencySliderPosition = CreateStandardSlider( "FrequencySliderGui", UDim2.new(0, 1, 0, 231), UDim2.new(0, 10, 0.5, -2), 8, function(frequencySliderPosition2) terrainOptions.f = math.pow(2, frequencySliderPosition2.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. local baseHeightLabel = CreateStandardLabel( "BaseHeightLabel", UDim2.new(0, 8, 0, 256), UDim2.new(0, 67, 0, 14), "", terrainFrame ) local _, baseHeightSliderPosition = CreateStandardSlider( "BaseHeightSliderGui", UDim2.new(0, 1, 0, 272), UDim2.new(0, 10, 0.5, -2), maxYExtents, function(baseHeightSliderPosition2) terrainOptions.baseHeight = baseHeightSliderPosition2.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. local waterHeightLabel = CreateStandardLabel( "WaterHeightLabel", UDim2.new(0, 8, 0, 297), UDim2.new(0, 67, 0, 14), "", terrainFrame ) local _, waterHeightSliderPosition = CreateStandardSlider( "WaterHeightSliderGui", UDim2.new(0, 1, 0, 313), UDim2.new(0, 10, 0.5, -2), maxYExtents, function(waterHeightSliderPosition2) terrainOptions.waterHeight = waterHeightSliderPosition2.Value - 1 waterHeightLabel.Text = "Water Height: " .. terrainOptions.waterHeight end, nil, terrainFrame ) waterHeightSliderPosition.Value = terrainOptions.waterHeight + 1 -- Button to generate terrain using the current settings. 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. CreateStandardButton( "ClearButton", UDim2.new(0.5, -75, 0, 385), "Clear", ConfirmClearTerrain, terrainFrame, UDim2.new(0, 150, 0, 40) ) -- 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