From 034ed30da10c2117e9c2507ed1fef3cab43ee79c Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Wed, 02 Apr 2025 08:56:56 +0000
Subject: [PATCH] #36 load all items into itemDatabase on startup

---
 Assets/Scripts/GenerateTileMap.cs |  115 ++++++++++++++++++++++++++++++++++++++++-----------------
 1 files changed, 81 insertions(+), 34 deletions(-)

diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index 231f61a..01742a2 100644
--- a/Assets/Scripts/GenerateTileMap.cs
+++ b/Assets/Scripts/GenerateTileMap.cs
@@ -6,42 +6,42 @@
 using UnityEngine.Tilemaps;
 using UnityEngine.UIElements;
 
-[Serializable]
-public class Ore
-{
-    public string name;
-    /// <summary>
-    /// The lower the numer the higher the amount of ores that will spawn
-    /// Higher number means less ore
-    /// </summary>
-    [Tooltip("The lower the numer the higher the amount of ores that will spawn. Higher number means less ore.")]
-    [Range(1, 100000)]
-    public int weight;
-    /// <summary>
-    /// The lower the number the more dense the ore will spawn (big clusters
-    /// Higher number means little clusters (more spread)
-    /// </summary>
-    [Tooltip("The lower the number the more dense the ore will spawn (big clusters. Higher number means little clusters (more spread).")]
-    [Range(10, 100000)]
-    public int clusterWeight;
-    public RuleTile tile;
-    public int maxSpawnHeight;
-    public int minSpawnHeight;
-}
+//[Serializable]
+//public class Ore
+//{
+//    public string name;
+//    /// <summary>
+//    /// The lower the numer the higher the amount of ores that will spawn
+//    /// Higher number means less ore
+//    /// </summary>
+//    [Tooltip("The lower the numer the higher the amount of ores that will spawn. Higher number means less ore.")]
+//    [Range(1, 100000)]
+//    public int weight;
+//    /// <summary>
+//    /// The lower the number the more dense the ore will spawn (big clusters
+//    /// Higher number means little clusters (more spread)
+//    /// </summary>
+//    [Tooltip("The lower the number the more dense the ore will spawn (big clusters. Higher number means little clusters (more spread).")]
+//    [Range(10, 100000)]
+//    public int clusterWeight;
+//    public CustomRuleTile tile;
+//    public int maxSpawnHeight;
+//    public int minSpawnHeight;
+//}
 
 public class GenerateTileMap : MonoBehaviour
 {
     public int? seed;
-    public int maxWidth = 256;
-    public int maxHeight = 384;
-    public int maxGroundHeight = 256;
+    public static int maxWidth = 256;
+    public static int maxHeight = 384;
+    public static int maxGroundHeight = 256;
     private float scale;
     private float offsetX;
     private float offsetY;
     Tilemap tilemap;
-    public RuleTile forestRuleTile;
+    public CustomRuleTile forestRuleTile;
     public TileBase borderTile;
-    public List<Ore> ores;
+    public List<Generateable> generateables;
     //public List<TileBase> tiles;
 
     private void Awake()
@@ -56,6 +56,8 @@
         }
 
         SetSettingsFromSeed(seed.Value);
+
+        transform.position = new Vector3((maxWidth / 2) * -1, (maxGroundHeight + 1) * -1, transform.position.z);
     }
 
     public void SetSettingsFromSeed(int seed)
@@ -112,24 +114,30 @@
             }
         }
 
-        if (ores != null)
+        if (generateables != null)
         {
-            foreach (Ore ore in ores)
+            foreach (Generateable generateable in generateables)
             {
                 for (int x = 0; x < maxWidth; x++)
                 {
-                    for (int y = ore.minSpawnHeight; y < ore.maxSpawnHeight; y++)
+                    for (int y = generateable.minSpawnHeight; y < generateable.maxSpawnHeight; y++)
                     {
-                        float xPerlin = ((float)x / maxWidth) * (float)ore.clusterWeight + offsetX;
-                        float yPerlin = ((float)y / maxHeight) * (float)ore.clusterWeight + offsetY;
+                        float xPerlin = ((float)x / maxWidth) * (float)generateable.clusterWeight + offsetX;
+                        float yPerlin = ((float)y / maxHeight) * (float)generateable.clusterWeight + offsetY;
                         float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin);
 
-                        if (perlinNoise <= (1f / (float)ore.weight))
+                        if (perlinNoise <= (1f / (float)generateable.weight))
                         {
                             Vector3Int tileSpawnCoord = new Vector3Int(x, y);
                             if (!destroyedTiles.Contains(tileSpawnCoord) && tilemap.HasTile(tileSpawnCoord))
                             {
-                                tilemap.SetTile(tileSpawnCoord, ore.tile);
+                                // Check potential cluster size before placing
+                                int clusterSize = CountPotentialClusterSize(x, y, generateable.weight, generateable.clusterWeight);
+                                if (clusterSize >= generateable.minClusterSize)
+                                {
+                                    tilemap.SetTile(tileSpawnCoord, generateable.tile);
+                                }
+                                //tilemap.SetTile(tileSpawnCoord, generateable.tile);
                             }
                         }
 
@@ -165,4 +173,43 @@
         yield return null;
         finishedCallback();
     }
+    private int CountPotentialClusterSize(int startX, int startY, int weight, int clusterWeight)
+    {
+        int size = 0;
+        Queue<Vector2Int> toCheck = new Queue<Vector2Int>();
+        HashSet<Vector2Int> checked_positions = new HashSet<Vector2Int>();
+
+        toCheck.Enqueue(new Vector2Int(startX, startY));
+        checked_positions.Add(new Vector2Int(startX, startY));
+
+        while (toCheck.Count > 0)
+        {
+            Vector2Int current = toCheck.Dequeue();
+            size++;
+
+            // Check all 8 neighboring tiles
+            for (int dx = -1; dx <= 1; dx++)
+            {
+                for (int dy = -1; dy <= 1; dy++)
+                {
+                    if (dx == 0 && dy == 0) continue;
+
+                    Vector2Int neighbor = new Vector2Int(current.x + dx, current.y + dy);
+                    if (checked_positions.Contains(neighbor)) continue;
+
+                    float xPerlin = ((float)neighbor.x / maxWidth) * clusterWeight + offsetX;
+                    float yPerlin = ((float)neighbor.y / maxHeight) * clusterWeight + offsetY;
+                    float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin);
+
+                    if (perlinNoise <= (1f / (float)weight))
+                    {
+                        toCheck.Enqueue(neighbor);
+                        checked_positions.Add(neighbor);
+                    }
+                }
+            }
+        }
+
+        return size;
+    }
 }

--
Gitblit v1.9.3