From 0f43d3a24a26435c5805261af40880cb96bdc9f2 Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Sun, 06 Apr 2025 16:38:43 +0000
Subject: [PATCH] #48 added chunk caching

---
 Assets/Scripts/GenerateTileMap.cs |  254 +++++++++++++++++++++++++-------------------------
 1 files changed, 125 insertions(+), 129 deletions(-)

diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index d74153b..cb32cb4 100644
--- a/Assets/Scripts/GenerateTileMap.cs
+++ b/Assets/Scripts/GenerateTileMap.cs
@@ -1,34 +1,11 @@
 using System;
 using System.Collections;
 using System.Collections.Generic;
+using Unity.Collections;
+using Unity.Jobs;
 using Unity.VisualScripting;
 using UnityEngine;
 using UnityEngine.Tilemaps;
-using UnityEngine.UIElements;
-using static UnityEditor.Progress;
-
-//[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
 {
@@ -38,17 +15,18 @@
     public static int groundDepth = 256;
     private float scale;
     private float offsetX;
-    private float offsetY;
+    private float offsetY; 
+    private NativeArray<float> perlinNoiseCache;
     Tilemap tilemap;
     public CustomRuleTile forestRuleTile;
     public TileBase borderTile;
     private List<Generateable> generateables;
 
-    //public List<TileBase> tiles;
     public const int CHUNK_SIZE = 16; // Size of each chunk
-    public const int LOAD_DISTANCE = 2; // Number of chunks to load around player
+    public int LOAD_DISTANCE = 2; // Number of chunks to load around player
 
     private Dictionary<Vector2Int, bool> loadedChunks = new Dictionary<Vector2Int, bool>();
+    private Dictionary<Vector2Int, TileBase[]> chunkCache = new Dictionary<Vector2Int, TileBase[]>();
     private Transform playerTransform; // Reference to player/camera
     private Vector2Int lastLoadedChunk;
     private GameManager gameManager;
@@ -76,23 +54,16 @@
     private void Update()
     {
         if (playerTransform == null) return;
-        Debug.Log($"Player Position: {playerTransform.position}");
+        //Debug.Log($"Player Position: {playerTransform.position}");
         Vector2Int currentChunk = GetChunkPosition(playerTransform.position);
-        Debug.Log($"Current Chunk: {currentChunk}");
+        //Debug.Log($"Current Chunk: {currentChunk}");
         if (currentChunk != lastLoadedChunk)
         {
             StartCoroutine(UpdateLoadedChunks(currentChunk));
             lastLoadedChunk = currentChunk;
         }
     }
-    // When a tile is destroyed in a chunk, update GameManager's list
-    private void AddDestroyedTile(Vector3Int tilePos)
-    {
-        if (!gameManager.destroyedTiles.Contains(tilePos))
-        {
-            gameManager.destroyedTiles.Add(tilePos);
-        }
-    }
+
 
     // When checking if a tile is destroyed, use GameManager's list
     private bool IsTileDestroyed(Vector3Int tilePos)
@@ -178,6 +149,7 @@
 
         UnityEngine.Random.state = randomState;
 
+        CachePerlinNoise();
     }
 
     private int GenerateSeed(int size)
@@ -190,6 +162,19 @@
             chars[i] = seedNumbers[rand.Next(seedNumbers.Length)];
         }
         return int.Parse(new string(chars));
+    }
+    private void CachePerlinNoise()
+    {
+        perlinNoiseCache = new NativeArray<float>(maxWidth * maxDepth, Allocator.Persistent);
+        for (int x = 0; x < maxWidth; x++)
+        {
+            for (int y = 0; y < maxDepth; y++)
+            {
+                float xPerlin = ((float)x / maxWidth) * scale + offsetX;
+                float yPerlin = ((float)Math.Abs(y) / groundDepth) * scale + offsetY;
+                perlinNoiseCache[x * groundDepth + y] = Mathf.PerlinNoise(xPerlin, yPerlin);
+            }
+        }
     }
 
     public IEnumerator GenerateTiles(Action finishedCallback, List<Vector3Int> destroyedTiles)
@@ -223,47 +208,112 @@
                 Vector2Int chunkPos = new Vector2Int(centerChunk.x + x, centerChunk.y + y);
                 if (!loadedChunks.ContainsKey(chunkPos))
                 {
-                    yield return GenerateChunk(chunkPos, destroyedTiles);
+                    if (chunkCache.ContainsKey(chunkPos))
+                    {
+                        // Load the chunk from the cache
+                        yield return LoadChunkFromCache(chunkPos);
+                    }
+                    else
+                    {
+                        // Generate the chunk
+                        yield return GenerateChunk(chunkPos, destroyedTiles);
+                    }
                     loadedChunks[chunkPos] = true;
                 }
             }
         }
     }
+
+    private IEnumerator LoadChunkFromCache(Vector2Int chunk)
+    {
+        int startX = chunk.x * CHUNK_SIZE;
+        int startY = (chunk.y * CHUNK_SIZE) - 1;
+
+        if (chunkCache.TryGetValue(chunk, out TileBase[] cachedTiles))
+        {
+            for (int i = 0; i < cachedTiles.Length; i++)
+            {
+                int x = startX + (i % CHUNK_SIZE);
+                int y = startY - (i / CHUNK_SIZE);
+                Vector3Int tilePos = new Vector3Int(x, y);
+
+                if (!IsTileDestroyed(tilePos))
+                {
+                    tilemap.SetTile(tilePos, cachedTiles[i]);
+                }
+            }
+            Debug.Log($"Loaded chunk from cache: {chunk}");
+        }
+        yield return null;
+    }
     private IEnumerator GenerateChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles)
     {
         int startX = chunk.x * CHUNK_SIZE;
-        int startY = (chunk.y * CHUNK_SIZE)-1;
+        int startY = (chunk.y * CHUNK_SIZE) - 1;
+        // Check if the chunk is already in the cache
+        LoadChunkFromCache(chunk);
 
-        // Generate ground in chunk
-        for (int x = startX; x < startX + CHUNK_SIZE; x++)
+        // Create job data
+        var groundJob = new GenerateGroundJob
         {
-            if (x < 1 || x >= maxWidth) continue;
+            chunkStartX = startX,
+            chunkStartY = startY,
+            chunkSize = CHUNK_SIZE,
+            maxWidth = maxWidth,
+            groundDepth = groundDepth,
+            scale = scale,
+            offsetX = offsetX,
+            offsetY = offsetY,
+            groundTiles = new NativeArray<bool>(CHUNK_SIZE * CHUNK_SIZE, Allocator.TempJob),
+            perlinNoiseCache = perlinNoiseCache
+        };
 
-            for (int y = startY; y > startY - CHUNK_SIZE; y--)
+        // Schedule the job
+        JobHandle groundJobHandle = groundJob.Schedule(CHUNK_SIZE * CHUNK_SIZE, 64);
+
+        // Wait for the job to complete
+        yield return new WaitUntil(() => groundJobHandle.IsCompleted);
+
+        // Apply the results
+        groundJobHandle.Complete();
+        TileBase[] newChunkTiles = new TileBase[CHUNK_SIZE * CHUNK_SIZE];
+        for (int i = 0; i < CHUNK_SIZE * CHUNK_SIZE; i++)
+        {
+            if (groundJob.groundTiles[i])
             {
-                if (y < -groundDepth || y >= 0) continue;
+                int x = startX + (i % CHUNK_SIZE);
+                int y = startY - (i / CHUNK_SIZE);
                 Vector3Int tilePos = new Vector3Int(x, y);
-                if (IsTileDestroyed(tilePos))
-                    continue;
 
-                float xPerlin = ((float)x / maxWidth) * scale + offsetX;
-                float yPerlin = ((float)Mathf.Abs(y) / maxDepth) * scale + offsetY;
-                float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin);
-
-                if (perlinNoise <= 0.7f)
+                if (!IsTileDestroyed(tilePos))
                 {
                     tilemap.SetTile(tilePos, forestRuleTile);
+                    newChunkTiles[i] = forestRuleTile;
                 }
+                else
+                {
+                    newChunkTiles[i] = null;
+                }
+            }
+            else
+            {
+                newChunkTiles[i] = null;
             }
         }
 
-        // Generate ores in chunk
+        // Save the generated chunk to the cache
+        chunkCache[chunk] = newChunkTiles;
+
+        // Clean up native array
+        groundJob.groundTiles.Dispose();
+
+        // Generate ores
         if (generateables != null)
         {
             yield return GenerateOresInChunk(chunk, destroyedTiles);
         }
-        // Don't generate borders for each chunk
-        // Only generate borders when at world edges
+
+        // Generate borders when needed
         if (startX == 0 || startX + CHUNK_SIZE >= maxWidth ||
             startY == 0 || startY - CHUNK_SIZE <= -groundDepth)
         {
@@ -271,34 +321,6 @@
         }
     }
 
-    //private IEnumerator CreateGroundLayer(List<Vector3Int> destroyedTiles)
-    //{
-    //    for (int x = 1; x < maxWidth; x++)
-    //    {
-    //        for (int y = -1; y > -groundDepth; y--)
-    //        {
-    //            float xPerlin = ((float)x / maxWidth) * scale + offsetX;
-    //            float yPerlin = ((float)Mathf.Abs(y) / maxDepth) * scale + offsetY;
-    //            float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin);
-
-    //            if (perlinNoise <= 0.7f)
-    //            {
-    //                Vector3Int tileSpawnCoord = new Vector3Int(x, y);
-    //                if (!destroyedTiles.Contains(tileSpawnCoord))
-    //                {
-    //                    tilemap.SetTile(tileSpawnCoord, forestRuleTile);
-    //                }
-    //            }
-
-    //        }
-
-    //        // Update UI every 8 lines
-    //        if ((x % 8) == 0)
-    //        {
-    //            yield return null;
-    //        }
-    //    }
-    //}
     private IEnumerator GenerateOresInChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles)
     {
         int startX = chunk.x * CHUNK_SIZE;
@@ -309,18 +331,26 @@
             // Convert spawn heights to negative values if they aren't already
             int maxY = -Mathf.Abs(generateable.maxSpawnHeight);
             int minY = -Mathf.Abs(generateable.minSpawnHeight);
+            // Changed condition: Check if the chunk's Y range overlaps with ore spawn range
+            int chunkMaxY = startY;
+            int chunkMinY = startY - CHUNK_SIZE;
 
             // Only process this chunk if it's within the ore's spawn height range
-            if (startY < maxY && startY > minY)
+            if (chunkMinY <= maxY && chunkMaxY >= minY)
             {
                 for (int x = startX; x < startX + CHUNK_SIZE; x++)
                 {
                     if (x >= maxWidth) continue;
 
-                    for (int y = Mathf.Max(startY - CHUNK_SIZE, minY); y < Mathf.Min(startY, maxY); y++)
+                    // Adjusted Y range calculation
+                    int rangeStart = Mathf.Max(chunkMinY, minY);
+                    int rangeEnd = Mathf.Min(chunkMaxY, maxY);
+
+                    for (int y = rangeStart; y <= rangeEnd; y++)
                     {
                         float xPerlin = ((float)x / maxWidth) * (float)generateable.clusterWeight + offsetX;
                         float yPerlin = ((float)Mathf.Abs(y) / maxDepth) * (float)generateable.clusterWeight + offsetY;
+
                         float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin);
 
                         if (perlinNoise <= (1f / (float)generateable.weight))
@@ -328,7 +358,6 @@
                             Vector3Int tileSpawnCoord = new Vector3Int(x, y);
                             if (!destroyedTiles.Contains(tileSpawnCoord) && tilemap.HasTile(tileSpawnCoord))
                             {
-                                // Check potential cluster size before placing
                                 int clusterSize = CountPotentialClusterSize(x, y, generateable.weight, generateable.clusterWeight);
                                 if (clusterSize >= generateable.minClusterSize)
                                 {
@@ -347,49 +376,6 @@
             }
         }
     }
-
-    //private IEnumerator GenerateOreClusters(List<Vector3Int> destroyedTiles)
-    //{
-    //    foreach (Generateable generateable in generateables)
-    //    {
-    //        // Convert spawn heights to negative values if they aren't already
-    //        int maxY = -Mathf.Abs(generateable.maxSpawnHeight);
-    //        int minY = -Mathf.Abs(generateable.minSpawnHeight);
-    //        Debug.Log($"Generating {generateable.name} between Y: {minY} - {maxY}");
-    //        for (int x = 0; x < maxWidth; x++)
-    //        {
-    //            for (int y = maxY; y > minY; y--)
-    //            {
-    //                float xPerlin = ((float)x / maxWidth) * (float)generateable.clusterWeight + offsetX;
-    //                float yPerlin = ((float)Mathf.Abs(y) / maxDepth) * (float)generateable.clusterWeight + offsetY;
-    //                float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin);
-
-    //                if (perlinNoise <= (1f / (float)generateable.weight))
-    //                {
-    //                    Vector3Int tileSpawnCoord = new Vector3Int(x, y);
-    //                    if (!destroyedTiles.Contains(tileSpawnCoord) && tilemap.HasTile(tileSpawnCoord))
-    //                    {
-    //                        // 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);
-    //                    }
-    //                }
-
-    //            }
-
-    //            // Update UI every 8 lines
-    //            if ((x % 8) == 0)
-    //            {
-    //                yield return null;
-    //            }
-    //        }
-    //    }
-    //}
-
     private IEnumerator GenerateBorders()
     {
         // Vertical borders (going up from underground to sky)
@@ -452,6 +438,15 @@
 
         return size;
     }
+    private void OnDestroy()
+    {
+        if (perlinNoiseCache.IsCreated)
+        {
+            perlinNoiseCache.Dispose();
+        }
+        chunkCache.Clear();
+    }
+#if UNITY_EDITOR
     private void OnDrawGizmos()
     {
         if (!Application.isPlaying) return;
@@ -488,4 +483,5 @@
             }
         }
     }
+#endif
 }

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