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 | 443 +++++++++++++++++++++++++++++++++++++++++++++++------- 1 files changed, 380 insertions(+), 63 deletions(-) diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs index 46b27b8..cb32cb4 100644 --- a/Assets/Scripts/GenerateTileMap.cs +++ b/Assets/Scripts/GenerateTileMap.cs @@ -1,52 +1,41 @@ 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; - -//[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 static int maxWidth = 256; - public static int maxHeight = 384; - public static int maxGroundHeight = 256; + public static int maxDepth = 384; + 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; - public List<Generateable> generateables; - //public List<TileBase> tiles; + private List<Generateable> generateables; + + public const int CHUNK_SIZE = 16; // Size of each chunk + 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; private void Awake() { + gameManager = FindObjectOfType<GameManager>(); tilemap = GetComponent<Tilemap>(); + playerTransform = GameObject.FindGameObjectWithTag("Player").transform; // Make sure your player has the "Player" tag #if DEBUG seed = 0123456789; #endif @@ -57,7 +46,96 @@ SetSettingsFromSeed(seed.Value); - transform.position = new Vector3((maxWidth / 2) * -1, (maxGroundHeight + 1) * -1, transform.position.z); + // Position adjusted to center horizontally, but align top at y=0 + transform.position = new Vector3((maxWidth / 2) * -1, -1, transform.position.z); + + LoadGenerateablesFromResources(); + } + private void Update() + { + if (playerTransform == null) return; + //Debug.Log($"Player Position: {playerTransform.position}"); + Vector2Int currentChunk = GetChunkPosition(playerTransform.position); + //Debug.Log($"Current Chunk: {currentChunk}"); + if (currentChunk != lastLoadedChunk) + { + StartCoroutine(UpdateLoadedChunks(currentChunk)); + lastLoadedChunk = currentChunk; + } + } + + + // When checking if a tile is destroyed, use GameManager's list + private bool IsTileDestroyed(Vector3Int tilePos) + { + return gameManager.destroyedTiles.Contains(tilePos); + } + private IEnumerator UpdateLoadedChunks(Vector2Int currentChunk) + { + // Unload distant chunks + List<Vector2Int> chunksToUnload = new List<Vector2Int>(); + foreach (var chunk in loadedChunks.Keys) + { + if (Mathf.Abs(chunk.x - currentChunk.x) > LOAD_DISTANCE || + Mathf.Abs(chunk.y - currentChunk.y) > LOAD_DISTANCE) + { + chunksToUnload.Add(chunk); + UnloadChunk(chunk); + } + } + foreach (var chunk in chunksToUnload) + { + loadedChunks.Remove(chunk); + } + + // Load new chunks + yield return LoadChunksAroundPosition(currentChunk, new List<Vector3Int>()); + } + + private void UnloadChunk(Vector2Int chunk) + { + int startX = chunk.x * CHUNK_SIZE; + int startY = (chunk.y * CHUNK_SIZE)-1; + + for (int x = startX; x < startX + CHUNK_SIZE; x++) + { + for (int y = startY; y > startY - CHUNK_SIZE; y--) + { + tilemap.SetTile(new Vector3Int(x, y), null); + } + } + } + private void LoadGenerateablesFromResources() + { + // Clear existing siblings + forestRuleTile.siblings.Clear(); + + // Load all Item prefabs from the "Resources/Items" folder + GameObject[] generateablePrefabs = Resources.LoadAll<GameObject>("Generateable"); + generateables = new List<Generateable>(); + foreach (GameObject prefab in generateablePrefabs) + { + Generateable generateable = prefab.GetComponent<Generateable>(); + if (generateable != null) + { + generateable.tile = ScriptableObject.CreateInstance<CustomRuleTile>(); + generateable.tile.m_DefaultGameObject = prefab; + generateable.tile.m_DefaultSprite = generateable.sprite; + generateables.Add(generateable); + forestRuleTile.siblings.Add(generateable.tile); + } + else + { + Debug.LogWarning($"Prefab {prefab.name} does not have an Item component"); + } + } + + GenerateableDatabase.Instance.InitializeFromGenerateables(generateables); + + if (generateables.Count == 0) + { + Debug.LogWarning("No items found in Resources/Items folder"); + } } public void SetSettingsFromSeed(int seed) @@ -71,6 +149,7 @@ UnityEngine.Random.state = randomState; + CachePerlinNoise(); } private int GenerateSeed(int size) @@ -84,46 +163,194 @@ } 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) { - // generate ground - for (int x = 1; x < maxWidth; x++) + // Get initial player chunk position + Vector2Int currentChunk = GetChunkPosition(playerTransform.position); + lastLoadedChunk = currentChunk; + + // Generate initial chunks around player + yield return LoadChunksAroundPosition(currentChunk, destroyedTiles); + + finishedCallback(); + } + private Vector2Int GetChunkPosition(Vector3 worldPosition) + { + // Adjust for tilemap offset + float adjustedX = worldPosition.x - transform.position.x; + float adjustedY = (worldPosition.y - transform.position.y) + CHUNK_SIZE; + + return new Vector2Int( + Mathf.FloorToInt(adjustedX / CHUNK_SIZE), + Mathf.FloorToInt(adjustedY / CHUNK_SIZE) + ); + } + private IEnumerator LoadChunksAroundPosition(Vector2Int centerChunk, List<Vector3Int> destroyedTiles) + { + for (int x = -LOAD_DISTANCE; x <= LOAD_DISTANCE; x++) { - for (int y = 1; y < maxGroundHeight; y++) + for (int y = -LOAD_DISTANCE; y <= LOAD_DISTANCE; y++) { - float xPerlin = ((float)x / maxWidth) * scale + offsetX; - float yPerlin = ((float)y / maxHeight) * scale + offsetY; - float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin); - - if (perlinNoise <= 0.7f) + Vector2Int chunkPos = new Vector2Int(centerChunk.x + x, centerChunk.y + y); + if (!loadedChunks.ContainsKey(chunkPos)) { - Vector3Int tileSpawnCoord = new Vector3Int(x, y); - if (!destroyedTiles.Contains(tileSpawnCoord)) + if (chunkCache.ContainsKey(chunkPos)) { - tilemap.SetTile(tileSpawnCoord, forestRuleTile); + // Load the chunk from the cache + yield return LoadChunkFromCache(chunkPos); } + else + { + // Generate the chunk + yield return GenerateChunk(chunkPos, destroyedTiles); + } + loadedChunks[chunkPos] = true; } - } + } + } - // Update UI every 8 lines - if ((x % 8) == 0) + 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++) { - yield return null; + 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; + // Check if the chunk is already in the cache + LoadChunkFromCache(chunk); + + // Create job data + var groundJob = new GenerateGroundJob + { + 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 + }; + + // 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]) + { + int x = startX + (i % CHUNK_SIZE); + int y = startY - (i / CHUNK_SIZE); + Vector3Int tilePos = new Vector3Int(x, y); + + if (!IsTileDestroyed(tilePos)) + { + tilemap.SetTile(tilePos, forestRuleTile); + newChunkTiles[i] = forestRuleTile; + } + else + { + newChunkTiles[i] = null; + } + } + else + { + newChunkTiles[i] = null; } } + // Save the generated chunk to the cache + chunkCache[chunk] = newChunkTiles; + + // Clean up native array + groundJob.groundTiles.Dispose(); + + // Generate ores if (generateables != null) { - foreach (Generateable generateable in generateables) + yield return GenerateOresInChunk(chunk, destroyedTiles); + } + + // Generate borders when needed + if (startX == 0 || startX + CHUNK_SIZE >= maxWidth || + startY == 0 || startY - CHUNK_SIZE <= -groundDepth) + { + yield return GenerateBorders(); + } + } + + private IEnumerator GenerateOresInChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles) + { + int startX = chunk.x * CHUNK_SIZE; + int startY = chunk.y * CHUNK_SIZE; + + 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); + // 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 (chunkMinY <= maxY && chunkMaxY >= minY) { - for (int x = 0; x < maxWidth; x++) + for (int x = startX; x < startX + CHUNK_SIZE; x++) { - for (int y = generateable.minSpawnHeight; y < generateable.maxSpawnHeight; y++) + if (x >= maxWidth) continue; + + // 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)y / maxHeight) * (float)generateable.clusterWeight + offsetY; + float yPerlin = ((float)Mathf.Abs(y) / maxDepth) * (float)generateable.clusterWeight + offsetY; + float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin); if (perlinNoise <= (1f / (float)generateable.weight)) @@ -131,40 +358,130 @@ Vector3Int tileSpawnCoord = new Vector3Int(x, y); if (!destroyedTiles.Contains(tileSpawnCoord) && tilemap.HasTile(tileSpawnCoord)) { - tilemap.SetTile(tileSpawnCoord, generateable.tile); + int clusterSize = CountPotentialClusterSize(x, y, generateable.weight, generateable.clusterWeight); + if (clusterSize >= generateable.minClusterSize) + { + tilemap.SetTile(tileSpawnCoord, generateable.tile); + } } } - } + } - // Update UI every 8 lines - if ((x % 8) == 0) - { - yield return null; - } + // Update every few rows to maintain performance + if (generateables.Count > 3) + { + yield return null; } } } - - // generate borders + } + private IEnumerator GenerateBorders() + { + // Vertical borders (going up from underground to sky) for (int x = 0; x <= maxWidth; x += maxWidth) { - for (int y = 0; y <= maxHeight; y++) + for (int y = -groundDepth; y <= maxDepth - groundDepth; y++) { tilemap.SetTile(new Vector3Int(x, y), borderTile); } - } yield return null; - for (int y = 0; y <= maxHeight; y += maxHeight) + + // Horizontal borders (at bottom and sky level) + for (int y = -groundDepth; y <= maxDepth - groundDepth; y += maxDepth) { for (int x = 1; x <= maxWidth; x++) { tilemap.SetTile(new Vector3Int(x, y), borderTile); } - } 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)Mathf.Abs(neighbor.y) / maxDepth) * clusterWeight + offsetY; + float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin); + + if (perlinNoise <= (1f / (float)weight)) + { + toCheck.Enqueue(neighbor); + checked_positions.Add(neighbor); + } + } + } + } + + return size; + } + private void OnDestroy() + { + if (perlinNoiseCache.IsCreated) + { + perlinNoiseCache.Dispose(); + } + chunkCache.Clear(); + } +#if UNITY_EDITOR + private void OnDrawGizmos() + { + if (!Application.isPlaying) return; + + // Draw current chunk boundaries + if (playerTransform != null) + { + Vector2Int currentChunk = GetChunkPosition(playerTransform.position); + Gizmos.color = Color.yellow; + + for (int x = -LOAD_DISTANCE; x <= LOAD_DISTANCE; x++) + { + for (int y = -LOAD_DISTANCE; y <= LOAD_DISTANCE; y++) + { + Vector2Int chunk = new Vector2Int(currentChunk.x + x, currentChunk.y + y); + Vector3 worldPos = new Vector3( + chunk.x * CHUNK_SIZE + transform.position.x, + chunk.y * CHUNK_SIZE + transform.position.y, + 0 + ); + + // Draw chunk boundary + Gizmos.DrawWireCube( + worldPos + new Vector3(CHUNK_SIZE / 2f, -CHUNK_SIZE / 2f, 0), + new Vector3(CHUNK_SIZE, CHUNK_SIZE, 0) + ); + + // Draw chunk coordinates + UnityEditor.Handles.Label( + worldPos + new Vector3(CHUNK_SIZE / 2f, -CHUNK_SIZE / 2f, 0), + $"({chunk.x}, {chunk.y})" + ); + } + } + } + } +#endif } -- Gitblit v1.9.3