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
 }

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