From 3fea00d031beeb02207003b8e61f520bb7de590d Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Wed, 02 Apr 2025 13:19:06 +0000
Subject: [PATCH] #35 generate ores from resource folder

---
 Assets/Scripts/GenerateTileMap.cs |   77 ++++++++++++++++++++++++++++++++++++++
 1 files changed, 76 insertions(+), 1 deletions(-)

diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index 46b27b8..79785c4 100644
--- a/Assets/Scripts/GenerateTileMap.cs
+++ b/Assets/Scripts/GenerateTileMap.cs
@@ -5,6 +5,7 @@
 using UnityEngine;
 using UnityEngine.Tilemaps;
 using UnityEngine.UIElements;
+using static UnityEditor.Progress;
 
 //[Serializable]
 //public class Ore
@@ -58,6 +59,35 @@
         SetSettingsFromSeed(seed.Value);
 
         transform.position = new Vector3((maxWidth / 2) * -1, (maxGroundHeight + 1) * -1, transform.position.z);
+
+        LoadGenerateablesFromResources();
+    }
+    private void LoadGenerateablesFromResources()
+    {
+        // 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");
+            }
+        }
+
+        if (generateables.Count == 0)
+        {
+            Debug.LogWarning("No items found in Resources/Items folder");
+        }
     }
 
     public void SetSettingsFromSeed(int seed)
@@ -131,7 +161,13 @@
                             Vector3Int tileSpawnCoord = new Vector3Int(x, y);
                             if (!destroyedTiles.Contains(tileSpawnCoord) && tilemap.HasTile(tileSpawnCoord))
                             {
-                                tilemap.SetTile(tileSpawnCoord, generateable.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);
                             }
                         }
 
@@ -167,4 +203,43 @@
         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;
+    }
 }

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