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 |  154 ++++++++++++++++++++++++++++++++++++++++++++++++--
 1 files changed, 146 insertions(+), 8 deletions(-)

diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index 136a14d..79785c4 100644
--- a/Assets/Scripts/GenerateTileMap.cs
+++ b/Assets/Scripts/GenerateTileMap.cs
@@ -1,29 +1,55 @@
 using System;
 using System.Collections;
 using System.Collections.Generic;
+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
 {
     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<Generateable> generateables;
     //public List<TileBase> tiles;
 
     private void Awake()
     {
         tilemap = GetComponent<Tilemap>();
 #if DEBUG
-        //seed = 0123456789;
+        seed = 0123456789;
 #endif
         if (seed == null)
         {
@@ -31,6 +57,37 @@
         }
 
         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)
@@ -60,6 +117,7 @@
 
     public IEnumerator GenerateTiles(Action finishedCallback, List<Vector3Int> destroyedTiles)
     {
+        // generate ground
         for (int x = 1; x < maxWidth; x++)
         {
             for (int y = 1; y < maxGroundHeight; y++)
@@ -68,11 +126,12 @@
                 float yPerlin = ((float)y / maxHeight) * scale + offsetY;
                 float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin);
 
-                if (perlinNoise >= 0.3f)
+                if (perlinNoise <= 0.7f)
                 {
-                    if (!destroyedTiles.Contains(new Vector3Int(x, y, 0)))
+                    Vector3Int tileSpawnCoord = new Vector3Int(x, y);
+                    if (!destroyedTiles.Contains(tileSpawnCoord))
                     {
-                        tilemap.SetTile(new Vector3Int(x, y), forestRuleTile);
+                        tilemap.SetTile(tileSpawnCoord, forestRuleTile);
                     }
                 }
 
@@ -84,6 +143,46 @@
                 yield return null;
             }
         }
+
+        if (generateables != null)
+        {
+            foreach (Generateable generateable in generateables)
+            {
+                for (int x = 0; x < maxWidth; x++)
+                {
+                    for (int y = generateable.minSpawnHeight; y < generateable.maxSpawnHeight; y++)
+                    {
+                        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)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;
+                    }
+                }
+            }
+        }
+
+        // generate borders
         for (int x = 0; x <= maxWidth; x += maxWidth)
         {
             for (int y = 0; y <= maxHeight; y++)
@@ -104,4 +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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