From 4f1ed3919b0ee3f89dbcbacf49990888a7d9274a Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Thu, 03 Apr 2025 21:02:03 +0000
Subject: [PATCH] #42 still bugged

---
 Assets/Scripts/GenerateTileMap.cs |  489 +++++++++++++++++++++++++++++++++++++++++++++++++----
 1 files changed, 448 insertions(+), 41 deletions(-)

diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index 79785c4..3c27d48 100644
--- a/Assets/Scripts/GenerateTileMap.cs
+++ b/Assets/Scripts/GenerateTileMap.cs
@@ -1,6 +1,9 @@
 using System;
 using System.Collections;
 using System.Collections.Generic;
+using System.Linq;
+using Unity.Collections;
+using Unity.Jobs;
 using Unity.VisualScripting;
 using UnityEngine;
 using UnityEngine.Tilemaps;
@@ -34,20 +37,35 @@
 {
     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;
     Tilemap tilemap;
     public CustomRuleTile forestRuleTile;
     public TileBase borderTile;
-    public List<Generateable> generateables;
+    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
+
+    private Dictionary<Vector2Int, bool> loadedChunks = new Dictionary<Vector2Int, bool>();
+    private Transform playerTransform; // Reference to player/camera
+    private Vector2Int lastLoadedChunk;
+    private GameManager gameManager;
+    private Dictionary<Vector2Int, HashSet<Vector3Int>> activeChunkTiles = new Dictionary<Vector2Int, HashSet<Vector3Int>>();
+    public TilePool tilePool; // Reference to the TilePool script
+    private bool isGenerating = false; 
+    private Dictionary<Vector2Int, List<(Vector3Int position, CustomRuleTile tile)>> chunkTileData = new Dictionary<Vector2Int, List<(Vector3Int position, CustomRuleTile tile)>>();
+
 
     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
@@ -58,12 +76,145 @@
 
         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);
+        tilePool.InitializePool(forestRuleTile);
 
         LoadGenerateablesFromResources();
     }
+    private void Update()
+    {
+        if (playerTransform == null || isGenerating) return;
+
+        Vector2Int currentChunk = GetChunkPosition(playerTransform.position);
+        if (currentChunk != lastLoadedChunk)
+        {
+            Debug.Log($"Player moved to new chunk: {currentChunk}");
+            isGenerating = true;
+            StopAllCoroutines();
+
+            var chunksToUnload = loadedChunks.Keys
+                .Where(chunk => Mathf.Abs(chunk.x - currentChunk.x) > LOAD_DISTANCE ||
+                               Mathf.Abs(chunk.y - currentChunk.y) > LOAD_DISTANCE)
+                .ToList();
+
+            foreach (var chunk in chunksToUnload)
+            {
+                Debug.Log($"Unloading chunk: {chunk}");
+                UnloadChunk(chunk);
+            }
+
+            StartCoroutine(UpdateLoadedChunksWithCompletion(currentChunk));
+            lastLoadedChunk = currentChunk;
+        }
+    }
+    private IEnumerator UpdateLoadedChunksWithCompletion(Vector2Int currentChunk)
+    {
+        yield return UpdateLoadedChunks(currentChunk);
+        isGenerating = false;
+    }
+    // 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);
+        }
+    }
+    private void SetTileWithPool(Vector3Int position, CustomRuleTile tileType)
+    {
+        var chunk = new Vector2Int(
+            Mathf.FloorToInt(position.x / (float)CHUNK_SIZE),
+            Mathf.FloorToInt(position.y / (float)CHUNK_SIZE)
+        );
+
+        if (!activeChunkTiles.ContainsKey(chunk))
+        {
+            activeChunkTiles[chunk] = new HashSet<Vector3Int>();
+        }
+
+        var tileData = tilePool.GetTileData(position, tileType);
+        if (tileData != null)
+        {
+            tilemap.SetTile(position, tileData.tileType);
+            activeChunkTiles[chunk].Add(position);
+
+            // Refresh neighboring tiles to maintain proper rule tile connections
+            for (int nx = -1; nx <= 1; nx++)
+            {
+                for (int ny = -1; ny <= 1; ny++)
+                {
+                    if (nx == 0 && ny == 0) continue;
+                    Vector3Int neighbor = new Vector3Int(position.x + nx, position.y + ny, position.z);
+                    if (tilemap.HasTile(neighbor))
+                    {
+                        tilemap.RefreshTile(neighbor);
+                    }
+                }
+            }
+        }
+    }
+
+    private void RemoveTileWithPool(Vector3Int position)
+    {
+        tilemap.SetTile(position, null);
+        tilePool.ReturnTileData(position);
+    }
+
+    // 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);
+            }
+        }
+        foreach (var chunk in chunksToUnload)
+        {
+            UnloadChunk(chunk);
+            loadedChunks.Remove(chunk);
+        }
+
+        // Load new chunks
+        yield return LoadChunksAroundPosition(currentChunk, new List<Vector3Int>());
+    }
+
+    private void UnloadChunk(Vector2Int chunk)
+    {
+        if (!loadedChunks.ContainsKey(chunk)) return;
+
+        int startX = chunk.x * CHUNK_SIZE;
+        int startY = chunk.y * CHUNK_SIZE;
+
+        // Clear rule cache for this chunk
+        forestRuleTile.ClearRuleCache();
+
+        // Remove all tiles in the chunk
+        if (activeChunkTiles.TryGetValue(chunk, out var tiles))
+        {
+            foreach (var pos in tiles)
+            {
+                RemoveTileWithPool(pos);
+            }
+            activeChunkTiles.Remove(chunk);
+        }
+
+        loadedChunks.Remove(chunk);
+    }
     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>();
@@ -83,6 +234,8 @@
                 Debug.LogWarning($"Prefab {prefab.name} does not have an Item component");
             }
         }
+
+        GenerateableDatabase.Instance.InitializeFromGenerateables(generateables);
 
         if (generateables.Count == 0)
         {
@@ -117,43 +270,211 @@
 
     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;
+
+        // Calculate chunk position based on chunk boundaries
+        // We don't add the CHUNK_SIZE/2 offset here anymore since we want to detect based on boundaries
+        Vector2Int chunkPosition = new Vector2Int(
+            Mathf.FloorToInt(adjustedX / CHUNK_SIZE),
+            Mathf.FloorToInt(adjustedY / CHUNK_SIZE)
+        );
+
+        return chunkPosition;
+    }
+    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 (chunkTileData.ContainsKey(chunkPos))
                     {
-                        tilemap.SetTile(tileSpawnCoord, forestRuleTile);
+                        Debug.Log($"Reloading chunk from saved data: {chunkPos}");
+                        // Reload chunk from saved data
+                        var tilesToUpdate = chunkTileData[chunkPos];
+                        const int BATCH_SIZE = 32;
+                        for (int i = 0; i < tilesToUpdate.Count; i += BATCH_SIZE)
+                        {
+                            int batchCount = Math.Min(BATCH_SIZE, tilesToUpdate.Count - i);
+                            for (int j = 0; j < batchCount; j++)
+                            {
+                                var (pos, tile) = tilesToUpdate[i + j];
+                                SetTileWithPool(pos, tile);
+                            }
+                            yield return null;
+                        }
                     }
+                    else
+                    {
+                        Debug.Log($"Generating new chunk: {chunkPos}");
+                        // Generate new chunk
+                        yield return GenerateChunk(chunkPos, destroyedTiles);
+                    }
+                    loadedChunks[chunkPos] = true;
                 }
-
-            }
-
-            // Update UI every 8 lines
-            if ((x % 8) == 0)
-            {
-                yield return null;
             }
         }
+    }
+    private IEnumerator GenerateChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles)
+    {
+        int startX = chunk.x * CHUNK_SIZE;
+        int startY = chunk.y * CHUNK_SIZE;
 
-        if (generateables != null)
+        // Clear rule cache for this chunk's area
+        forestRuleTile.ClearRuleCache();
+
+        NativeArray<bool> terrainMap = default;
+        NativeArray<float> noiseMap = default;
+
+        try
         {
-            foreach (Generateable generateable in generateables)
+            terrainMap = new NativeArray<bool>(CHUNK_SIZE * CHUNK_SIZE, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
+            noiseMap = new NativeArray<float>(CHUNK_SIZE * CHUNK_SIZE, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
+
+            var job = new TerrainGenerationJob
             {
-                for (int x = 0; x < maxWidth; x++)
+                ChunkStartX = startX,
+                ChunkStartY = startY,
+                ChunkSize = CHUNK_SIZE,
+                Scale = scale,
+                OffsetX = offsetX,
+                OffsetY = offsetY,
+                MaxWidth = maxWidth,
+                MaxDepth = maxDepth,
+                TerrainMap = terrainMap,
+                NoiseMap = noiseMap
+            };
+
+            // Schedule and complete job immediately to prevent frame lifetime issues
+            job.Schedule(CHUNK_SIZE * CHUNK_SIZE, 32).Complete();
+
+            // Copy data from job before yielding
+            var tilesToUpdate = new List<(Vector3Int pos, CustomRuleTile tile)>();
+
+            for (int i = 0; i < terrainMap.Length; i++)
+            {
+                if (terrainMap[i])
                 {
-                    for (int y = generateable.minSpawnHeight; y < generateable.maxSpawnHeight; y++)
+                    int x = startX + (i % CHUNK_SIZE);
+                    int y = startY + (i / CHUNK_SIZE);
+                    Vector3Int tilePos = new Vector3Int(x, y);
+
+                    if (!IsTileDestroyed(tilePos))
+                    {
+                        tilesToUpdate.Add((tilePos, forestRuleTile));
+                    }
+                }
+            }
+
+            // Save tile data to dictionary
+            chunkTileData[chunk] = tilesToUpdate;
+
+            // Dispose native arrays before yielding
+            terrainMap.Dispose();
+            noiseMap.Dispose();
+            terrainMap = default;
+            noiseMap = default;
+
+            // Now we can safely yield and process tiles
+            const int BATCH_SIZE = 32;
+            for (int i = 0; i < tilesToUpdate.Count; i += BATCH_SIZE)
+            {
+                int batchCount = Math.Min(BATCH_SIZE, tilesToUpdate.Count - i);
+                for (int j = 0; j < batchCount; j++)
+                {
+                    var (pos, tile) = tilesToUpdate[i + j];
+                    SetTileWithPool(pos, tile);
+                }
+                yield return null;
+            }
+
+            // Generate ores
+            if (generateables != null)
+            {
+                yield return GenerateOresInChunk(chunk, destroyedTiles);
+            }
+
+            // Generate borders if needed
+            if (startX == 0 || startX + CHUNK_SIZE >= maxWidth ||
+                startY == 0 || startY - CHUNK_SIZE <= -groundDepth)
+            {
+                yield return GenerateBorders();
+            }
+        }
+        finally
+        {
+            // Ensure arrays are always disposed
+            if (terrainMap.IsCreated) terrainMap.Dispose();
+            if (noiseMap.IsCreated) noiseMap.Dispose();
+        }
+    }
+
+    //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;
+        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);
+
+            // Only process this chunk if it's within the ore's spawn height range
+            if (startY < maxY && startY > 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++)
                     {
                         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))
@@ -167,42 +488,85 @@
                                 {
                                     tilemap.SetTile(tileSpawnCoord, generateable.tile);
                                 }
-                                //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 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)
         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;
@@ -228,7 +592,7 @@
                     if (checked_positions.Contains(neighbor)) continue;
 
                     float xPerlin = ((float)neighbor.x / maxWidth) * clusterWeight + offsetX;
-                    float yPerlin = ((float)neighbor.y / maxHeight) * clusterWeight + offsetY;
+                    float yPerlin = ((float)Mathf.Abs(neighbor.y) / maxDepth) * clusterWeight + offsetY;
                     float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin);
 
                     if (perlinNoise <= (1f / (float)weight))
@@ -242,4 +606,47 @@
 
         return size;
     }
+    private void OnDrawGizmos()
+    {
+        if (!Application.isPlaying) return;
+
+        // Draw current chunk boundaries
+        if (playerTransform != null)
+        {
+            Vector2Int currentChunk = GetChunkPosition(playerTransform.position);
+            Gizmos.color = Color.yellow;
+
+            // Draw player position for debugging
+            Gizmos.color = Color.red;
+            Gizmos.DrawSphere(playerTransform.position, 0.5f);
+            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 and boundaries
+                    UnityEditor.Handles.Label(
+                        worldPos + new Vector3(CHUNK_SIZE / 2f, -CHUNK_SIZE / 2f, 0),
+                        $"({chunk.x}, {chunk.y})\n" +
+                        $"X: {worldPos.x} to {worldPos.x + CHUNK_SIZE}\n" +
+                        $"Y: {worldPos.y} to {worldPos.y - CHUNK_SIZE}"
+                    );
+                }
+            }
+        }
+    }
 }

--
Gitblit v1.9.3