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 | 597 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++-- 1 files changed, 571 insertions(+), 26 deletions(-) diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs index 136a14d..3c27d48 100644 --- a/Assets/Scripts/GenerateTileMap.cs +++ b/Assets/Scripts/GenerateTileMap.cs @@ -1,29 +1,73 @@ 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; 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 maxDepth = 384; + public static int groundDepth = 256; private float scale; private float offsetX; private float offsetY; Tilemap tilemap; - public RuleTile forestRuleTile; + public CustomRuleTile forestRuleTile; public TileBase borderTile; + 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; + seed = 0123456789; #endif if (seed == null) { @@ -31,6 +75,172 @@ } SetSettingsFromSeed(seed.Value); + + // 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>(); + 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) @@ -60,48 +270,383 @@ public IEnumerator GenerateTiles(Action finishedCallback, List<Vector3Int> destroyedTiles) { - for (int x = 1; x < maxWidth; x++) - { - for (int y = 1; y < maxGroundHeight; y++) - { - float xPerlin = ((float)x / maxWidth) * scale + offsetX; - float yPerlin = ((float)y / maxHeight) * scale + offsetY; - float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin); + // Get initial player chunk position + Vector2Int currentChunk = GetChunkPosition(playerTransform.position); + lastLoadedChunk = currentChunk; - if (perlinNoise >= 0.3f) + // 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 = -LOAD_DISTANCE; y <= LOAD_DISTANCE; y++) + { + Vector2Int chunkPos = new Vector2Int(centerChunk.x + x, centerChunk.y + y); + if (!loadedChunks.ContainsKey(chunkPos)) { - if (!destroyedTiles.Contains(new Vector3Int(x, y, 0))) + if (chunkTileData.ContainsKey(chunkPos)) { - tilemap.SetTile(new Vector3Int(x, y), 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; + } + } + } + } + private IEnumerator GenerateChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles) + { + int startX = chunk.x * CHUNK_SIZE; + int startY = chunk.y * CHUNK_SIZE; + + // Clear rule cache for this chunk's area + forestRuleTile.ClearRuleCache(); + + NativeArray<bool> terrainMap = default; + NativeArray<float> noiseMap = default; + + try + { + 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 + { + 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]) + { + 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)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); + } + } + } } } - } - - // 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; + } } } + } + + //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; + 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 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