From 5dcd4665ba3c5c12d67cb8df3463e0782772a4db Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Thu, 03 Apr 2025 22:37:09 +0000
Subject: [PATCH] #42 fixed ore generation height

---
 Assets/Scripts/GenerateTileMap.cs |   75 ++++++++++++++++++++++++-------------
 1 files changed, 49 insertions(+), 26 deletions(-)

diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index c102143..1c01f5d 100644
--- a/Assets/Scripts/GenerateTileMap.cs
+++ b/Assets/Scripts/GenerateTileMap.cs
@@ -1,11 +1,10 @@
 using System;
 using System.Collections;
 using System.Collections.Generic;
-using Unity.VisualScripting;
+using Unity.Collections;
+using Unity.Jobs;
 using UnityEngine;
 using UnityEngine.Tilemaps;
-using UnityEngine.UIElements;
-using static UnityEditor.Progress;
 
 //[Serializable]
 //public class Ore
@@ -46,7 +45,7 @@
 
     //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
+    public 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
@@ -76,9 +75,9 @@
     private void Update()
     {
         if (playerTransform == null) return;
-        Debug.Log($"Player Position: {playerTransform.position}");
+        //Debug.Log($"Player Position: {playerTransform.position}");
         Vector2Int currentChunk = GetChunkPosition(playerTransform.position);
-        Debug.Log($"Current Chunk: {currentChunk}");
+        //Debug.Log($"Current Chunk: {currentChunk}");
         if (currentChunk != lastLoadedChunk)
         {
             StartCoroutine(UpdateLoadedChunks(currentChunk));
@@ -207,7 +206,7 @@
     {
         // Adjust for tilemap offset
         float adjustedX = worldPosition.x - transform.position.x;
-        float adjustedY = worldPosition.y - transform.position.y;
+        float adjustedY = (worldPosition.y - transform.position.y) + CHUNK_SIZE;
 
         return new Vector2Int(
             Mathf.FloorToInt(adjustedX / CHUNK_SIZE),
@@ -232,38 +231,54 @@
     private IEnumerator GenerateChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles)
     {
         int startX = chunk.x * CHUNK_SIZE;
-        int startY = (chunk.y * CHUNK_SIZE)-1;
+        int startY = (chunk.y * CHUNK_SIZE) - 1;
 
-        // Generate ground in chunk
-        for (int x = startX; x < startX + CHUNK_SIZE; x++)
+        // Create job data
+        var groundJob = new GenerateGroundJob
         {
-            if (x < 1 || x >= maxWidth) continue;
+            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)
+        };
 
-            for (int y = startY; y > startY - CHUNK_SIZE; y--)
+        // Schedule the job
+        JobHandle groundJobHandle = groundJob.Schedule(CHUNK_SIZE * CHUNK_SIZE, 64);
+
+        // Wait for the job to complete
+        groundJobHandle.Complete();
+
+        // Apply the results
+        for (int i = 0; i < CHUNK_SIZE * CHUNK_SIZE; i++)
+        {
+            if (groundJob.groundTiles[i])
             {
-                if (y < -groundDepth || y >= 0) continue;
+                int x = startX + (i % CHUNK_SIZE);
+                int y = startY - (i / CHUNK_SIZE);
                 Vector3Int tilePos = new Vector3Int(x, y);
-                if (IsTileDestroyed(tilePos))
-                    continue;
 
-                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)
+                if (!IsTileDestroyed(tilePos))
                 {
                     tilemap.SetTile(tilePos, forestRuleTile);
                 }
             }
         }
 
-        // Generate ores in chunk
+        // Clean up native array
+        groundJob.groundTiles.Dispose();
+
+        // Generate ores
         if (generateables != null)
         {
             yield return GenerateOresInChunk(chunk, destroyedTiles);
         }
-        // Don't generate borders for each chunk
-        // Only generate borders when at world edges
+
+        // Generate borders when needed
         if (startX == 0 || startX + CHUNK_SIZE >= maxWidth ||
             startY == 0 || startY - CHUNK_SIZE <= -groundDepth)
         {
@@ -309,15 +324,22 @@
             // 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 (startY < maxY && startY > minY)
+            if (chunkMinY <= maxY && chunkMaxY >= 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++)
+                    // 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)Mathf.Abs(y) / maxDepth) * (float)generateable.clusterWeight + offsetY;
@@ -328,7 +350,6 @@
                             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)
                                 {
@@ -452,6 +473,7 @@
 
         return size;
     }
+#if UNITY_EDITOR
     private void OnDrawGizmos()
     {
         if (!Application.isPlaying) return;
@@ -488,4 +510,5 @@
             }
         }
     }
+#endif
 }

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