From f8d19ab1eb80e22e169cf4f9d7fe3e83f30d77bb Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Thu, 03 Apr 2025 16:07:53 +0000
Subject: [PATCH] #42 load tiles in chunks instead of the whole map

---
 Assets/Scripts/GenerateTileMap.cs |  432 +++++++++++++++++++++++++++++++++++++++++++++++++++--
 1 files changed, 414 insertions(+), 18 deletions(-)

diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index 6d5d630..7bf0667 100644
--- a/Assets/Scripts/GenerateTileMap.cs
+++ b/Assets/Scripts/GenerateTileMap.cs
@@ -1,28 +1,65 @@
 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 width = 256;
-    public int height = 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 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)
         {
@@ -30,6 +67,104 @@
         }
 
         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);
+
+        LoadGenerateablesFromResources();
+    }
+    private void Update()
+    {
+        if (playerTransform == null) return;
+        Debug.Log($"Player Position: {playerTransform.position}");
+        Vector2Int currentChunk = GetChunkPosition(playerTransform.position);
+        Debug.Log($"Current Chunk: {currentChunk}");
+        if (currentChunk != lastLoadedChunk)
+        {
+            StartCoroutine(UpdateLoadedChunks(currentChunk));
+            lastLoadedChunk = currentChunk;
+        }
+    }
+    // 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);
+        }
+    }
+
+    // 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);
+                UnloadChunk(chunk);
+            }
+        }
+        foreach (var chunk in chunksToUnload)
+        {
+            loadedChunks.Remove(chunk);
+        }
+
+        // Load new chunks
+        yield return LoadChunksAroundPosition(currentChunk, new List<Vector3Int>());
+    }
+
+    private void UnloadChunk(Vector2Int chunk)
+    {
+        int startX = chunk.x * CHUNK_SIZE;
+        int startY = chunk.y * CHUNK_SIZE;
+
+        for (int x = startX; x < startX + CHUNK_SIZE; x++)
+        {
+            for (int y = startY; y > startY - CHUNK_SIZE; y--)
+            {
+                tilemap.SetTile(new Vector3Int(x, y), null);
+            }
+        }
+    }
+    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)
@@ -59,30 +194,291 @@
 
     public IEnumerator GenerateTiles(Action finishedCallback, List<Vector3Int> destroyedTiles)
     {
-        for (int x = 0; x < width; 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;
+
+        return new Vector2Int(
+            Mathf.FloorToInt(adjustedX / CHUNK_SIZE),
+            Mathf.FloorToInt(adjustedY / CHUNK_SIZE)
+        );
+    }
+    private IEnumerator LoadChunksAroundPosition(Vector2Int centerChunk, List<Vector3Int> destroyedTiles)
+    {
+        for (int x = -LOAD_DISTANCE; x <= LOAD_DISTANCE; x++)
         {
-            for (int y = 0; y < height; y++)
+            for (int y = -LOAD_DISTANCE; y <= LOAD_DISTANCE; y++)
             {
-                float xPerlin = ((float)x / width) * scale + offsetX;
-                float yPerlin = ((float)y / height) * scale + offsetY;
+                Vector2Int chunkPos = new Vector2Int(centerChunk.x + x, centerChunk.y + y);
+                if (!loadedChunks.ContainsKey(chunkPos))
+                {
+                    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);
+
+        // Generate ground in chunk
+        for (int x = startX; x < startX + CHUNK_SIZE; x++)
+        {
+            if (x < 1 || x >= maxWidth) continue;
+
+            for (int y = startY; y > startY - CHUNK_SIZE; y--)
+            {
+                if (y < -groundDepth || y >= 0) continue;
+                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 >= 0.3f)
+                if (perlinNoise <= 0.7f)
                 {
-                    if (!destroyedTiles.Contains(new Vector3Int(x, y, 0)))
+                    tilemap.SetTile(tilePos, forestRuleTile);
+                }
+            }
+        }
+
+        // Generate ores in chunk
+        if (generateables != null)
+        {
+            yield return GenerateOresInChunk(chunk, destroyedTiles);
+        }
+        // Don't generate borders for each chunk
+        // Only generate borders when at world edges
+        if (startX == 0 || startX + CHUNK_SIZE >= maxWidth ||
+            startY == 0 || startY - CHUNK_SIZE <= -groundDepth)
+        {
+            yield return GenerateBorders();
+        }
+    }
+
+    //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++)
                     {
-                        tilemap.SetTile(new Vector3Int(x, y), forestRuleTile);
+                        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;
+                }
             }
         }
-        finishedCallback();
+    }
+
+    //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 = -groundDepth; y <= maxDepth - groundDepth; y++)
+            {
+                tilemap.SetTile(new Vector3Int(x, y), borderTile);
+            }
+        }
+        yield return null;
+
+        // 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;
+    }
+
+    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;
+
+            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
+                    );
+
+                    Gizmos.DrawWireCube(
+                        worldPos + new Vector3(CHUNK_SIZE / 2f, -CHUNK_SIZE / 2f, 0),
+                        new Vector3(CHUNK_SIZE, CHUNK_SIZE, 0)
+                    );
+                }
+            }
+        }
     }
 }

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