using System; using System.Collections; using System.Collections.Generic; using Unity.Collections; using Unity.Jobs; using UnityEngine; using UnityEngine.Tilemaps; //[Serializable] //public class Ore //{ // public string name; // /// // /// The lower the numer the higher the amount of ores that will spawn // /// Higher number means less ore // /// // [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; // /// // /// The lower the number the more dense the ore will spawn (big clusters // /// Higher number means little clusters (more spread) // /// // [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 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 CustomRuleTile forestRuleTile; public TileBase borderTile; private List generateables; //public List tiles; public const int CHUNK_SIZE = 16; // Size of each chunk public int LOAD_DISTANCE = 2; // Number of chunks to load around player private Dictionary loadedChunks = new Dictionary(); private Transform playerTransform; // Reference to player/camera private Vector2Int lastLoadedChunk; private GameManager gameManager; private void Awake() { gameManager = FindObjectOfType(); tilemap = GetComponent(); playerTransform = GameObject.FindGameObjectWithTag("Player").transform; // Make sure your player has the "Player" tag #if DEBUG seed = 0123456789; #endif if (seed == null) { seed = GenerateSeed(9); } 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 chunksToUnload = new List(); 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()); } private void UnloadChunk(Vector2Int chunk) { int startX = chunk.x * CHUNK_SIZE; int startY = (chunk.y * CHUNK_SIZE)-1; 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("Generateable"); generateables = new List(); foreach (GameObject prefab in generateablePrefabs) { Generateable generateable = prefab.GetComponent(); if (generateable != null) { generateable.tile = ScriptableObject.CreateInstance(); 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) { UnityEngine.Random.State randomState = UnityEngine.Random.state; UnityEngine.Random.InitState(seed); scale = UnityEngine.Random.Range(17f, 23f); offsetX = UnityEngine.Random.Range(-10000f, 10000f); offsetY = UnityEngine.Random.Range(-10000f, 10000f); UnityEngine.Random.state = randomState; } private int GenerateSeed(int size) { System.Random rand = new System.Random(); string seedNumbers = "0123456789"; char[] chars = new char[size]; for (int i = 0; i < size; i++) { chars[i] = seedNumbers[rand.Next(seedNumbers.Length)]; } return int.Parse(new string(chars)); } public IEnumerator GenerateTiles(Action finishedCallback, List destroyedTiles) { // 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) + CHUNK_SIZE; return new Vector2Int( Mathf.FloorToInt(adjustedX / CHUNK_SIZE), Mathf.FloorToInt(adjustedY / CHUNK_SIZE) ); } private IEnumerator LoadChunksAroundPosition(Vector2Int centerChunk, List 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)) { yield return GenerateChunk(chunkPos, destroyedTiles); loadedChunks[chunkPos] = true; } } } } private IEnumerator GenerateChunk(Vector2Int chunk, List destroyedTiles) { int startX = chunk.x * CHUNK_SIZE; int startY = (chunk.y * CHUNK_SIZE) - 1; // Create job data var groundJob = new GenerateGroundJob { chunkStartX = startX, chunkStartY = startY, chunkSize = CHUNK_SIZE, maxWidth = maxWidth, groundDepth = groundDepth, scale = scale, offsetX = offsetX, offsetY = offsetY, groundTiles = new NativeArray(CHUNK_SIZE * CHUNK_SIZE, Allocator.TempJob) }; // 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]) { int x = startX + (i % CHUNK_SIZE); int y = startY - (i / CHUNK_SIZE); Vector3Int tilePos = new Vector3Int(x, y); if (!IsTileDestroyed(tilePos)) { tilemap.SetTile(tilePos, forestRuleTile); } } } // Clean up native array groundJob.groundTiles.Dispose(); // Generate ores if (generateables != null) { yield return GenerateOresInChunk(chunk, destroyedTiles); } // Generate borders when needed if (startX == 0 || startX + CHUNK_SIZE >= maxWidth || startY == 0 || startY - CHUNK_SIZE <= -groundDepth) { yield return GenerateBorders(); } } //private IEnumerator CreateGroundLayer(List 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 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); // 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 (chunkMinY <= maxY && chunkMaxY >= minY) { for (int x = startX; x < startX + CHUNK_SIZE; x++) { if (x >= maxWidth) continue; // 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; 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)) { int clusterSize = CountPotentialClusterSize(x, y, generateable.weight, generateable.clusterWeight); if (clusterSize >= generateable.minClusterSize) { tilemap.SetTile(tileSpawnCoord, generateable.tile); } } } } } // Update every few rows to maintain performance if (generateables.Count > 3) { yield return null; } } } } //private IEnumerator GenerateOreClusters(List 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 toCheck = new Queue(); HashSet checked_positions = new HashSet(); 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; } #if UNITY_EDITOR 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 ); // 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 UnityEditor.Handles.Label( worldPos + new Vector3(CHUNK_SIZE / 2f, -CHUNK_SIZE / 2f, 0), $"({chunk.x}, {chunk.y})" ); } } } } #endif }