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;
// ///
// /// 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 maxHeight = 384;
public static int maxGroundHeight = 256;
private float scale;
private float offsetX;
private float offsetY;
Tilemap tilemap;
public CustomRuleTile forestRuleTile;
public TileBase borderTile;
public List generateables;
//public List tiles;
private void Awake()
{
tilemap = GetComponent();
#if DEBUG
seed = 0123456789;
#endif
if (seed == null)
{
seed = GenerateSeed(9);
}
SetSettingsFromSeed(seed.Value);
transform.position = new Vector3((maxWidth / 2) * -1, (maxGroundHeight + 1) * -1, transform.position.z);
LoadGenerateablesFromResources();
}
private void LoadGenerateablesFromResources()
{
// 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)
{
// generate ground
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);
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;
}
}
if (generateables != null)
{
foreach (Generateable generateable in generateables)
{
for (int x = 0; x < maxWidth; x++)
{
for (int y = generateable.minSpawnHeight; y < generateable.maxSpawnHeight; y++)
{
float xPerlin = ((float)x / maxWidth) * (float)generateable.clusterWeight + offsetX;
float yPerlin = ((float)y / maxHeight) * (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;
}
}
}
}
// generate borders
for (int x = 0; x <= maxWidth; x += maxWidth)
{
for (int y = 0; y <= maxHeight; y++)
{
tilemap.SetTile(new Vector3Int(x, y), borderTile);
}
}
yield return null;
for (int y = 0; y <= maxHeight; y += maxHeight)
{
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 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)neighbor.y / maxHeight) * clusterWeight + offsetY;
float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin);
if (perlinNoise <= (1f / (float)weight))
{
toCheck.Enqueue(neighbor);
checked_positions.Add(neighbor);
}
}
}
}
return size;
}
}