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 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 const 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;
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;
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);
// 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 <= 0.7f)
{
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 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);
// 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 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;
}
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)
);
}
}
}
}
}