✨ Natural resource generator
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153
Scripts/System/NaturalResourceGenerator.cs
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153
Scripts/System/NaturalResourceGenerator.cs
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using Godot;
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using System.Collections.Generic;
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using AceFieldNewHorizon.Scripts.Tiles;
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namespace AceFieldNewHorizon.Scripts.System;
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public partial class NaturalResourceGenerator : Node2D
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{
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[Export] public GridManager Grid { get; set; }
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[Export] public BuildingRegistry Registry { get; set; }
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[Export] public int MapWidth = 100;
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[Export] public int MapHeight = 100;
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[Export] public float StoneDensity = 0.1f; // 10% chance for stone
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[Export] public float IronDensity = 0.03f; // 3% chance for iron (within stone)
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[Export] public int MinStoneVeinSize = 1;
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[Export] public int MaxStoneVeinSize = 5;
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[Export] public int MinIronVeinSize = 1;
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[Export] public int MaxIronVeinSize = 3;
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[Export] public int Seed;
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private RandomNumberGenerator _rng;
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private readonly List<Vector2I> _groundTiles = [];
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private readonly List<Vector2I> _stoneTiles = [];
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private readonly List<Vector2I> _ironTiles = [];
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public override void _Ready()
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{
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_rng = new RandomNumberGenerator();
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_rng.Seed = (ulong)(Seed != 0 ? Seed : (int)GD.Randi());
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GenerateTerrain();
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PlaceResources();
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}
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private void GenerateTerrain()
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{
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// First pass: Generate base ground tiles
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for (int x = 0; x < MapWidth; x++)
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{
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for (int y = 0; y < MapHeight; y++)
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{
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var cell = new Vector2I(x, y);
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_groundTiles.Add(cell);
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PlaceTile("ground", cell);
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}
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}
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}
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private void PlaceResources()
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{
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// Create a copy of ground tiles for iteration
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var groundTilesToProcess = new List<Vector2I>(_groundTiles);
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// Place stone veins
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foreach (var cell in groundTilesToProcess)
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{
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if (_rng.Randf() < StoneDensity)
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{
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var veinSize = _rng.RandiRange(MinStoneVeinSize, MaxStoneVeinSize);
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PlaceVein(cell, "stone", veinSize, _stoneTiles);
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}
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}
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// Create a copy of stone tiles for iteration
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var stoneTilesToProcess = new List<Vector2I>(_stoneTiles);
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// Place iron veins within stone
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foreach (var stoneCell in stoneTilesToProcess)
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{
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if (_rng.Randf() < IronDensity)
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{
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var veinSize = _rng.RandiRange(MinIronVeinSize, MaxIronVeinSize);
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PlaceVein(stoneCell, "stone_iron", veinSize, _ironTiles);
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}
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}
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}
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private void PlaceVein(Vector2I startCell, string tileType, int maxVeinSize, ICollection<Vector2I> tileList)
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{
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var queue = new Queue<Vector2I>();
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var placed = new HashSet<Vector2I>();
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queue.Enqueue(startCell);
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int placedCount = 0;
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while (queue.Count > 0 && placedCount < maxVeinSize)
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{
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var cell = queue.Dequeue();
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if (placed.Contains(cell)) continue;
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if (!IsInBounds(cell)) continue;
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switch (tileType)
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{
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// For iron, make sure we're placing on stone
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case "stone_iron" when !_stoneTiles.Contains(cell):
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continue;
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// Remove from previous layer if needed
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case "stone_iron" when _stoneTiles.Contains(cell):
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_stoneTiles.Remove(cell);
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break;
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case "stone" when _groundTiles.Contains(cell):
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_groundTiles.Remove(cell);
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break;
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}
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PlaceTile(tileType, cell);
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tileList.Add(cell);
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placed.Add(cell);
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placedCount++;
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// Add adjacent cells to queue
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for (var dx = -1; dx <= 1; dx++)
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{
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for (var dy = -1; dy <= 1; dy++)
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{
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if (dx == 0 && dy == 0) continue; // Skip self
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var neighbor = new Vector2I(cell.X + dx, cell.Y + dy);
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if (!placed.Contains(neighbor) && IsInBounds(neighbor))
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{
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queue.Enqueue(neighbor);
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}
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}
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}
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}
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}
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private bool IsInBounds(Vector2I cell)
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{
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return cell.X >= 0 && cell.X < MapWidth &&
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cell.Y >= 0 && cell.Y < MapHeight;
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}
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private void PlaceTile(string tileType, Vector2I cell)
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{
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var building = Registry.GetBuilding(tileType);
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if (building == null) return;
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var scene = building.Scene;
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var instance = (BaseTile)scene.Instantiate();
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// Match PlacementManager's positioning logic
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var rotatedSize = building.GetRotatedSize(0f);
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var offset = GridUtils.GetCenterOffset(rotatedSize, 0f);
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instance.Position = GridUtils.GridToWorld(cell) + offset;
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instance.ZIndex = (int)building.Layer;
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AddChild(instance);
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// Make sure to use the building's size from the registry
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Grid.OccupyArea(cell, instance, building.Size, 0f, building.Layer);
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}
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}
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