407 lines
13 KiB
C#
407 lines
13 KiB
C#
using System;
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using System.Collections.Concurrent;
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using Godot;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using AceFieldNewHorizon.Scripts.Entities;
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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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public const string ChunkTrackerGroupName = "NrgTrackingTarget";
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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 ChunkSize = 16;
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[Export] public int LoadDistance = 2; // Number of chunks to load in each direction
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[Export] public float StoneDensity = 0.1f;
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[Export] public float IronDensity = 0.03f;
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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 const string LogPrefix = "[NaturalGeneration]";
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private RandomNumberGenerator _rng;
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private readonly Dictionary<Vector2I, ChunkData> _loadedChunks = new();
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private Vector2I _lastPlayerChunk = new(-1000, -1000);
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private Player _player;
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private readonly ConcurrentQueue<Action> _mainThreadActions = new();
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private Task _generationTask;
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private bool _isRunning = true;
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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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}
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public override void _Process(double delta)
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{
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// Process any pending main thread actions
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while (_mainThreadActions.TryDequeue(out var action))
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{
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action.Invoke();
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}
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// Rest of your existing _Process code
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_player = GetTree().GetFirstNodeInGroup(ChunkTrackerGroupName) as Player;
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if (_player != null)
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{
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UpdatePlayerPosition(_player.GlobalPosition);
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}
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else
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{
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GD.PrintErr($"{LogPrefix} Player not found in group: {ChunkTrackerGroupName}");
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}
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}
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private void UpdatePlayerPosition(Vector2 playerPosition)
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{
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var playerChunk = WorldToChunkCoords(playerPosition);
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if (playerChunk == _lastPlayerChunk) return;
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_lastPlayerChunk = playerChunk;
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// Start generation in background task if not already running
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if (_generationTask == null || _generationTask.IsCompleted)
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{
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_generationTask = Task.Run(() => GenerateChunksAroundPlayer(playerChunk));
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}
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}
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private void GenerateChunksAroundPlayer(Vector2I playerChunk)
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{
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var chunksToLoad = new List<Vector2I>();
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// Determine which chunks to load/unload
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for (int x = -LoadDistance; x <= LoadDistance; x++)
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{
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for (int y = -LoadDistance; y <= LoadDistance; y++)
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{
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var chunkPos = new Vector2I(playerChunk.X + x, playerChunk.Y + y);
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if (!_loadedChunks.ContainsKey(chunkPos))
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{
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chunksToLoad.Add(chunkPos);
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}
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}
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}
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// Generate chunks in background
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foreach (var chunkPos in chunksToLoad)
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{
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if (!_isRunning) return;
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GenerateChunkInBackground(chunkPos);
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}
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}
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private void GenerateChunkInBackground(Vector2I chunkPos)
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{
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// Skip if chunk was loaded while we were waiting
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if (_loadedChunks.ContainsKey(chunkPos)) return;
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var chunkData = new ChunkData();
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var chunkWorldPos = ChunkToWorldCoords(chunkPos);
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// Generate ground tiles
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for (int x = 0; x < ChunkSize; x++)
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{
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for (int y = 0; y < ChunkSize; y++)
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{
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var cell = new Vector2I(chunkWorldPos.X + x, chunkWorldPos.Y + y);
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_mainThreadActions.Enqueue(() => PlaceTile("ground", cell));
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}
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}
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// Generate stone veins
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for (int x = 0; x < ChunkSize; x++)
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{
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for (int y = 0; y < ChunkSize; y++)
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{
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var cell = new Vector2I(chunkWorldPos.X + x, chunkWorldPos.Y + y);
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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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PlaceVeinInBackground(cell, "stone", veinSize, chunkData.StoneTiles);
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}
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}
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}
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// Add chunk data to dictionary on main thread
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_mainThreadActions.Enqueue(() => { _loadedChunks[chunkPos] = chunkData; });
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}
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private void PlaceVeinInBackground(Vector2I startCell, string tileType, int maxSize, List<Vector2I> tileList)
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{
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var placed = new HashSet<Vector2I>();
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var queue = new Queue<Vector2I>();
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queue.Enqueue(startCell);
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int placedCount = 0;
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while (queue.Count > 0 && placedCount < maxSize && _isRunning)
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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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// Schedule tile placement on main thread
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_mainThreadActions.Enqueue(() =>
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{
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if (PlaceTile(tileType, cell))
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{
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tileList.Add(cell);
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}
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});
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placed.Add(cell);
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placedCount++;
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// Add adjacent cells
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var directions = new[] { Vector2I.Up, Vector2I.Right, Vector2I.Down, Vector2I.Left };
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foreach (var dir in directions)
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{
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var newCell = cell + dir;
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if (!placed.Contains(newCell))
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{
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queue.Enqueue(newCell);
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}
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}
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}
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}
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public override void _ExitTree()
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{
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// Clean up
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_isRunning = false;
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_generationTask?.Wait(); // Wait for current generation to finish
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base._ExitTree();
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}
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private void GenerateChunk(Vector2I chunkPos)
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{
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GD.Print($"{LogPrefix} Generating chunk at {chunkPos}");
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var chunkData = new ChunkData();
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var chunkWorldPos = ChunkToWorldCoords(chunkPos);
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// First, place ground tiles
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for (int x = 0; x < ChunkSize; x++)
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{
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for (int y = 0; y < ChunkSize; y++)
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{
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var cell = new Vector2I(chunkWorldPos.X + x, chunkWorldPos.Y + y);
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if (!PlaceTile("ground", cell))
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{
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GD.PrintErr($"{LogPrefix} Failed to place ground at {cell}");
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}
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}
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}
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// Then generate stone veins
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var stoneVeins = 0;
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for (var x = 0; x < ChunkSize; x++)
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{
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for (var y = 0; y < ChunkSize; y++)
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{
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var cell = new Vector2I(chunkWorldPos.X + x, chunkWorldPos.Y + y);
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if (_rng.Randf() < StoneDensity)
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{
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var veinSize = _rng.RandiRange(MinStoneVeinSize, MaxStoneVeinSize);
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GD.Print($"{LogPrefix} Attempting to place stone vein at {cell} with size {veinSize}");
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PlaceVein(cell, "stone", veinSize, chunkData.StoneTiles);
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stoneVeins++;
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}
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}
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}
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GD.Print($"{LogPrefix} Placed {stoneVeins} stone veins in chunk {chunkPos}");
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// Generate iron veins within stone
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int ironVeins = 0;
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foreach (var stoneCell in new List<Vector2I>(chunkData.StoneTiles))
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{
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if (_rng.Randf() < IronDensity)
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{
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var veinSize = _rng.RandiRange(MinIronVeinSize, MaxIronVeinSize);
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GD.Print($"{LogPrefix} Attempting to place iron vein at {stoneCell} with size {veinSize}");
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PlaceVein(stoneCell, "ore_iron", veinSize, chunkData.IronTiles);
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ironVeins++;
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}
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}
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GD.Print($"{LogPrefix} Placed {ironVeins} iron veins in chunk {chunkPos}");
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_loadedChunks[chunkPos] = chunkData;
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}
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private void UnloadChunk(Vector2I chunkPos)
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{
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GD.Print($"{LogPrefix} Unloading chunk at {chunkPos}");
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if (!_loadedChunks.TryGetValue(chunkPos, out var chunkData)) return;
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// Remove all tiles in this chunk
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var chunkWorldPos = ChunkToWorldCoords(chunkPos);
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for (int x = 0; x < ChunkSize; x++)
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{
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for (int y = 0; y < ChunkSize; y++)
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{
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var cell = new Vector2I(chunkWorldPos.X + x, chunkWorldPos.Y + y);
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// Free a 1x1 area for each cell
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Grid.FreeArea(cell, Vector2I.One, 0f, GridLayer.Ground);
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}
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}
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_loadedChunks.Remove(chunkPos);
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}
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private Vector2I WorldToChunkCoords(Vector2 worldPos)
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{
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var cell = GridUtils.WorldToGrid(worldPos);
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return new Vector2I(
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(int)Mathf.Floor((float)cell.X / ChunkSize),
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(int)Mathf.Floor((float)cell.Y / ChunkSize)
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);
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}
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private Vector2I ChunkToWorldCoords(Vector2I chunkPos)
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{
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return new Vector2I(
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chunkPos.X * ChunkSize,
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chunkPos.Y * ChunkSize
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);
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}
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private bool IsInLoadedChunk(Vector2I cell)
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{
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// Check the chunk where the cell is located
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var chunkPos = new Vector2I(
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(int)Mathf.Floor((float)cell.X / ChunkSize),
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(int)Mathf.Floor((float)cell.Y / ChunkSize)
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);
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// Also check adjacent chunks since veins can cross chunk boundaries
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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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var checkPos = new Vector2I(chunkPos.X + dx, chunkPos.Y + dy);
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if (_loadedChunks.ContainsKey(checkPos))
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{
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return true;
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}
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}
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}
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return false;
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}
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private void PlaceVein(Vector2I startCell, string tileType, int maxSize, List<Vector2I> tileList)
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{
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GD.Print($"{LogPrefix} Starting to place vein of type {tileType} at {startCell} with max size {maxSize}");
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var placed = new HashSet<Vector2I>();
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var queue = new Queue<Vector2I>();
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queue.Enqueue(startCell);
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int placedCount = 0;
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while (queue.Count > 0 && placedCount < maxSize)
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{
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var cell = queue.Dequeue();
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// Skip if already placed or out of bounds
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if (placed.Contains(cell))
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{
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GD.Print($"{LogPrefix} Skipping cell {cell} - already placed");
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continue;
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}
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if (!IsInLoadedChunk(cell))
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{
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GD.Print($"{LogPrefix} Skipping cell {cell} - out of bounds");
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continue;
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}
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// Try to place the tile
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if (PlaceTile(tileType, cell))
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{
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tileList.Add(cell);
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placed.Add(cell);
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placedCount++;
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// GD.Print($"{LogPrefix} Successfully placed {tileType} at {cell} ({placedCount}/{maxSize})");
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// Add adjacent cells to queue
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var directions = new[] { Vector2I.Up, Vector2I.Right, Vector2I.Down, Vector2I.Left };
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foreach (var dir in directions)
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{
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var newCell = cell + dir;
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if (!placed.Contains(newCell))
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{
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queue.Enqueue(newCell);
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}
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}
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}
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else
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{
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GD.Print($"{LogPrefix} Failed to place {tileType} at {cell}");
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}
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}
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GD.Print($"{LogPrefix} Finished placing vein - placed {placedCount}/{maxSize} {tileType} tiles");
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}
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private bool PlaceTile(string tileType, Vector2I cell)
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{
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try
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{
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// First, remove any existing tile at this position
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Grid.FreeArea(cell, Vector2I.One, 0f, GridLayer.Ground);
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var building = Registry.GetBuilding(tileType);
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if (building == null)
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{
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GD.PrintErr($"{LogPrefix} Building type not found in registry: {tileType}");
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return false;
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}
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var scene = building.Scene;
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if (scene == null)
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{
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GD.PrintErr($"{LogPrefix} Scene is null for building type: {tileType}");
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return false;
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}
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if (scene.Instantiate() is not Node2D instance)
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{
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GD.PrintErr($"{LogPrefix} Failed to instantiate scene for: {tileType}");
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return false;
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}
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// Use the same positioning logic as PlacementManager
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var rotatedSize = building.GetRotatedSize(0f); // 0f for no rotation
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var offset = GridUtils.GetCenterOffset(rotatedSize, 0f); // 0f for no rotation
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instance.GlobalPosition = GridUtils.GridToWorld(cell) + offset;
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instance.ZIndex = (int)building.Layer;
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AddChild(instance);
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Grid.OccupyArea(cell, instance, building.Size, 0f, building.Layer);
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// GD.Print($"{LogPrefix} Successfully placed {tileType} at {cell}");
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return true;
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}
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catch (Exception e)
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{
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GD.PrintErr($"{LogPrefix} Error placing {tileType} at {cell}: {e.Message}");
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return false;
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}
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}
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}
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public class ChunkData
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{
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public List<Vector2I> StoneTiles { get; } = [];
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public List<Vector2I> IronTiles { get; } = [];
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} |