Files
AceField-New-Horizon/Scripts/System/NaturalResourceGenerator.cs
2025-08-29 16:59:59 +08:00

409 lines
13 KiB
C#

using System;
using System.Collections.Concurrent;
using Godot;
using System.Collections.Generic;
using System.Threading.Tasks;
using AceFieldNewHorizon.Scripts.Entities;
using AceFieldNewHorizon.Scripts.Tiles;
namespace AceFieldNewHorizon.Scripts.System;
public partial class NaturalResourceGenerator : Node2D
{
public const string ChunkTrackerGroupName = "NrgTrackingTarget";
[Export] public GridManager Grid { get; set; }
[Export] public BuildingRegistry Registry { get; set; }
[Export] public int ChunkSize = 16;
[Export] public int LoadDistance = 2; // Number of chunks to load in each direction
[Export] public float StoneDensity = 0.1f;
[Export] public float IronDensity = 0.03f;
[Export] public int MinStoneVeinSize = 1;
[Export] public int MaxStoneVeinSize = 5;
[Export] public int MinIronVeinSize = 1;
[Export] public int MaxIronVeinSize = 3;
[Export] public int Seed;
private const string LogPrefix = "[NaturalGeneration]";
private RandomNumberGenerator _rng;
private readonly Dictionary<Vector2I, ChunkData> _loadedChunks = new();
private Vector2I _lastPlayerChunk = new(-1000, -1000);
private Player _player;
private readonly ConcurrentQueue<Action> _mainThreadActions = new();
private Task _generationTask;
private bool _isRunning = true;
public override void _Ready()
{
_rng = new RandomNumberGenerator();
_rng.Seed = (ulong)(Seed != 0 ? Seed : (int)GD.Randi());
}
public override void _Process(double delta)
{
// Process any pending main thread actions
while (_mainThreadActions.TryDequeue(out var action))
{
action.Invoke();
}
// Rest of your existing _Process code
_player = GetTree().GetFirstNodeInGroup(ChunkTrackerGroupName) as Player;
if (_player != null)
{
UpdatePlayerPosition(_player.GlobalPosition);
}
else
{
GD.PrintErr($"{LogPrefix} Player not found in group: {ChunkTrackerGroupName}");
}
}
private void UpdatePlayerPosition(Vector2 playerPosition)
{
var playerChunk = WorldToChunkCoords(playerPosition);
if (playerChunk == _lastPlayerChunk) return;
_lastPlayerChunk = playerChunk;
// Start generation in background task if not already running
if (_generationTask == null || _generationTask.IsCompleted)
{
_generationTask = Task.Run(() => GenerateChunksAroundPlayer(playerChunk));
}
}
private void GenerateChunksAroundPlayer(Vector2I playerChunk)
{
var chunksToLoad = new List<Vector2I>();
// Determine which chunks to load/unload
for (int x = -LoadDistance; x <= LoadDistance; x++)
{
for (int y = -LoadDistance; y <= LoadDistance; y++)
{
var chunkPos = new Vector2I(playerChunk.X + x, playerChunk.Y + y);
if (!_loadedChunks.ContainsKey(chunkPos))
{
chunksToLoad.Add(chunkPos);
}
}
}
// Generate chunks in background
foreach (var chunkPos in chunksToLoad)
{
if (!_isRunning) return;
GenerateChunkInBackground(chunkPos);
}
}
private void GenerateChunkInBackground(Vector2I chunkPos)
{
// Skip if chunk was loaded while we were waiting
if (_loadedChunks.ContainsKey(chunkPos)) return;
var chunkData = new ChunkData();
var chunkWorldPos = ChunkToWorldCoords(chunkPos);
// Generate ground tiles
for (int x = 0; x < ChunkSize; x++)
{
for (int y = 0; y < ChunkSize; y++)
{
var cell = new Vector2I(chunkWorldPos.X + x, chunkWorldPos.Y + y);
_mainThreadActions.Enqueue(() => PlaceTile("ground", cell));
}
}
// Generate stone veins
for (int x = 0; x < ChunkSize; x++)
{
for (int y = 0; y < ChunkSize; y++)
{
var cell = new Vector2I(chunkWorldPos.X + x, chunkWorldPos.Y + y);
if (_rng.Randf() < StoneDensity)
{
var veinSize = _rng.RandiRange(MinStoneVeinSize, MaxStoneVeinSize);
PlaceVeinInBackground(cell, "stone", veinSize, chunkData.StoneTiles);
}
}
}
// Add chunk data to dictionary on main thread
_mainThreadActions.Enqueue(() => { _loadedChunks[chunkPos] = chunkData; });
}
private void PlaceVeinInBackground(Vector2I startCell, string tileType, int maxSize, List<Vector2I> tileList)
{
var placed = new HashSet<Vector2I>();
var queue = new Queue<Vector2I>();
queue.Enqueue(startCell);
int placedCount = 0;
while (queue.Count > 0 && placedCount < maxSize && _isRunning)
{
var cell = queue.Dequeue();
if (placed.Contains(cell)) continue;
// Schedule tile placement on main thread
_mainThreadActions.Enqueue(() =>
{
if (PlaceTile(tileType, cell))
{
tileList.Add(cell);
}
});
placed.Add(cell);
placedCount++;
// Add adjacent cells
var directions = new[] { Vector2I.Up, Vector2I.Right, Vector2I.Down, Vector2I.Left };
foreach (var dir in directions)
{
var newCell = cell + dir;
if (!placed.Contains(newCell))
{
queue.Enqueue(newCell);
}
}
}
}
public override void _ExitTree()
{
// Clean up
_isRunning = false;
_generationTask?.Wait(); // Wait for current generation to finish
base._ExitTree();
}
private void GenerateChunk(Vector2I chunkPos)
{
GD.Print($"{LogPrefix} Generating chunk at {chunkPos}");
var chunkData = new ChunkData();
var chunkWorldPos = ChunkToWorldCoords(chunkPos);
// First, place ground tiles
for (int x = 0; x < ChunkSize; x++)
{
for (int y = 0; y < ChunkSize; y++)
{
var cell = new Vector2I(chunkWorldPos.X + x, chunkWorldPos.Y + y);
if (!PlaceTile("ground", cell))
{
GD.PrintErr($"{LogPrefix} Failed to place ground at {cell}");
}
}
}
// Then generate stone veins
var stoneVeins = 0;
for (var x = 0; x < ChunkSize; x++)
{
for (var y = 0; y < ChunkSize; y++)
{
var cell = new Vector2I(chunkWorldPos.X + x, chunkWorldPos.Y + y);
if (_rng.Randf() < StoneDensity)
{
var veinSize = _rng.RandiRange(MinStoneVeinSize, MaxStoneVeinSize);
GD.Print($"{LogPrefix} Attempting to place stone vein at {cell} with size {veinSize}");
PlaceVein(cell, "stone", veinSize, chunkData.StoneTiles);
stoneVeins++;
}
}
}
GD.Print($"{LogPrefix} Placed {stoneVeins} stone veins in chunk {chunkPos}");
// Generate iron veins within stone
int ironVeins = 0;
foreach (var stoneCell in new List<Vector2I>(chunkData.StoneTiles))
{
if (_rng.Randf() < IronDensity)
{
var veinSize = _rng.RandiRange(MinIronVeinSize, MaxIronVeinSize);
GD.Print($"{LogPrefix} Attempting to place iron vein at {stoneCell} with size {veinSize}");
PlaceVein(stoneCell, "ore_iron", veinSize, chunkData.IronTiles);
ironVeins++;
}
}
GD.Print($"{LogPrefix} Placed {ironVeins} iron veins in chunk {chunkPos}");
_loadedChunks[chunkPos] = chunkData;
}
private void UnloadChunk(Vector2I chunkPos)
{
GD.Print($"{LogPrefix} Unloading chunk at {chunkPos}");
if (!_loadedChunks.TryGetValue(chunkPos, out var chunkData)) return;
// Remove all tiles in this chunk
var chunkWorldPos = ChunkToWorldCoords(chunkPos);
for (int x = 0; x < ChunkSize; x++)
{
for (int y = 0; y < ChunkSize; y++)
{
var cell = new Vector2I(chunkWorldPos.X + x, chunkWorldPos.Y + y);
// Free a 1x1 area for each cell
Grid.FreeArea(cell, Vector2I.One, 0f, GridLayer.Ground);
}
}
_loadedChunks.Remove(chunkPos);
}
private Vector2I WorldToChunkCoords(Vector2 worldPos)
{
var cell = GridUtils.WorldToGrid(worldPos);
return new Vector2I(
(int)Mathf.Floor((float)cell.X / ChunkSize),
(int)Mathf.Floor((float)cell.Y / ChunkSize)
);
}
private Vector2I ChunkToWorldCoords(Vector2I chunkPos)
{
return new Vector2I(
chunkPos.X * ChunkSize,
chunkPos.Y * ChunkSize
);
}
private bool IsInLoadedChunk(Vector2I cell)
{
// Check the chunk where the cell is located
var chunkPos = new Vector2I(
(int)Mathf.Floor((float)cell.X / ChunkSize),
(int)Mathf.Floor((float)cell.Y / ChunkSize)
);
// Also check adjacent chunks since veins can cross chunk boundaries
for (var dx = -1; dx <= 1; dx++)
{
for (var dy = -1; dy <= 1; dy++)
{
var checkPos = new Vector2I(chunkPos.X + dx, chunkPos.Y + dy);
if (_loadedChunks.ContainsKey(checkPos))
{
return true;
}
}
}
return false;
}
private void PlaceVein(Vector2I startCell, string tileType, int maxSize, List<Vector2I> tileList)
{
GD.Print($"{LogPrefix} Starting to place vein of type {tileType} at {startCell} with max size {maxSize}");
var placed = new HashSet<Vector2I>();
var queue = new Queue<Vector2I>();
queue.Enqueue(startCell);
int placedCount = 0;
while (queue.Count > 0 && placedCount < maxSize)
{
var cell = queue.Dequeue();
// Skip if already placed or out of bounds
if (placed.Contains(cell))
{
GD.Print($"{LogPrefix} Skipping cell {cell} - already placed");
continue;
}
if (!IsInLoadedChunk(cell))
{
GD.Print($"{LogPrefix} Skipping cell {cell} - out of bounds");
continue;
}
// Try to place the tile
if (PlaceTile(tileType, cell))
{
tileList.Add(cell);
placed.Add(cell);
placedCount++;
// GD.Print($"{LogPrefix} Successfully placed {tileType} at {cell} ({placedCount}/{maxSize})");
// Add adjacent cells to queue
var directions = new[] { Vector2I.Up, Vector2I.Right, Vector2I.Down, Vector2I.Left };
foreach (var dir in directions)
{
var newCell = cell + dir;
if (!placed.Contains(newCell))
{
queue.Enqueue(newCell);
}
}
}
else
{
GD.Print($"{LogPrefix} Failed to place {tileType} at {cell}");
}
}
GD.Print($"{LogPrefix} Finished placing vein - placed {placedCount}/{maxSize} {tileType} tiles");
}
private bool PlaceTile(string tileType, Vector2I cell)
{
try
{
// First, remove any existing tile at this position
Grid.FreeArea(cell, Vector2I.One, 0f, GridLayer.Ground);
var building = Registry.GetBuilding(tileType);
if (building == null)
{
GD.PrintErr($"{LogPrefix} Building type not found in registry: {tileType}");
return false;
}
var scene = building.Scene;
if (scene == null)
{
GD.PrintErr($"{LogPrefix} Scene is null for building type: {tileType}");
return false;
}
if (scene.Instantiate() is not BaseTile instance)
{
GD.PrintErr($"{LogPrefix} Failed to instantiate scene for: {tileType}");
return false;
}
// Use the same positioning logic as PlacementManager
var rotatedSize = building.GetRotatedSize(0f); // 0f for no rotation
var offset = GridUtils.GetCenterOffset(rotatedSize, 0f); // 0f for no rotation
instance.GlobalPosition = GridUtils.GridToWorld(cell) + offset;
instance.ZIndex = (int)building.Layer;
instance.Grid = Grid;
AddChild(instance);
Grid.OccupyArea(cell, instance, building.Size, 0f, building.Layer);
// GD.Print($"{LogPrefix} Successfully placed {tileType} at {cell}");
return true;
}
catch (Exception e)
{
GD.PrintErr($"{LogPrefix} Error placing {tileType} at {cell}: {e.Message}");
return false;
}
}
}
public class ChunkData
{
public List<Vector2I> StoneTiles { get; } = [];
public List<Vector2I> IronTiles { get; } = [];
}