147 lines
4 KiB
C#
147 lines
4 KiB
C#
using Godot;
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using System;
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using System.Collections.Generic;
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using System.Text.Json;
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public partial class ChunkManager : Node2D
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{
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[Export] public NodePath PlayerPath;
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[Export] public NodePath PackManagerPath;
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[Export] public int LoadRadius = 1; // 1 -> 3x3
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private CharacterBody2D? _player;
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private PackManager? _packs;
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private WorldIndex? _world;
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private Dictionary<(int x, int y), string> _chunkMap = new();
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private readonly Dictionary<(int x, int y), Node2D> _loaded = new();
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public override void _Ready()
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{
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_player = GetNodeOrNull<CharacterBody2D>(PlayerPath);
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if (_player == null)
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{
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GD.PrintErr("ChunkManager: PlayerPath not set or invalid.");
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return;
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}
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_packs = GetNodeOrNull<PackManager>(PackManagerPath);
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if (_packs == null)
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{
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// fallback: search up the tree for PackManager
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_packs = GetParent()?.GetNodeOrNull<PackManager>("PackManager");
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}
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if (_packs == null)
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{
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GD.PrintErr("ChunkManager: PackManager not found. Add it to your Main scene.");
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return;
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}
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LoadWorldIndex();
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}
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private void LoadWorldIndex()
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{
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var worldPath = _packs.Resolve("data/world/world_main.json");
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if (worldPath == null)
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{
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GD.PrintErr("ChunkManager: Could not resolve data/world/world_main.json from packs.");
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return;
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}
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var json = FileAccess.GetFileAsString(worldPath);
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_world = JsonSerializer.Deserialize<WorldIndex>(json);
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if (_world == null)
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{
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GD.PrintErr("ChunkManager: Failed to parse world index.");
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return;
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}
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_chunkMap = _world.BuildChunkMap();
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GD.Print($"World loaded: {_world.world_id}, chunks: {_chunkMap.Count}, chunk_size_px={_world.chunk_size_px}");
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}
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public override void _Process(double delta)
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{
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if (_player == null || _world == null) return;
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var (cx, cy) = WorldPosToChunk(_player.GlobalPosition, _world.chunk_size_px);
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for (int dy = -LoadRadius; dy <= LoadRadius; dy++)
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for (int dx = -LoadRadius; dx <= LoadRadius; dx++)
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{
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var key = (cx + dx, cy + dy);
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EnsureLoaded(key.x, key.y);
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}
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// Unload chunks that are too far
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var keysToRemove = new List<(int x, int y)>();
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foreach (var kv in _loaded)
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{
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var (x, y) = kv.Key;
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if (Math.Abs(x - cx) > LoadRadius || Math.Abs(y - cy) > LoadRadius)
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keysToRemove.Add((x, y));
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}
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foreach (var k in keysToRemove)
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{
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_loaded[k].QueueFree();
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_loaded.Remove(k);
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}
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}
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private void EnsureLoaded(int x, int y)
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{
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var key = (x, y);
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if (_loaded.ContainsKey(key)) return;
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if (!_chunkMap.TryGetValue(key, out var relPath)) return;
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// Use pack resolve for the chunk file itself
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var chunkPath = _packs!.Resolve(relPath);
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if (chunkPath == null)
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{
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GD.PrintErr($"Chunk missing in packs: {relPath}");
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return;
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}
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// For now, we don't parse chunk contents yet; we just visualize existence + biome by file naming/placeholder.
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// Next step: parse biome from JSON and use it to color.
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var chunkJson = FileAccess.GetFileAsString(chunkPath);
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using var doc = JsonDocument.Parse(chunkJson);
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var biome = doc.RootElement.TryGetProperty("biome", out var b) ? b.GetString() : "biome:unknown";
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var node = CreateDebugChunkNode(x, y, _world!.chunk_size_px, biome ?? "biome:unknown");
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AddChild(node);
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_loaded[key] = node;
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}
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private static (int cx, int cy) WorldPosToChunk(Vector2 pos, int chunkSizePx)
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{
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int cx = Mathf.FloorToInt(pos.X / chunkSizePx);
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int cy = Mathf.FloorToInt(pos.Y / chunkSizePx);
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return (cx, cy);
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}
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private static Node2D CreateDebugChunkNode(int cx, int cy, int chunkSizePx, string biome)
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{
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var n = new Node2D();
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n.Name = $"Chunk_{cx}_{cy}";
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n.Position = new Vector2(cx * chunkSizePx, cy * chunkSizePx);
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var rect = new ColorRect();
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rect.Size = new Vector2(chunkSizePx, chunkSizePx);
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rect.MouseFilter = Control.MouseFilterEnum.Ignore;
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rect.Color = biome switch
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{
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"biome:forest" => new Color(0.1f, 0.35f, 0.1f, 0.25f),
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"biome:plains" => new Color(0.35f, 0.35f, 0.1f, 0.25f),
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"biome:town" => new Color(0.25f, 0.25f, 0.25f, 0.25f),
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_ => new Color(0.2f, 0.2f, 0.2f, 0.25f)
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};
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// Add an outline using a Panel (cheap) or just rely on transparency for now
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n.AddChild(rect);
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return n;
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}
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}
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