ocker/scripts/world/ChunkManager.cs
2026-02-09 22:57:54 +01:00

147 lines
4 KiB
C#

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