Files
TheDeclineOfWarriors/Assets/Features/VoxelWorld/Runtime/WorldSpawnPlanner.cs
T
2026-04-08 09:22:05 +07:00

490 lines
19 KiB
C#

using System.Collections.Generic;
using UnityEngine;
namespace InfiniteWorld.VoxelWorld
{
internal static class WorldSpawnPlanner
{
public static WorldChunkPlacementPlan PlanChunk(
int worldSeed,
Vector2Int chunkCoord,
int chunkSize,
IReadOnlyList<WorldPrefabCollection> collections,
System.Func<Vector2Int, int> getBaseHeight)
{
if (collections == null || collections.Count == 0)
{
return WorldChunkPlacementPlan.Empty;
}
List<WorldSpawnPoint> spawnPoints = new List<WorldSpawnPoint>();
List<WorldTerrainPatch> terrainPatches = new List<WorldTerrainPatch>();
HashSet<Vector2Int> flattenedCells = new HashSet<Vector2Int>();
HashSet<Vector2Int> occupiedCells = new HashSet<Vector2Int>();
int spawnOrdinal = 0;
for (int collectionIndex = 0; collectionIndex < collections.Count; collectionIndex++)
{
WorldPrefabCollection collection = collections[collectionIndex];
if (collection == null || collection.entries == null || collection.entries.Count == 0 || collection.maxPlacementsPerChunk <= 0)
{
continue;
}
for (int placementIndex = 0; placementIndex < collection.maxPlacementsPerChunk; placementIndex++)
{
if (!TryPickEntry(collection, worldSeed, chunkCoord, collectionIndex, placementIndex, out int entryIndex, out WorldPrefabEntry entry))
{
continue;
}
if (!PassesSpawnChance(entry, worldSeed, chunkCoord, collectionIndex, placementIndex))
{
continue;
}
if (!TryPlanPlacement(worldSeed, chunkCoord, chunkSize, collection, collectionIndex, placementIndex, entryIndex, entry, spawnOrdinal, occupiedCells, flattenedCells, getBaseHeight, out WorldSpawnPoint spawnPoint, out WorldTerrainPatch patch, out List<Vector2Int> reservedCells))
{
continue;
}
spawnPoints.Add(spawnPoint);
if (patch != null)
{
terrainPatches.Add(patch);
}
for (int i = 0; i < reservedCells.Count; i++)
{
occupiedCells.Add(reservedCells[i]);
}
spawnOrdinal++;
}
}
if (spawnPoints.Count == 0 && terrainPatches.Count == 0)
{
return WorldChunkPlacementPlan.Empty;
}
return new WorldChunkPlacementPlan(spawnPoints, terrainPatches, flattenedCells.Count > 0 ? flattenedCells : null);
}
private static bool TryPickEntry(WorldPrefabCollection collection, int worldSeed, Vector2Int chunkCoord, int collectionIndex, int placementIndex, out int entryIndex, out WorldPrefabEntry entry)
{
float totalWeight = 0f;
for (int i = 0; i < collection.entries.Count; i++)
{
WorldPrefabEntry candidate = collection.entries[i];
if (candidate == null || candidate.prefab == null || candidate.weight <= 0f)
{
continue;
}
totalWeight += candidate.weight;
}
if (totalWeight <= 0f)
{
entryIndex = -1;
entry = null;
return false;
}
float pick = WorldSeedUtility.Value01(WorldSeedUtility.Hash(worldSeed, chunkCoord.x, chunkCoord.y, collectionIndex, placementIndex, 1)) * totalWeight;
float accumulated = 0f;
for (int i = 0; i < collection.entries.Count; i++)
{
WorldPrefabEntry candidate = collection.entries[i];
if (candidate == null || candidate.prefab == null || candidate.weight <= 0f)
{
continue;
}
accumulated += candidate.weight;
if (pick <= accumulated)
{
entryIndex = i;
entry = candidate;
return true;
}
}
for (int i = collection.entries.Count - 1; i >= 0; i--)
{
WorldPrefabEntry candidate = collection.entries[i];
if (candidate == null || candidate.prefab == null || candidate.weight <= 0f)
{
continue;
}
entryIndex = i;
entry = candidate;
return true;
}
entryIndex = -1;
entry = null;
return false;
}
private static bool PassesSpawnChance(WorldPrefabEntry entry, int worldSeed, Vector2Int chunkCoord, int collectionIndex, int placementIndex)
{
if (entry == null)
{
return false;
}
if (entry.spawnChancePercent <= 0f)
{
return false;
}
if (entry.spawnChancePercent >= 100f)
{
return true;
}
float roll = WorldSeedUtility.Value01(WorldSeedUtility.Hash(worldSeed, chunkCoord.x, chunkCoord.y, collectionIndex, placementIndex, 11)) * 100f;
return roll <= entry.spawnChancePercent;
}
private static bool TryPlanPlacement(
int worldSeed,
Vector2Int chunkCoord,
int chunkSize,
WorldPrefabCollection collection,
int collectionIndex,
int placementIndex,
int entryIndex,
WorldPrefabEntry entry,
int spawnOrdinal,
HashSet<Vector2Int> occupiedCells,
HashSet<Vector2Int> flattenedCells,
System.Func<Vector2Int, int> getBaseHeight,
out WorldSpawnPoint spawnPoint,
out WorldTerrainPatch patch,
out List<Vector2Int> reservedCells)
{
reservedCells = null;
spawnPoint = default;
patch = null;
Vector2Int chunkOrigin = new Vector2Int(chunkCoord.x * chunkSize, chunkCoord.y * chunkSize);
int attempts = Mathf.Max(1, collection.attemptsPerPlacement);
for (int attempt = 0; attempt < attempts; attempt++)
{
int rotationSteps = entry.allowRotations ? WorldSeedUtility.Range(WorldSeedUtility.Hash(worldSeed, chunkCoord.x, chunkCoord.y, collectionIndex, placementIndex, attempt, 2), 0, 4) : 0;
Vector2Int footprint = GetFootprint(entry.footprint, rotationSteps);
if (footprint.x <= 0 || footprint.y <= 0)
{
continue;
}
int localMinX = collection.chunkEdgePadding;
int localMinZ = collection.chunkEdgePadding;
int localMaxX = chunkSize - collection.chunkEdgePadding - footprint.x;
int localMaxZ = chunkSize - collection.chunkEdgePadding - footprint.y;
if (localMaxX < localMinX || localMaxZ < localMinZ)
{
continue;
}
int localX = WorldSeedUtility.Range(WorldSeedUtility.Hash(worldSeed, chunkCoord.x, chunkCoord.y, collectionIndex, placementIndex, attempt, 3), localMinX, localMaxX + 1);
int localZ = WorldSeedUtility.Range(WorldSeedUtility.Hash(worldSeed, chunkCoord.x, chunkCoord.y, collectionIndex, placementIndex, attempt, 4), localMinZ, localMaxZ + 1);
RectInt footprintRect = new RectInt(localX, localZ, footprint.x, footprint.y);
RectInt reservedRect = ExpandRect(footprintRect, Mathf.Max(0, entry.clearance), chunkSize);
if (IntersectsOccupied(chunkOrigin, reservedRect, occupiedCells))
{
continue;
}
if (entry.placementMode == WorldPlacementMode.GroundOnly)
{
if (!IsGroundArea(chunkOrigin, reservedRect, flattenedCells, getBaseHeight))
{
continue;
}
reservedCells = CollectCells(chunkOrigin, reservedRect);
}
else
{
if (!TryCreateFlattenPatch(chunkOrigin, chunkSize, footprintRect, reservedRect, entry, occupiedCells, flattenedCells, getBaseHeight, out patch, out reservedCells))
{
patch = null;
continue;
}
}
float rotationY = rotationSteps * 90f;
Vector3 position = new Vector3(
chunkOrigin.x + footprintRect.x + footprintRect.width * 0.5f,
0f,
chunkOrigin.y + footprintRect.y + footprintRect.height * 0.5f);
long spawnId = WorldSeedUtility.ToStableId(
WorldSeedUtility.Hash(worldSeed, chunkCoord.x, chunkCoord.y, collectionIndex),
WorldSeedUtility.Hash(entryIndex, placementIndex, spawnOrdinal, footprintRect.x, footprintRect.y));
spawnPoint = new WorldSpawnPoint(spawnId, chunkCoord, spawnOrdinal, collectionIndex, entryIndex, entry, position, Quaternion.Euler(0f, rotationY, 0f));
return true;
}
return false;
}
private static bool TryCreateFlattenPatch(
Vector2Int chunkOrigin,
int chunkSize,
RectInt footprintRect,
RectInt reservedRect,
WorldPrefabEntry entry,
HashSet<Vector2Int> occupiedCells,
HashSet<Vector2Int> flattenedCells,
System.Func<Vector2Int, int> getBaseHeight,
out WorldTerrainPatch patch,
out List<Vector2Int> reservedCells)
{
int flattenPadding = Mathf.Max(entry.clearance, entry.flattenPadding);
RectInt flattenRect = ExpandRect(footprintRect, flattenPadding, chunkSize);
List<Vector2Int> flattened = CollectCells(chunkOrigin, flattenRect);
if (IntersectsOccupied(flattened, occupiedCells))
{
patch = null;
reservedCells = null;
return false;
}
List<Vector2Int> corridor = TryBuildAccessCorridor(chunkOrigin, chunkSize, flattenRect, Mathf.Max(1, entry.flattenSearchRadius), occupiedCells, flattenedCells, getBaseHeight);
if (corridor == null)
{
patch = null;
reservedCells = null;
return false;
}
for (int i = 0; i < corridor.Count; i++)
{
flattened.Add(corridor[i]);
}
HashSet<Vector2Int> uniqueFlattened = new HashSet<Vector2Int>(flattened);
foreach (Vector2Int worldCell in uniqueFlattened)
{
flattenedCells.Add(worldCell);
}
patch = new WorldTerrainPatch(flattened);
reservedCells = CollectCells(chunkOrigin, reservedRect);
reservedCells.AddRange(corridor);
return true;
}
private static List<Vector2Int> TryBuildAccessCorridor(
Vector2Int chunkOrigin,
int chunkSize,
RectInt flattenRect,
int searchRadius,
HashSet<Vector2Int> occupiedCells,
HashSet<Vector2Int> flattenedCells,
System.Func<Vector2Int, int> getBaseHeight)
{
if (HasAccessibleGroundNeighbor(chunkOrigin, flattenRect, flattenedCells, getBaseHeight))
{
return new List<Vector2Int>();
}
Vector2Int center = new Vector2Int(flattenRect.x + flattenRect.width / 2, flattenRect.y + flattenRect.height / 2);
Vector2Int? target = FindNearestGroundCell(chunkOrigin, chunkSize, center, flattenRect, searchRadius, occupiedCells, flattenedCells, getBaseHeight);
if (!target.HasValue)
{
return null;
}
Vector2Int entryCell = new Vector2Int(
Mathf.Clamp(target.Value.x, chunkOrigin.x + flattenRect.xMin, chunkOrigin.x + flattenRect.xMax - 1),
Mathf.Clamp(target.Value.y, chunkOrigin.y + flattenRect.yMin, chunkOrigin.y + flattenRect.yMax - 1));
List<Vector2Int> corridor = new List<Vector2Int>();
Vector2Int cursor = target.Value;
while (cursor.x != entryCell.x)
{
if (!occupiedCells.Contains(cursor))
{
corridor.Add(cursor);
}
cursor.x += cursor.x < entryCell.x ? 1 : -1;
}
while (cursor.y != entryCell.y)
{
if (!occupiedCells.Contains(cursor))
{
corridor.Add(cursor);
}
cursor.y += cursor.y < entryCell.y ? 1 : -1;
}
return corridor;
}
private static bool HasAccessibleGroundNeighbor(Vector2Int chunkOrigin, RectInt flattenRect, HashSet<Vector2Int> flattenedCells, System.Func<Vector2Int, int> getBaseHeight)
{
for (int z = flattenRect.yMin - 1; z <= flattenRect.yMax; z++)
{
Vector2Int left = new Vector2Int(chunkOrigin.x + flattenRect.xMin - 1, chunkOrigin.y + z);
Vector2Int right = new Vector2Int(chunkOrigin.x + flattenRect.xMax, chunkOrigin.y + z);
if (GetPlannedHeight(left, flattenedCells, getBaseHeight) == 0 || GetPlannedHeight(right, flattenedCells, getBaseHeight) == 0)
{
return true;
}
}
for (int x = flattenRect.xMin; x < flattenRect.xMax; x++)
{
Vector2Int bottom = new Vector2Int(chunkOrigin.x + x, chunkOrigin.y + flattenRect.yMin - 1);
Vector2Int top = new Vector2Int(chunkOrigin.x + x, chunkOrigin.y + flattenRect.yMax);
if (GetPlannedHeight(bottom, flattenedCells, getBaseHeight) == 0 || GetPlannedHeight(top, flattenedCells, getBaseHeight) == 0)
{
return true;
}
}
return false;
}
private static Vector2Int? FindNearestGroundCell(
Vector2Int chunkOrigin,
int chunkSize,
Vector2Int localCenter,
RectInt excludedRect,
int searchRadius,
HashSet<Vector2Int> occupiedCells,
HashSet<Vector2Int> flattenedCells,
System.Func<Vector2Int, int> getBaseHeight)
{
for (int radius = 1; radius <= searchRadius; radius++)
{
for (int dz = -radius; dz <= radius; dz++)
{
for (int dx = -radius; dx <= radius; dx++)
{
if (Mathf.Max(Mathf.Abs(dx), Mathf.Abs(dz)) != radius)
{
continue;
}
int localX = localCenter.x + dx;
int localZ = localCenter.y + dz;
if (localX < 0 || localZ < 0 || localX >= chunkSize || localZ >= chunkSize)
{
continue;
}
if (excludedRect.Contains(new Vector2Int(localX, localZ)))
{
continue;
}
Vector2Int worldCell = new Vector2Int(chunkOrigin.x + localX, chunkOrigin.y + localZ);
if (occupiedCells.Contains(worldCell))
{
continue;
}
if (GetPlannedHeight(worldCell, flattenedCells, getBaseHeight) == 0)
{
return worldCell;
}
}
}
}
return null;
}
private static int GetPlannedHeight(Vector2Int worldCell, HashSet<Vector2Int> flattenedCells, System.Func<Vector2Int, int> getBaseHeight)
{
return flattenedCells.Contains(worldCell) ? 0 : getBaseHeight(worldCell);
}
private static bool IsGroundArea(Vector2Int chunkOrigin, RectInt rect, HashSet<Vector2Int> flattenedCells, System.Func<Vector2Int, int> getBaseHeight)
{
for (int z = rect.yMin; z < rect.yMax; z++)
{
for (int x = rect.xMin; x < rect.xMax; x++)
{
if (GetPlannedHeight(new Vector2Int(chunkOrigin.x + x, chunkOrigin.y + z), flattenedCells, getBaseHeight) > 0)
{
return false;
}
}
}
return true;
}
private static bool IntersectsOccupied(Vector2Int chunkOrigin, RectInt rect, HashSet<Vector2Int> occupiedCells)
{
for (int z = rect.yMin; z < rect.yMax; z++)
{
for (int x = rect.xMin; x < rect.xMax; x++)
{
if (occupiedCells.Contains(new Vector2Int(chunkOrigin.x + x, chunkOrigin.y + z)))
{
return true;
}
}
}
return false;
}
private static bool IntersectsOccupied(List<Vector2Int> cells, HashSet<Vector2Int> occupiedCells)
{
for (int i = 0; i < cells.Count; i++)
{
if (occupiedCells.Contains(cells[i]))
{
return true;
}
}
return false;
}
private static List<Vector2Int> CollectCells(Vector2Int chunkOrigin, RectInt rect)
{
List<Vector2Int> result = new List<Vector2Int>(rect.width * rect.height);
for (int z = rect.yMin; z < rect.yMax; z++)
{
for (int x = rect.xMin; x < rect.xMax; x++)
{
result.Add(new Vector2Int(chunkOrigin.x + x, chunkOrigin.y + z));
}
}
return result;
}
private static RectInt ExpandRect(RectInt rect, int amount, int chunkSize)
{
return new RectInt(
Mathf.Max(0, rect.xMin - amount),
Mathf.Max(0, rect.yMin - amount),
Mathf.Min(chunkSize, rect.xMax + amount) - Mathf.Max(0, rect.xMin - amount),
Mathf.Min(chunkSize, rect.yMax + amount) - Mathf.Max(0, rect.yMin - amount));
}
private static Vector2Int GetFootprint(Vector2Int footprint, int rotationSteps)
{
footprint.x = Mathf.Max(1, footprint.x);
footprint.y = Mathf.Max(1, footprint.y);
return rotationSteps % 2 == 0 ? footprint : new Vector2Int(footprint.y, footprint.x);
}
}
}