Use Vector2 instead of Tuple<int, int> as identifier for chunks in World.cs.
Means we only have ~ +/-9.000.000 valid coordinates, but that should be enough for now.WorldChunkRefactoring
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30b70d1d7a
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0ce8a0ddd6
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@ -2,7 +2,7 @@ using Godot;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using Godot.Collections;
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public class World : Spatial
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{
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@ -25,6 +25,9 @@ public class World : Spatial
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// [Export] public Vector2 Size = new Vector2(1, 1);
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// signals
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[Signal]
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delegate void OnTilesChanged(Array<Vector2> removedChunkIndices, Array<Vector2> addedChunkIndices);
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// delegate void OnCoordClicked(Vector2 world_pos);
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// other members
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@ -33,16 +36,16 @@ public class World : Spatial
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private int[] _previousCenterChunkCoord = { 0, 0 };
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private Rect2 _centerChunkRect2 = new Rect2();
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private Random _debugColorRandom = new Random();
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private Dictionary<Tuple<int, int>, WorldChunk> _cachedWorldChunks;
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private List<Tuple<int, int>> _activeChunkIndices = new();
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private List<Tuple<int, int>> _addedChunkIndices = new();
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private List<Tuple<int, int>> _removedChunkIndices = new();
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private Godot.Collections.Dictionary<Vector2, WorldChunk> _cachedWorldChunks;
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private List<Vector2> _activeChunkIndices = new();
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private List<Vector2> _addedChunkIndices = new();
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private List<Vector2> _removedChunkIndices = new();
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public World()
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{
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Debug.Assert(ChunkSize % 2 == 0);
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_cachedWorldChunks = new Dictionary<Tuple<int, int>, WorldChunk>();
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_cachedWorldChunks = new Godot.Collections.Dictionary<Vector2, WorldChunk>();
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}
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// Called when the node enters the scene tree for the first time.
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@ -58,7 +61,7 @@ public class World : Spatial
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{
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if (IsTileCached(xIndex, yIndex))
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{
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WorldChunk cachedChunk = _cachedWorldChunks[new Tuple<int, int>(xIndex, yIndex)];
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WorldChunk cachedChunk = _cachedWorldChunks[new Vector2(xIndex, yIndex)];
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return cachedChunk;
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}
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@ -67,7 +70,7 @@ public class World : Spatial
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private bool IsTileCached(int xIndex, int yIndex)
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{
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return _cachedWorldChunks.ContainsKey(new Tuple<int, int>(xIndex, yIndex));
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return _cachedWorldChunks.ContainsKey(new Vector2(xIndex, yIndex));
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}
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private WorldChunk CreateWorldChunk(int xIndex, int yIndex, Color debugColor)
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@ -91,7 +94,7 @@ public class World : Spatial
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result.DebugColor.a = 0.6f;
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Chunks.AddChild(result);
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Tuple<int, int> chunkIndex = new Tuple<int, int>(xIndex, yIndex);
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Vector2 chunkIndex = new Vector2(xIndex, yIndex);
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_cachedWorldChunks.Add(chunkIndex, result);
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return result;
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@ -100,7 +103,7 @@ public class World : Spatial
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public void UpdateCenterChunkFromPlaneCoord(Vector2 planeCoord)
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{
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// mark all chunks as retired
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Dictionary<Tuple<int, int>, WorldChunk> oldCachedChunks = new(_cachedWorldChunks);
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Godot.Collections.Dictionary<Vector2, WorldChunk> oldCachedChunks = new(_cachedWorldChunks);
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// set new center chunk
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var chunkIndex = GetChunkTupleFromPlaneCoord(planeCoord);
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@ -109,22 +112,22 @@ public class World : Spatial
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_centerChunkRect2 = currentChunk.PlaneRect;
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// load or create adjacent chunks
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_activeChunkIndices = new List<Tuple<int, int>>();
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_activeChunkIndices.Add(new Tuple<int, int>(chunkIndex.Item1 - 1, chunkIndex.Item2 - 1));
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_activeChunkIndices.Add(new Tuple<int, int>(chunkIndex.Item1, chunkIndex.Item2 - 1));
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_activeChunkIndices.Add(new Tuple<int, int>(chunkIndex.Item1 + 1, chunkIndex.Item2 - 1));
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_activeChunkIndices = new List<Vector2>();
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_activeChunkIndices.Add(new Vector2(chunkIndex.Item1 - 1, chunkIndex.Item2 - 1));
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_activeChunkIndices.Add(new Vector2(chunkIndex.Item1, chunkIndex.Item2 - 1));
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_activeChunkIndices.Add(new Vector2(chunkIndex.Item1 + 1, chunkIndex.Item2 - 1));
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_activeChunkIndices.Add(new Tuple<int, int>(chunkIndex.Item1 - 1, chunkIndex.Item2));
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_activeChunkIndices.Add(new Tuple<int, int>(chunkIndex.Item1, chunkIndex.Item2));
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_activeChunkIndices.Add(new Tuple<int, int>(chunkIndex.Item1 + 1, chunkIndex.Item2));
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_activeChunkIndices.Add(new Vector2(chunkIndex.Item1 - 1, chunkIndex.Item2));
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_activeChunkIndices.Add(new Vector2(chunkIndex.Item1, chunkIndex.Item2));
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_activeChunkIndices.Add(new Vector2(chunkIndex.Item1 + 1, chunkIndex.Item2));
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_activeChunkIndices.Add(new Tuple<int, int>(chunkIndex.Item1 - 1, chunkIndex.Item2 + 1));
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_activeChunkIndices.Add(new Tuple<int, int>(chunkIndex.Item1, chunkIndex.Item2 + 1));
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_activeChunkIndices.Add(new Tuple<int, int>(chunkIndex.Item1 + 1, chunkIndex.Item2 + 1));
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_activeChunkIndices.Add(new Vector2(chunkIndex.Item1 - 1, chunkIndex.Item2 + 1));
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_activeChunkIndices.Add(new Vector2(chunkIndex.Item1, chunkIndex.Item2 + 1));
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_activeChunkIndices.Add(new Vector2(chunkIndex.Item1 + 1, chunkIndex.Item2 + 1));
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foreach(Tuple<int, int> activeChunkIndex in _activeChunkIndices)
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foreach(Vector2 activeChunkIndex in _activeChunkIndices)
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{
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GetOrCreateWorldChunk(activeChunkIndex.Item1, activeChunkIndex.Item2, new Color(GD.Randf(), GD.Randf(), GD.Randf()));
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GetOrCreateWorldChunk((int) activeChunkIndex.x, (int) activeChunkIndex.y, new Color(GD.Randf(), GD.Randf(), GD.Randf()));
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}
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// unload retired chunks
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@ -147,18 +150,17 @@ public class World : Spatial
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}
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}
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GD.Print("Removed Chunks " + _removedChunkIndices.Count);
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GD.Print("Added Chunks " + _addedChunkIndices.Count);
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EmitSignal("OnTilesChanged", _removedChunkIndices.ToArray(), _addedChunkIndices.ToArray());
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}
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private void RemoveChunk(Tuple<int, int> cachedChunkKey)
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private void RemoveChunk(Vector2 cachedChunkKey)
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{
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_cachedWorldChunks.Remove(cachedChunkKey);
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_removedChunkIndices.Add(cachedChunkKey);
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foreach (WorldChunk chunk in Chunks.GetChildren())
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{
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if (chunk.ChunkAddress == new Vector2(cachedChunkKey.Item1, cachedChunkKey.Item2))
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if (chunk.ChunkAddress == new Vector2(cachedChunkKey.x, cachedChunkKey.y))
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{
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chunk.QueueFree();
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}
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@ -1,5 +1,5 @@
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using Godot;
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using System;
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using Godot.Collections;
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public class WorldView : Spatial
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{
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@ -23,9 +23,18 @@ public class WorldView : Spatial
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public override void _Ready()
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{
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_world = GetNode<World>(World);
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_world.Connect("OnTilesChanged", this, nameof(HandleWorldTileChange));
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}
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public override void _Process(float delta)
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{
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}
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private void HandleWorldTileChange(Array<Vector2> removedChunkIndices, Array<Vector2> addedChunkIndices)
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{
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GD.Print("Removed Chunks " + removedChunkIndices.Count);
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GD.Print("Added Chunks " + addedChunkIndices.Count);
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}
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}
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