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
Martin Felis 2023-10-14 21:54:06 +02:00
parent 30b70d1d7a
commit 0ce8a0ddd6
2 changed files with 38 additions and 27 deletions

View File

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

View File

@ -1,5 +1,5 @@
using Godot;
using System;
using Godot.Collections;
public class WorldView : Spatial
{
@ -23,9 +23,18 @@ public class WorldView : Spatial
public override void _Ready()
{
_world = GetNode<World>(World);
_world.Connect("OnTilesChanged", this, nameof(HandleWorldTileChange));
}
public override void _Process(float delta)
{
}
private void HandleWorldTileChange(Array<Vector2> removedChunkIndices, Array<Vector2> addedChunkIndices)
{
GD.Print("Removed Chunks " + removedChunkIndices.Count);
GD.Print("Added Chunks " + addedChunkIndices.Count);
}
}