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@@ -0,0 +1,1919 @@
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+using UnityEngine;
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+using System.Collections.Generic;
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+using System.Linq;
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+
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+/// <summary>
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+/// Manages map exploration using a pre-generated large map with fog of war
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+/// </summary>
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+public class ExplorationManager
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+{
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+ private MapMaker2 mapMaker;
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+ private MapData fullMapData; // The complete pre-generated map
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+ private bool[,] exploredMask; // Tracks which areas have been revealed
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+ private float lastExplorationTime = 0f; // Cooldown tracking
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+
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+ // Performance settings for large maps
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+ private bool performanceMode = false; // Enable for maps larger than 200x200
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+ private int lodLevel = 1; // Level of Detail: 1 = full detail, 2 = half detail, 4 = quarter detail
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+
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+ // Exploration Settings - Public properties for MapMaker2 to set
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+ public int fullMapWidth { get; set; } = 300;
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+ public int fullMapHeight { get; set; } = 300;
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+ public int initialVisibleSize { get; set; } = 80; // Starting visible area
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+ public int explorationChunkSize { get; set; } = 40; // Size of chunks to reveal
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+ public float explorationDistance { get; set; } = 10f; // Distance from edge to trigger exploration (reduced from 20f)
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+ public float explorationCooldown { get; set; } = 3f; // Cooldown between explorations
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+
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+ public ExplorationManager(MapMaker2 mapMaker)
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+ {
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+ this.mapMaker = mapMaker;
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+ }
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+
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+ /// <summary>
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+ /// Initialize the exploration system with a large pre-generated map
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+ /// </summary>
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+ public void InitializeExploration()
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+ {
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+ Debug.Log("🗺️ Initializing Exploration System...");
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+
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+ // Check if we need performance mode for large maps
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+ if (fullMapWidth > 200 || fullMapHeight > 200)
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+ {
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+ performanceMode = true;
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+ lodLevel = CalculateOptimalLOD(fullMapWidth, fullMapHeight);
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+ Debug.Log($"⚡ Performance mode enabled with LOD level {lodLevel} for large map");
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+ }
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+
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+ // Generate the full large map
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+ GenerateFullMap();
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+
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+ // Initialize exploration mask
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+ exploredMask = new bool[fullMapWidth, fullMapHeight];
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+ Debug.Log($"🔍 Created exploration mask: {fullMapWidth}x{fullMapHeight}");
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+
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+ // Reveal initial area around the center
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+ RevealInitialArea();
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+
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+ // Update the visible map data
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+ UpdateVisibleMap();
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+
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+ Debug.Log($"✅ Exploration System initialized - Full map: {fullMapWidth}x{fullMapHeight}, Initial visible: {initialVisibleSize}x{initialVisibleSize}");
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+ }
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+
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+ /// <summary>
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+ /// Calculate optimal Level of Detail for given map size
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+ /// </summary>
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+ private int CalculateOptimalLOD(int width, int height)
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+ {
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+ int totalTiles = width * height;
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+
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+ if (totalTiles > 250000) // 500x500+
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+ return 4; // Quarter detail
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+ else if (totalTiles > 100000) // 316x316+
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+ return 2; // Half detail
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+ else
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+ return 1; // Full detail
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+ }
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+
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+ /// <summary>
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+ /// DEBUG: Show the entire 300x300 map for testing purposes
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+ /// </summary>
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+ public void ShowFullMap()
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+ {
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+ if (fullMapData == null)
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+ {
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+ Debug.LogError("❌ Full map data not available!");
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+ return;
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+ }
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+
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+ Debug.Log("🌍 Loading full 300x300 map for debugging...");
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+
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+ // Get the current position in full map coordinates BEFORE switching to full map
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+ Vector2Int currentFullMapPosition = GetCurrentTeamPositionInFullMapImproved();
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+ Debug.Log($"🎯 Team position before full map: Full map coordinates ({currentFullMapPosition})");
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+
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+ // Mark entire map as explored
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+ for (int x = 0; x < fullMapWidth; x++)
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+ {
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+ for (int y = 0; y < fullMapHeight; y++)
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+ {
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+ exploredMask[x, y] = true;
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+ }
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+ }
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+
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+ // Update the visible map to show everything
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+ UpdateVisibleMap();
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+
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+ // Restore team marker to the correct full map position
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+ RestoreTeamMarkerToFullMapPosition(currentFullMapPosition);
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+
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+ Debug.Log($"✅ Full map is now visible!");
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+ }
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+
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+ /// <summary>
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+ /// TEST: Debug coordinate conversion to find the issue
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+ /// </summary>
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+ public void TestCoordinateConversion()
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+ {
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+ SimpleTeamPlacement teamPlacement = Object.FindFirstObjectByType<SimpleTeamPlacement>();
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+ if (teamPlacement == null)
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+ {
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+ Debug.LogError("❌ SimpleTeamPlacement not found!");
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+ return;
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+ }
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+
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+ GameObject teamMarker = GameObject.Find("TeamMarker");
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+ if (teamMarker == null)
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+ {
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+ Debug.LogError("❌ TeamMarker not found!");
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+ return;
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+ }
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+
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+ // Get current state
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+ Vector3 worldPos = teamMarker.transform.position;
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+ Vector2Int storedPos = teamPlacement.GetCurrentTeamPosition();
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+ Rect exploredBounds = GetExploredBounds();
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+ bool isShowingFullMap = exploredBounds.width >= fullMapWidth - 5 && exploredBounds.height >= fullMapHeight - 5;
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+
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+ Debug.Log("=== COORDINATE CONVERSION TEST ===");
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+ Debug.Log($"Team Marker World Position: ({worldPos.x:F1}, {worldPos.y:F1})");
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+ Debug.Log($"Team Placement Stored Position: ({storedPos.x}, {storedPos.y})");
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+ Debug.Log($"Explored Bounds: {exploredBounds}");
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+ Debug.Log($"Is Showing Full Map: {isShowingFullMap}");
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+ Debug.Log($"Full Map Size: {fullMapWidth}x{fullMapHeight}");
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+
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+ // Test the conversion
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+ Vector2Int convertedPos = GetCurrentTeamPositionInFullMapImproved();
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+ Debug.Log($"Converted Full Map Position: ({convertedPos.x}, {convertedPos.y})");
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+
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+ // Expected position for center of map
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+ Vector2Int expectedCenter = new Vector2Int(fullMapWidth / 2, fullMapHeight / 2);
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+ Debug.Log($"Expected Map Center: ({expectedCenter.x}, {expectedCenter.y})");
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+
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+ // Check if the stored position makes sense
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+ if (!isShowingFullMap)
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+ {
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+ Vector2Int expectedFullMapPos = new Vector2Int(
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+ (int)exploredBounds.x + storedPos.x,
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+ (int)exploredBounds.y + storedPos.y
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+ );
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+ Debug.Log($"Expected Full Map Pos from Stored: Bounds({exploredBounds.x}, {exploredBounds.y}) + Stored({storedPos.x}, {storedPos.y}) = ({expectedFullMapPos.x}, {expectedFullMapPos.y})");
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+ }
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+
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+ Debug.Log("=====================================");
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+ }
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+
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+ /// <summary>
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+ /// TEST: Simple coordinate conversion test
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+ /// </summary>
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+ public void TestSimpleCoordinateConversion()
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+ {
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+ SimpleTeamPlacement teamPlacement = Object.FindFirstObjectByType<SimpleTeamPlacement>();
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+ if (teamPlacement == null)
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+ {
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+ Debug.LogError("❌ SimpleTeamPlacement not found!");
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+ return;
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+ }
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+
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+ Vector2Int storedPos = teamPlacement.GetCurrentTeamPosition();
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+ Rect exploredBounds = GetExploredBounds();
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+
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+ Debug.Log("=== SIMPLE COORDINATE TEST ===");
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+ Debug.Log($"Stored team position: ({storedPos.x}, {storedPos.y})");
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+ Debug.Log($"Explored bounds: {exploredBounds}");
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+
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+ // Expected full map position
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+ Vector2Int expectedFullMapPos = new Vector2Int(
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+ (int)exploredBounds.x + storedPos.x,
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+ (int)exploredBounds.y + storedPos.y
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+ );
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+ Debug.Log($"Expected full map position: ({expectedFullMapPos.x}, {expectedFullMapPos.y})");
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+ Debug.Log($"Map center: ({fullMapWidth / 2}, {fullMapHeight / 2})");
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+
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+ bool isNearCenter = Vector2Int.Distance(expectedFullMapPos, new Vector2Int(fullMapWidth / 2, fullMapHeight / 2)) < 10;
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+ Debug.Log($"Is near map center: {(isNearCenter ? "✅ YES" : "❌ NO")}");
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+
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+ Debug.Log("===============================");
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+ }
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+
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+ /// <summary>
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+ /// DEBUG: Test positioning after camera and tile fixes
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+ /// </summary>
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+ public void TestPositioningAfterFix()
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+ {
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+ SimpleTeamPlacement teamPlacement = Object.FindFirstObjectByType<SimpleTeamPlacement>();
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+ if (teamPlacement == null)
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+ {
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+ Debug.LogError("❌ SimpleTeamPlacement not found!");
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+ return;
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+ }
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+
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+ GameObject teamMarker = GameObject.Find("TeamMarker");
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+ if (teamMarker == null)
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+ {
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+ Debug.LogError("❌ TeamMarker not found!");
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+ return;
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+ }
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+
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+ Vector2Int storedPos = teamPlacement.GetCurrentTeamPosition();
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+ Rect exploredBounds = GetExploredBounds();
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+ Vector3 teamMarkerWorldPos = teamMarker.transform.position;
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+
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+ Debug.Log("=== POSITIONING TEST AFTER FIX ===");
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+ Debug.Log($"📍 Team Marker World Position: ({teamMarkerWorldPos.x:F1}, {teamMarkerWorldPos.y:F1})");
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+ Debug.Log($"🗂️ Stored Team Position: ({storedPos.x}, {storedPos.y})");
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+ Debug.Log($"🗺️ Explored Bounds: {exploredBounds}");
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+
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+ // Calculate expected world position for the center tile
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+ Vector3 expectedCenterTileWorldPos = new Vector3(
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+ (exploredBounds.x + exploredBounds.width / 2f),
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+ (exploredBounds.y + exploredBounds.height / 2f),
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+ 0
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+ );
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+ Debug.Log($"🎯 Expected Center Tile World Position: ({expectedCenterTileWorldPos.x:F1}, {expectedCenterTileWorldPos.y:F1})");
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+
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+ // Check camera position
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+ Camera mainCam = Camera.main;
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+ if (mainCam != null)
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+ {
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+ Debug.Log($"📹 Camera Position: ({mainCam.transform.position.x:F1}, {mainCam.transform.position.y:F1})");
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+ Debug.Log($"📹 Camera Size: {mainCam.orthographicSize:F1}");
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+ }
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+
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+ // Check if team marker should be visible
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+ float distanceFromExpectedCenter = Vector3.Distance(teamMarkerWorldPos, expectedCenterTileWorldPos);
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+ Debug.Log($"📏 Distance from expected center: {distanceFromExpectedCenter:F1}");
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+
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+ bool shouldBeVisible = distanceFromExpectedCenter < 40f; // Within 40 units of center
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+ Debug.Log($"👁️ Should be visible: {(shouldBeVisible ? "✅ YES" : "❌ NO")}");
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+
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+ Debug.Log("===================================");
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+ }
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+
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+ /// <summary>
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+ /// DEBUG: Test full map tile coverage to find missing quadrants
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+ /// </summary>
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+ public void TestFullMapTileCoverage()
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+ {
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+ Debug.Log("=== FULL MAP TILE COVERAGE TEST ===");
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+
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+ // Get current map data from MapMaker2
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+ var currentMapData = mapMaker?.GetMapData();
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+ if (currentMapData == null)
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+ {
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+ Debug.LogError("❌ No current map data available!");
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+ return;
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+ }
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+
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+ Debug.Log($"📊 Current Map Data Size: {currentMapData.Width}x{currentMapData.Height}");
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+
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+ // Check if we're showing full map
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+ Rect exploredBounds = GetExploredBounds();
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+ bool isShowingFullMap = exploredBounds.width >= fullMapWidth - 5 && exploredBounds.height >= fullMapHeight - 5;
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+ Debug.Log($"🗺️ Is Showing Full Map: {isShowingFullMap}");
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+ Debug.Log($"🗺️ Explored Bounds: {exploredBounds}");
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+ Debug.Log($"🗺️ Full Map Size: {fullMapWidth}x{fullMapHeight}");
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+
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+ if (isShowingFullMap)
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+ {
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+ // Test if we have tiles in each quadrant
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+ int centerX = currentMapData.Width / 2;
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+ int centerY = currentMapData.Height / 2;
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+
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+ // Test each quadrant
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+ Vector2Int[] testPoints = {
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+ new Vector2Int(centerX / 2, centerY / 2), // Lower-left
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+ new Vector2Int(centerX + centerX / 2, centerY / 2), // Lower-right
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+ new Vector2Int(centerX / 2, centerY + centerY / 2), // Upper-left
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+ new Vector2Int(centerX + centerX / 2, centerY + centerY / 2) // Upper-right
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+ };
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+
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+ string[] quadrantNames = { "Lower-Left", "Lower-Right", "Upper-Left", "Upper-Right" };
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+
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+ for (int i = 0; i < testPoints.Length; i++)
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+ {
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+ var testPoint = testPoints[i];
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+ var tile = currentMapData.GetTile(testPoint.x, testPoint.y);
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+ bool hasValidTile = tile != null;
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+
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+ Debug.Log($"🔍 {quadrantNames[i]} Quadrant ({testPoint.x}, {testPoint.y}): {(hasValidTile ? "✅ HAS TILE" : "❌ NO TILE")}");
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+ if (hasValidTile)
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+ {
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+ Debug.Log($" Terrain: {tile.terrainType}, Feature: {tile.featureType}");
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+ }
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+ }
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+
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+ // Test specific areas that might be missing
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+ Debug.Log("🔍 Testing specific problematic areas:");
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+ Vector2Int[] problematicPoints = {
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+ new Vector2Int(0, 0), // Bottom-left corner
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+ new Vector2Int(currentMapData.Width-1, 0), // Bottom-right corner
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+ new Vector2Int(0, currentMapData.Height-1), // Top-left corner
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+ new Vector2Int(currentMapData.Width-1, currentMapData.Height-1) // Top-right corner
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+ };
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+
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+ for (int i = 0; i < problematicPoints.Length; i++)
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+ {
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+ var testPoint = problematicPoints[i];
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+ var tile = currentMapData.GetTile(testPoint.x, testPoint.y);
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+ bool hasValidTile = tile != null;
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+ Debug.Log($"🔍 Corner ({testPoint.x}, {testPoint.y}): {(hasValidTile ? "✅ HAS TILE" : "❌ NO TILE")}");
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+ }
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+ }
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+ else
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+ {
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+ Debug.Log("⚠️ Not currently showing full map - switch to full map first to test coverage");
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+ }
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+
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+ Debug.Log("=====================================");
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+ }
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+
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+ /// <summary>
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+ /// DEBUG: Test visual tile rendering to find missing areas
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+ /// </summary>
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+ public void TestVisualTileRendering()
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+ {
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+ Debug.Log("=== VISUAL TILE RENDERING TEST ===");
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+
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+ // Check if we're showing full map
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+ Rect exploredBounds = GetExploredBounds();
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+ bool isShowingFullMap = exploredBounds.width >= fullMapWidth - 5 && exploredBounds.height >= fullMapHeight - 5;
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+ Debug.Log($"🗺️ Is Showing Full Map: {isShowingFullMap}");
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+ Debug.Log($"🗺️ Explored Bounds: {exploredBounds}");
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+
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+ if (isShowingFullMap)
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+ {
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+ // Check for actual GameObjects in each quadrant
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+ string[] quadrantNames = { "Lower-Left", "Lower-Right", "Upper-Left", "Upper-Right" };
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+ Vector2Int[] testPoints = {
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+ new Vector2Int(75, 75), // Lower-left
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+ new Vector2Int(225, 75), // Lower-right
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+ new Vector2Int(75, 225), // Upper-left
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+ new Vector2Int(225, 225) // Upper-right
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+ };
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+
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+ for (int i = 0; i < testPoints.Length; i++)
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+ {
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+ var testPoint = testPoints[i];
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+
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+ // Look for actual tile GameObjects at these world positions
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+ string terrainTileName = $"TerrainTile_{testPoint.x}_{testPoint.y}";
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+ GameObject terrainTile = GameObject.Find(terrainTileName);
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+
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+ string featureTileName = $"FeatureTile_{testPoint.x}_{testPoint.y}";
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+ GameObject featureTile = GameObject.Find(featureTileName);
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+
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+ Debug.Log($"🎮 {quadrantNames[i]} Quadrant ({testPoint.x}, {testPoint.y}):");
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+ Debug.Log($" Terrain GameObject: {(terrainTile != null ? "✅ EXISTS" : "❌ MISSING")}");
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+ Debug.Log($" Feature GameObject: {(featureTile != null ? "✅ EXISTS" : "❌ MISSING")}");
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+
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+ if (terrainTile != null)
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+ {
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+ Debug.Log($" Terrain Position: ({terrainTile.transform.position.x:F1}, {terrainTile.transform.position.y:F1})");
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+ Debug.Log($" Terrain Active: {terrainTile.activeInHierarchy}");
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+ }
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+ }
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+
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+ // Check corner tiles specifically
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+ Debug.Log("🔍 Testing corner tile GameObjects:");
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|
+ Vector2Int[] corners = {
|
|
|
+ new Vector2Int(0, 0), // Bottom-left corner
|
|
|
+ new Vector2Int(299, 0), // Bottom-right corner
|
|
|
+ new Vector2Int(0, 299), // Top-left corner
|
|
|
+ new Vector2Int(299, 299) // Top-right corner
|
|
|
+ };
|
|
|
+
|
|
|
+ string[] cornerNames = { "Bottom-Left", "Bottom-Right", "Top-Left", "Top-Right" };
|
|
|
+
|
|
|
+ for (int i = 0; i < corners.Length; i++)
|
|
|
+ {
|
|
|
+ var corner = corners[i];
|
|
|
+ string tileName = $"TerrainTile_{corner.x}_{corner.y}";
|
|
|
+ GameObject tile = GameObject.Find(tileName);
|
|
|
+
|
|
|
+ Debug.Log($"🎮 {cornerNames[i]} Corner ({corner.x}, {corner.y}): {(tile != null ? "✅ EXISTS" : "❌ MISSING")}");
|
|
|
+ if (tile != null)
|
|
|
+ {
|
|
|
+ Debug.Log($" Position: ({tile.transform.position.x:F1}, {tile.transform.position.y:F1})");
|
|
|
+ Debug.Log($" Active: {tile.activeInHierarchy}");
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // Count total rendered tiles
|
|
|
+ var allObjects = Object.FindObjectsByType<GameObject>(FindObjectsSortMode.None);
|
|
|
+ var terrainTiles = allObjects.Where(go => go.name.StartsWith("TerrainTile_")).ToArray();
|
|
|
+ Debug.Log($"📊 Total rendered terrain tiles: {terrainTiles.Length}");
|
|
|
+ Debug.Log($"📊 Expected tiles for 300x300: {300 * 300}");
|
|
|
+
|
|
|
+ if (terrainTiles.Length < 300 * 300)
|
|
|
+ {
|
|
|
+ Debug.Log($"⚠️ Missing {(300 * 300) - terrainTiles.Length} tiles!");
|
|
|
+
|
|
|
+ // Sample some missing tile names
|
|
|
+ for (int y = 0; y < 10; y++)
|
|
|
+ {
|
|
|
+ for (int x = 0; x < 10; x++)
|
|
|
+ {
|
|
|
+ string tileName = $"TerrainTile_{x}_{y}";
|
|
|
+ if (GameObject.Find(tileName) == null)
|
|
|
+ {
|
|
|
+ Debug.Log($" Missing: {tileName}");
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ Debug.Log("⚠️ Not currently showing full map - switch to full map first");
|
|
|
+ }
|
|
|
+
|
|
|
+ Debug.Log("===================================");
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Restore team marker to correct position in full map coordinates
|
|
|
+ /// </summary>
|
|
|
+ private void RestoreTeamMarkerToFullMapPosition(Vector2Int fullMapPosition)
|
|
|
+ {
|
|
|
+ SimpleTeamPlacement teamPlacement = Object.FindFirstObjectByType<SimpleTeamPlacement>();
|
|
|
+ if (teamPlacement == null) return;
|
|
|
+
|
|
|
+ // In full map mode, full map coordinates = visible coordinates
|
|
|
+ Debug.Log($"🔧 Restoring team marker to full map position: ({fullMapPosition})");
|
|
|
+
|
|
|
+ // Update team marker position
|
|
|
+ teamPlacement.UpdateMarkerAfterMapChange(fullMapPosition);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Get current team marker position in full map coordinates (improved version)
|
|
|
+ /// </summary>
|
|
|
+ private Vector2Int GetCurrentTeamPositionInFullMapImproved()
|
|
|
+ {
|
|
|
+ SimpleTeamPlacement teamPlacement = Object.FindFirstObjectByType<SimpleTeamPlacement>();
|
|
|
+ if (teamPlacement == null) return new Vector2Int(fullMapWidth / 2, fullMapHeight / 2);
|
|
|
+
|
|
|
+ // Instead of reading world position, use the stored position and convert it properly
|
|
|
+ Vector2Int storedPosition = teamPlacement.GetCurrentTeamPosition();
|
|
|
+
|
|
|
+ // Check if we're currently showing the full map or a partial exploration view
|
|
|
+ Rect exploredBounds = GetExploredBounds();
|
|
|
+ bool isShowingFullMap = exploredBounds.width >= fullMapWidth - 5 && exploredBounds.height >= fullMapHeight - 5;
|
|
|
+
|
|
|
+ Vector2Int fullMapPos;
|
|
|
+ if (isShowingFullMap)
|
|
|
+ {
|
|
|
+ // If already showing full map, stored position = full map coordinates
|
|
|
+ fullMapPos = storedPosition;
|
|
|
+ Debug.Log($"🎯 Current team position (Full Map): Stored({storedPosition}) = FullMap({fullMapPos})");
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ // If showing partial exploration view, convert exploration coordinates to full map coordinates
|
|
|
+ fullMapPos = new Vector2Int(
|
|
|
+ (int)exploredBounds.x + storedPosition.x,
|
|
|
+ (int)exploredBounds.y + storedPosition.y
|
|
|
+ );
|
|
|
+ Debug.Log($"🎯 Current team position (Exploration): Stored({storedPosition}) + Bounds({exploredBounds.x}, {exploredBounds.y}) → FullMap({fullMapPos})");
|
|
|
+ Debug.Log($"🔍 DEBUG: ExploredBounds = {exploredBounds}, IsFullMap = {isShowingFullMap}");
|
|
|
+ }
|
|
|
+
|
|
|
+ return fullMapPos;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Restore team marker to correct position after map view changes
|
|
|
+ /// </summary>
|
|
|
+ private void RestoreTeamMarkerPosition(Vector2Int fullMapPosition)
|
|
|
+ {
|
|
|
+ SimpleTeamPlacement teamPlacement = Object.FindFirstObjectByType<SimpleTeamPlacement>();
|
|
|
+ if (teamPlacement == null) return;
|
|
|
+
|
|
|
+ // Check if we're currently showing the full map
|
|
|
+ Rect exploredBounds = GetExploredBounds();
|
|
|
+ bool isShowingFullMap = exploredBounds.width >= fullMapWidth - 5 && exploredBounds.height >= fullMapHeight - 5;
|
|
|
+
|
|
|
+ Vector2Int visiblePosition;
|
|
|
+
|
|
|
+ if (isShowingFullMap)
|
|
|
+ {
|
|
|
+ // If showing full map, full map coordinates = visible coordinates
|
|
|
+ visiblePosition = fullMapPosition;
|
|
|
+ Debug.Log($"🔧 Restored team marker (Full Map): FullMap({fullMapPosition}) → Visible({visiblePosition})");
|
|
|
+ }
|
|
|
+ else if (performanceMode)
|
|
|
+ {
|
|
|
+ // Account for LOD scaling in exploration mode
|
|
|
+ visiblePosition = new Vector2Int(
|
|
|
+ (fullMapPosition.x - (int)exploredBounds.x) / lodLevel,
|
|
|
+ (fullMapPosition.y - (int)exploredBounds.y) / lodLevel
|
|
|
+ );
|
|
|
+
|
|
|
+ int visibleWidth = (int)exploredBounds.width / lodLevel;
|
|
|
+ int visibleHeight = (int)exploredBounds.height / lodLevel;
|
|
|
+
|
|
|
+ visiblePosition.x = Mathf.Clamp(visiblePosition.x, 0, visibleWidth - 1);
|
|
|
+ visiblePosition.y = Mathf.Clamp(visiblePosition.y, 0, visibleHeight - 1);
|
|
|
+
|
|
|
+ Debug.Log($"🔧 Restored team marker (Exploration LOD): FullMap({fullMapPosition}) → Visible({visiblePosition}) [LOD:{lodLevel}]");
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ // Standard coordinate conversion for exploration mode
|
|
|
+ visiblePosition = new Vector2Int(
|
|
|
+ fullMapPosition.x - (int)exploredBounds.x,
|
|
|
+ fullMapPosition.y - (int)exploredBounds.y
|
|
|
+ );
|
|
|
+
|
|
|
+ int visibleWidth = (int)exploredBounds.width;
|
|
|
+ int visibleHeight = (int)exploredBounds.height;
|
|
|
+
|
|
|
+ visiblePosition.x = Mathf.Clamp(visiblePosition.x, 0, visibleWidth - 1);
|
|
|
+ visiblePosition.y = Mathf.Clamp(visiblePosition.y, 0, visibleHeight - 1);
|
|
|
+
|
|
|
+ Debug.Log($"🔧 Restored team marker (Exploration): FullMap({fullMapPosition}) → Visible({visiblePosition})");
|
|
|
+ }
|
|
|
+
|
|
|
+ // Update team marker position
|
|
|
+ teamPlacement.UpdateMarkerAfterMapChange(visiblePosition);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Toggle performance mode for testing different map sizes
|
|
|
+ /// </summary>
|
|
|
+ public void TogglePerformanceMode()
|
|
|
+ {
|
|
|
+ performanceMode = !performanceMode;
|
|
|
+
|
|
|
+ if (performanceMode)
|
|
|
+ {
|
|
|
+ lodLevel = CalculateOptimalLOD(fullMapWidth, fullMapHeight);
|
|
|
+ Debug.Log($"⚡ Performance mode enabled with LOD {lodLevel}");
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ lodLevel = 1;
|
|
|
+ Debug.Log("🎯 Performance mode disabled - using full detail");
|
|
|
+ }
|
|
|
+
|
|
|
+ // Refresh the visible map
|
|
|
+ UpdateVisibleMap();
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Set custom map size for scalability testing
|
|
|
+ /// </summary>
|
|
|
+ public void SetMapSize(int width, int height)
|
|
|
+ {
|
|
|
+ fullMapWidth = width;
|
|
|
+ fullMapHeight = height;
|
|
|
+
|
|
|
+ // Auto-enable performance mode for large maps
|
|
|
+ if (width > 200 || height > 200)
|
|
|
+ {
|
|
|
+ performanceMode = true;
|
|
|
+ lodLevel = CalculateOptimalLOD(width, height);
|
|
|
+ Debug.Log($"⚡ Auto-enabled performance mode for {width}x{height} map (LOD {lodLevel})");
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ performanceMode = false;
|
|
|
+ lodLevel = 1;
|
|
|
+ Debug.Log($"🎯 Standard mode for {width}x{height} map");
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Convert world coordinates to exploration-system-aware tile coordinates
|
|
|
+ /// This handles the coordinate system differences between journey and exploration systems
|
|
|
+ /// </summary>
|
|
|
+ public Vector2Int ConvertWorldToExplorationCoordinates(Vector3 worldPosition)
|
|
|
+ {
|
|
|
+ // Convert world position to base tile coordinates
|
|
|
+ Vector2Int baseTilePos = new Vector2Int(
|
|
|
+ Mathf.RoundToInt(worldPosition.x),
|
|
|
+ Mathf.RoundToInt(worldPosition.y)
|
|
|
+ );
|
|
|
+
|
|
|
+ // Get current exploration bounds to determine coordinate system
|
|
|
+ Rect exploredBounds = GetExploredBounds();
|
|
|
+
|
|
|
+ // Check if we're showing the full map (when bounds = full map size)
|
|
|
+ bool isShowingFullMap = (exploredBounds.width >= fullMapWidth - 5 && exploredBounds.height >= fullMapHeight - 5);
|
|
|
+
|
|
|
+ if (isShowingFullMap)
|
|
|
+ {
|
|
|
+ // When showing full map, world coordinates ARE the exploration coordinates
|
|
|
+ // Just apply LOD scaling if needed
|
|
|
+ Vector2Int explorationCoords = baseTilePos;
|
|
|
+
|
|
|
+ if (performanceMode && lodLevel > 1)
|
|
|
+ {
|
|
|
+ explorationCoords.x = explorationCoords.x / lodLevel;
|
|
|
+ explorationCoords.y = explorationCoords.y / lodLevel;
|
|
|
+
|
|
|
+ // Clamp to LOD-scaled bounds
|
|
|
+ int lodWidth = (int)exploredBounds.width / lodLevel;
|
|
|
+ int lodHeight = (int)exploredBounds.height / lodLevel;
|
|
|
+ explorationCoords.x = Mathf.Clamp(explorationCoords.x, 0, lodWidth - 1);
|
|
|
+ explorationCoords.y = Mathf.Clamp(explorationCoords.y, 0, lodHeight - 1);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ // Clamp to full map bounds
|
|
|
+ explorationCoords.x = Mathf.Clamp(explorationCoords.x, 0, (int)exploredBounds.width - 1);
|
|
|
+ explorationCoords.y = Mathf.Clamp(explorationCoords.y, 0, (int)exploredBounds.height - 1);
|
|
|
+ }
|
|
|
+
|
|
|
+ Debug.Log($"🌍 FULL MAP: World({worldPosition.x:F1}, {worldPosition.y:F1}) → Exploration({explorationCoords}) [LOD:{lodLevel}]");
|
|
|
+ return explorationCoords;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ // Normal exploration mode - convert to relative coordinates within visible area
|
|
|
+ Vector2Int explorationCoords = new Vector2Int(
|
|
|
+ baseTilePos.x - (int)exploredBounds.x,
|
|
|
+ baseTilePos.y - (int)exploredBounds.y
|
|
|
+ );
|
|
|
+
|
|
|
+ if (performanceMode && lodLevel > 1)
|
|
|
+ {
|
|
|
+ // Apply LOD scaling
|
|
|
+ explorationCoords.x = explorationCoords.x / lodLevel;
|
|
|
+ explorationCoords.y = explorationCoords.y / lodLevel;
|
|
|
+
|
|
|
+ int visibleWidth = (int)exploredBounds.width / lodLevel;
|
|
|
+ int visibleHeight = (int)exploredBounds.height / lodLevel;
|
|
|
+
|
|
|
+ explorationCoords.x = Mathf.Clamp(explorationCoords.x, 0, visibleWidth - 1);
|
|
|
+ explorationCoords.y = Mathf.Clamp(explorationCoords.y, 0, visibleHeight - 1);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ explorationCoords.x = Mathf.Clamp(explorationCoords.x, 0, (int)exploredBounds.width - 1);
|
|
|
+ explorationCoords.y = Mathf.Clamp(explorationCoords.y, 0, (int)exploredBounds.height - 1);
|
|
|
+ }
|
|
|
+
|
|
|
+ Debug.Log($"🔄 PARTIAL: World({worldPosition.x:F1}, {worldPosition.y:F1}) → Base({baseTilePos}) → Exploration({explorationCoords}) [LOD:{lodLevel}]");
|
|
|
+ return explorationCoords;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Convert exploration coordinates back to world coordinates
|
|
|
+ /// </summary>
|
|
|
+ public Vector3 ConvertExplorationToWorldCoordinates(Vector2Int explorationCoords)
|
|
|
+ {
|
|
|
+ Rect exploredBounds = GetExploredBounds();
|
|
|
+
|
|
|
+ // Check if we're showing the full map
|
|
|
+ bool isShowingFullMap = (exploredBounds.width >= fullMapWidth - 5 && exploredBounds.height >= fullMapHeight - 5);
|
|
|
+
|
|
|
+ Vector2Int fullMapCoords;
|
|
|
+
|
|
|
+ if (isShowingFullMap)
|
|
|
+ {
|
|
|
+ // When showing full map, exploration coordinates ARE the world coordinates (with LOD scaling)
|
|
|
+ if (performanceMode && lodLevel > 1)
|
|
|
+ {
|
|
|
+ // Scale up from LOD coordinates
|
|
|
+ fullMapCoords = new Vector2Int(
|
|
|
+ explorationCoords.x * lodLevel,
|
|
|
+ explorationCoords.y * lodLevel
|
|
|
+ );
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ // Direct mapping
|
|
|
+ fullMapCoords = explorationCoords;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ // Normal exploration mode - add bounds offset
|
|
|
+ if (performanceMode && lodLevel > 1)
|
|
|
+ {
|
|
|
+ // Scale up coordinates and add bounds offset
|
|
|
+ fullMapCoords = new Vector2Int(
|
|
|
+ (explorationCoords.x * lodLevel) + (int)exploredBounds.x,
|
|
|
+ (explorationCoords.y * lodLevel) + (int)exploredBounds.y
|
|
|
+ );
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ // Direct conversion with bounds offset
|
|
|
+ fullMapCoords = new Vector2Int(
|
|
|
+ explorationCoords.x + (int)exploredBounds.x,
|
|
|
+ explorationCoords.y + (int)exploredBounds.y
|
|
|
+ );
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ Vector3 worldPos = new Vector3(fullMapCoords.x, fullMapCoords.y, 0);
|
|
|
+
|
|
|
+ Debug.Log($"🔄 Exploration({explorationCoords}) → FullMap({fullMapCoords}) → World({worldPos.x:F1}, {worldPos.y:F1}) [LOD:{lodLevel}, FullMap:{isShowingFullMap}]");
|
|
|
+
|
|
|
+ return worldPos;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Synchronize team marker position between coordinate systems
|
|
|
+ /// Call this method when switching between journey and exploration systems
|
|
|
+ /// </summary>
|
|
|
+ public void SynchronizeTeamMarkerPosition()
|
|
|
+ {
|
|
|
+ SimpleTeamPlacement teamPlacement = Object.FindFirstObjectByType<SimpleTeamPlacement>();
|
|
|
+ if (teamPlacement == null) return;
|
|
|
+
|
|
|
+ GameObject teamMarker = GameObject.Find("TeamMarker");
|
|
|
+ if (teamMarker == null) return;
|
|
|
+
|
|
|
+ // Get current world position from the marker
|
|
|
+ Vector3 currentWorldPos = teamMarker.transform.position;
|
|
|
+
|
|
|
+ // Convert to proper exploration coordinates
|
|
|
+ Vector2Int correctExplorationCoords = ConvertWorldToExplorationCoordinates(currentWorldPos);
|
|
|
+
|
|
|
+ // Get the current stored position in team placement
|
|
|
+ Vector2Int storedPosition = teamPlacement.GetCurrentTeamPosition();
|
|
|
+
|
|
|
+ // Check if there's a mismatch that needs fixing
|
|
|
+ if (storedPosition != correctExplorationCoords)
|
|
|
+ {
|
|
|
+ Debug.Log($"🔧 Coordinate mismatch detected: Stored({storedPosition}) ≠ Calculated({correctExplorationCoords})");
|
|
|
+ Debug.Log($" World position: ({currentWorldPos.x:F1}, {currentWorldPos.y:F1})");
|
|
|
+
|
|
|
+ // Fix the mismatch by updating the stored position to match the world position
|
|
|
+ // This preserves the actual visual location of the marker
|
|
|
+ teamPlacement.UpdateMarkerAfterMapChange(correctExplorationCoords);
|
|
|
+
|
|
|
+ Debug.Log($"✅ Fixed coordinate mismatch: Updated stored position to ({correctExplorationCoords})");
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ Debug.Log($"✅ Coordinates are synchronized: World({currentWorldPos.x:F1}, {currentWorldPos.y:F1}) → Exploration({correctExplorationCoords})");
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Debug method to show current coordinate state
|
|
|
+ /// </summary>
|
|
|
+ public void DebugCoordinateState()
|
|
|
+ {
|
|
|
+ SimpleTeamPlacement teamPlacement = Object.FindFirstObjectByType<SimpleTeamPlacement>();
|
|
|
+ if (teamPlacement == null) return;
|
|
|
+
|
|
|
+ GameObject teamMarker = GameObject.Find("TeamMarker");
|
|
|
+ if (teamMarker == null) return;
|
|
|
+
|
|
|
+ Vector3 worldPos = teamMarker.transform.position;
|
|
|
+ Vector2Int storedPos = teamPlacement.GetCurrentTeamPosition();
|
|
|
+ Vector2Int calculatedPos = ConvertWorldToExplorationCoordinates(worldPos);
|
|
|
+ Rect exploredBounds = GetExploredBounds();
|
|
|
+ bool isShowingFullMap = (exploredBounds.width >= fullMapWidth - 5 && exploredBounds.height >= fullMapHeight - 5);
|
|
|
+
|
|
|
+ Debug.Log("=== COORDINATE DEBUG ===");
|
|
|
+ Debug.Log($"World Position: ({worldPos.x:F1}, {worldPos.y:F1})");
|
|
|
+ Debug.Log($"Stored Position: ({storedPos.x}, {storedPos.y})");
|
|
|
+ Debug.Log($"Calculated Position: ({calculatedPos.x}, {calculatedPos.y})");
|
|
|
+ Debug.Log($"Explored Bounds: {exploredBounds}");
|
|
|
+ Debug.Log($"Showing Full Map: {isShowingFullMap}");
|
|
|
+ Debug.Log($"Performance Mode: {performanceMode}, LOD Level: {lodLevel}");
|
|
|
+ Debug.Log($"Coordinate Match: {(storedPos == calculatedPos ? "✅ YES" : "❌ NO")}");
|
|
|
+
|
|
|
+ if (storedPos != calculatedPos)
|
|
|
+ {
|
|
|
+ Debug.Log($"🔧 MISMATCH DETECTED! Use 'FIX: Force Coordinate Sync' to fix this.");
|
|
|
+ }
|
|
|
+
|
|
|
+ Debug.Log("========================");
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Force coordinate synchronization regardless of current state
|
|
|
+ /// </summary>
|
|
|
+ public void ForceCoordinateSync()
|
|
|
+ {
|
|
|
+ SimpleTeamPlacement teamPlacement = Object.FindFirstObjectByType<SimpleTeamPlacement>();
|
|
|
+ if (teamPlacement == null) return;
|
|
|
+
|
|
|
+ GameObject teamMarker = GameObject.Find("TeamMarker");
|
|
|
+ if (teamMarker == null) return;
|
|
|
+
|
|
|
+ // Get current world position from the marker
|
|
|
+ Vector3 currentWorldPos = teamMarker.transform.position;
|
|
|
+
|
|
|
+ // Convert to proper exploration coordinates
|
|
|
+ Vector2Int correctExplorationCoords = ConvertWorldToExplorationCoordinates(currentWorldPos);
|
|
|
+
|
|
|
+ // Force update the stored position
|
|
|
+ teamPlacement.UpdateMarkerAfterMapChange(correctExplorationCoords);
|
|
|
+
|
|
|
+ Debug.Log($"🔧 FORCED coordinate sync: World({currentWorldPos.x:F1}, {currentWorldPos.y:F1}) → Exploration({correctExplorationCoords})");
|
|
|
+ Debug.Log($"✅ Team marker position forcibly synchronized");
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Reset team marker to the center of the map (useful when coordinates get messed up)
|
|
|
+ /// </summary>
|
|
|
+ public void ResetTeamMarkerToMapCenter()
|
|
|
+ {
|
|
|
+ SimpleTeamPlacement teamPlacement = Object.FindFirstObjectByType<SimpleTeamPlacement>();
|
|
|
+ if (teamPlacement == null) return;
|
|
|
+
|
|
|
+ // Calculate the center of the full map
|
|
|
+ int centerX = fullMapWidth / 2;
|
|
|
+ int centerY = fullMapHeight / 2;
|
|
|
+ Vector2Int mapCenter = new Vector2Int(centerX, centerY);
|
|
|
+
|
|
|
+ // Check if we're currently showing the full map
|
|
|
+ Rect exploredBounds = GetExploredBounds();
|
|
|
+ bool isShowingFullMap = exploredBounds.width >= fullMapWidth - 5 && exploredBounds.height >= fullMapHeight - 5;
|
|
|
+
|
|
|
+ Vector2Int targetPosition;
|
|
|
+ if (isShowingFullMap)
|
|
|
+ {
|
|
|
+ // In full map mode, place at actual center coordinates
|
|
|
+ targetPosition = mapCenter;
|
|
|
+ Debug.Log($"🎯 Resetting team marker to full map center: ({targetPosition})");
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ // In exploration mode, place at center of visible area
|
|
|
+ targetPosition = new Vector2Int(
|
|
|
+ centerX - (int)exploredBounds.x,
|
|
|
+ centerY - (int)exploredBounds.y
|
|
|
+ );
|
|
|
+ Debug.Log($"🎯 Resetting team marker to exploration center: Full({mapCenter}) → Visible({targetPosition})");
|
|
|
+ }
|
|
|
+
|
|
|
+ // Update team marker position
|
|
|
+ teamPlacement.UpdateMarkerAfterMapChange(targetPosition);
|
|
|
+
|
|
|
+ Debug.Log($"✅ Team marker reset to map center");
|
|
|
+ } /// <summary>
|
|
|
+ /// Generate the complete large map using existing MapMaker2 systems
|
|
|
+ /// </summary>
|
|
|
+ private void GenerateFullMap()
|
|
|
+ {
|
|
|
+ Debug.Log($"🌍 Generating full map of size {fullMapWidth}x{fullMapHeight}...");
|
|
|
+
|
|
|
+ // Temporarily modify MapMaker2 settings for large map generation
|
|
|
+ int originalWidth = mapMaker.mapWidth;
|
|
|
+ int originalHeight = mapMaker.mapHeight;
|
|
|
+ int originalSeed = mapMaker.seed;
|
|
|
+
|
|
|
+ mapMaker.mapWidth = fullMapWidth;
|
|
|
+ mapMaker.mapHeight = fullMapHeight;
|
|
|
+
|
|
|
+ // Use the same seed for consistency, but initialize it properly
|
|
|
+ Random.InitState(originalSeed);
|
|
|
+ UnityEngine.Random.InitState(originalSeed);
|
|
|
+
|
|
|
+ // Generate the full map
|
|
|
+ fullMapData = new MapData(fullMapWidth, fullMapHeight);
|
|
|
+ Debug.Log($"📊 Created MapData with size: {fullMapData.Width}x{fullMapData.Height}");
|
|
|
+
|
|
|
+ // Generate the complete map using MapMaker2's generation system
|
|
|
+ mapMaker.GenerateCompleteMap(fullMapData);
|
|
|
+
|
|
|
+ // Ensure roads and features connect properly across the entire map
|
|
|
+ PostProcessMapConnectivity();
|
|
|
+
|
|
|
+ // Restore original settings
|
|
|
+ mapMaker.mapWidth = originalWidth;
|
|
|
+ mapMaker.mapHeight = originalHeight;
|
|
|
+
|
|
|
+ // Debug settlement count in full map
|
|
|
+ int townCount = fullMapData.GetTowns().Count;
|
|
|
+ int villageCount = fullMapData.GetVillages().Count;
|
|
|
+ Debug.Log($"🏘️ Generated full map with {townCount} towns and {villageCount} villages");
|
|
|
+
|
|
|
+ Debug.Log("✅ Full map generation complete");
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Post-process the map to ensure better connectivity of roads and features
|
|
|
+ /// </summary>
|
|
|
+ private void PostProcessMapConnectivity()
|
|
|
+ {
|
|
|
+ Debug.Log("🔧 Post-processing map for better connectivity...");
|
|
|
+
|
|
|
+ // Ensure all settlements are connected by roads
|
|
|
+ ConnectSettlementsWithRoads();
|
|
|
+
|
|
|
+ // Smooth terrain transitions to prevent harsh breaks
|
|
|
+ SmoothTerrainTransitions();
|
|
|
+
|
|
|
+ // Validate water bodies and rivers for continuity
|
|
|
+ ValidateWaterFeatures();
|
|
|
+
|
|
|
+ Debug.Log("✅ Map connectivity post-processing complete");
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Connect all settlements with roads for better navigation
|
|
|
+ /// </summary>
|
|
|
+ private void ConnectSettlementsWithRoads()
|
|
|
+ {
|
|
|
+ var allSettlements = new List<Settlement>();
|
|
|
+ allSettlements.AddRange(fullMapData.GetTowns());
|
|
|
+ allSettlements.AddRange(fullMapData.GetVillages());
|
|
|
+
|
|
|
+ Debug.Log($"🛣️ Connecting {allSettlements.Count} settlements with roads...");
|
|
|
+
|
|
|
+ for (int i = 0; i < allSettlements.Count - 1; i++)
|
|
|
+ {
|
|
|
+ for (int j = i + 1; j < allSettlements.Count; j++)
|
|
|
+ {
|
|
|
+ Settlement from = allSettlements[i];
|
|
|
+ Settlement to = allSettlements[j];
|
|
|
+
|
|
|
+ // Only connect nearby settlements (within reasonable distance)
|
|
|
+ float distance = Vector2.Distance(from.position, to.position);
|
|
|
+ if (distance < 50f) // Adjust distance threshold as needed
|
|
|
+ {
|
|
|
+ CreateRoadBetweenPoints(from.position, to.position);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Create a road between two points
|
|
|
+ /// </summary>
|
|
|
+ private void CreateRoadBetweenPoints(Vector2Int start, Vector2Int end)
|
|
|
+ {
|
|
|
+ // Simple pathfinding - create L-shaped or direct path
|
|
|
+ List<Vector2Int> roadPath = new List<Vector2Int>();
|
|
|
+
|
|
|
+ // Direct line approach (can be enhanced with A* pathfinding later)
|
|
|
+ Vector2Int current = start;
|
|
|
+ Vector2Int diff = end - start;
|
|
|
+
|
|
|
+ // Horizontal movement first
|
|
|
+ int stepX = diff.x > 0 ? 1 : -1;
|
|
|
+ while (current.x != end.x)
|
|
|
+ {
|
|
|
+ roadPath.Add(current);
|
|
|
+ current.x += stepX;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Vertical movement
|
|
|
+ int stepY = diff.y > 0 ? 1 : -1;
|
|
|
+ while (current.y != end.y)
|
|
|
+ {
|
|
|
+ roadPath.Add(current);
|
|
|
+ current.y += stepY;
|
|
|
+ }
|
|
|
+ roadPath.Add(end);
|
|
|
+
|
|
|
+ // Place road tiles
|
|
|
+ foreach (var point in roadPath)
|
|
|
+ {
|
|
|
+ if (IsValidExplorationPosition(point.x, point.y))
|
|
|
+ {
|
|
|
+ MapTile tile = fullMapData.GetTile(point.x, point.y);
|
|
|
+ if (tile != null && !tile.IsWater())
|
|
|
+ {
|
|
|
+ // Set road feature (assuming FeatureType.Road exists)
|
|
|
+ tile.featureType = FeatureType.Road;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Smooth terrain transitions to prevent harsh breaks
|
|
|
+ /// </summary>
|
|
|
+ private void SmoothTerrainTransitions()
|
|
|
+ {
|
|
|
+ Debug.Log("🌄 Smoothing terrain transitions...");
|
|
|
+
|
|
|
+ // Apply smoothing filter to height values
|
|
|
+ for (int x = 1; x < fullMapWidth - 1; x++)
|
|
|
+ {
|
|
|
+ for (int y = 1; y < fullMapHeight - 1; y++)
|
|
|
+ {
|
|
|
+ MapTile center = fullMapData.GetTile(x, y);
|
|
|
+ if (center == null) continue;
|
|
|
+
|
|
|
+ // Get surrounding tiles
|
|
|
+ List<MapTile> neighbors = new List<MapTile>();
|
|
|
+ for (int dx = -1; dx <= 1; dx++)
|
|
|
+ {
|
|
|
+ for (int dy = -1; dy <= 1; dy++)
|
|
|
+ {
|
|
|
+ if (dx == 0 && dy == 0) continue;
|
|
|
+ MapTile neighbor = fullMapData.GetTile(x + dx, y + dy);
|
|
|
+ if (neighbor != null) neighbors.Add(neighbor);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (neighbors.Count > 0)
|
|
|
+ {
|
|
|
+ // Average the height with neighbors for smoother transitions
|
|
|
+ float avgHeight = neighbors.Average(t => t.height);
|
|
|
+ center.height = (center.height + avgHeight) * 0.5f;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Validate and fix water features for better continuity
|
|
|
+ /// </summary>
|
|
|
+ private void ValidateWaterFeatures()
|
|
|
+ {
|
|
|
+ Debug.Log("🌊 Validating water features...");
|
|
|
+
|
|
|
+ // Ensure water tiles form connected bodies
|
|
|
+ // This is a simplified version - can be enhanced for better water flow
|
|
|
+ for (int x = 0; x < fullMapWidth; x++)
|
|
|
+ {
|
|
|
+ for (int y = 0; y < fullMapHeight; y++)
|
|
|
+ {
|
|
|
+ MapTile tile = fullMapData.GetTile(x, y);
|
|
|
+ if (tile != null && tile.IsWater())
|
|
|
+ {
|
|
|
+ // Ensure isolated water tiles have proper connections
|
|
|
+ EnsureWaterConnection(x, y);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Ensure water tile has proper connections to other water
|
|
|
+ /// </summary>
|
|
|
+ private void EnsureWaterConnection(int x, int y)
|
|
|
+ {
|
|
|
+ // Count water neighbors
|
|
|
+ int waterNeighbors = 0;
|
|
|
+ for (int dx = -1; dx <= 1; dx++)
|
|
|
+ {
|
|
|
+ for (int dy = -1; dy <= 1; dy++)
|
|
|
+ {
|
|
|
+ if (dx == 0 && dy == 0) continue;
|
|
|
+ if (IsValidExplorationPosition(x + dx, y + dy))
|
|
|
+ {
|
|
|
+ MapTile neighbor = fullMapData.GetTile(x + dx, y + dy);
|
|
|
+ if (neighbor != null && neighbor.IsWater())
|
|
|
+ {
|
|
|
+ waterNeighbors++;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // If isolated water tile, convert to land or extend water
|
|
|
+ if (waterNeighbors == 0)
|
|
|
+ {
|
|
|
+ MapTile tile = fullMapData.GetTile(x, y);
|
|
|
+ if (tile != null)
|
|
|
+ {
|
|
|
+ // Convert single water tiles to plains to prevent isolated lakes
|
|
|
+ tile.terrainType = TerrainType.Plains;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Reveal the initial area around the map center
|
|
|
+ /// </summary>
|
|
|
+ private void RevealInitialArea()
|
|
|
+ {
|
|
|
+ int centerX = fullMapWidth / 2;
|
|
|
+ int centerY = fullMapHeight / 2;
|
|
|
+
|
|
|
+ int halfSize = initialVisibleSize / 2;
|
|
|
+
|
|
|
+ for (int x = centerX - halfSize; x < centerX + halfSize; x++)
|
|
|
+ {
|
|
|
+ for (int y = centerY - halfSize; y < centerY + halfSize; y++)
|
|
|
+ {
|
|
|
+ if (IsValidExplorationPosition(x, y))
|
|
|
+ {
|
|
|
+ exploredMask[x, y] = true;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // Ensure we have at least one settlement in the initial area
|
|
|
+ EnsureSettlementsInInitialArea(centerX, centerY, halfSize);
|
|
|
+
|
|
|
+ Debug.Log($"🔍 Initial area revealed: {initialVisibleSize}x{initialVisibleSize} around center ({centerX}, {centerY})");
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Get the correct initial team position in visible map coordinates
|
|
|
+ /// </summary>
|
|
|
+ public Vector2Int GetInitialTeamPosition()
|
|
|
+ {
|
|
|
+ // The team should be placed at the center of the visible map
|
|
|
+ // Since we start with the full map center revealed, and the visible map shows just the explored area
|
|
|
+ Rect exploredBounds = GetExploredBounds();
|
|
|
+
|
|
|
+ int centerX = fullMapWidth / 2;
|
|
|
+ int centerY = fullMapHeight / 2;
|
|
|
+
|
|
|
+ // Convert full map center to visible map coordinates
|
|
|
+ Vector2Int visiblePosition = new Vector2Int(
|
|
|
+ centerX - (int)exploredBounds.x,
|
|
|
+ centerY - (int)exploredBounds.y
|
|
|
+ );
|
|
|
+
|
|
|
+ Debug.Log($"🎯 Initial team position: Full({centerX}, {centerY}) → Visible({visiblePosition.x}, {visiblePosition.y})");
|
|
|
+
|
|
|
+ return visiblePosition;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Ensure there are settlements in the initial revealed area
|
|
|
+ /// </summary>
|
|
|
+ private void EnsureSettlementsInInitialArea(int centerX, int centerY, int halfSize)
|
|
|
+ {
|
|
|
+ // Check if there are already settlements in the initial area
|
|
|
+ bool hasSettlements = false;
|
|
|
+ var allSettlements = new List<Settlement>();
|
|
|
+ allSettlements.AddRange(fullMapData.GetTowns());
|
|
|
+ allSettlements.AddRange(fullMapData.GetVillages());
|
|
|
+
|
|
|
+ foreach (var settlement in allSettlements)
|
|
|
+ {
|
|
|
+ if (settlement.position.x >= centerX - halfSize && settlement.position.x < centerX + halfSize &&
|
|
|
+ settlement.position.y >= centerY - halfSize && settlement.position.y < centerY + halfSize)
|
|
|
+ {
|
|
|
+ hasSettlements = true;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // If no settlements in initial area, place one near the center
|
|
|
+ if (!hasSettlements)
|
|
|
+ {
|
|
|
+ Debug.Log("⚠️ No settlements in initial area, creating one...");
|
|
|
+
|
|
|
+ // Find a good spot for a settlement near the center
|
|
|
+ Vector2Int settlementPos = FindSuitableSettlementPosition(centerX, centerY, halfSize - 5);
|
|
|
+
|
|
|
+ if (settlementPos != Vector2Int.zero)
|
|
|
+ {
|
|
|
+ Settlement newSettlement = new Settlement("Starting Village", SettlementType.Village, settlementPos);
|
|
|
+ fullMapData.AddSettlement(newSettlement);
|
|
|
+
|
|
|
+ Debug.Log($"🏘️ Created starting settlement at ({settlementPos.x}, {settlementPos.y})");
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Find a suitable position for a settlement within the given area
|
|
|
+ /// </summary>
|
|
|
+ private Vector2Int FindSuitableSettlementPosition(int centerX, int centerY, int searchRadius)
|
|
|
+ {
|
|
|
+ for (int radius = 5; radius <= searchRadius; radius += 5)
|
|
|
+ {
|
|
|
+ for (int angle = 0; angle < 360; angle += 45)
|
|
|
+ {
|
|
|
+ float radians = angle * Mathf.Deg2Rad;
|
|
|
+ int x = centerX + (int)(radius * Mathf.Cos(radians));
|
|
|
+ int y = centerY + (int)(radius * Mathf.Sin(radians));
|
|
|
+
|
|
|
+ if (IsValidExplorationPosition(x, y))
|
|
|
+ {
|
|
|
+ MapTile tile = fullMapData.GetTile(x, y);
|
|
|
+ if (tile != null && !tile.IsWater())
|
|
|
+ {
|
|
|
+ return new Vector2Int(x, y);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // If no suitable position found, use center as fallback
|
|
|
+ return new Vector2Int(centerX, centerY);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Check if exploration should be triggered based on player position
|
|
|
+ /// </summary>
|
|
|
+ public bool ShouldExplore(Vector2 playerPosition, MapData currentMapData)
|
|
|
+ {
|
|
|
+ // Check cooldown first
|
|
|
+ if (Time.time - lastExplorationTime < explorationCooldown)
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Convert player position to full map coordinates
|
|
|
+ Vector2Int playerFullMapPos = GetPlayerPositionInFullMap(playerPosition, currentMapData);
|
|
|
+
|
|
|
+ // Check distance to unexplored edges
|
|
|
+ bool shouldExplore = IsNearUnexploredEdge(playerFullMapPos);
|
|
|
+
|
|
|
+ if (shouldExplore)
|
|
|
+ {
|
|
|
+ Debug.Log($"✅ Exploration triggered! Player at {playerFullMapPos} near unexplored edge");
|
|
|
+ }
|
|
|
+
|
|
|
+ return shouldExplore;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Reveal new areas around the player position
|
|
|
+ /// </summary>
|
|
|
+ public void ExploreNewAreas(Vector2 playerPosition, MapData currentMapData)
|
|
|
+ {
|
|
|
+ // Set exploration cooldown
|
|
|
+ lastExplorationTime = Time.time;
|
|
|
+
|
|
|
+ Vector2Int playerFullMapPos = GetPlayerPositionInFullMap(playerPosition, currentMapData);
|
|
|
+
|
|
|
+ Debug.Log($"🔍 Exploring new areas around player position {playerFullMapPos}");
|
|
|
+
|
|
|
+ // Determine which direction to explore
|
|
|
+ ExplorationDirection direction = GetExplorationDirection(playerFullMapPos);
|
|
|
+
|
|
|
+ // Reveal new chunk in that direction
|
|
|
+ RevealChunk(playerFullMapPos, direction);
|
|
|
+
|
|
|
+ // Update the visible map
|
|
|
+ UpdateVisibleMap();
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Convert player position from current map to full map coordinates
|
|
|
+ /// </summary>
|
|
|
+ private Vector2Int GetPlayerPositionInFullMap(Vector2 playerPosition, MapData currentMapData)
|
|
|
+ {
|
|
|
+ // Find the offset of the current visible area within the full map
|
|
|
+ Vector2Int visibleOffset = GetCurrentVisibleOffset(currentMapData);
|
|
|
+
|
|
|
+ // Ensure player position is valid within current map bounds
|
|
|
+ int clampedX = Mathf.Clamp((int)playerPosition.x, 0, currentMapData.Width - 1);
|
|
|
+ int clampedY = Mathf.Clamp((int)playerPosition.y, 0, currentMapData.Height - 1);
|
|
|
+
|
|
|
+ Vector2Int fullMapPos = new Vector2Int(
|
|
|
+ visibleOffset.x + clampedX,
|
|
|
+ visibleOffset.y + clampedY
|
|
|
+ );
|
|
|
+
|
|
|
+ return fullMapPos;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Get the offset of the current visible area within the full map
|
|
|
+ /// </summary>
|
|
|
+ private Vector2Int GetCurrentVisibleOffset(MapData currentMapData)
|
|
|
+ {
|
|
|
+ // Find the bounds of the explored area
|
|
|
+ Rect exploredBounds = GetExploredBounds();
|
|
|
+ Vector2Int offset = new Vector2Int((int)exploredBounds.x, (int)exploredBounds.y);
|
|
|
+
|
|
|
+ return offset;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Check if player is near an unexplored edge
|
|
|
+ /// </summary>
|
|
|
+ private bool IsNearUnexploredEdge(Vector2Int playerPos)
|
|
|
+ {
|
|
|
+ // Validate player position is within full map bounds
|
|
|
+ if (!IsValidExplorationPosition(playerPos.x, playerPos.y))
|
|
|
+ {
|
|
|
+ Debug.LogWarning($"⚠️ Player position {playerPos} is outside full map bounds!");
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ // First check: Is player near the edge of the currently explored area?
|
|
|
+ Rect exploredBounds = GetExploredBounds();
|
|
|
+
|
|
|
+ // Calculate distances to each edge of explored area
|
|
|
+ float distToLeft = playerPos.x - exploredBounds.x;
|
|
|
+ float distToRight = (exploredBounds.x + exploredBounds.width - 1) - playerPos.x;
|
|
|
+ float distToBottom = playerPos.y - exploredBounds.y;
|
|
|
+ float distToTop = (exploredBounds.y + exploredBounds.height - 1) - playerPos.y;
|
|
|
+
|
|
|
+ float minDistToExploredEdge = Mathf.Min(distToLeft, distToRight, distToBottom, distToTop);
|
|
|
+
|
|
|
+ if (minDistToExploredEdge <= explorationDistance)
|
|
|
+ {
|
|
|
+ Debug.Log($"🎯 Player at {playerPos} is {minDistToExploredEdge} tiles from explored edge - triggering exploration!");
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Second check: Look for unexplored areas within exploration distance
|
|
|
+ for (int dx = -(int)explorationDistance; dx <= explorationDistance; dx++)
|
|
|
+ {
|
|
|
+ for (int dy = -(int)explorationDistance; dy <= explorationDistance; dy++)
|
|
|
+ {
|
|
|
+ int checkX = playerPos.x + dx;
|
|
|
+ int checkY = playerPos.y + dy;
|
|
|
+
|
|
|
+ if (IsValidExplorationPosition(checkX, checkY) && !exploredMask[checkX, checkY])
|
|
|
+ {
|
|
|
+ Debug.Log($"🎯 Found unexplored area at ({checkX}, {checkY}) near player {playerPos}");
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Determine which direction to explore based on player position
|
|
|
+ /// </summary>
|
|
|
+ private ExplorationDirection GetExplorationDirection(Vector2Int playerPos)
|
|
|
+ {
|
|
|
+ // Find the closest unexplored edge
|
|
|
+ float minDistance = float.MaxValue;
|
|
|
+ ExplorationDirection closestDirection = ExplorationDirection.North;
|
|
|
+
|
|
|
+ // Check each direction
|
|
|
+ float northDist = CheckDirectionDistance(playerPos, ExplorationDirection.North);
|
|
|
+ float southDist = CheckDirectionDistance(playerPos, ExplorationDirection.South);
|
|
|
+ float eastDist = CheckDirectionDistance(playerPos, ExplorationDirection.East);
|
|
|
+ float westDist = CheckDirectionDistance(playerPos, ExplorationDirection.West);
|
|
|
+
|
|
|
+ // Find the minimum distance
|
|
|
+ if (northDist <= minDistance) { minDistance = northDist; closestDirection = ExplorationDirection.North; }
|
|
|
+ if (southDist <= minDistance) { minDistance = southDist; closestDirection = ExplorationDirection.South; }
|
|
|
+ if (eastDist <= minDistance) { minDistance = eastDist; closestDirection = ExplorationDirection.East; }
|
|
|
+ if (westDist <= minDistance) { minDistance = westDist; closestDirection = ExplorationDirection.West; }
|
|
|
+
|
|
|
+ Debug.Log($"🧭 Exploration direction: {closestDirection} (N:{northDist:F0}, S:{southDist:F0}, E:{eastDist:F0}, W:{westDist:F0})");
|
|
|
+
|
|
|
+ return closestDirection;
|
|
|
+ }
|
|
|
+
|
|
|
+ private float CheckDirectionDistance(Vector2Int playerPos, ExplorationDirection direction)
|
|
|
+ {
|
|
|
+ Vector2Int checkPos = playerPos;
|
|
|
+ float distance = 0;
|
|
|
+
|
|
|
+ // Move in the specified direction until we hit unexplored area
|
|
|
+ Vector2Int dirVector = GetDirectionVector(direction);
|
|
|
+
|
|
|
+ while (IsValidExplorationPosition(checkPos.x, checkPos.y) && exploredMask[checkPos.x, checkPos.y])
|
|
|
+ {
|
|
|
+ checkPos += dirVector;
|
|
|
+ distance++;
|
|
|
+
|
|
|
+ // Safety check to prevent infinite loops
|
|
|
+ if (distance > 100)
|
|
|
+ {
|
|
|
+ Debug.LogWarning($"⚠️ Direction check exceeded 100 steps for {direction}, breaking");
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return distance;
|
|
|
+ }
|
|
|
+
|
|
|
+ private Vector2Int GetDirectionVector(ExplorationDirection direction)
|
|
|
+ {
|
|
|
+ switch (direction)
|
|
|
+ {
|
|
|
+ case ExplorationDirection.North: return new Vector2Int(0, 1);
|
|
|
+ case ExplorationDirection.South: return new Vector2Int(0, -1);
|
|
|
+ case ExplorationDirection.East: return new Vector2Int(1, 0);
|
|
|
+ case ExplorationDirection.West: return new Vector2Int(-1, 0);
|
|
|
+ default: return Vector2Int.zero;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Reveal a chunk of the map in the specified direction
|
|
|
+ /// </summary>
|
|
|
+ private void RevealChunk(Vector2Int playerPos, ExplorationDirection direction)
|
|
|
+ {
|
|
|
+ Vector2Int chunkCenter = GetChunkCenterForDirection(playerPos, direction);
|
|
|
+
|
|
|
+ int halfChunk = explorationChunkSize / 2;
|
|
|
+
|
|
|
+ for (int x = chunkCenter.x - halfChunk; x < chunkCenter.x + halfChunk; x++)
|
|
|
+ {
|
|
|
+ for (int y = chunkCenter.y - halfChunk; y < chunkCenter.y + halfChunk; y++)
|
|
|
+ {
|
|
|
+ if (IsValidExplorationPosition(x, y))
|
|
|
+ {
|
|
|
+ exploredMask[x, y] = true;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ Debug.Log($"✅ Revealed {explorationChunkSize}x{explorationChunkSize} chunk at {chunkCenter} in direction {direction}");
|
|
|
+ }
|
|
|
+
|
|
|
+ private Vector2Int GetChunkCenterForDirection(Vector2Int playerPos, ExplorationDirection direction)
|
|
|
+ {
|
|
|
+ switch (direction)
|
|
|
+ {
|
|
|
+ case ExplorationDirection.North:
|
|
|
+ return new Vector2Int(playerPos.x, playerPos.y + explorationChunkSize);
|
|
|
+ case ExplorationDirection.South:
|
|
|
+ return new Vector2Int(playerPos.x, playerPos.y - explorationChunkSize);
|
|
|
+ case ExplorationDirection.East:
|
|
|
+ return new Vector2Int(playerPos.x + explorationChunkSize, playerPos.y);
|
|
|
+ case ExplorationDirection.West:
|
|
|
+ return new Vector2Int(playerPos.x - explorationChunkSize, playerPos.y);
|
|
|
+ default:
|
|
|
+ return playerPos;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Update the visible map data based on explored areas
|
|
|
+ /// </summary>
|
|
|
+ private void UpdateVisibleMap()
|
|
|
+ {
|
|
|
+ if (performanceMode)
|
|
|
+ {
|
|
|
+ UpdateVisibleMapOptimized();
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ UpdateVisibleMapStandard();
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Standard map update for smaller maps
|
|
|
+ /// </summary>
|
|
|
+ private void UpdateVisibleMapStandard()
|
|
|
+ {
|
|
|
+ // Find the bounds of the explored area
|
|
|
+ Rect exploredBounds = GetExploredBounds();
|
|
|
+
|
|
|
+ // Create new map data for the visible area
|
|
|
+ int visibleWidth = (int)exploredBounds.width;
|
|
|
+ int visibleHeight = (int)exploredBounds.height;
|
|
|
+
|
|
|
+ MapData newVisibleMap = new MapData(visibleWidth, visibleHeight);
|
|
|
+
|
|
|
+ // Copy explored tiles to the visible map
|
|
|
+ for (int x = 0; x < visibleWidth; x++)
|
|
|
+ {
|
|
|
+ for (int y = 0; y < visibleHeight; y++)
|
|
|
+ {
|
|
|
+ int fullMapX = (int)exploredBounds.x + x;
|
|
|
+ int fullMapY = (int)exploredBounds.y + y;
|
|
|
+
|
|
|
+ if (IsValidExplorationPosition(fullMapX, fullMapY) && exploredMask[fullMapX, fullMapY])
|
|
|
+ {
|
|
|
+ MapTile sourceTile = fullMapData.GetTile(fullMapX, fullMapY);
|
|
|
+ MapTile destTile = newVisibleMap.GetTile(x, y);
|
|
|
+
|
|
|
+ if (sourceTile != null && destTile != null)
|
|
|
+ {
|
|
|
+ CopyTileData(sourceTile, destTile);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // Copy settlements from the full map to the visible map (adjusted coordinates)
|
|
|
+ CopySettlementsToVisibleMap(newVisibleMap, exploredBounds);
|
|
|
+
|
|
|
+ // Update the map maker's current map data
|
|
|
+ mapMaker.SetMapData(newVisibleMap);
|
|
|
+
|
|
|
+ // Fix team marker position after map bounds change
|
|
|
+ FixTeamMarkerPosition(exploredBounds);
|
|
|
+
|
|
|
+ Debug.Log($"🗺️ Updated visible map: {visibleWidth}x{visibleHeight}");
|
|
|
+
|
|
|
+ // Debug settlement count
|
|
|
+ int townCount = newVisibleMap.GetTowns().Count;
|
|
|
+ int villageCount = newVisibleMap.GetVillages().Count;
|
|
|
+ Debug.Log($"🏘️ Visible settlements: {townCount} towns, {villageCount} villages");
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Optimized map update for large maps using Level of Detail
|
|
|
+ /// </summary>
|
|
|
+ private void UpdateVisibleMapOptimized()
|
|
|
+ {
|
|
|
+ Debug.Log($"⚡ Using optimized map update with LOD level {lodLevel}...");
|
|
|
+
|
|
|
+ // Find the bounds of the explored area
|
|
|
+ Rect exploredBounds = GetExploredBounds();
|
|
|
+
|
|
|
+ // Calculate downsampled dimensions
|
|
|
+ int visibleWidth = (int)exploredBounds.width / lodLevel;
|
|
|
+ int visibleHeight = (int)exploredBounds.height / lodLevel;
|
|
|
+
|
|
|
+ // Ensure minimum size
|
|
|
+ visibleWidth = Mathf.Max(visibleWidth, 50);
|
|
|
+ visibleHeight = Mathf.Max(visibleHeight, 50);
|
|
|
+
|
|
|
+ MapData newVisibleMap = new MapData(visibleWidth, visibleHeight);
|
|
|
+
|
|
|
+ // Copy tiles with Level of Detail sampling
|
|
|
+ for (int x = 0; x < visibleWidth; x++)
|
|
|
+ {
|
|
|
+ for (int y = 0; y < visibleHeight; y++)
|
|
|
+ {
|
|
|
+ // Sample from the full map using LOD
|
|
|
+ int fullMapX = (int)exploredBounds.x + (x * lodLevel);
|
|
|
+ int fullMapY = (int)exploredBounds.y + (y * lodLevel);
|
|
|
+
|
|
|
+ if (IsValidExplorationPosition(fullMapX, fullMapY) && exploredMask[fullMapX, fullMapY])
|
|
|
+ {
|
|
|
+ // Average surrounding tiles for better representation
|
|
|
+ MapTile sampledTile = SampleTileWithLOD(fullMapX, fullMapY, lodLevel);
|
|
|
+ MapTile destTile = newVisibleMap.GetTile(x, y);
|
|
|
+
|
|
|
+ if (sampledTile != null && destTile != null)
|
|
|
+ {
|
|
|
+ CopyTileData(sampledTile, destTile);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // Copy settlements with adjusted coordinates for LOD
|
|
|
+ CopySettlementsToVisibleMapLOD(newVisibleMap, exploredBounds, lodLevel);
|
|
|
+
|
|
|
+ // Update the map maker's current map data
|
|
|
+ mapMaker.SetMapData(newVisibleMap);
|
|
|
+
|
|
|
+ // Fix team marker position with LOD adjustment
|
|
|
+ FixTeamMarkerPositionLOD(exploredBounds, lodLevel);
|
|
|
+
|
|
|
+ Debug.Log($"⚡ Optimized visible map updated: {visibleWidth}x{visibleHeight} (LOD {lodLevel})");
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Sample a tile from the full map using Level of Detail
|
|
|
+ /// </summary>
|
|
|
+ private MapTile SampleTileWithLOD(int centerX, int centerY, int sampleSize)
|
|
|
+ {
|
|
|
+ List<MapTile> sampleTiles = new List<MapTile>();
|
|
|
+
|
|
|
+ // Collect tiles in the sample area
|
|
|
+ for (int dx = 0; dx < sampleSize && dx + centerX < fullMapWidth; dx++)
|
|
|
+ {
|
|
|
+ for (int dy = 0; dy < sampleSize && dy + centerY < fullMapHeight; dy++)
|
|
|
+ {
|
|
|
+ MapTile tile = fullMapData.GetTile(centerX + dx, centerY + dy);
|
|
|
+ if (tile != null && exploredMask[centerX + dx, centerY + dy])
|
|
|
+ {
|
|
|
+ sampleTiles.Add(tile);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (sampleTiles.Count == 0)
|
|
|
+ return fullMapData.GetTile(centerX, centerY);
|
|
|
+
|
|
|
+ // Return the most common terrain type in the sample
|
|
|
+ var terrainGroups = sampleTiles.GroupBy(t => t.terrainType);
|
|
|
+ var mostCommonTerrain = terrainGroups.OrderByDescending(g => g.Count()).First().Key;
|
|
|
+
|
|
|
+ // Create a representative tile
|
|
|
+ MapTile representativeTile = fullMapData.GetTile(centerX, centerY);
|
|
|
+ if (representativeTile != null)
|
|
|
+ {
|
|
|
+ representativeTile.terrainType = mostCommonTerrain;
|
|
|
+ representativeTile.height = sampleTiles.Average(t => t.height);
|
|
|
+ }
|
|
|
+
|
|
|
+ return representativeTile;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Copy settlements to visible map with LOD adjustment
|
|
|
+ /// </summary>
|
|
|
+ private void CopySettlementsToVisibleMapLOD(MapData visibleMap, Rect exploredBounds, int lod)
|
|
|
+ {
|
|
|
+ var fullTowns = fullMapData.GetTowns();
|
|
|
+ var fullVillages = fullMapData.GetVillages();
|
|
|
+
|
|
|
+ foreach (var town in fullTowns)
|
|
|
+ {
|
|
|
+ if (town.position.x >= exploredBounds.x && town.position.x < exploredBounds.x + exploredBounds.width &&
|
|
|
+ town.position.y >= exploredBounds.y && town.position.y < exploredBounds.y + exploredBounds.height)
|
|
|
+ {
|
|
|
+ Vector2Int adjustedPos = new Vector2Int(
|
|
|
+ (town.position.x - (int)exploredBounds.x) / lod,
|
|
|
+ (town.position.y - (int)exploredBounds.y) / lod
|
|
|
+ );
|
|
|
+
|
|
|
+ Settlement adjustedTown = new Settlement(town.name, town.Type, adjustedPos);
|
|
|
+ visibleMap.AddSettlement(adjustedTown);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ foreach (var village in fullVillages)
|
|
|
+ {
|
|
|
+ if (village.position.x >= exploredBounds.x && village.position.x < exploredBounds.x + exploredBounds.width &&
|
|
|
+ village.position.y >= exploredBounds.y && village.position.y < exploredBounds.y + exploredBounds.height)
|
|
|
+ {
|
|
|
+ Vector2Int adjustedPos = new Vector2Int(
|
|
|
+ (village.position.x - (int)exploredBounds.x) / lod,
|
|
|
+ (village.position.y - (int)exploredBounds.y) / lod
|
|
|
+ );
|
|
|
+
|
|
|
+ Settlement adjustedVillage = new Settlement(village.name, village.Type, adjustedPos);
|
|
|
+ visibleMap.AddSettlement(adjustedVillage);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Fix team marker position with LOD adjustment
|
|
|
+ /// </summary>
|
|
|
+ private void FixTeamMarkerPositionLOD(Rect exploredBounds, int lod)
|
|
|
+ {
|
|
|
+ SimpleTeamPlacement teamPlacement = Object.FindFirstObjectByType<SimpleTeamPlacement>();
|
|
|
+ if (teamPlacement == null) return;
|
|
|
+
|
|
|
+ GameObject teamMarker = GameObject.Find("TeamMarker");
|
|
|
+ if (teamMarker == null) return;
|
|
|
+
|
|
|
+ Vector3 currentWorldPos = teamMarker.transform.position;
|
|
|
+
|
|
|
+ // Convert to LOD-adjusted coordinates
|
|
|
+ Vector2Int newTilePos = new Vector2Int(
|
|
|
+ Mathf.RoundToInt(currentWorldPos.x) / lod,
|
|
|
+ Mathf.RoundToInt(currentWorldPos.y) / lod
|
|
|
+ );
|
|
|
+
|
|
|
+ int visibleWidth = (int)exploredBounds.width / lod;
|
|
|
+ int visibleHeight = (int)exploredBounds.height / lod;
|
|
|
+
|
|
|
+ newTilePos.x = Mathf.Clamp(newTilePos.x, 0, visibleWidth - 1);
|
|
|
+ newTilePos.y = Mathf.Clamp(newTilePos.y, 0, visibleHeight - 1);
|
|
|
+
|
|
|
+ teamPlacement.UpdateMarkerAfterMapChange(newTilePos);
|
|
|
+
|
|
|
+ Debug.Log($"⚡ Fixed team marker with LOD {lod}: World({currentWorldPos.x:F1}, {currentWorldPos.y:F1}) → Tile({newTilePos.x}, {newTilePos.y})");
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Fix team marker position after map bounds change
|
|
|
+ /// </summary>
|
|
|
+ private void FixTeamMarkerPosition(Rect exploredBounds)
|
|
|
+ {
|
|
|
+ SimpleTeamPlacement teamPlacement = Object.FindFirstObjectByType<SimpleTeamPlacement>();
|
|
|
+ if (teamPlacement == null) return;
|
|
|
+
|
|
|
+ // Get the team marker GameObject to preserve world position
|
|
|
+ GameObject teamMarker = GameObject.Find("TeamMarker");
|
|
|
+ if (teamMarker == null) return;
|
|
|
+
|
|
|
+ // Get current world position
|
|
|
+ Vector3 currentWorldPos = teamMarker.transform.position;
|
|
|
+
|
|
|
+ // Convert world position to new tile coordinates
|
|
|
+ // Assuming 1 unit = 1 tile (adjust if your tile scale is different)
|
|
|
+ Vector2Int newTilePos = new Vector2Int(
|
|
|
+ Mathf.RoundToInt(currentWorldPos.x),
|
|
|
+ Mathf.RoundToInt(currentWorldPos.y)
|
|
|
+ );
|
|
|
+
|
|
|
+ // Ensure the position is within the new visible map bounds
|
|
|
+ int visibleWidth = (int)exploredBounds.width;
|
|
|
+ int visibleHeight = (int)exploredBounds.height;
|
|
|
+
|
|
|
+ newTilePos.x = Mathf.Clamp(newTilePos.x, 0, visibleWidth - 1);
|
|
|
+ newTilePos.y = Mathf.Clamp(newTilePos.y, 0, visibleHeight - 1);
|
|
|
+
|
|
|
+ // Update the team placement with the corrected position
|
|
|
+ teamPlacement.UpdateMarkerAfterMapChange(newTilePos);
|
|
|
+
|
|
|
+ Debug.Log($"🔧 Fixed team marker: World({currentWorldPos.x:F1}, {currentWorldPos.y:F1}) → Tile({newTilePos.x}, {newTilePos.y})");
|
|
|
+ } /// <summary>
|
|
|
+ /// Copy settlements from full map to visible map, adjusting coordinates
|
|
|
+ /// </summary>
|
|
|
+ private void CopySettlementsToVisibleMap(MapData visibleMap, Rect exploredBounds)
|
|
|
+ {
|
|
|
+ // Get settlements from full map
|
|
|
+ var fullTowns = fullMapData.GetTowns();
|
|
|
+ var fullVillages = fullMapData.GetVillages();
|
|
|
+
|
|
|
+ foreach (var town in fullTowns)
|
|
|
+ {
|
|
|
+ // Check if settlement is within explored bounds
|
|
|
+ if (town.position.x >= exploredBounds.x && town.position.x < exploredBounds.x + exploredBounds.width &&
|
|
|
+ town.position.y >= exploredBounds.y && town.position.y < exploredBounds.y + exploredBounds.height)
|
|
|
+ {
|
|
|
+ // Adjust coordinates to visible map
|
|
|
+ Vector2Int adjustedPos = new Vector2Int(
|
|
|
+ town.position.x - (int)exploredBounds.x,
|
|
|
+ town.position.y - (int)exploredBounds.y
|
|
|
+ );
|
|
|
+
|
|
|
+ // Create new settlement with adjusted position
|
|
|
+ Settlement adjustedTown = new Settlement(town.name, town.Type, adjustedPos);
|
|
|
+ visibleMap.AddSettlement(adjustedTown);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ foreach (var village in fullVillages)
|
|
|
+ {
|
|
|
+ // Check if settlement is within explored bounds
|
|
|
+ if (village.position.x >= exploredBounds.x && village.position.x < exploredBounds.x + exploredBounds.width &&
|
|
|
+ village.position.y >= exploredBounds.y && village.position.y < exploredBounds.y + exploredBounds.height)
|
|
|
+ {
|
|
|
+ // Adjust coordinates to visible map
|
|
|
+ Vector2Int adjustedPos = new Vector2Int(
|
|
|
+ village.position.x - (int)exploredBounds.x,
|
|
|
+ village.position.y - (int)exploredBounds.y
|
|
|
+ );
|
|
|
+
|
|
|
+ // Create new settlement with adjusted position
|
|
|
+ Settlement adjustedVillage = new Settlement(village.name, village.Type, adjustedPos);
|
|
|
+ visibleMap.AddSettlement(adjustedVillage);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ private Rect GetExploredBounds()
|
|
|
+ {
|
|
|
+ int minX = fullMapWidth, maxX = 0;
|
|
|
+ int minY = fullMapHeight, maxY = 0;
|
|
|
+
|
|
|
+ for (int x = 0; x < fullMapWidth; x++)
|
|
|
+ {
|
|
|
+ for (int y = 0; y < fullMapHeight; y++)
|
|
|
+ {
|
|
|
+ if (exploredMask[x, y])
|
|
|
+ {
|
|
|
+ minX = Mathf.Min(minX, x);
|
|
|
+ maxX = Mathf.Max(maxX, x);
|
|
|
+ minY = Mathf.Min(minY, y);
|
|
|
+ maxY = Mathf.Max(maxY, y);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return new Rect(minX, minY, maxX - minX + 1, maxY - minY + 1);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Public method to get explored bounds for camera positioning
|
|
|
+ /// </summary>
|
|
|
+ public Rect GetExploredBoundsForCamera()
|
|
|
+ {
|
|
|
+ return GetExploredBounds();
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Update team marker position to account for new visible map coordinates
|
|
|
+ /// </summary>
|
|
|
+ private void UpdateTeamMarkerPosition(Rect exploredBounds)
|
|
|
+ {
|
|
|
+ // Get the SimpleTeamPlacement instance
|
|
|
+ SimpleTeamPlacement teamPlacement = Object.FindFirstObjectByType<SimpleTeamPlacement>();
|
|
|
+ if (teamPlacement == null)
|
|
|
+ {
|
|
|
+ Debug.LogWarning("⚠️ SimpleTeamPlacement not found - cannot update team marker position");
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Get current team position in full map coordinates
|
|
|
+ Vector2Int currentFullMapPos = GetCurrentTeamPositionInFullMap();
|
|
|
+ if (currentFullMapPos == Vector2Int.zero)
|
|
|
+ {
|
|
|
+ Debug.LogWarning("⚠️ Could not determine current team position in full map");
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Convert full map position to new visible map coordinates
|
|
|
+ Vector2Int newVisiblePos = new Vector2Int(
|
|
|
+ currentFullMapPos.x - (int)exploredBounds.x,
|
|
|
+ currentFullMapPos.y - (int)exploredBounds.y
|
|
|
+ );
|
|
|
+
|
|
|
+ // Validate the new position is within visible bounds
|
|
|
+ if (newVisiblePos.x >= 0 && newVisiblePos.x < exploredBounds.width &&
|
|
|
+ newVisiblePos.y >= 0 && newVisiblePos.y < exploredBounds.height)
|
|
|
+ {
|
|
|
+ // Update the team marker position
|
|
|
+ teamPlacement.UpdateMarkerAfterMapChange(newVisiblePos);
|
|
|
+
|
|
|
+ Debug.Log($"🎯 Updated team marker from full map pos {currentFullMapPos} to visible pos {newVisiblePos}");
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ Debug.LogWarning($"⚠️ Calculated team position {newVisiblePos} is outside visible bounds {exploredBounds}");
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Get current team position in full map coordinates
|
|
|
+ /// </summary>
|
|
|
+ private Vector2Int GetCurrentTeamPositionInFullMap()
|
|
|
+ {
|
|
|
+ // Try to get team position from SimpleTeamPlacement
|
|
|
+ SimpleTeamPlacement teamPlacement = Object.FindFirstObjectByType<SimpleTeamPlacement>();
|
|
|
+ if (teamPlacement == null) return Vector2Int.zero;
|
|
|
+
|
|
|
+ // Get current visible map position
|
|
|
+ Vector2Int currentVisiblePos = teamPlacement.GetCurrentTeamPosition();
|
|
|
+ if (currentVisiblePos == Vector2Int.zero) return Vector2Int.zero;
|
|
|
+
|
|
|
+ // Convert to full map coordinates
|
|
|
+ Vector2Int visibleOffset = GetCurrentVisibleOffset(mapMaker.GetMapData());
|
|
|
+ Vector2Int fullMapPos = new Vector2Int(
|
|
|
+ visibleOffset.x + currentVisiblePos.x,
|
|
|
+ visibleOffset.y + currentVisiblePos.y
|
|
|
+ );
|
|
|
+
|
|
|
+ return fullMapPos;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Copy tile data from source to destination
|
|
|
+ /// </summary>
|
|
|
+ private void CopyTileData(MapTile source, MapTile destination)
|
|
|
+ {
|
|
|
+ destination.terrainType = source.terrainType;
|
|
|
+ destination.height = source.height;
|
|
|
+ destination.isWalkable = source.isWalkable;
|
|
|
+ destination.featureType = source.featureType;
|
|
|
+ destination.name = source.name;
|
|
|
+ // Copy any other tile properties as needed
|
|
|
+ }
|
|
|
+
|
|
|
+ private bool IsValidExplorationPosition(int x, int y)
|
|
|
+ {
|
|
|
+ return x >= 0 && x < fullMapWidth && y >= 0 && y < fullMapHeight;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Get exploration progress information
|
|
|
+ /// </summary>
|
|
|
+ public ExplorationInfo GetExplorationInfo()
|
|
|
+ {
|
|
|
+ int exploredTiles = 0;
|
|
|
+ for (int x = 0; x < fullMapWidth; x++)
|
|
|
+ {
|
|
|
+ for (int y = 0; y < fullMapHeight; y++)
|
|
|
+ {
|
|
|
+ if (exploredMask[x, y])
|
|
|
+ exploredTiles++;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ int totalTiles = fullMapWidth * fullMapHeight;
|
|
|
+ float explorationPercentage = (float)exploredTiles / totalTiles * 100f;
|
|
|
+
|
|
|
+ return new ExplorationInfo
|
|
|
+ {
|
|
|
+ exploredTiles = exploredTiles,
|
|
|
+ totalTiles = totalTiles,
|
|
|
+ explorationPercentage = explorationPercentage,
|
|
|
+ fullMapSize = new Vector2Int(fullMapWidth, fullMapHeight)
|
|
|
+ };
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// DEBUG: Get detailed exploration info for debugging
|
|
|
+ /// </summary>
|
|
|
+ public void DebugExplorationState(Vector2 playerPos, MapData currentMapData)
|
|
|
+ {
|
|
|
+ Vector2Int playerFullMapPos = GetPlayerPositionInFullMap(playerPos, currentMapData);
|
|
|
+ Rect exploredBounds = GetExploredBounds();
|
|
|
+
|
|
|
+ Debug.Log("=== EXPLORATION DEBUG ===");
|
|
|
+ Debug.Log($"Player Visible Pos: {playerPos}");
|
|
|
+ Debug.Log($"Player Full Map Pos: {playerFullMapPos}");
|
|
|
+ Debug.Log($"Explored Bounds: {exploredBounds}");
|
|
|
+ Debug.Log($"Current Map Size: {currentMapData.Width}x{currentMapData.Height}");
|
|
|
+ Debug.Log($"Full Map Size: {fullMapWidth}x{fullMapHeight}");
|
|
|
+
|
|
|
+ // Check distances to edges
|
|
|
+ float distToLeft = playerFullMapPos.x - exploredBounds.x;
|
|
|
+ float distToRight = (exploredBounds.x + exploredBounds.width - 1) - playerFullMapPos.x;
|
|
|
+ float distToBottom = playerFullMapPos.y - exploredBounds.y;
|
|
|
+ float distToTop = (exploredBounds.y + exploredBounds.height - 1) - playerFullMapPos.y;
|
|
|
+
|
|
|
+ Debug.Log($"Distance to edges - Left: {distToLeft}, Right: {distToRight}, Bottom: {distToBottom}, Top: {distToTop}");
|
|
|
+ Debug.Log($"Exploration Distance Threshold: {explorationDistance}");
|
|
|
+ Debug.Log($"Should Explore: {IsNearUnexploredEdge(playerFullMapPos)}");
|
|
|
+ Debug.Log($"Last Exploration Time: {lastExplorationTime}, Current Time: {Time.time}, Cooldown: {explorationCooldown}");
|
|
|
+ Debug.Log("========================");
|
|
|
+ }
|
|
|
+
|
|
|
+ public enum ExplorationDirection
|
|
|
+ {
|
|
|
+ North, South, East, West
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+/// <summary>
|
|
|
+/// Information about exploration progress
|
|
|
+/// </summary>
|
|
|
+public struct ExplorationInfo
|
|
|
+{
|
|
|
+ public int exploredTiles;
|
|
|
+ public int totalTiles;
|
|
|
+ public float explorationPercentage;
|
|
|
+ public Vector2Int fullMapSize;
|
|
|
+}
|