using UnityEngine;
using System.Collections.Generic;
using System.Linq;
///
/// Manages map exploration using a pre-generated large map with fog of war
///
public class ExplorationManager
{
private MapMaker2 mapMaker;
private MapData fullMapData; // The complete pre-generated map
private bool[,] exploredMask; // Tracks which areas have been revealed
private float lastExplorationTime = 0f; // Cooldown tracking
// Performance settings for large maps
private bool performanceMode = false; // Enable for maps larger than 200x200
private int lodLevel = 1; // Level of Detail: 1 = full detail, 2 = half detail, 4 = quarter detail
// Exploration Settings - Public properties for MapMaker2 to set
public int fullMapWidth { get; set; } = 300;
public int fullMapHeight { get; set; } = 300;
public int initialVisibleSize { get; set; } = 80; // Starting visible area
public int explorationChunkSize { get; set; } = 40; // Size of chunks to reveal
public float explorationDistance { get; set; } = 10f; // Distance from edge to trigger exploration (reduced from 20f)
public float explorationCooldown { get; set; } = 3f; // Cooldown between explorations
public ExplorationManager(MapMaker2 mapMaker)
{
this.mapMaker = mapMaker;
}
///
/// Initialize the exploration system with a large pre-generated map
///
public void InitializeExploration()
{
Debug.Log("🗺️ Initializing Exploration System...");
// Check if we need performance mode for large maps
if (fullMapWidth > 200 || fullMapHeight > 200)
{
performanceMode = true;
lodLevel = CalculateOptimalLOD(fullMapWidth, fullMapHeight);
Debug.Log($"⚡ Performance mode enabled with LOD level {lodLevel} for large map");
}
// Generate the full large map
GenerateFullMap();
// Initialize exploration mask
exploredMask = new bool[fullMapWidth, fullMapHeight];
Debug.Log($"🔍 Created exploration mask: {fullMapWidth}x{fullMapHeight}");
// Reveal initial area around the center
RevealInitialArea();
// Update the visible map data
UpdateVisibleMap();
Debug.Log($"✅ Exploration System initialized - Full map: {fullMapWidth}x{fullMapHeight}, Initial visible: {initialVisibleSize}x{initialVisibleSize}");
}
///
/// Calculate optimal Level of Detail for given map size
///
private int CalculateOptimalLOD(int width, int height)
{
int totalTiles = width * height;
if (totalTiles > 250000) // 500x500+
return 4; // Quarter detail
else if (totalTiles > 100000) // 316x316+
return 2; // Half detail
else
return 1; // Full detail
}
///
/// DEBUG: Show the entire 300x300 map for testing purposes
///
public void ShowFullMap()
{
if (fullMapData == null)
{
Debug.LogError("❌ Full map data not available!");
return;
}
Debug.Log("🌍 Loading full 300x300 map for debugging...");
// Get the current position in full map coordinates BEFORE switching to full map
Vector2Int currentFullMapPosition = GetCurrentTeamPositionInFullMapImproved();
Debug.Log($"🎯 Team position before full map: Full map coordinates ({currentFullMapPosition})");
// Mark entire map as explored
for (int x = 0; x < fullMapWidth; x++)
{
for (int y = 0; y < fullMapHeight; y++)
{
exploredMask[x, y] = true;
}
}
// Update the visible map to show everything
UpdateVisibleMap();
// Restore team marker to the correct full map position
RestoreTeamMarkerToFullMapPosition(currentFullMapPosition);
Debug.Log($"✅ Full map is now visible!");
}
///
/// TEST: Debug coordinate conversion to find the issue
///
public void TestCoordinateConversion()
{
SimpleTeamPlacement teamPlacement = Object.FindFirstObjectByType();
if (teamPlacement == null)
{
Debug.LogError("❌ SimpleTeamPlacement not found!");
return;
}
GameObject teamMarker = GameObject.Find("TeamMarker");
if (teamMarker == null)
{
Debug.LogError("❌ TeamMarker not found!");
return;
}
// Get current state
Vector3 worldPos = teamMarker.transform.position;
Vector2Int storedPos = teamPlacement.GetCurrentTeamPosition();
Rect exploredBounds = GetExploredBounds();
bool isShowingFullMap = exploredBounds.width >= fullMapWidth - 5 && exploredBounds.height >= fullMapHeight - 5;
Debug.Log("=== COORDINATE CONVERSION TEST ===");
Debug.Log($"Team Marker World Position: ({worldPos.x:F1}, {worldPos.z:F1})");
Debug.Log($"Team Placement Stored Position: ({storedPos.x}, {storedPos.y})");
Debug.Log($"Explored Bounds: {exploredBounds}");
Debug.Log($"Is Showing Full Map: {isShowingFullMap}");
Debug.Log($"Full Map Size: {fullMapWidth}x{fullMapHeight}");
// Test the conversion
Vector2Int convertedPos = GetCurrentTeamPositionInFullMapImproved();
Debug.Log($"Converted Full Map Position: ({convertedPos.x}, {convertedPos.y})");
// Expected position for center of map
Vector2Int expectedCenter = new Vector2Int(fullMapWidth / 2, fullMapHeight / 2);
Debug.Log($"Expected Map Center: ({expectedCenter.x}, {expectedCenter.y})");
// Check if the stored position makes sense
if (!isShowingFullMap)
{
Vector2Int expectedFullMapPos = new Vector2Int(
(int)exploredBounds.x + storedPos.x,
(int)exploredBounds.y + storedPos.y
);
Debug.Log($"Expected Full Map Pos from Stored: Bounds({exploredBounds.x}, {exploredBounds.y}) + Stored({storedPos.x}, {storedPos.y}) = ({expectedFullMapPos.x}, {expectedFullMapPos.y})");
}
Debug.Log("=====================================");
}
///
/// TEST: Simple coordinate conversion test
///
public void TestSimpleCoordinateConversion()
{
SimpleTeamPlacement teamPlacement = Object.FindFirstObjectByType();
if (teamPlacement == null)
{
Debug.LogError("❌ SimpleTeamPlacement not found!");
return;
}
Vector2Int storedPos = teamPlacement.GetCurrentTeamPosition();
Rect exploredBounds = GetExploredBounds();
Debug.Log("=== SIMPLE COORDINATE TEST ===");
Debug.Log($"Stored team position: ({storedPos.x}, {storedPos.y})");
Debug.Log($"Explored bounds: {exploredBounds}");
// Expected full map position
Vector2Int expectedFullMapPos = new Vector2Int(
(int)exploredBounds.x + storedPos.x,
(int)exploredBounds.y + storedPos.y
);
Debug.Log($"Expected full map position: ({expectedFullMapPos.x}, {expectedFullMapPos.y})");
Debug.Log($"Map center: ({fullMapWidth / 2}, {fullMapHeight / 2})");
bool isNearCenter = Vector2Int.Distance(expectedFullMapPos, new Vector2Int(fullMapWidth / 2, fullMapHeight / 2)) < 10;
Debug.Log($"Is near map center: {(isNearCenter ? "✅ YES" : "❌ NO")}");
Debug.Log("===============================");
}
///
/// DEBUG: Test positioning after camera and tile fixes
///
public void TestPositioningAfterFix()
{
SimpleTeamPlacement teamPlacement = Object.FindFirstObjectByType();
if (teamPlacement == null)
{
Debug.LogError("❌ SimpleTeamPlacement not found!");
return;
}
GameObject teamMarker = GameObject.Find("TeamMarker");
if (teamMarker == null)
{
Debug.LogError("❌ TeamMarker not found!");
return;
}
Vector2Int storedPos = teamPlacement.GetCurrentTeamPosition();
Rect exploredBounds = GetExploredBounds();
Vector3 teamMarkerWorldPos = teamMarker.transform.position;
Debug.Log("=== POSITIONING TEST AFTER FIX ===");
Debug.Log($"📍 Team Marker World Position: ({teamMarkerWorldPos.x:F1}, {teamMarkerWorldPos.z:F1})");
Debug.Log($"🗂️ Stored Team Position: ({storedPos.x}, {storedPos.y})");
Debug.Log($"🗺️ Explored Bounds: {exploredBounds}");
// Calculate expected world position for the center tile
Vector3 expectedCenterTileWorldPos = new Vector3(
(exploredBounds.x + exploredBounds.width / 2f),
0,
(exploredBounds.y + exploredBounds.height / 2f)
);
Debug.Log($"🎯 Expected Center Tile World Position: ({expectedCenterTileWorldPos.x:F1}, {expectedCenterTileWorldPos.z:F1})");
// Check camera position
Camera mainCam = Camera.main;
if (mainCam != null)
{
Debug.Log($"📹 Camera Position: ({mainCam.transform.position.x:F1}, {mainCam.transform.position.y:F1})");
Debug.Log($"📹 Camera Size: {mainCam.orthographicSize:F1}");
}
// Check if team marker should be visible
float distanceFromExpectedCenter = Vector3.Distance(teamMarkerWorldPos, expectedCenterTileWorldPos);
Debug.Log($"📏 Distance from expected center: {distanceFromExpectedCenter:F1}");
bool shouldBeVisible = distanceFromExpectedCenter < 40f; // Within 40 units of center
Debug.Log($"👁️ Should be visible: {(shouldBeVisible ? "✅ YES" : "❌ NO")}");
Debug.Log("===================================");
}
///
/// DEBUG: Test full map tile coverage to find missing quadrants
///
public void TestFullMapTileCoverage()
{
Debug.Log("=== FULL MAP TILE COVERAGE TEST ===");
// Get current map data from MapMaker2
var currentMapData = mapMaker?.GetMapData();
if (currentMapData == null)
{
Debug.LogError("❌ No current map data available!");
return;
}
Debug.Log($"📊 Current Map Data Size: {currentMapData.Width}x{currentMapData.Height}");
// Check if we're showing full map
Rect exploredBounds = GetExploredBounds();
bool isShowingFullMap = exploredBounds.width >= fullMapWidth - 5 && exploredBounds.height >= fullMapHeight - 5;
Debug.Log($"🗺️ Is Showing Full Map: {isShowingFullMap}");
Debug.Log($"🗺️ Explored Bounds: {exploredBounds}");
Debug.Log($"🗺️ Full Map Size: {fullMapWidth}x{fullMapHeight}");
if (isShowingFullMap)
{
// Test if we have tiles in each quadrant
int centerX = currentMapData.Width / 2;
int centerY = currentMapData.Height / 2;
// Test each quadrant
Vector2Int[] testPoints = {
new Vector2Int(centerX / 2, centerY / 2), // Lower-left
new Vector2Int(centerX + centerX / 2, centerY / 2), // Lower-right
new Vector2Int(centerX / 2, centerY + centerY / 2), // Upper-left
new Vector2Int(centerX + centerX / 2, centerY + centerY / 2) // Upper-right
};
string[] quadrantNames = { "Lower-Left", "Lower-Right", "Upper-Left", "Upper-Right" };
for (int i = 0; i < testPoints.Length; i++)
{
var testPoint = testPoints[i];
var tile = currentMapData.GetTile(testPoint.x, testPoint.y);
bool hasValidTile = tile != null;
Debug.Log($"🔍 {quadrantNames[i]} Quadrant ({testPoint.x}, {testPoint.y}): {(hasValidTile ? "✅ HAS TILE" : "❌ NO TILE")}");
if (hasValidTile)
{
Debug.Log($" Terrain: {tile.terrainType}, Feature: {tile.featureType}");
}
}
// Test specific areas that might be missing
Debug.Log("🔍 Testing specific problematic areas:");
Vector2Int[] problematicPoints = {
new Vector2Int(0, 0), // Bottom-left corner
new Vector2Int(currentMapData.Width-1, 0), // Bottom-right corner
new Vector2Int(0, currentMapData.Height-1), // Top-left corner
new Vector2Int(currentMapData.Width-1, currentMapData.Height-1) // Top-right corner
};
for (int i = 0; i < problematicPoints.Length; i++)
{
var testPoint = problematicPoints[i];
var tile = currentMapData.GetTile(testPoint.x, testPoint.y);
bool hasValidTile = tile != null;
Debug.Log($"🔍 Corner ({testPoint.x}, {testPoint.y}): {(hasValidTile ? "✅ HAS TILE" : "❌ NO TILE")}");
}
}
else
{
Debug.Log("⚠️ Not currently showing full map - switch to full map first to test coverage");
}
Debug.Log("=====================================");
}
///
/// DEBUG: Test visual tile rendering to find missing areas
///
public void TestVisualTileRendering()
{
Debug.Log("=== VISUAL TILE RENDERING TEST ===");
// Check if we're showing full map
Rect exploredBounds = GetExploredBounds();
bool isShowingFullMap = exploredBounds.width >= fullMapWidth - 5 && exploredBounds.height >= fullMapHeight - 5;
Debug.Log($"🗺️ Is Showing Full Map: {isShowingFullMap}");
Debug.Log($"🗺️ Explored Bounds: {exploredBounds}");
if (isShowingFullMap)
{
// Check for actual GameObjects in each quadrant
string[] quadrantNames = { "Lower-Left", "Lower-Right", "Upper-Left", "Upper-Right" };
Vector2Int[] testPoints = {
new Vector2Int(75, 75), // Lower-left
new Vector2Int(225, 75), // Lower-right
new Vector2Int(75, 225), // Upper-left
new Vector2Int(225, 225) // Upper-right
};
for (int i = 0; i < testPoints.Length; i++)
{
var testPoint = testPoints[i];
// Look for actual tile GameObjects at these world positions
string terrainTileName = $"TerrainTile_{testPoint.x}_{testPoint.y}";
GameObject terrainTile = GameObject.Find(terrainTileName);
string featureTileName = $"FeatureTile_{testPoint.x}_{testPoint.y}";
GameObject featureTile = GameObject.Find(featureTileName);
Debug.Log($"🎮 {quadrantNames[i]} Quadrant ({testPoint.x}, {testPoint.y}):");
Debug.Log($" Terrain GameObject: {(terrainTile != null ? "✅ EXISTS" : "❌ MISSING")}");
Debug.Log($" Feature GameObject: {(featureTile != null ? "✅ EXISTS" : "❌ MISSING")}");
if (terrainTile != null)
{
Debug.Log($" Terrain Position: ({terrainTile.transform.position.x:F1}, {terrainTile.transform.position.y:F1})");
Debug.Log($" Terrain Active: {terrainTile.activeInHierarchy}");
}
}
// Check corner tiles specifically
Debug.Log("🔍 Testing corner tile GameObjects:");
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(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("===================================");
}
///
/// Restore team marker to correct position in full map coordinates
///
private void RestoreTeamMarkerToFullMapPosition(Vector2Int fullMapPosition)
{
SimpleTeamPlacement teamPlacement = Object.FindFirstObjectByType();
if (teamPlacement == null) return;
// In full map mode, full map coordinates = visible coordinates
Debug.Log($"🔧 Restoring team marker to full map position: ({fullMapPosition})");
// Update team marker position
teamPlacement.UpdateMarkerAfterMapChange(fullMapPosition);
}
///
/// Get current team marker position in full map coordinates (improved version)
///
private Vector2Int GetCurrentTeamPositionInFullMapImproved()
{
SimpleTeamPlacement teamPlacement = Object.FindFirstObjectByType();
if (teamPlacement == null) return new Vector2Int(fullMapWidth / 2, fullMapHeight / 2);
// Instead of reading world position, use the stored position and convert it properly
Vector2Int storedPosition = teamPlacement.GetCurrentTeamPosition();
// Check if we're currently showing the full map or a partial exploration view
Rect exploredBounds = GetExploredBounds();
bool isShowingFullMap = exploredBounds.width >= fullMapWidth - 5 && exploredBounds.height >= fullMapHeight - 5;
Vector2Int fullMapPos;
if (isShowingFullMap)
{
// If already showing full map, stored position = full map coordinates
fullMapPos = storedPosition;
Debug.Log($"🎯 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;
}
///
/// Restore team marker to correct position after map view changes
///
private void RestoreTeamMarkerPosition(Vector2Int fullMapPosition)
{
SimpleTeamPlacement teamPlacement = Object.FindFirstObjectByType();
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($"🔧 Restored team marker (Exploration): FullMap({fullMapPosition}) → Visible({visiblePosition})");
}
// Update team marker position
teamPlacement.UpdateMarkerAfterMapChange(visiblePosition);
}
///
/// Toggle performance mode for testing different map sizes
///
public void TogglePerformanceMode()
{
performanceMode = !performanceMode;
if (performanceMode)
{
lodLevel = CalculateOptimalLOD(fullMapWidth, fullMapHeight);
Debug.Log($"⚡ Performance mode enabled with LOD {lodLevel}");
}
else
{
lodLevel = 1;
Debug.Log("🎯 Performance mode disabled - using full detail");
}
// Refresh the visible map
UpdateVisibleMap();
}
///
/// Set custom map size for scalability testing
///
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");
}
}
///
/// Convert world coordinates to exploration-system-aware tile coordinates
/// This handles the coordinate system differences between journey and exploration systems
///
public Vector2Int ConvertWorldToExplorationCoordinates(Vector3 worldPosition)
{
// Convert world position to base tile coordinates
Vector2Int baseTilePos = new Vector2Int(
Mathf.RoundToInt(worldPosition.x),
Mathf.RoundToInt(worldPosition.z) // Use Z for map Y coordinate
);
// 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($"🌍 FULL MAP: World({worldPosition.x:F1}, {worldPosition.z:F1}) → Exploration({explorationCoords}) [LOD:{lodLevel}]");
return explorationCoords;
}
else
{
// Normal exploration mode - convert to relative coordinates within visible area
Vector2Int explorationCoords = new Vector2Int(
baseTilePos.x - (int)exploredBounds.x,
baseTilePos.y - (int)exploredBounds.y
);
if (performanceMode && lodLevel > 1)
{
// Apply LOD scaling
explorationCoords.x = explorationCoords.x / lodLevel;
explorationCoords.y = explorationCoords.y / lodLevel;
int visibleWidth = (int)exploredBounds.width / lodLevel;
int visibleHeight = (int)exploredBounds.height / lodLevel;
explorationCoords.x = Mathf.Clamp(explorationCoords.x, 0, visibleWidth - 1);
explorationCoords.y = Mathf.Clamp(explorationCoords.y, 0, visibleHeight - 1);
}
else
{
explorationCoords.x = Mathf.Clamp(explorationCoords.x, 0, (int)exploredBounds.width - 1);
explorationCoords.y = Mathf.Clamp(explorationCoords.y, 0, (int)exploredBounds.height - 1);
}
Debug.Log($"🔄 PARTIAL: World({worldPosition.x:F1}, {worldPosition.z:F1}) → Base({baseTilePos}) → Exploration({explorationCoords}) [LOD:{lodLevel}]");
return explorationCoords;
}
}
///
/// Convert exploration coordinates back to world coordinates
///
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, 0, fullMapCoords.y);
Debug.Log($"🔄 Exploration({explorationCoords}) → FullMap({fullMapCoords}) → World({worldPos.x:F1}, {worldPos.z:F1}) [LOD:{lodLevel}, FullMap:{isShowingFullMap}]");
return worldPos;
}
///
/// Synchronize team marker position between coordinate systems
/// Call this method when switching between journey and exploration systems
///
public void SynchronizeTeamMarkerPosition()
{
SimpleTeamPlacement teamPlacement = Object.FindFirstObjectByType();
if (teamPlacement == null) return;
GameObject teamMarker = GameObject.Find("TeamMarker");
if (teamMarker == null) return;
// Get current world position from the marker
Vector3 currentWorldPos = teamMarker.transform.position;
// Convert to proper exploration coordinates
Vector2Int correctExplorationCoords = ConvertWorldToExplorationCoordinates(currentWorldPos);
// Get the current stored position in team placement
Vector2Int storedPosition = teamPlacement.GetCurrentTeamPosition();
// Check if there's a mismatch that needs fixing
if (storedPosition != correctExplorationCoords)
{
Debug.Log($"🔧 Coordinate mismatch detected: Stored({storedPosition}) ≠ Calculated({correctExplorationCoords})");
Debug.Log($" World position: ({currentWorldPos.x:F1}, {currentWorldPos.z:F1})");
// Fix the mismatch by updating the stored position to match the world position
// This preserves the actual visual location of the marker
teamPlacement.UpdateMarkerAfterMapChange(correctExplorationCoords);
Debug.Log($"✅ Fixed coordinate mismatch: Updated stored position to ({correctExplorationCoords})");
}
else
{
Debug.Log($"✅ Coordinates are synchronized: World({currentWorldPos.x:F1}, {currentWorldPos.z:F1}) → Exploration({correctExplorationCoords})");
}
}
///
/// Debug method to show current coordinate state
///
public void DebugCoordinateState()
{
SimpleTeamPlacement teamPlacement = Object.FindFirstObjectByType();
if (teamPlacement == null) return;
GameObject teamMarker = GameObject.Find("TeamMarker");
if (teamMarker == null) return;
Vector3 worldPos = teamMarker.transform.position;
Vector2Int storedPos = teamPlacement.GetCurrentTeamPosition();
Vector2Int calculatedPos = ConvertWorldToExplorationCoordinates(worldPos);
Rect exploredBounds = GetExploredBounds();
bool isShowingFullMap = (exploredBounds.width >= fullMapWidth - 5 && exploredBounds.height >= fullMapHeight - 5);
Debug.Log("=== COORDINATE DEBUG ===");
Debug.Log($"World Position: ({worldPos.x:F1}, {worldPos.z: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($"🔧 MISMATCH DETECTED! Use 'FIX: Force Coordinate Sync' to fix this.");
}
Debug.Log("========================");
}
///
/// Force coordinate synchronization regardless of current state
///
public void ForceCoordinateSync()
{
SimpleTeamPlacement teamPlacement = Object.FindFirstObjectByType();
if (teamPlacement == null) return;
GameObject teamMarker = GameObject.Find("TeamMarker");
if (teamMarker == null) return;
// Get current world position from the marker
Vector3 currentWorldPos = teamMarker.transform.position;
// Convert to proper exploration coordinates
Vector2Int correctExplorationCoords = ConvertWorldToExplorationCoordinates(currentWorldPos);
// Force update the stored position
teamPlacement.UpdateMarkerAfterMapChange(correctExplorationCoords);
Debug.Log($"🔧 FORCED coordinate sync: World({currentWorldPos.x:F1}, {currentWorldPos.z:F1}) → Exploration({correctExplorationCoords})");
Debug.Log($"✅ Team marker position forcibly synchronized");
}
///
/// Reset team marker to the center of the map (useful when coordinates get messed up)
///
public void ResetTeamMarkerToMapCenter()
{
SimpleTeamPlacement teamPlacement = Object.FindFirstObjectByType();
if (teamPlacement == null) return;
// Calculate the center of the full map
int centerX = fullMapWidth / 2;
int centerY = fullMapHeight / 2;
Vector2Int mapCenter = new Vector2Int(centerX, centerY);
// Check if we're currently showing the full map
Rect exploredBounds = GetExploredBounds();
bool isShowingFullMap = exploredBounds.width >= fullMapWidth - 5 && exploredBounds.height >= fullMapHeight - 5;
Vector2Int targetPosition;
if (isShowingFullMap)
{
// In full map mode, place at actual center coordinates
targetPosition = mapCenter;
Debug.Log($"🎯 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");
} ///
/// Generate the complete large map using existing MapMaker2 systems
///
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($"🏘️ Generated full map with {townCount} towns and {villageCount} villages");
Debug.Log("✅ Full map generation complete");
}
///
/// Post-process the map to ensure better connectivity of roads and features
///
private void PostProcessMapConnectivity()
{
Debug.Log("🔧 Post-processing map for better connectivity...");
// Ensure all settlements are connected by roads
ConnectSettlementsWithRoads();
// Smooth terrain transitions to prevent harsh breaks
SmoothTerrainTransitions();
// Validate water bodies and rivers for continuity
ValidateWaterFeatures();
Debug.Log("✅ Map connectivity post-processing complete");
}
///
/// Connect all settlements with roads for better navigation
///
private void ConnectSettlementsWithRoads()
{
var allSettlements = new List();
allSettlements.AddRange(fullMapData.GetTowns());
allSettlements.AddRange(fullMapData.GetVillages());
Debug.Log($"🛣️ 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);
}
}
}
}
///
/// Create a road between two points
///
private void CreateRoadBetweenPoints(Vector2Int start, Vector2Int end)
{
// Simple pathfinding - create L-shaped or direct path
List roadPath = new List();
// 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;
}
}
}
}
///
/// Smooth terrain transitions to prevent harsh breaks
///
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 neighbors = new List();
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;
}
}
}
}
///
/// Validate and fix water features for better continuity
///
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);
}
}
}
}
///
/// Ensure water tile has proper connections to other water
///
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;
}
}
}
///
/// Reveal the initial area around the map center
///
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($"🔍 Initial area revealed: {initialVisibleSize}x{initialVisibleSize} around center ({centerX}, {centerY})");
}
///
/// Get the correct initial team position in visible map coordinates
///
public Vector2Int GetInitialTeamPosition()
{
// The team should be placed at the center of the visible map
// Since we start with the full map center revealed, and the visible map shows just the explored area
Rect exploredBounds = GetExploredBounds();
int centerX = fullMapWidth / 2;
int centerY = fullMapHeight / 2;
// Convert full map center to visible map coordinates
Vector2Int visiblePosition = new Vector2Int(
centerX - (int)exploredBounds.x,
centerY - (int)exploredBounds.y
);
Debug.Log($"🎯 Initial team position: Full({centerX}, {centerY}) → Visible({visiblePosition.x}, {visiblePosition.y})");
return visiblePosition;
}
///
/// Ensure there are settlements in the initial revealed area
///
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();
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($"🏘️ Created starting settlement at ({settlementPos.x}, {settlementPos.y})");
}
}
}
///
/// Find a suitable position for a settlement within the given area
///
private Vector2Int FindSuitableSettlementPosition(int centerX, int centerY, int searchRadius)
{
for (int radius = 5; radius <= searchRadius; radius += 5)
{
for (int angle = 0; angle < 360; angle += 45)
{
float radians = angle * Mathf.Deg2Rad;
int x = centerX + (int)(radius * Mathf.Cos(radians));
int y = centerY + (int)(radius * Mathf.Sin(radians));
if (IsValidExplorationPosition(x, y))
{
MapTile tile = fullMapData.GetTile(x, y);
if (tile != null && !tile.IsWater())
{
return new Vector2Int(x, y);
}
}
}
}
// If no suitable position found, use center as fallback
return new Vector2Int(centerX, centerY);
}
///
/// Check if exploration should be triggered based on player position
///
public bool ShouldExplore(Vector2 playerPosition, MapData currentMapData)
{
// Check cooldown first
if (Time.time - lastExplorationTime < explorationCooldown)
{
return false;
}
// Convert player position to full map coordinates
Vector2Int playerFullMapPos = GetPlayerPositionInFullMap(playerPosition, currentMapData);
// Check distance to unexplored edges
bool shouldExplore = IsNearUnexploredEdge(playerFullMapPos);
if (shouldExplore)
{
Debug.Log($"✅ Exploration triggered! Player at {playerFullMapPos} near unexplored edge");
}
return shouldExplore;
}
///
/// Reveal new areas around the player position
///
public void ExploreNewAreas(Vector2 playerPosition, MapData currentMapData)
{
// Set exploration cooldown
lastExplorationTime = Time.time;
Vector2Int playerFullMapPos = GetPlayerPositionInFullMap(playerPosition, currentMapData);
Debug.Log($"🔍 Exploring new areas around player position {playerFullMapPos}");
// Determine which direction to explore
ExplorationDirection direction = GetExplorationDirection(playerFullMapPos);
// Reveal new chunk in that direction
RevealChunk(playerFullMapPos, direction);
// Update the visible map
UpdateVisibleMap();
}
///
/// Convert player position from current map to full map coordinates
///
private Vector2Int GetPlayerPositionInFullMap(Vector2 playerPosition, MapData currentMapData)
{
// Find the offset of the current visible area within the full map
Vector2Int visibleOffset = GetCurrentVisibleOffset(currentMapData);
// Ensure player position is valid within current map bounds
int clampedX = Mathf.Clamp((int)playerPosition.x, 0, currentMapData.Width - 1);
int clampedY = Mathf.Clamp((int)playerPosition.y, 0, currentMapData.Height - 1);
Vector2Int fullMapPos = new Vector2Int(
visibleOffset.x + clampedX,
visibleOffset.y + clampedY
);
return fullMapPos;
}
///
/// Get the offset of the current visible area within the full map
///
private Vector2Int GetCurrentVisibleOffset(MapData currentMapData)
{
// Find the bounds of the explored area
Rect exploredBounds = GetExploredBounds();
Vector2Int offset = new Vector2Int((int)exploredBounds.x, (int)exploredBounds.y);
return offset;
}
///
/// Check if player is near an unexplored edge
///
private bool IsNearUnexploredEdge(Vector2Int playerPos)
{
// Validate player position is within full map bounds
if (!IsValidExplorationPosition(playerPos.x, playerPos.y))
{
Debug.LogWarning($"⚠️ 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;
}
///
/// Determine which direction to explore based on player position
///
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;
}
}
///
/// Reveal a chunk of the map in the specified direction
///
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;
}
}
///
/// Update the visible map data based on explored areas
///
private void UpdateVisibleMap()
{
if (performanceMode)
{
UpdateVisibleMapOptimized();
}
else
{
UpdateVisibleMapStandard();
}
}
///
/// Standard map update for smaller maps
///
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($"🏘️ Visible settlements: {townCount} towns, {villageCount} villages");
}
///
/// Optimized map update for large maps using Level of Detail
///
private void UpdateVisibleMapOptimized()
{
Debug.Log($"⚡ 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})");
}
///
/// Sample a tile from the full map using Level of Detail
///
private MapTile SampleTileWithLOD(int centerX, int centerY, int sampleSize)
{
List sampleTiles = new List();
// 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;
}
///
/// Copy settlements to visible map with LOD adjustment
///
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);
}
}
}
///
/// Fix team marker position with LOD adjustment
///
private void FixTeamMarkerPositionLOD(Rect exploredBounds, int lod)
{
SimpleTeamPlacement teamPlacement = Object.FindFirstObjectByType();
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.z) / 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})");
}
///
/// Fix team marker position after map bounds change
///
private void FixTeamMarkerPosition(Rect exploredBounds)
{
SimpleTeamPlacement teamPlacement = Object.FindFirstObjectByType();
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.z)
);
// 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.z:F1}) → Tile({newTilePos.x}, {newTilePos.y})");
} ///
/// Copy settlements from full map to visible map, adjusting coordinates
///
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);
}
///
/// Public method to get explored bounds for camera positioning
///
public Rect GetExploredBoundsForCamera()
{
return GetExploredBounds();
}
///
/// Update team marker position to account for new visible map coordinates
///
private void UpdateTeamMarkerPosition(Rect exploredBounds)
{
// Get the SimpleTeamPlacement instance
SimpleTeamPlacement teamPlacement = Object.FindFirstObjectByType();
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}");
}
}
///
/// Get current team position in full map coordinates
///
private Vector2Int GetCurrentTeamPositionInFullMap()
{
// Try to get team position from SimpleTeamPlacement
SimpleTeamPlacement teamPlacement = Object.FindFirstObjectByType();
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;
}
///
/// Copy tile data from source to destination
///
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;
}
///
/// Get exploration progress information
///
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)
};
}
///
/// DEBUG: Get detailed exploration info for debugging
///
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
}
}
///
/// Information about exploration progress
///
public struct ExplorationInfo
{
public int exploredTiles;
public int totalTiles;
public float explorationPercentage;
public Vector2Int fullMapSize;
}