use crate::{inspector::HideFromInspector, prelude::*}; use bevy::{ ecs::world::CommandQueue, tasks::{block_on, futures_lite::future, AsyncComputeTaskPool, Task}, }; // use bevy::{ // ecs::world::CommandQueue, // tasks::{AsyncComputeTaskPool, Task}, // }; use bevy_ecs_tilemap::prelude::*; use rand::prelude::*; use rand_pcg::Pcg64; use rand_seeder::Seeder; use std::sync::mpsc::channel; #[derive(Component, Debug)] pub struct Tilemap; #[derive(Component)] struct MapGen(Task); pub fn spawn(mut commands: Commands, assets: Res) { // TODO: I'm pretty determined to not have this sieze up the game despite the large number of entities being added. Should work with a "loading" screen and doing this in the background? let mut rng: Pcg64 = Seeder::from("default_seed").make_rng(); let size = TilemapSize::new(1024, 1024); let tilemap = commands.spawn((Tilemap, Name::new("Tilemap"))).id(); let mut storage = TileStorage::empty(size); // let mutex_storage = Mutex::new(storage); let task_pool = AsyncComputeTaskPool::get(); let (tx, rx) = channel::(); let tilebundlegenerator = task_pool.spawn(async move { // this task is for generating tilebundles for x in 0..size.x { for y in 0..size.y { let position = TilePos::new(x, y); let texture_index = TileTextureIndex(if rng.gen_range(0..1000) > 925 { rng.gen_range(0..(16 * 8)) } else { 0 }); tx.send(TileBundle { position, tilemap_id: TilemapId(tilemap), texture_index, ..Default::default() }); } } }); for x in 0..size.x { for y in 0..size.y { let tile = commands.spawn().id(); storage.set(&position, tile); } } let texture = TilemapTexture::Single(assets.load("img/Tileset Grass.png")); let tile_size = TilemapTileSize::new(16., 16.); let grid_size = TilemapGridSize::new(16., 16.); let map_type = TilemapType::Square; commands.entity(tilemap).insert(TilemapBundle { grid_size, map_type, size, storage, texture, tile_size, transform: get_tilemap_center_transform(&size, &grid_size, &map_type, f32::MIN), ..Default::default() }); } // pub fn spawn_in_background(mut commands: Commands, assets: Res) { // let pool = AsyncComputeTaskPool::get(); // let tilemap_entity = commands.spawn(Name::new("TilemapEntity")).id(); // let texture_handle: Handle = assets.load("img/Tileset Grass.png"); // let mut rng: Pcg64 = Seeder::from("default_seed").make_rng(); // let map_size = UVec2::new(1024, 1024); // let tile_size = Vec2 { x: 16.0, y: 16.0 }; // // tiletypes? // let task = pool.spawn(async move { // let mut queue = CommandQueue::default(); // for x in 0..map_size.x { // for y in 0..map_size.y { // let pos = Vec2::new(x as f32, y as f32) * tile_size; // let texture_index = TileTextureIndex(if rng.gen_range(0..1000) > 925 { // rng.gen_range(0..(16 * 8)) // } else { // 0 // }); // queue.push(move |world: &mut World| { // let tile_entity = world // .spawn(( // HideFromInspector, // TileBundle { // position: tile_pos, // tilemap_id: TilemapId(tilemap_entity), // texture_index, // ..Default::default() // }, // )) // .id(); // tile_storage_ref.set(&tile_pos, tile_entity); // }); // } // } // queue.push(move |world: &mut World| { // world.spawn(( // Tilemap, // Name::new("Tilemap"), // TilemapBundle { // grid_size, // map_type, // size, // storage, // texture, // tile_size, // transform: get_tilemap_center_transform(&size, &grid_size, &map_type, f32::MIN), // ..default() // }, // )); // }); // queue // }); // commands.entity(tilemap_entity).insert(MapGen(task)); // } // fn handle_tasks(mut commands: Commands, mut tasks: Query<&mut MapGen>) { // for mut task in &mut tasks { // if let Some(mut queue) = block_on(future::poll_once(&mut task.0)) { // commands.append(&mut queue); // } // } // } fn load(mut commands: Commands, mut tasks: Query<&mut MapGen>) { // to avoid locking up the universe we only want to handle a certain number per iteration (Update) for mut task in &mut tasks { if let Some(mut commands_queue) = block_on(future::poll_once(&mut task.0)) { // append the returned command queue to have it execute later commands.append(&mut commands_queue); } } } pub fn exit(mut commands: Commands, q: Query>) { for id in q.iter() { commands.entity(id).despawn_recursive(); } }