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| using System.Collections.Generic; | |
| using UnityEngine; | |
| /// <summary> | |
| /// Occupancy grid for the 3D inventory volume. | |
| /// Axes: X = line (width slots, horizontal scan axis), Y = row (height slots, vertical fill axis), | |
| /// Z = depth lane (into the bag, faces away from camera). | |
| /// | |
| /// Placement priority (fresh items): | |
| /// Scan X columns left to right. For each column, try to fill Y (State0), then State1, then | |
| /// State2, before moving to the next X column. Depth (Z > 0) is NEVER used for fresh items - | |
| /// it is reserved exclusively for duplicate-stacking behind an existing stack of the same itemID. | |
| /// </summary> | |
| public class InventoryGrid3D | |
| { | |
| public readonly int lineCount; // X - width slots per line | |
| public readonly int rowCount; // Y - height slots per column | |
| public readonly int depthCount; // Z - depth lanes | |
| // cellOwner[x, y, z] = the ItemData occupying that cell, or null if free. | |
| private readonly ItemData[,,] cellOwner; | |
| // Depth-lane reservation: (x, z) -> itemID that owns this depth lane for stacking. | |
| // A depth lane becomes reserved the first time any cell at that (x, z) with z > 0 is occupied | |
| // by a given itemID, and is released once no cells at that (x, z) belong to that itemID anymore. | |
| private readonly Dictionary<(int x, int z), string> depthLaneOwner = new Dictionary<(int, int), string>(); | |
| public InventoryGrid3D(int lineCount, int rowCount, int depthCount) | |
| { | |
| this.lineCount = lineCount; | |
| this.rowCount = rowCount; | |
| this.depthCount = depthCount; | |
| cellOwner = new ItemData[lineCount, rowCount, depthCount]; | |
| } | |
| public bool InBounds(Vector3Int origin, Vector3Int footprint) | |
| { | |
| if (origin.x < 0 || origin.y < 0 || origin.z < 0) return false; | |
| if (footprint.x <= 0 || footprint.y <= 0 || footprint.z <= 0) return false; // guard against malformed 0/negative footprints | |
| if (origin.x + footprint.x > lineCount) return false; | |
| if (origin.y + footprint.y > rowCount) return false; | |
| if (origin.z + footprint.z > depthCount) return false; | |
| return true; | |
| } | |
| /// <summary> | |
| /// Checks whether footprint fits at origin, ignoring cells currently owned by "ignoreOwner" | |
| /// (used when re-checking space for an item that's about to be re-placed/rotated in place). | |
| /// </summary> | |
| public bool IsRegionFree(Vector3Int origin, Vector3Int footprint, ItemData ignoreOwner = null) | |
| { | |
| if (!InBounds(origin, footprint)) return false; | |
| for (int x = origin.x; x < origin.x + footprint.x; x++) | |
| for (int y = origin.y; y < origin.y + footprint.y; y++) | |
| for (int z = origin.z; z < origin.z + footprint.z; z++) | |
| { | |
| ItemData occupant = cellOwner[x, y, z]; | |
| if (occupant != null && occupant != ignoreOwner) return false; | |
| } | |
| return true; | |
| } | |
| /// <summary> | |
| /// Like IsRegionFree, but additionally rejects any Z>0 cell whose depth lane is reserved for a | |
| /// *different* itemID. Use this for fresh placement so unrelated items never spill into another | |
| /// item's stacking depth. Duplicate-stacking placement for "itemID" should use this too, so it | |
| /// naturally reuses/extends its own reserved lanes but never steals someone else's. | |
| /// </summary> | |
| public bool IsRegionFreeForItem(Vector3Int origin, Vector3Int footprint, string itemID, ItemData ignoreOwner = null) | |
| { | |
| if (!IsRegionFree(origin, footprint, ignoreOwner)) return false; | |
| for (int x = origin.x; x < origin.x + footprint.x; x++) | |
| for (int z = origin.z; z < origin.z + footprint.z; z++) | |
| { | |
| if (z == 0) continue; // z=0 (front layer) is never reserved | |
| if (depthLaneOwner.TryGetValue((x, z), out string owner) && owner != itemID) | |
| return false; | |
| } | |
| return true; | |
| } | |
| public void Occupy(Vector3Int origin, Vector3Int footprint, ItemData owner) | |
| { | |
| for (int x = origin.x; x < origin.x + footprint.x; x++) | |
| for (int y = origin.y; y < origin.y + footprint.y; y++) | |
| for (int z = origin.z; z < origin.z + footprint.z; z++) | |
| { | |
| cellOwner[x, y, z] = owner; | |
| if (z > 0) depthLaneOwner[(x, z)] = owner.itemID; | |
| } | |
| } | |
| public void Clear(Vector3Int origin, Vector3Int footprint) | |
| { | |
| for (int x = origin.x; x < origin.x + footprint.x; x++) | |
| for (int y = origin.y; y < origin.y + footprint.y; y++) | |
| for (int z = origin.z; z < origin.z + footprint.z; z++) | |
| { | |
| if (cellOwner[x, y, z] != null) cellOwner[x, y, z] = null; | |
| } | |
| // Release any depth lanes that are no longer occupied by anyone after this clear. | |
| for (int x = origin.x; x < origin.x + footprint.x; x++) | |
| for (int z = Mathf.Max(1, origin.z); z < origin.z + footprint.z; z++) | |
| { | |
| ReleaseDepthLaneIfEmpty(x, z); | |
| } | |
| } | |
| private void ReleaseDepthLaneIfEmpty(int x, int z) | |
| { | |
| for (int y = 0; y < rowCount; y++) | |
| { | |
| if (cellOwner[x, y, z] != null) return; // still occupied by someone | |
| } | |
| depthLaneOwner.Remove((x, z)); | |
| } | |
| /// <summary>Removes an item's current occupancy footprint entirely. Call before re-placing/rotating it.</summary> | |
| public void Vacate(ItemData item) | |
| { | |
| Clear(item.gridPosition, item.currentFootprint); | |
| } | |
| /// <summary> | |
| /// Returns every free width-slot start index (x) on the front depth layer (z=0), scanned left | |
| /// to right. "Free" here just means cell (x, rowIndex, 0) is empty - full fit validation still | |
| /// happens via IsRegionFree / IsRegionFreeForItem. | |
| /// </summary> | |
| public IEnumerable<int> FreeColumnStarts(int rowIndex = 0) | |
| { | |
| for (int x = 0; x < lineCount; x++) | |
| { | |
| if (cellOwner[x, rowIndex, 0] == null) yield return x; | |
| } | |
| } | |
| /// <summary>True if the depth lane (x, z) is either unreserved or already reserved for itemID.</summary> | |
| public bool DepthLaneAvailableFor(int x, int z, string itemID) | |
| { | |
| if (z == 0) return true; | |
| return !depthLaneOwner.TryGetValue((x, z), out string owner) || owner == itemID; | |
| } | |
| public bool CellIsFree(int x, int y, int z) => cellOwner[x, y, z] == null; | |
| } |