using System.Collections.Generic; using UnityEngine; /// /// 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. /// 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; } /// /// 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). /// 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; } /// /// 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. /// 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)); } /// Removes an item's current occupancy footprint entirely. Call before re-placing/rotating it. public void Vacate(ItemData item) { Clear(item.gridPosition, item.currentFootprint); } /// /// 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. /// public IEnumerable FreeColumnStarts(int rowIndex = 0) { for (int x = 0; x < lineCount; x++) { if (cellOwner[x, rowIndex, 0] == null) yield return x; } } /// True if the depth lane (x, z) is either unreserved or already reserved for itemID. 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; }