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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Tilemaps;
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using System.Threading;
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public class WFCGenerator : MonoBehaviour
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{
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public Tiles[] tiles;
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public Vector2Int maxsize;
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public Tilemap ForeGround;
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public bool gen;
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private Vector2Int yeat;
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private wave[,] waves;
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private Thread genthread;
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private bool done;
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void Start()
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{
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genthread = new Thread(new ThreadStart(Generate));
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}
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void OnDisable()
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{
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genthread.Interrupt();
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genthread.Abort();
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}
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void Update()
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{
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if (gen)
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{
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gen = false;
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genthread = new Thread(new ThreadStart(Generate));
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genthread.Start();
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}
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if (genthread.ThreadState == ThreadState.Stopped && done)
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{
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done = false;
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draw();
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}
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}
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private void NewMap()
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{
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waves = new wave[maxsize.x, maxsize.y];
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for (int i = 0; i < waves.GetLength(0); i++)
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{
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for (int k = 0; k < waves.GetLength(1); k++)
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{
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waves[i, k].possible = new List<Tiles>(tiles);
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}
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}
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for(int i = 0; i < tiles.Length; i++)
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{
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tiles[i].Globalweight = 0;
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}
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}
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private void draw()
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{
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for (int i = 0; i < waves.GetLength(0); i++)
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{
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for (int k = 0; k < waves.GetLength(1); k++)
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{
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if (waves[i, k].possible.Count == 0)
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{
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ForeGround.SetTile(new Vector3Int(-i, -k, 0), waves[i, k].selected.tile);
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}
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}
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}
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}
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private void Generate()
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{
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while (true)
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{
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//select with low ent
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Debug.Log("getting with low entropy");
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Vector2Int wav = new Vector2Int(0, 0);
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float smallestent = 1000;
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for (int runs = 0; runs < 2; runs++)
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{
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for (int i = 0; i < waves.GetLength(0); i++)
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{
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for (int k = 0; k < waves.GetLength(1); k++)
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{
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if(runs == 0)
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{
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float total = 0;
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float logtotal = 0;
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foreach(var item in waves[i, k].possible)
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{
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total += item.weight;
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logtotal += Mathf.Log(item.weight, 2);
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}
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waves[i, k].entropy = Mathf.Log(total, 2) - (logtotal/total);
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continue;
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}
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if (waves[i, k].entropy < smallestent && waves[i, k].entropy != 0)
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{
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smallestent = waves[i, k].possible.Count;
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wav = new Vector2Int(i, k);
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}
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}
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}
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}
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//set down
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Debug.Log("selecting random low entropy");
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System.Random r = new System.Random();
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waves[wav.x, wav.y].selected = waves[wav.x, wav.y].possible[r.Next(0, (int)smallestent)];
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waves[wav.x, wav.y].possible.Clear();
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//propagate
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Debug.Log("started propagation");
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List<Vector2Int> Pos = new List<Vector2Int>();
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Pos.Add(wav);
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while (true)
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{
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if (Pos.Count == 0)
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{
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break;
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}
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propagate(Pos);
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}
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int check = 0;
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foreach (var item in waves)
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{
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check += item.possible.Count;
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}
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if (check == 0)
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{
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break;
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}
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}
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//draw
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done = true;
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}
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private bool propagate(List<Vector2Int> Pos)
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{
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bool change = false;
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//get working
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List<Tiles> t = new List<Tiles>();
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if (waves[Pos[0].x, Pos[0].y].possible.Count > 0)
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{
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t = waves[Pos[0].x, Pos[0].y].possible;
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}
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else
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{
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t.Add(waves[Pos[0].x, Pos[0].y].selected);
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}
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//checking the one to the left
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if (Pos[0].x - 1 >= 0)
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{
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if (waves[Pos[0].x - 1, Pos[0].y].possible.Count > 0)
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{
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List<Tiles> yeat = new List<Tiles>();
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bool gChange = false;
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foreach (var item in waves[Pos[0].x - 1, Pos[0].y].possible)
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{
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bool nomatch = true;
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foreach (var it in t)
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{
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if (item.TopRight == it.TopLeft && item.BottomRight == it.BottomLeft)
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{
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nomatch = false;
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break;
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}
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}
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if (nomatch)
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{
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yeat.Add(item);
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}
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}
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foreach (var item in yeat)
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{
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waves[Pos[0].x - 1, Pos[0].y].possible.Remove(item);
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change = true;
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gChange = true;
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}
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if (waves[Pos[0].x - 1, Pos[0].y].possible.Count == 1)
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{
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waves[Pos[0].x - 1, Pos[0].y].selected = waves[Pos[0].x - 1, Pos[0].y].possible[0];
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waves[Pos[0].x - 1, Pos[0].y].possible.Clear();
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}
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if (gChange)
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{
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Pos.Add(new Vector2Int(Pos[0].x - 1, Pos[0].y));
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}
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}
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}
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//checking the one above
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if (Pos[0].y - 1 >= 0)
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{
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if (waves[Pos[0].x, Pos[0].y - 1].possible.Count > 0)
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{
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List<Tiles> yeat = new List<Tiles>();
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bool gChange = false;
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foreach (var item in waves[Pos[0].x, Pos[0].y - 1].possible)
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{
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bool nomatch = true;
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foreach (var it in t)
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{
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if (item.BottomRight == it.TopRight && item.BottomLeft == it.TopLeft)
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{
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nomatch = false;
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break;
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}
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}
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if (nomatch)
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{
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yeat.Add(item);
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}
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}
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foreach (var item in yeat)
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{
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waves[Pos[0].x, Pos[0].y - 1].possible.Remove(item);
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change = true;
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gChange = true;
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}
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if (waves[Pos[0].x, Pos[0].y - 1].possible.Count == 1)
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{
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waves[Pos[0].x, Pos[0].y - 1].selected = waves[Pos[0].x, Pos[0].y - 1].possible[0];
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waves[Pos[0].x, Pos[0].y - 1].possible.Clear();
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}
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if (gChange)
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{
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Pos.Add(new Vector2Int(Pos[0].x, Pos[0].y - 1));
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}
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}
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}
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//checking the one to the right
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if (Pos[0].x + 1 < waves.GetLength(0))
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{
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if (waves[Pos[0].x + 1, Pos[0].y].possible.Count > 0)
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{
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List<Tiles> yeat = new List<Tiles>();
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bool gChange = false;
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foreach (var item in waves[Pos[0].x + 1, Pos[0].y].possible)
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{
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bool nomatch = true;
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foreach (var it in t)
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{
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if (item.TopRight == it.TopLeft && item.BottomRight == it.BottomLeft)
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{
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nomatch = false;
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break;
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}
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}
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if (nomatch)
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{
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yeat.Add(item);
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}
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}
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foreach (var item in yeat)
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{
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waves[Pos[0].x + 1, Pos[0].y].possible.Remove(item);
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change = true;
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gChange = true;
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}
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if (waves[Pos[0].x + 1, Pos[0].y].possible.Count == 1)
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{
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waves[Pos[0].x + 1, Pos[0].y].selected = waves[Pos[0].x + 1, Pos[0].y].possible[0];
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waves[Pos[0].x + 1, Pos[0].y].possible.Clear();
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}
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if (gChange)
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{
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Pos.Add(new Vector2Int(Pos[0].x + 1, Pos[0].y));
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}
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}
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}
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//checking the one under
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if (Pos[0].y + 1 < waves.GetLength(1))
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{
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if (waves[Pos[0].x, Pos[0].y + 1].possible.Count > 0)
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{
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List<Tiles> yeat = new List<Tiles>();
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bool gChange = false;
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foreach (var item in waves[Pos[0].x, Pos[0].y + 1].possible)
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{
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bool nomatch = true;
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foreach (var it in t)
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{
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if (item.TopRight == it.BottomRight && item.TopLeft == it.BottomLeft)
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{
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nomatch = false;
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break;
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}
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}
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if (nomatch)
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{
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yeat.Add(item);
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}
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}
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foreach (var item in yeat)
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{
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waves[Pos[0].x, Pos[0].y + 1].possible.Remove(item);
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change = true;
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gChange = true;
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}
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if (waves[Pos[0].x, Pos[0].y + 1].possible.Count == 1)
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{
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waves[Pos[0].x, Pos[0].y + 1].selected = waves[Pos[0].x, Pos[0].y + 1].possible[0];
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waves[Pos[0].x, Pos[0].y + 1].possible.Clear();
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}
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if (gChange)
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{
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Pos.Add(new Vector2Int(Pos[0].x, Pos[0].y + 1));
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}
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}
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}
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Pos.Remove(Pos[0]);
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return change;
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}
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private struct wave
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{
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public List<Tiles> possible;
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public Tiles selected;
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public float entropy;
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}
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[System.Serializable]
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public struct Tiles
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{
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public TileBase tile;
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public float weight;
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[Header("False Black / True White")]
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public bool TopLeft;
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public bool TopRight;
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public bool BottomLeft;
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public bool BottomRight;
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[System.NonSerialized]public float Globalweight;
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}
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}
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