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public TileBase Rules; public Vector2Int maxsize; public Tilemap ForeGround; public Tilemap BackGround; + public bool gen; + public float TimeToDraw; + private Vector2Int yeat; + private wave[,] waves; + [SerializeField][ReadOnly]private float timer; + private Thread genthread; + private bool done; + // Start is called before the first frame update void Start() { - for(int i = 0; i < maxsize.x; i++) + waves = new wave[maxsize.x, maxsize.y]; + for (int i = 0; i < waves.GetLength(0); i++) { - for(int k = 0; k < maxsize.y; k++) + for (int k = 0; k < waves.GetLength(1); k++) { - ForeGround.SetTile(new Vector3Int(i, k, 0), Rules); + waves[i, k].possible = new List(tiles); } } - ForeGround.SetTile(new Vector3Int(5, 5, 0), tiles[0].tile); + timer = TimeToDraw; + } + void OnDisable() + { + genthread.Interrupt(); + genthread.Abort(); } // Update is called once per frame void Update() { - + if(timer <= 0) + { + draw(); + timer = TimeToDraw; + } + if (gen) + { + gen = false; + genthread = new Thread(new ThreadStart(Generate)); + genthread.Start(); + } + if(done) + { + draw(); + done = false; + } + timer -= Time.deltaTime; + } + private void draw() + { + for (int i = 0; i < waves.GetLength(0); i++) + { + for (int k = 0; k < waves.GetLength(1); k++) + { + if (waves[i, k].possible.Count == 0) + { + ForeGround.SetTile(new Vector3Int(-i, -k, 0), waves[i, k].selected.tile); + } + } + } + } + private void Generate() + { + //get all + waves = new wave[maxsize.x, maxsize.y]; + for (int i = 0; i < waves.GetLength(0); i++) + { + for (int k = 0; k < waves.GetLength(1); k++) + { + waves[i, k].possible = new List(tiles); + } + } + while (true) + { + //select with low ent + Debug.Log("getting with low entropy"); + Vector2Int wav = new Vector2Int(0, 0); + int smallestent = 1000; + for (int i = 0; i < waves.GetLength(0); i++) + { + for (int k = 0; k < waves.GetLength(1); k++) + { + if (waves[i, k].possible.Count < smallestent && waves[i, k].possible.Count != 0) + { + smallestent = waves[i, k].possible.Count; + wav = new Vector2Int(i, k); + } + } + } + //set down + Debug.Log("selecting random low entropy"); + System.Random r = new System.Random(); + waves[wav.x, wav.y].selected = waves[wav.x, wav.y].possible[r.Next(0, smallestent)]; + waves[wav.x, wav.y].possible.Clear(); + //propagate + Debug.Log("started propagation"); + List Pos = new List(); + Pos.Add(wav); + while (true) + { + if (Pos.Count == 0) + { + break; + } + propagate(Pos); + } + int check = 0; + foreach (var item in waves) + { + check += item.possible.Count; + } + if (check == 0) + { + break; + } + } + //draw + done = true; + } + private bool propagate(List Pos) + { + bool change = false; + //get working + List t = new List(); + if (waves[Pos[0].x, Pos[0].y].possible.Count > 0) + { + t = waves[Pos[0].x, Pos[0].y].possible; + } + else + { + t.Add(waves[Pos[0].x, Pos[0].y].selected); + } + //checking the one to the left + if (Pos[0].x - 1 >= 0) + { + if (waves[Pos[0].x - 1, Pos[0].y].possible.Count > 0) + { + List yeat = new List(); + bool gChange = false; + foreach (var item in waves[Pos[0].x - 1, Pos[0].y].possible) + { + bool nomatch = true; + foreach (var it in t) + { + if (item.TopRight == it.TopLeft && item.BottomRight == it.BottomLeft) + { + nomatch = false; + break; + } + } + if (nomatch) + { + yeat.Add(item); + } + } + foreach (var item in yeat) + { + waves[Pos[0].x - 1, Pos[0].y].possible.Remove(item); + change = true; + gChange = true; + } + if (waves[Pos[0].x - 1, Pos[0].y].possible.Count == 1) + { + waves[Pos[0].x - 1, Pos[0].y].selected = waves[Pos[0].x - 1, Pos[0].y].possible[0]; + waves[Pos[0].x - 1, Pos[0].y].possible.Clear(); + } + if (gChange) + { + Pos.Add(new Vector2Int(Pos[0].x - 1, Pos[0].y)); + } + } + } + //checking the one above + if (Pos[0].y - 1 >= 0) + { + if (waves[Pos[0].x, Pos[0].y - 1].possible.Count > 0) + { + List yeat = new List(); + bool gChange = false; + foreach (var item in waves[Pos[0].x, Pos[0].y - 1].possible) + { + bool nomatch = true; + foreach (var it in t) + { + if (item.BottomRight == it.TopRight && item.BottomLeft == it.TopLeft) + { + nomatch = false; + break; + } + } + if (nomatch) + { + yeat.Add(item); + } + } + foreach (var item in yeat) + { + waves[Pos[0].x, Pos[0].y - 1].possible.Remove(item); + change = true; + gChange = true; + } + if (waves[Pos[0].x, Pos[0].y - 1].possible.Count == 1) + { + waves[Pos[0].x, Pos[0].y - 1].selected = waves[Pos[0].x, Pos[0].y - 1].possible[0]; + waves[Pos[0].x, Pos[0].y - 1].possible.Clear(); + } + if(gChange) + { + Pos.Add(new Vector2Int(Pos[0].x, Pos[0].y - 1)); + } + } + } + //checking the one to the right + if (Pos[0].x + 1 < waves.GetLength(0)) + { + if (waves[Pos[0].x + 1, Pos[0].y].possible.Count > 0) + { + List yeat = new List(); + bool gChange = false; + foreach (var item in waves[Pos[0].x + 1, Pos[0].y].possible) + { + bool nomatch = true; + foreach (var it in t) + { + if (item.TopRight == it.TopLeft && item.BottomRight == it.BottomLeft) + { + nomatch = false; + break; + } + } + if (nomatch) + { + yeat.Add(item); + } + } + foreach (var item in yeat) + { + waves[Pos[0].x + 1, Pos[0].y].possible.Remove(item); + change = true; + gChange = true; + } + if (waves[Pos[0].x + 1, Pos[0].y].possible.Count == 1) + { + waves[Pos[0].x + 1, Pos[0].y].selected = waves[Pos[0].x + 1, Pos[0].y].possible[0]; + waves[Pos[0].x + 1, Pos[0].y].possible.Clear(); + } + if(gChange) + { + Pos.Add(new Vector2Int(Pos[0].x + 1, Pos[0].y)); + } + } + } + //checking the one under + if (Pos[0].y + 1 < waves.GetLength(1)) + { + if (waves[Pos[0].x, Pos[0].y + 1].possible.Count > 0) + { + List yeat = new List(); + bool gChange = false; + foreach (var item in waves[Pos[0].x, Pos[0].y + 1].possible) + { + bool nomatch = true; + foreach (var it in t) + { + if (item.TopRight == it.BottomRight && item.TopLeft == it.BottomLeft) + { + nomatch = false; + break; + } + } + if (nomatch) + { + yeat.Add(item); + } + } + foreach (var item in yeat) + { + waves[Pos[0].x, Pos[0].y + 1].possible.Remove(item); + change = true; + gChange = true; + } + if (waves[Pos[0].x, Pos[0].y + 1].possible.Count == 1) + { + waves[Pos[0].x, Pos[0].y + 1].selected = waves[Pos[0].x, Pos[0].y + 1].possible[0]; + waves[Pos[0].x, Pos[0].y + 1].possible.Clear(); + } + if(gChange) + { + Pos.Add(new Vector2Int(Pos[0].x, Pos[0].y + 1)); + } + } + } + Pos.Remove(Pos[0]); + /*foreach(var item in Pos) + { + Debug.Log(item.ToString()); + } + Thread.Sleep(1000); + if(Pos.Count <= 100) + { + Debug.Log("finnished a run: " + Pos.Count); + } + else if(Pos.Count % 100 == 0) + { + Debug.Log("finnished a run: " + Pos.Count); + }*/ + return change; + } + private struct wave + { + public List possible; + public Tiles selected; } [System.Serializable] public struct Tiles { public TileBase tile; - 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