temporary world gen not final
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@ -1,422 +0,0 @@
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using System;
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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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{
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private Vector2Int size;
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private Wave[,] Waves;
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private Vector2Int lowest;
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private System.Random ran;
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private Thread genthread;
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private bool Print;
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private bool running;
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public Tilemap Map;
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public Tile[] Tiles;
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[SerializeField][ReadOnly] private float Entropy;
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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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private void FixedUpdate()
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{
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if (Print)
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{
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Print = false;
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Map.ClearAllTiles();
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for (int y = 0; y < size.y; y++)
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{
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for (int x = 0; x < size.x; x++)
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{
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try
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{
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Map.SetTile(new Vector3Int(x, y, 0), Waves[x, y].Possible[0].tile);
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}
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catch{}
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}
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}
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}
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}
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public void makeRoom()
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{
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if (running)
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{
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return;
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}
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running = true;
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genthread = new Thread(new ThreadStart(inmakeRoom));
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genthread.Start();
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}
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private void inmakeRoom()
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{
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ran = new System.Random();
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size = new Vector2Int(ran.Next(10, 30), ran.Next(7, 15));
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Waves = new Wave[size.x, size.y];
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for (int y = 0; y < size.y; y++)
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{
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for (int x = 0; x < size.x; x++)
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{
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Waves[x, y].Possible = new List<Tile>();
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Waves[x, y].Possible.AddRange(Tiles);
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Waves[x, y].TL = -1;
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Waves[x, y].TR = -1;
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Waves[x, y].BL = -1;
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Waves[x, y].BR = -1;
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if (y == 0 || y == size.y - 1 || x == 0 || x == size.x - 1)
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{
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Waves[x, y].Possible = new List<Tile>();
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Waves[x, y].Possible.Add(Tiles[0]);
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Waves[x, y].TL = 1;
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Waves[x, y].TR = 1;
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Waves[x, y].BL = 1;
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Waves[x, y].BR = 1;
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}
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}
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}
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int runs = 0;
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while (true)
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{
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runs++;
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Debug.Log("Runs: " + runs);
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CalcEntropy();
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if (Select())
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{
|
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break;
|
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}
|
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Wave[,] Temp = Waves;
|
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Observe();
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for (int i = 0; i < 100; i++)
|
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{
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if (!Propagate())
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{
|
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break;
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}
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}
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if(PathCheck())
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{
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Waves = Temp;
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}
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}
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running = false;
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Print = true;
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}
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public void CalcEntropy()
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{
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for (int y = 0; y < size.y; y++)
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{
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for (int x = 0; x < size.x; x++)
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{
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float weight = 0;
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if (Waves[x, y].Possible.Count <= 1)
|
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{
|
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Waves[x, y].Entropy = 0;
|
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continue;
|
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}
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foreach (var we in Waves[x, y].Possible)
|
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{
|
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weight += we.weight;
|
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}
|
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Waves[x, y].Entropy = weight;
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}
|
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}
|
||||
}
|
||||
public bool Select()
|
||||
{
|
||||
bool Sel = false;
|
||||
int tries = 0;
|
||||
while (true)
|
||||
{
|
||||
tries++;
|
||||
lowest = new Vector2Int(ran.Next(0, size.x), ran.Next(0, size.y));
|
||||
if (Waves[lowest.x, lowest.y].Entropy != 0)
|
||||
{
|
||||
break;
|
||||
}
|
||||
if (tries >= 2000)
|
||||
{
|
||||
tries = 0;
|
||||
float entropy = 0;
|
||||
for (int y = 0; y < size.y; y++)
|
||||
{
|
||||
for (int x = 0; x < size.x; x++)
|
||||
{
|
||||
entropy += Waves[x, y].Entropy;
|
||||
}
|
||||
}
|
||||
if (entropy == 0)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
float entroexit = 0;
|
||||
for (int y = 0; y < size.y; y++)
|
||||
{
|
||||
for (int x = 0; x < size.x; x++)
|
||||
{
|
||||
if (Waves[x, y].Entropy < Waves[lowest.x, lowest.y].Entropy && Waves[x, y].Entropy != 0)
|
||||
{
|
||||
lowest = new Vector2Int(x, y);
|
||||
}
|
||||
entroexit += Waves[x, y].Entropy;
|
||||
}
|
||||
}
|
||||
Entropy = entroexit;
|
||||
if (entroexit == 0)
|
||||
{
|
||||
Sel = true;
|
||||
}
|
||||
return Sel;
|
||||
}
|
||||
public void Observe()
|
||||
{
|
||||
List<int> Weights = new List<int>();
|
||||
int maxweight = 0;
|
||||
foreach (var item in Waves[lowest.x, lowest.y].Possible)
|
||||
{
|
||||
Weights.Add(item.weight);
|
||||
maxweight += item.weight;
|
||||
}
|
||||
Weights.Sort();
|
||||
double selected = Math.Pow(Math.Floor(ran.NextDouble() * 10), 2) / maxweight;
|
||||
for (int i = 0; i < Weights.Count; i++)
|
||||
{
|
||||
selected -= Weights[i];
|
||||
if (selected < 0)
|
||||
{
|
||||
selected = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
selected = Math.Clamp(selected, 0, Weights.Count-1);
|
||||
for (int i = 0; i < Waves[lowest.x, lowest.y].Possible.Count; i++)
|
||||
{
|
||||
Debug.Log(Waves[lowest.x, lowest.y].Possible[i].weight);
|
||||
Debug.Log("AAAA: " + Weights[(int)selected]);
|
||||
if(Waves[lowest.x, lowest.y].Possible[i].weight == Weights[(int)selected])
|
||||
{
|
||||
selected = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
Waves[lowest.x, lowest.y].Entropy = 0;
|
||||
Tile temp = Waves[lowest.x, lowest.y].Possible[(int)selected];
|
||||
Waves[lowest.x, lowest.y].Possible.Clear();
|
||||
Waves[lowest.x, lowest.y].Possible.Add(temp);
|
||||
Waves[lowest.x, lowest.y].TL = ToInt(temp.TL);
|
||||
Waves[lowest.x, lowest.y].TR = ToInt(temp.TR);
|
||||
Waves[lowest.x, lowest.y].BL = ToInt(temp.BL);
|
||||
Waves[lowest.x, lowest.y].BR = ToInt(temp.BR);
|
||||
}
|
||||
public bool Propagate()
|
||||
{
|
||||
bool edited = false;
|
||||
for (int y = 0; y < size.y; y++)
|
||||
{
|
||||
for (int x = 0; x < size.x; x++)
|
||||
{
|
||||
if (x - 1 >= 0)
|
||||
{
|
||||
check(new Vector2Int(x, y), new Vector2Int(x - 1, y));
|
||||
if (y - 1 >= 0)
|
||||
{
|
||||
check(new Vector2Int(x, y), new Vector2Int(x - 1, y - 1));
|
||||
}
|
||||
if (y + 1 < size.y)
|
||||
{
|
||||
check(new Vector2Int(x, y), new Vector2Int(x - 1, y + 1));
|
||||
}
|
||||
}
|
||||
if (y - 1 >= 0)
|
||||
{
|
||||
check(new Vector2Int(x, y), new Vector2Int(x, y - 1));
|
||||
if (x + 1 < size.x)
|
||||
{
|
||||
check(new Vector2Int(x, y), new Vector2Int(x + 1, y - 1));
|
||||
}
|
||||
}
|
||||
if (x + 1 < size.x)
|
||||
{
|
||||
check(new Vector2Int(x, y), new Vector2Int(x + 1, y));
|
||||
}
|
||||
if (y + 1 < size.y)
|
||||
{
|
||||
check(new Vector2Int(x, y), new Vector2Int(x, y + 1));
|
||||
if (x + 1 < size.x)
|
||||
{
|
||||
check(new Vector2Int(x, y), new Vector2Int(x + 1, y + 1));
|
||||
}
|
||||
}
|
||||
if (!edited)
|
||||
{
|
||||
try
|
||||
{
|
||||
edited = Clean(new Vector2Int(x, y));
|
||||
}
|
||||
catch { }
|
||||
}
|
||||
else
|
||||
{
|
||||
try
|
||||
{
|
||||
Clean(new Vector2Int(x, y));
|
||||
}
|
||||
catch { }
|
||||
}
|
||||
}
|
||||
}
|
||||
return edited;
|
||||
}
|
||||
public void check(Vector2Int Current, Vector2Int Check)
|
||||
{
|
||||
Vector2Int normal = Check - Current;
|
||||
if (normal.x == 0)
|
||||
{
|
||||
if (normal.y == -1)
|
||||
{
|
||||
if (Waves[Check.x, Check.y].TL != -1)
|
||||
{
|
||||
Waves[Current.x, Current.y].BL = Waves[Check.x, Check.y].TL;
|
||||
}
|
||||
if (Waves[Check.x, Check.y].TR != -1)
|
||||
{
|
||||
Waves[Current.x, Current.y].BR = Waves[Check.x, Check.y].TR;
|
||||
}
|
||||
}
|
||||
else if (normal.y == 1)
|
||||
{
|
||||
if (Waves[Check.x, Check.y].BL != -1)
|
||||
{
|
||||
Waves[Current.x, Current.y].TL = Waves[Check.x, Check.y].BL;
|
||||
}
|
||||
if (Waves[Check.x, Check.y].BR != -1)
|
||||
{
|
||||
Waves[Current.x, Current.y].TR = Waves[Check.x, Check.y].BR;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (normal.y == 0)
|
||||
{
|
||||
if (normal.x == -1)
|
||||
{
|
||||
if (Waves[Check.x, Check.y].TR != -1)
|
||||
{
|
||||
Waves[Current.x, Current.y].TL = Waves[Check.x, Check.y].TR;
|
||||
}
|
||||
if (Waves[Check.x, Check.y].BR != -1)
|
||||
{
|
||||
Waves[Current.x, Current.y].BL = Waves[Check.x, Check.y].BR;
|
||||
}
|
||||
}
|
||||
else if (normal.x == 1)
|
||||
{
|
||||
if (Waves[Check.x, Check.y].TL != -1)
|
||||
{
|
||||
Waves[Current.x, Current.y].TR = Waves[Check.x, Check.y].TL;
|
||||
}
|
||||
if (Waves[Check.x, Check.y].BL != -1)
|
||||
{
|
||||
Waves[Current.x, Current.y].BR = Waves[Check.x, Check.y].BL;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (normal.y == 1 && normal.x == -1)
|
||||
{
|
||||
if (Waves[Check.x, Check.y].BR != -1)
|
||||
{
|
||||
Waves[Current.x, Current.y].TL = Waves[Check.x, Check.y].BR;
|
||||
}
|
||||
}
|
||||
if (normal.y == 1 && normal.x == 1)
|
||||
{
|
||||
if (Waves[Check.x, Check.y].BL != -1)
|
||||
{
|
||||
Waves[Current.x, Current.y].TR = Waves[Check.x, Check.y].BL;
|
||||
}
|
||||
}
|
||||
if (normal.y == -1 && normal.x == -1)
|
||||
{
|
||||
if (Waves[Check.x, Check.y].TR != -1)
|
||||
{
|
||||
Waves[Current.x, Current.y].BL = Waves[Check.x, Check.y].TR;
|
||||
}
|
||||
}
|
||||
if (normal.y == -1 && normal.x == 1)
|
||||
{
|
||||
if (Waves[Check.x, Check.y].TL != -1)
|
||||
{
|
||||
Waves[Current.x, Current.y].BR = Waves[Check.x, Check.y].TL;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
public bool Clean(Vector2Int Current)
|
||||
{
|
||||
List<Tile> Yeat = new List<Tile>();
|
||||
foreach (var item in Waves[Current.x, Current.y].Possible)
|
||||
{
|
||||
if (ToInt(item.BL) != Waves[Current.x, Current.y].BL && Waves[Current.x, Current.y].BL != -1)
|
||||
{
|
||||
Yeat.Add(item);
|
||||
continue;
|
||||
}
|
||||
if (ToInt(item.BR) != Waves[Current.x, Current.y].BR && Waves[Current.x, Current.y].BR != -1)
|
||||
{
|
||||
Yeat.Add(item);
|
||||
continue;
|
||||
}
|
||||
if (ToInt(item.TL) != Waves[Current.x, Current.y].TL && Waves[Current.x, Current.y].TL != -1)
|
||||
{
|
||||
Yeat.Add(item);
|
||||
continue;
|
||||
}
|
||||
if (ToInt(item.TR) != Waves[Current.x, Current.y].TR && Waves[Current.x, Current.y].TR != -1)
|
||||
{
|
||||
Yeat.Add(item);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
bool e = false;
|
||||
foreach (var item in Yeat)
|
||||
{
|
||||
Waves[Current.x, Current.y].Possible.Remove(item);
|
||||
e = true;
|
||||
}
|
||||
if (Waves[Current.x, Current.y].Possible.Count <= 1)
|
||||
{
|
||||
Waves[Current.x, Current.y].Entropy = 0;
|
||||
}
|
||||
return e;
|
||||
}
|
||||
public bool PathCheck()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
public int ToInt(bool In)
|
||||
{
|
||||
if (In)
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
[System.Serializable]
|
||||
public struct Tile
|
||||
{
|
||||
public TileBase tile;
|
||||
public int weight;
|
||||
public bool TL, TR, BL, BR;
|
||||
}
|
||||
public struct Wave
|
||||
{
|
||||
public float Entropy;
|
||||
public List<Tile> Possible;
|
||||
public int TL, TR, BL, BR;
|
||||
}
|
||||
}
|
@ -1,6 +1,5 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Tilemaps;
|
||||
using System.Threading;
|
||||
@ -10,17 +9,35 @@ public class WFCGenerator : MonoBehaviour
|
||||
public Tiles[] tiles;
|
||||
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()
|
||||
{
|
||||
genthread = new Thread(new ThreadStart(Generate));
|
||||
}
|
||||
void OnDisable()
|
||||
{
|
||||
genthread.Interrupt();
|
||||
genthread.Abort();
|
||||
}
|
||||
void Update()
|
||||
{
|
||||
if (gen)
|
||||
{
|
||||
gen = false;
|
||||
genthread = new Thread(new ThreadStart(Generate));
|
||||
genthread.Start();
|
||||
}
|
||||
if (genthread.ThreadState == ThreadState.Stopped && done)
|
||||
{
|
||||
done = false;
|
||||
draw();
|
||||
}
|
||||
}
|
||||
private void NewMap()
|
||||
{
|
||||
waves = new wave[maxsize.x, maxsize.y];
|
||||
for (int i = 0; i < waves.GetLength(0); i++)
|
||||
@ -30,33 +47,10 @@ public class WFCGenerator : MonoBehaviour
|
||||
waves[i, k].possible = new List<Tiles>(tiles);
|
||||
}
|
||||
}
|
||||
timer = TimeToDraw;
|
||||
}
|
||||
void OnDisable()
|
||||
{
|
||||
genthread.Interrupt();
|
||||
genthread.Abort();
|
||||
}
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if(timer <= 0)
|
||||
for(int i = 0; i < tiles.Length; i++)
|
||||
{
|
||||
draw();
|
||||
timer = TimeToDraw;
|
||||
tiles[i].Globalweight = 0;
|
||||
}
|
||||
if (gen)
|
||||
{
|
||||
gen = false;
|
||||
genthread = new Thread(new ThreadStart(Generate));
|
||||
genthread.Start();
|
||||
}
|
||||
if(done)
|
||||
{
|
||||
draw();
|
||||
done = false;
|
||||
}
|
||||
timer -= Time.deltaTime;
|
||||
}
|
||||
private void draw()
|
||||
{
|
||||
@ -73,36 +67,42 @@ public class WFCGenerator : MonoBehaviour
|
||||
}
|
||||
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>(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++)
|
||||
float smallestent = 1000;
|
||||
for (int runs = 0; runs < 2; runs++)
|
||||
{
|
||||
for (int k = 0; k < waves.GetLength(1); k++)
|
||||
for (int i = 0; i < waves.GetLength(0); i++)
|
||||
{
|
||||
if (waves[i, k].possible.Count < smallestent && waves[i, k].possible.Count != 0)
|
||||
for (int k = 0; k < waves.GetLength(1); k++)
|
||||
{
|
||||
smallestent = waves[i, k].possible.Count;
|
||||
wav = new Vector2Int(i, k);
|
||||
if(runs == 0)
|
||||
{
|
||||
float total = 0;
|
||||
float logtotal = 0;
|
||||
foreach(var item in waves[i, k].possible)
|
||||
{
|
||||
total += item.weight;
|
||||
logtotal += Mathf.Log(item.weight, 2);
|
||||
}
|
||||
waves[i, k].entropy = Mathf.Log(total, 2) - (logtotal/total);
|
||||
continue;
|
||||
}
|
||||
if (waves[i, k].entropy < smallestent && waves[i, k].entropy != 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].selected = waves[wav.x, wav.y].possible[r.Next(0, (int)smallestent)];
|
||||
waves[wav.x, wav.y].possible.Clear();
|
||||
//propagate
|
||||
Debug.Log("started propagation");
|
||||
@ -216,7 +216,7 @@ public class WFCGenerator : MonoBehaviour
|
||||
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)
|
||||
if (gChange)
|
||||
{
|
||||
Pos.Add(new Vector2Int(Pos[0].x, Pos[0].y - 1));
|
||||
}
|
||||
@ -256,7 +256,7 @@ public class WFCGenerator : MonoBehaviour
|
||||
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)
|
||||
if (gChange)
|
||||
{
|
||||
Pos.Add(new Vector2Int(Pos[0].x + 1, Pos[0].y));
|
||||
}
|
||||
@ -296,65 +296,32 @@ public class WFCGenerator : MonoBehaviour
|
||||
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)
|
||||
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<Tiles> possible;
|
||||
public Tiles selected;
|
||||
public float entropy;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public struct Tiles
|
||||
{
|
||||
public TileBase tile;
|
||||
public float weight;
|
||||
[Header("False Black / True White")]
|
||||
public bool TopLeft;
|
||||
public bool TopRight;
|
||||
public bool BottomLeft;
|
||||
public bool BottomRight;
|
||||
[System.NonSerialized]public float Globalweight;
|
||||
}
|
||||
}
|
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public class ReadOnlyAttribute : PropertyAttribute
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
[CustomPropertyDrawer(typeof(ReadOnlyAttribute))]
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public class ReadOnlyDrawer : PropertyDrawer
|
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{
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public override float GetPropertyHeight(SerializedProperty property,
|
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GUIContent label)
|
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{
|
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return EditorGUI.GetPropertyHeight(property, label, true);
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}
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public override void OnGUI(Rect position,
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SerializedProperty property,
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GUIContent label)
|
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{
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EditorGUI.PropertyField(position, property, label, true);
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GUI.enabled = true;
|
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}
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}
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}
|
@ -5,27 +5,20 @@ using UnityEngine;
|
||||
|
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public class camera : MonoBehaviour
|
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{
|
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public Transform FollowedObject;
|
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public Rigidbody2D FollowedObject;
|
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public Vector2 offset;
|
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private Vector2 dest;
|
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private Vector2 Vel;
|
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private Rigidbody2D RB;
|
||||
private Rigidbody2D FolRB;
|
||||
public Vector2 sus;
|
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public float Speed;
|
||||
private void Awake()
|
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{
|
||||
RB = this.gameObject.GetComponent<Rigidbody2D>();
|
||||
FolRB = FollowedObject.GetComponent<Rigidbody2D>();
|
||||
}
|
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void Update()
|
||||
{
|
||||
dest = FolRB.position + offset;
|
||||
dest = FollowedObject.position + offset;
|
||||
Vel = RB.velocity;
|
||||
RB.velocity = (new Vector2(MathF.Round(dest.x*4, MidpointRounding.AwayFromZero)/4, MathF.Round(dest.y*4, MidpointRounding.AwayFromZero)/4) - RB.position)*Vector2.Distance(RB.position, FolRB.position)/Speed;
|
||||
}
|
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void FixedUpdate()
|
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{
|
||||
|
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RB.velocity = (new Vector2(MathF.Round(dest.x*4, MidpointRounding.AwayFromZero)/4, MathF.Round(dest.y*4, MidpointRounding.AwayFromZero)/4) - RB.position)*Vector2.Distance(RB.position, FollowedObject.position)/Speed;
|
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}
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}
|
34
Assets/Scripts/rectangleroomgen.cs
Normal file
34
Assets/Scripts/rectangleroomgen.cs
Normal file
@ -0,0 +1,34 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
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using UnityEngine.Tilemaps;
|
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|
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public class rectangleroomgen : MonoBehaviour
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{
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public RuleTile Rule;
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public Tilemap map;
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public TileBase empty;
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public GameObject player;
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public GameObject Camera;
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void Start()
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{
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System.Random ran = new System.Random();
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Vector2Int size = new Vector2Int(ran.Next(25, 50), ran.Next(10, 25));
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for (int x = 0; x < size.x+22; x++)
|
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{
|
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for (int y = 0; y < size.y+22; y++)
|
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{
|
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map.SetTile(new Vector3Int(x, y, 0), Rule);
|
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}
|
||||
}
|
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for (int x = 11; x < size.x+11; x++)
|
||||
{
|
||||
for (int y = 11; y < size.y+11; y++)
|
||||
{
|
||||
map.SetTile(new Vector3Int(x, y, 0), empty);
|
||||
}
|
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}
|
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player.transform.position = new Vector3((size.x)*8, (size.y)*8, 0);
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}
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}
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@ -1,5 +1,5 @@
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Loading…
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Reference in New Issue
Block a user