temporary world gen not final
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@ -12,139 +12,11 @@ MonoBehaviour:
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@ -160,7 +32,135 @@ MonoBehaviour:
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--- !u!114 &2142331843
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@ -1,422 +0,0 @@
|
|||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.Tilemaps;
|
|
||||||
using System.Threading;
|
|
||||||
|
|
||||||
public class RoomsGen : MonoBehaviour
|
|
||||||
{
|
|
||||||
private Vector2Int size;
|
|
||||||
private Wave[,] Waves;
|
|
||||||
private Vector2Int lowest;
|
|
||||||
private System.Random ran;
|
|
||||||
private Thread genthread;
|
|
||||||
private bool Print;
|
|
||||||
private bool running;
|
|
||||||
public Tilemap Map;
|
|
||||||
public Tile[] Tiles;
|
|
||||||
[SerializeField][ReadOnly] private float Entropy;
|
|
||||||
void OnDisable()
|
|
||||||
{
|
|
||||||
genthread.Interrupt();
|
|
||||||
genthread.Abort();
|
|
||||||
}
|
|
||||||
private void FixedUpdate()
|
|
||||||
{
|
|
||||||
if (Print)
|
|
||||||
{
|
|
||||||
Print = false;
|
|
||||||
Map.ClearAllTiles();
|
|
||||||
for (int y = 0; y < size.y; y++)
|
|
||||||
{
|
|
||||||
for (int x = 0; x < size.x; x++)
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
Map.SetTile(new Vector3Int(x, y, 0), Waves[x, y].Possible[0].tile);
|
|
||||||
}
|
|
||||||
catch{}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
public void makeRoom()
|
|
||||||
{
|
|
||||||
if (running)
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
running = true;
|
|
||||||
genthread = new Thread(new ThreadStart(inmakeRoom));
|
|
||||||
genthread.Start();
|
|
||||||
}
|
|
||||||
private void inmakeRoom()
|
|
||||||
{
|
|
||||||
ran = new System.Random();
|
|
||||||
size = new Vector2Int(ran.Next(10, 30), ran.Next(7, 15));
|
|
||||||
Waves = new Wave[size.x, size.y];
|
|
||||||
|
|
||||||
for (int y = 0; y < size.y; y++)
|
|
||||||
{
|
|
||||||
for (int x = 0; x < size.x; x++)
|
|
||||||
{
|
|
||||||
Waves[x, y].Possible = new List<Tile>();
|
|
||||||
Waves[x, y].Possible.AddRange(Tiles);
|
|
||||||
Waves[x, y].TL = -1;
|
|
||||||
Waves[x, y].TR = -1;
|
|
||||||
Waves[x, y].BL = -1;
|
|
||||||
Waves[x, y].BR = -1;
|
|
||||||
if (y == 0 || y == size.y - 1 || x == 0 || x == size.x - 1)
|
|
||||||
{
|
|
||||||
Waves[x, y].Possible = new List<Tile>();
|
|
||||||
Waves[x, y].Possible.Add(Tiles[0]);
|
|
||||||
Waves[x, y].TL = 1;
|
|
||||||
Waves[x, y].TR = 1;
|
|
||||||
Waves[x, y].BL = 1;
|
|
||||||
Waves[x, y].BR = 1;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
int runs = 0;
|
|
||||||
while (true)
|
|
||||||
{
|
|
||||||
runs++;
|
|
||||||
Debug.Log("Runs: " + runs);
|
|
||||||
CalcEntropy();
|
|
||||||
if (Select())
|
|
||||||
{
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
Wave[,] Temp = Waves;
|
|
||||||
Observe();
|
|
||||||
for (int i = 0; i < 100; i++)
|
|
||||||
{
|
|
||||||
if (!Propagate())
|
|
||||||
{
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if(PathCheck())
|
|
||||||
{
|
|
||||||
Waves = Temp;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
running = false;
|
|
||||||
Print = true;
|
|
||||||
}
|
|
||||||
public void CalcEntropy()
|
|
||||||
{
|
|
||||||
for (int y = 0; y < size.y; y++)
|
|
||||||
{
|
|
||||||
for (int x = 0; x < size.x; x++)
|
|
||||||
{
|
|
||||||
float weight = 0;
|
|
||||||
if (Waves[x, y].Possible.Count <= 1)
|
|
||||||
{
|
|
||||||
Waves[x, y].Entropy = 0;
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
foreach (var we in Waves[x, y].Possible)
|
|
||||||
{
|
|
||||||
weight += we.weight;
|
|
||||||
}
|
|
||||||
Waves[x, y].Entropy = weight;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
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;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEditor;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.Tilemaps;
|
using UnityEngine.Tilemaps;
|
||||||
using System.Threading;
|
using System.Threading;
|
||||||
@ -10,17 +9,35 @@ public class WFCGenerator : MonoBehaviour
|
|||||||
public Tiles[] tiles;
|
public Tiles[] tiles;
|
||||||
public Vector2Int maxsize;
|
public Vector2Int maxsize;
|
||||||
public Tilemap ForeGround;
|
public Tilemap ForeGround;
|
||||||
public Tilemap BackGround;
|
|
||||||
public bool gen;
|
public bool gen;
|
||||||
public float TimeToDraw;
|
|
||||||
private Vector2Int yeat;
|
private Vector2Int yeat;
|
||||||
private wave[,] waves;
|
private wave[,] waves;
|
||||||
[SerializeField][ReadOnly]private float timer;
|
|
||||||
private Thread genthread;
|
private Thread genthread;
|
||||||
private bool done;
|
private bool done;
|
||||||
|
|
||||||
// Start is called before the first frame update
|
|
||||||
void Start()
|
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];
|
waves = new wave[maxsize.x, maxsize.y];
|
||||||
for (int i = 0; i < waves.GetLength(0); i++)
|
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);
|
waves[i, k].possible = new List<Tiles>(tiles);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
timer = TimeToDraw;
|
for(int i = 0; i < tiles.Length; i++)
|
||||||
}
|
|
||||||
void OnDisable()
|
|
||||||
{
|
|
||||||
genthread.Interrupt();
|
|
||||||
genthread.Abort();
|
|
||||||
}
|
|
||||||
// Update is called once per frame
|
|
||||||
void Update()
|
|
||||||
{
|
|
||||||
if(timer <= 0)
|
|
||||||
{
|
{
|
||||||
draw();
|
tiles[i].Globalweight = 0;
|
||||||
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()
|
private void draw()
|
||||||
{
|
{
|
||||||
@ -73,36 +67,42 @@ public class WFCGenerator : MonoBehaviour
|
|||||||
}
|
}
|
||||||
private void Generate()
|
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)
|
while (true)
|
||||||
{
|
{
|
||||||
//select with low ent
|
//select with low ent
|
||||||
Debug.Log("getting with low entropy");
|
Debug.Log("getting with low entropy");
|
||||||
Vector2Int wav = new Vector2Int(0, 0);
|
Vector2Int wav = new Vector2Int(0, 0);
|
||||||
int smallestent = 1000;
|
float smallestent = 1000;
|
||||||
for (int i = 0; i < waves.GetLength(0); i++)
|
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;
|
if(runs == 0)
|
||||||
wav = new Vector2Int(i, k);
|
{
|
||||||
|
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
|
//set down
|
||||||
Debug.Log("selecting random low entropy");
|
Debug.Log("selecting random low entropy");
|
||||||
System.Random r = new System.Random();
|
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();
|
waves[wav.x, wav.y].possible.Clear();
|
||||||
//propagate
|
//propagate
|
||||||
Debug.Log("started propagation");
|
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].selected = waves[Pos[0].x, Pos[0].y - 1].possible[0];
|
||||||
waves[Pos[0].x, Pos[0].y - 1].possible.Clear();
|
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.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].selected = waves[Pos[0].x + 1, Pos[0].y].possible[0];
|
||||||
waves[Pos[0].x + 1, Pos[0].y].possible.Clear();
|
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));
|
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].selected = waves[Pos[0].x, Pos[0].y + 1].possible[0];
|
||||||
waves[Pos[0].x, Pos[0].y + 1].possible.Clear();
|
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.Add(new Vector2Int(Pos[0].x, Pos[0].y + 1));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
Pos.Remove(Pos[0]);
|
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;
|
return change;
|
||||||
}
|
}
|
||||||
private struct wave
|
private struct wave
|
||||||
{
|
{
|
||||||
public List<Tiles> possible;
|
public List<Tiles> possible;
|
||||||
public Tiles selected;
|
public Tiles selected;
|
||||||
|
public float entropy;
|
||||||
}
|
}
|
||||||
|
|
||||||
[System.Serializable]
|
[System.Serializable]
|
||||||
public struct Tiles
|
public struct Tiles
|
||||||
{
|
{
|
||||||
public TileBase tile;
|
public TileBase tile;
|
||||||
|
public float weight;
|
||||||
[Header("False Black / True White")]
|
[Header("False Black / True White")]
|
||||||
public bool TopLeft;
|
public bool TopLeft;
|
||||||
public bool TopRight;
|
public bool TopRight;
|
||||||
public bool BottomLeft;
|
public bool BottomLeft;
|
||||||
public bool BottomRight;
|
public bool BottomRight;
|
||||||
|
[System.NonSerialized]public float Globalweight;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
public class ReadOnlyAttribute : PropertyAttribute
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
[CustomPropertyDrawer(typeof(ReadOnlyAttribute))]
|
|
||||||
public class ReadOnlyDrawer : PropertyDrawer
|
|
||||||
{
|
|
||||||
public override float GetPropertyHeight(SerializedProperty property,
|
|
||||||
GUIContent label)
|
|
||||||
{
|
|
||||||
return EditorGUI.GetPropertyHeight(property, label, true);
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void OnGUI(Rect position,
|
|
||||||
SerializedProperty property,
|
|
||||||
GUIContent label)
|
|
||||||
{
|
|
||||||
GUI.enabled = false;
|
|
||||||
EditorGUI.PropertyField(position, property, label, true);
|
|
||||||
GUI.enabled = true;
|
|
||||||
}
|
|
||||||
}
|
|
@ -5,27 +5,20 @@ using UnityEngine;
|
|||||||
|
|
||||||
public class camera : MonoBehaviour
|
public class camera : MonoBehaviour
|
||||||
{
|
{
|
||||||
public Transform FollowedObject;
|
public Rigidbody2D FollowedObject;
|
||||||
public Vector2 offset;
|
public Vector2 offset;
|
||||||
private Vector2 dest;
|
private Vector2 dest;
|
||||||
private Vector2 Vel;
|
private Vector2 Vel;
|
||||||
private Rigidbody2D RB;
|
private Rigidbody2D RB;
|
||||||
private Rigidbody2D FolRB;
|
|
||||||
public Vector2 sus;
|
|
||||||
public float Speed;
|
public float Speed;
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
RB = this.gameObject.GetComponent<Rigidbody2D>();
|
RB = this.gameObject.GetComponent<Rigidbody2D>();
|
||||||
FolRB = FollowedObject.GetComponent<Rigidbody2D>();
|
|
||||||
}
|
}
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
dest = FolRB.position + offset;
|
dest = FollowedObject.position + offset;
|
||||||
Vel = RB.velocity;
|
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;
|
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;
|
||||||
}
|
|
||||||
void FixedUpdate()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
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;
|
||||||
|
using UnityEngine.Tilemaps;
|
||||||
|
|
||||||
|
|
||||||
|
public class rectangleroomgen : MonoBehaviour
|
||||||
|
{
|
||||||
|
public RuleTile Rule;
|
||||||
|
public Tilemap map;
|
||||||
|
public TileBase empty;
|
||||||
|
public GameObject player;
|
||||||
|
public GameObject Camera;
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
System.Random ran = new System.Random();
|
||||||
|
Vector2Int size = new Vector2Int(ran.Next(25, 50), ran.Next(10, 25));
|
||||||
|
for (int x = 0; x < size.x+22; x++)
|
||||||
|
{
|
||||||
|
for (int y = 0; y < size.y+22; y++)
|
||||||
|
{
|
||||||
|
map.SetTile(new Vector3Int(x, y, 0), Rule);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
player.transform.position = new Vector3((size.x)*8, (size.y)*8, 0);
|
||||||
|
}
|
||||||
|
}
|
@ -1,5 +1,5 @@
|
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fileFormatVersion: 2
|
fileFormatVersion: 2
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|
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MonoImporter:
|
MonoImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
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serializedVersion: 2
|
serializedVersion: 2
|
@ -25,8 +25,237 @@ MonoBehaviour:
|
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|
m_MinSize: {x: 300, y: 200}
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m_MaxSize: {x: 24288, y: 16192}
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m_MaxSize: {x: 24288, y: 16192}
|
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vertical: 0
|
vertical: 0
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controlID: 124
|
controlID: -1
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--- !u!114 &2
|
--- !u!114 &2
|
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m_OverlayCanvas:
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m_HAllowExceedBaseRangeMin: 1
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m_HAllowExceedBaseRangeMax: 1
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m_VAllowExceedBaseRangeMin: 1
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m_VAllowExceedBaseRangeMax: 1
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serializedVersion: 2
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x: -549.5
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y: -309.5
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width: 1099
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|
height: 619
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m_MinimalGUI: 1
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--- !u!114 &4
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m_Text: Hierarchy
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m_LastAppliedPresetName: Default
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m_SaveData: []
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m_SceneHierarchy:
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m_TreeViewState:
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scrollPos: {x: 0, y: 0}
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--- !u!114 &5
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|
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|
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|
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|
||||||
|
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|
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|
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|
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|
controlID: -1
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|
--- !u!114 &6
|
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|
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--- !u!114 &7
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|
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|
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- UnityEditor.DeviceSimulation.SimulatorWindow
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m_SerializedViewValues:
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- /home/red/projekts/RatAttack2D/Library/PlayModeViewStates/8c40760acb5b93949a5b619942810555
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m_HAllowExceedBaseRangeMin: 1
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m_HAllowExceedBaseRangeMax: 1
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m_VAllowExceedBaseRangeMin: 1
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m_VAllowExceedBaseRangeMax: 1
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m_ScaleWithWindow: 0
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m_HSlider: 0
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m_VSlider: 0
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m_IgnoreScrollWheelUntilClicked: 0
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m_EnableSliderZoomHorizontal: 0
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m_EnableSliderZoomVertical: 0
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m_LastShownAreaInsideMargins:
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serializedVersion: 2
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m_LastWindowPixelSize: {x: 1099, y: 640}
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m_RenderTexture: {fileID: 0}
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--- !u!114 &14
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--- !u!114 &14
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@ -835,22 +835,22 @@ MonoBehaviour:
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m_Folders:
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- Assets/Scripts
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m_Globs: []
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m_OriginalText:
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m_OriginalText:
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m_LastFoldersGridSize: -1
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m_LastProjectPath: D:\repos\WIP\RatAttack2D
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@ -878,7 +878,7 @@ MonoBehaviour:
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--- !u!114 &17
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--- !u!114 &17
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m_ObjectHideFlags: 52
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m_ObjectHideFlags: 52
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||||||
|
Loading…
x
Reference in New Issue
Block a user