temporary world gen not final

main
RedStealthDev 2 years ago
parent ea04e1f377
commit 7b8e7f36b0

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MonoBehaviour:

@ -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.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.Tilemaps;
using System.Threading;
@ -10,99 +9,100 @@ 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()
{
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);
}
}
timer = TimeToDraw;
genthread = new Thread(new ThreadStart(Generate));
}
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)
if (genthread.ThreadState == ThreadState.Stopped && done)
{
draw();
done = false;
draw();
}
timer -= Time.deltaTime;
}
private void draw()
private void NewMap()
{
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++)
{
if (waves[i, k].possible.Count == 0)
{
ForeGround.SetTile(new Vector3Int(-i, -k, 0), waves[i, k].selected.tile);
}
waves[i, k].possible = new List<Tiles>(tiles);
}
}
for(int i = 0; i < tiles.Length; i++)
{
tiles[i].Globalweight = 0;
}
}
private void Generate()
private void draw()
{
//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);
if (waves[i, k].possible.Count == 0)
{
ForeGround.SetTile(new Vector3Int(-i, -k, 0), waves[i, k].selected.tile);
}
}
}
}
private void Generate()
{
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;
}
}
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 Transform FollowedObject;
public Rigidbody2D FollowedObject;
public Vector2 offset;
private Vector2 dest;
private Vector2 Vel;
private Rigidbody2D RB;
private Rigidbody2D FolRB;
public Vector2 sus;
public float Speed;
private void Awake()
{
RB = this.gameObject.GetComponent<Rigidbody2D>();
FolRB = FollowedObject.GetComponent<Rigidbody2D>();
}
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;
}
void FixedUpdate()
{
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;
}
}

@ -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);
}
}

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