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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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private void draw()
|
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{
|
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for (int i = 0; i < waves.GetLength(0); i++)
|
||||
{
|
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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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
private void Generate()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
//select with low ent
|
||||
Debug.Log("getting with low entropy");
|
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Vector2Int wav = new Vector2Int(0, 0);
|
||||
float smallestent = 1000;
|
||||
for (int runs = 0; runs < 2; runs++)
|
||||
{
|
||||
for (int i = 0; i < waves.GetLength(0); i++)
|
||||
{
|
||||
for (int k = 0; k < waves.GetLength(1); 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, (int)smallestent)];
|
||||
waves[wav.x, wav.y].possible.Clear();
|
||||
//propagate
|
||||
Debug.Log("started propagation");
|
||||
List<Vector2Int> Pos = new List<Vector2Int>();
|
||||
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<Vector2Int> Pos)
|
||||
{
|
||||
bool change = false;
|
||||
//get working
|
||||
List<Tiles> t = new List<Tiles>();
|
||||
if (waves[Pos[0].x, Pos[0].y].possible.Count > 0)
|
||||
{
|
||||
t = waves[Pos[0].x, Pos[0].y].possible;
|
||||
}
|
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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<Tiles> yeat = new List<Tiles>();
|
||||
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<Tiles> yeat = new List<Tiles>();
|
||||
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<Tiles> yeat = new List<Tiles>();
|
||||
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<Tiles> yeat = new List<Tiles>();
|
||||
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]);
|
||||
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;
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ad0932f120e80ba49b09f7af724017bb
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -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);
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ca3b740468fd1ff4aa519d6585cc38a0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in new issue