WavefunctionCollapse algorithm WIP

This commit is contained in:
Pedro Gomes 2025-02-07 18:35:36 +00:00
parent a5ebd5bf9b
commit 2b50ccec94
101 changed files with 14734 additions and 8 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "ChunkCompatibilityMatrix", menuName = "WFC/Chunk Compatibility Matrix")]
public class ChunkCompatibilityMatrix : ScriptableObject
{
public SerializableDictionary<Direction, SerializableDictionary<ConnectionSocket, List<GameObject>>> compatibilityMatrix =
new SerializableDictionary<Direction, SerializableDictionary<ConnectionSocket, List<GameObject>>>();
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ChunkConnectionData : MonoBehaviour
{
[Tooltip("Higher weight = higher chance to be chosen")]
public float Weight = 1f; // Default weight
public ConnectionSocket NorthConnection;
public ConnectionSocket EastConnection;
public ConnectionSocket SouthConnection;
public ConnectionSocket WestConnection;
public bool IsBorderPrefab()
{
return NorthConnection == ConnectionSocket.border ||
EastConnection == ConnectionSocket.border ||
SouthConnection == ConnectionSocket.border ||
WestConnection == ConnectionSocket.border;
}
}
[System.Serializable]
public enum ConnectionSocket
{
border,
floor,
walljoint
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class ChunkConnectionRegistry : MonoBehaviour
{
public Dictionary<Direction, Dictionary<ConnectionSocket, List<GameObject>>> compatibilityMatrix =
new Dictionary<Direction, Dictionary<ConnectionSocket, List<GameObject>>>();
public List<GameObject> prefabs = new List<GameObject>();
[ContextMenu("BuildCompatibilityMatrix")]
// Precompute compatibility for all prefabs
public void BuildCompatibilityMatrix()
{
// Initialize the matrix for all directions
foreach (Direction dir in Enum.GetValues(typeof(Direction)))
{
compatibilityMatrix[dir] = new Dictionary<ConnectionSocket, List<GameObject>>();
}
// Populate the matrix
foreach (GameObject prefab in prefabs)
{
ChunkConnectionData conn = prefab.GetComponent<ChunkConnectionData>();
if (conn == null) continue;
// For each possible neighbor direction relative to the center
foreach (Direction neighborDir in Enum.GetValues(typeof(Direction)))
{
// Get the socket from the prefab on the side that would connect to the neighbor
// If neighborDir is North, we need the prefab's South socket, etc.
ConnectionSocket socket = ConnectionCompatibilityHelpers.GetSocketInDirection(conn,
ConnectionCompatibilityHelpers.GetOppositeDirection(neighborDir));
// Log the addition
Debug.Log($"Adding {prefab.name} to {neighborDir} direction with socket {socket}");
// Add the prefab to the compatibility list for the neighbor direction
if (!compatibilityMatrix[neighborDir].ContainsKey(socket))
{
compatibilityMatrix[neighborDir][socket] = new List<GameObject>();
}
compatibilityMatrix[neighborDir][socket].Add(prefab);
}
}
DebugLogCompatibilityMatrix();
}
void DebugLogCompatibilityMatrix()
{
foreach (var dirEntry in compatibilityMatrix)
{
Direction dir = dirEntry.Key;
foreach (var socketEntry in dirEntry.Value)
{
ConnectionSocket socket = socketEntry.Key;
Debug.Log($"Direction: {dir}, Socket: {socket} → {socketEntry.Value.Count} prefabs");
}
}
}
private void OnValidate()
{
#if UNITY_EDITOR
foreach (ChunkConnectionData chunkPrefab in Resources.FindObjectsOfTypeAll<ChunkConnectionData>())
{
if (prefabs.Contains(chunkPrefab.gameObject)) continue;
prefabs.Add(chunkPrefab.gameObject);
}
prefabs.Sort((x, y) => y.GetComponent<ChunkConnectionData>().Weight
.CompareTo(x.GetComponent<ChunkConnectionData>().Weight));
#endif
}
}
public static class ConnectionCompatibilityHelpers
{
// Helper to get the opposite direction (e.g., North <-> South)
public static Direction GetOppositeDirection(Direction dir)
{
switch (dir)
{
case Direction.North: return Direction.South;
case Direction.South: return Direction.North;
case Direction.East: return Direction.West;
case Direction.West: return Direction.East;
default: throw new ArgumentException("Invalid direction");
}
}
// Helper to fetch a socket type from ChunkConnectionData for a direction
public static ConnectionSocket GetSocketInDirection(ChunkConnectionData conn, Direction dir)
{
switch (dir)
{
case Direction.North: return conn.NorthConnection;
case Direction.East: return conn.EastConnection;
case Direction.South: return conn.SouthConnection;
case Direction.West: return conn.WestConnection;
default: throw new ArgumentException("Invalid direction");
}
}
}
[System.Serializable]
public enum Direction
{
North,
East,
South,
West
}

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using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
public class ChunkRotationVariantsGenerator : MonoBehaviour
{
[SerializeField] private string path = "Assets/Resources/DungeonChunks";
[SerializeField] private List<ChunkConnectionData> chunkPrefabsToGenerateVariants;
List<ChunkConnectionData> variants = new List<ChunkConnectionData>();
ConnectionSocket posXSocket;
ConnectionSocket negXSocket;
ConnectionSocket posZSocket;
ConnectionSocket negZSocket;
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RandomizeTile : MonoBehaviour
{
void Awake()
{
// Get all child transforms, including inactive ones.
Transform[] allTransforms = GetComponentsInChildren<Transform>(true);
List<Transform> childTransforms = new List<Transform>();
// Exclude the parent transform.
foreach (Transform t in allTransforms)
{
if (t != transform)
{
childTransforms.Add(t);
// Disable each child initially.
t.gameObject.SetActive(false);
}
}
// If there is at least one child, enable one at random.
if (childTransforms.Count > 0)
{
int randomIndex = Random.Range(0, childTransforms.Count);
childTransforms[randomIndex].gameObject.SetActive(true);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RandomizeTileRotation : MonoBehaviour
{
private float[] rotations = new float[] { 0, 90, 180, 270};
private void Awake()
{
this.transform.localEulerAngles = new Vector3(0f, rotations[Random.Range(0, rotations.Length)], 0f);
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using UnityEngine;
public class WFCGenerator : MonoBehaviour
{
[SerializeField] private ChunkConnectionRegistry chunkCompatibilityMatrix;
[SerializeField] private Transform mapParent;
[Space]
[SerializeField] private int gridWidth = 10;
[SerializeField] private int gridHeight = 10;
[SerializeField] private int chunkSizeX = 4;
[SerializeField] private int chunkSizeZ = 4;
[Space]
[SerializeField] private int seed; //not working
[SerializeField] private bool randomizeSeed = true;
[Space]
[SerializeField] private bool closedBorders = true;
[Header("RuntimeOnly:")]
[SerializeField] private WaveCell[,] grid;
[Space]
[SerializeField] private int delayAwait = 3000;
[SerializeField] private float delayCoroutine = 3f;
bool broken = false;
private void Start()
{
chunkCompatibilityMatrix.BuildCompatibilityMatrix();
if (randomizeSeed)
seed = UnityEngine.Random.Range(0, 1000000);
UnityEngine.Random.InitState(seed);
InitializeGrid(chunkCompatibilityMatrix.prefabs);
GenerateMap();
}
void InitializeGrid(List<GameObject> allPrefabs)
{
grid = new WaveCell[gridWidth, gridHeight];
for (int x = 0; x < gridWidth; x++)
{
for (int y = 0; y < gridHeight; y++)
{
// Start with all prefabs as possibilities
List<GameObject> possiblePrefabs = new List<GameObject>(allPrefabs);
// If using closed borders, restrict edge cells to prefabs with closed sockets
if (closedBorders)
{
possiblePrefabs = FilterPrefabsForBorders(x, y, possiblePrefabs);
}
// Start with all prefabs as possibilities
grid[x, y] = new WaveCell(new List<GameObject>(possiblePrefabs), new Vector2Int(x, y));
}
}
}
/* void OnDrawGizmos()
{
grid = new WaveCell[gridWidth, gridHeight];
for (int x = 0; x < gridWidth; x++)
{
for (int y = 0; y < gridHeight; y++)
{
grid[x, y] = new WaveCell(new List<GameObject>(chunkCompatibilityMatrix.prefabs), new Vector2Int(x, y));
Gizmos.color = Color.black;
if (x == 0 && y == 0)
Gizmos.color = Color.green;
if (x == gridWidth - 1 && y == gridHeight - 1)
Gizmos.color = Color.red;
if (x == 0 && y == gridHeight - 1)
Gizmos.color = Color.yellow;
if (x == gridWidth - 1 && y == 0)
Gizmos.color = Color.blue;
Gizmos.DrawSphere(new Vector3(grid[x, y].GridPosition.x * chunkSizeX, 0, grid[x, y].GridPosition.y * chunkSizeZ), (chunkSizeX + chunkSizeZ) / 4);
}
}
}*/
// Restrict edge cells to prefabs with walls or closed connections
List<GameObject> FilterPrefabsForBorders(int x, int y, List<GameObject> possiblePrefabs)
{
List<GameObject> filtered = new List<GameObject>();
foreach (GameObject prefab in possiblePrefabs)
{
ChunkConnectionData conn = prefab.GetComponent<ChunkConnectionData>();
bool isValidForBorder = true;
// Check north border (y == gridHeight - 1)
if (y == gridHeight - 1 && conn.NorthConnection != ConnectionSocket.border)
isValidForBorder = false;
// Check south border (y == 0)
if (y == 0 && conn.SouthConnection != ConnectionSocket.border)
isValidForBorder = false;
// Check east border (x == gridWidth - 1)
if (x == gridWidth - 1 && conn.EastConnection != ConnectionSocket.border)
isValidForBorder = false;
// Check west border (x == 0)
if (x == 0 && conn.WestConnection != ConnectionSocket.border)
isValidForBorder = false;
// check BOT LEFT corner connection to upwards wall
if (x == 0 && y == 0 && conn.NorthConnection != ConnectionSocket.walljoint)
isValidForBorder = false;
// check BOT LEFT corner connection to rightwards wall
if (x == 0 && y == 0 && conn.EastConnection != ConnectionSocket.walljoint)
isValidForBorder = false;
// check BOT RIGHT corner connection to upwards wall
if (x == gridWidth - 1 && y == 0 && conn.NorthConnection != ConnectionSocket.walljoint)
isValidForBorder = false;
// check BOT RIGHT corner connection to leftwards wall
if (x == gridWidth - 1 && y == 0 && conn.WestConnection != ConnectionSocket.walljoint)
isValidForBorder = false;
// check TOP LEFT corner connection to downwards wall
if (x == 0 && y == gridHeight - 1 && conn.SouthConnection != ConnectionSocket.walljoint)
isValidForBorder = false;
// check TOP LEFT corner connection to rightwards wall
if (x == 0 && y == gridHeight - 1 && conn.EastConnection != ConnectionSocket.walljoint)
isValidForBorder = false;
// check TOP RIGHT corner connection to downwards wall
if (x == gridWidth - 1 && y == gridHeight - 1 && conn.SouthConnection != ConnectionSocket.walljoint)
isValidForBorder = false;
// check TOP RIGHT corner connection to leftwards wall
if (x == gridWidth - 1 && y == gridHeight - 1 && conn.WestConnection != ConnectionSocket.walljoint)
isValidForBorder = false;
// check LEFT WALL border connections up/down
if (x == 0 && y != 0 && y != gridHeight - 1 && conn.NorthConnection != ConnectionSocket.walljoint)
isValidForBorder = false;
if (x == 0 && y != 0 && y != gridHeight - 1 && conn.SouthConnection != ConnectionSocket.walljoint)
isValidForBorder = false;
// check Right WALL border connections up/down
if (x == gridWidth - 1 && y != 0 && y != gridHeight - 1 && conn.NorthConnection != ConnectionSocket.walljoint)
isValidForBorder = false;
if (x == gridWidth - 1 && y != 0 && y != gridHeight - 1 && conn.SouthConnection != ConnectionSocket.walljoint)
isValidForBorder = false;
// check TOP WALL border connections left/right
if (x != 0 && x != gridWidth - 1 && y == gridHeight - 1 && conn.WestConnection != ConnectionSocket.walljoint)
isValidForBorder = false;
if (x != 0 && x != gridWidth - 1 && y == gridHeight - 1 && conn.EastConnection != ConnectionSocket.walljoint)
isValidForBorder = false;
// check BOT WALL border connections left/right
if (x != 0 && x != gridWidth - 1 && y == 0 && conn.WestConnection != ConnectionSocket.walljoint)
isValidForBorder = false;
if (x != 0 && x != gridWidth - 1 && y == 0 && conn.EastConnection != ConnectionSocket.walljoint)
isValidForBorder = false;
if (isValidForBorder)
filtered.Add(prefab);
}
return filtered.Count > 0 ? filtered : possiblePrefabs; // Fallback to avoid contradictions
}
void ForceCollapseCell(Vector2Int cellPos, GameObject forcedPrefab)
{
WaveCell cell = grid[cellPos.x, cellPos.y];
cell.PossiblePrefabs = new List<GameObject> { forcedPrefab };
cell.IsCollapsed = true;
PropagateConstraints(cellPos);
}
/* // Find the cell with the smallest number of possible prefabs
Vector2Int FindMinEntropyCell()
{
int minEntropy = int.MaxValue;
List<Vector2Int> candidates = new List<Vector2Int>();
for (int x = 0; x < gridWidth; x++)
{
for (int y = 0; y < gridHeight; y++)
{
WaveCell cell = grid[x, y];
if (cell.IsCollapsed) continue;
if (cell.Entropy < minEntropy)
{
minEntropy = cell.Entropy;
candidates.Clear();
candidates.Add(new Vector2Int(x, y));
}
else if (cell.Entropy == minEntropy)
{
candidates.Add(new Vector2Int(x, y));
}
}
}
// Pick a random candidate to avoid directional bias
return candidates[UnityEngine.Random.Range(0, candidates.Count)];
}*/
Vector2Int FindMinEntropyCell()
{
int minEntropy = int.MaxValue;
List<Vector2Int> candidates = new List<Vector2Int>();
// First pass: find minimum entropy
for (int x = 0; x < gridWidth; x++)
{
for (int y = 0; y < gridHeight; y++)
{
WaveCell cell = grid[x, y];
if (cell.IsCollapsed) continue;
if (cell.Entropy < minEntropy)
{
minEntropy = cell.Entropy;
}
}
}
// Second pass: collect all cells with minimum entropy
for (int x = 0; x < gridWidth; x++)
{
for (int y = 0; y < gridHeight; y++)
{
WaveCell cell = grid[x, y];
if (cell.IsCollapsed) continue;
if (cell.Entropy == minEntropy)
{
// Prioritize cells with more collapsed neighbors
int collapsedNeighbors = CountCollapsedNeighbors(new Vector2Int(x, y));
if (collapsedNeighbors > 0)
{
candidates.Insert(0, new Vector2Int(x, y)); // Add to front
}
else
{
candidates.Add(new Vector2Int(x, y)); // Add to back
}
}
}
}
return candidates[UnityEngine.Random.Range(0, Mathf.Min(candidates.Count, 3))]; // Pick from top 3
}
private int CountCollapsedNeighbors(Vector2Int pos)
{
int count = 0;
foreach (Direction dir in Enum.GetValues(typeof(Direction)))
{
Vector2Int neighborPos = GetNeighborPosition(pos, dir);
if (!IsOutOfBounds(neighborPos) && grid[neighborPos.x, neighborPos.y].IsCollapsed)
{
count++;
}
}
return count;
}
async void CollapseCell(Vector2Int cellPos)
{
await Task.Delay(delayAwait); // Simulating async work
WaveCell cell = grid[cellPos.x, cellPos.y];
if (cell.IsCollapsed || cell.Entropy == 0) return;
GameObject chosenPrefab = GetWeightedRandomPrefab(cell.PossiblePrefabs);
//Debug.Log("cell.PossiblePrefabs.count" + cell.PossiblePrefabs.Count);
//GameObject chosenPrefab = cell.PossiblePrefabs.Find(p => p.name.Contains("Floor"));
if (chosenPrefab == null)
{
Debug.LogError("No valid floor prefab found!");
}
//Debug.Log("Collapsed cell: " + cellPos.x + ", " + cellPos.y + " = " + chosenPrefab.name);
// Collapse the cell to this prefab
cell.PossiblePrefabs = new List<GameObject> { chosenPrefab };
cell.IsCollapsed = true;
InstantiateCollapsedCell(cell);
await Task.Delay(delayAwait); // Simulating async work
// Propagate constraints to neighbors
PropagateConstraints(cellPos);
}
// Helper: Weighted random selection
GameObject GetWeightedRandomPrefab(List<GameObject> possiblePrefabs)
{
// Calculate total weight of all possible prefabs
float totalWeight = 0;
foreach (GameObject prefab in possiblePrefabs)
{
totalWeight += prefab.GetComponent<ChunkConnectionData>().Weight;
}
// Handle edge cases (all weights zero or negative)
if (totalWeight <= 0)
{
return possiblePrefabs[UnityEngine.Random.Range(0, possiblePrefabs.Count)];
}
// Pick a random value within the total weight
float randomValue = UnityEngine.Random.Range(0, totalWeight);
float cumulativeWeight = 0;
foreach (GameObject conn in possiblePrefabs)
{
cumulativeWeight += conn.GetComponent<ChunkConnectionData>().Weight;
if (randomValue <= cumulativeWeight)
{
return conn;
}
}
// Fallback (should never reach here)
Debug.Log("Fallback weightedRandom");
return possiblePrefabs[0];
}
async void PropagateConstraints(Vector2Int startCellPos)
{
Queue<Vector2Int> cellsToProcess = new Queue<Vector2Int>();
cellsToProcess.Enqueue(startCellPos);
while (cellsToProcess.Count > 0)
{
Vector2Int cellPos = cellsToProcess.Dequeue();
WaveCell cell = grid[cellPos.x, cellPos.y];
foreach (Direction dir in Enum.GetValues(typeof(Direction)))
{
Vector2Int neighborPos = GetNeighborPosition(cellPos, dir);
if (IsOutOfBounds(neighborPos)) continue;
WaveCell neighborCell = grid[neighborPos.x, neighborPos.y];
if (neighborCell.IsCollapsed) continue;
//if (IsDirectionOutOfBounds(neighborCell.GridPosition, dir)) continue;
ConnectionSocket requiredSocket = GetSocketForDirection(cell, dir);
List<GameObject> validPrefabs = FilterPrefabsForNeighbor(neighborCell, dir, requiredSocket);
for (int i = 0; i < validPrefabs.Count; i++)
{
Debug.Log("Cell: " + cell.GridPosition + " has possible neighbors " + dir + " = " + validPrefabs[i].name);
}
// Check for contradictions here!
if (validPrefabs.Count == 0)
{
//LocalResetCell(neighborCell, chunkCompatibilityMatrix.prefabs);
Debug.LogError($"Contradiction at {neighborPos}! No valid prefabs for {dir}/{requiredSocket}.");
//broken = true;
//cellsToProcess.Enqueue(neighborPos);
return;
}
if (validPrefabs.Count < neighborCell.PossiblePrefabs.Count)
{
neighborCell.PossiblePrefabs = validPrefabs;
cellsToProcess.Enqueue(neighborPos);
}
}
await Task.Delay(delayAwait); // Simulating async work
}
}
// Example contradiction handler (restart generation)
void HandleContradiction()
{
Debug.Log("rip generation due to contradiction...");
}
bool IsOutOfBounds(Vector2Int pos)
{
return pos.x < 0 || pos.x >= gridWidth || pos.y < 0 || pos.y >= gridHeight;
}
bool IsDirectionOutOfBounds(Vector2Int pos, Direction dir)
{
return IsOutOfBounds(GetNeighborPosition(pos, dir));
}
bool IsBorderCellPosition(WaveCell cell)
{
return cell.GridPosition.x == 0 ||
cell.GridPosition.y == 0 ||
cell.GridPosition.x == gridWidth - 1 ||
cell.GridPosition.y == gridHeight - 1;
}
ConnectionSocket GetSocketForDirection(WaveCell cell, Direction dir)
{
//Debug.Log("GetSocketForDir: " + dir + " " + cell.GridPosition + " " + cell.PossiblePrefabs.Count);
if (cell.PossiblePrefabs.Count == 0)
{
Debug.LogError($"Cell {cell.GridPosition} has no possible prefabs!");
throw new InvalidOperationException("Contradiction encountered.");
}
// The cell is collapsed, so it has exactly one prefab
ChunkConnectionData conn = cell.PossiblePrefabs[0].GetComponent<ChunkConnectionData>();
switch (dir)
{
case Direction.North: return conn.NorthConnection;
case Direction.South: return conn.SouthConnection;
case Direction.East: return conn.EastConnection;
case Direction.West: return conn.WestConnection;
default: throw new ArgumentException("Invalid direction");
}
}
// Helper: Get neighbor position for a direction
Vector2Int GetNeighborPosition(Vector2Int pos, Direction dir)
{
switch (dir)
{
case Direction.North: return new Vector2Int(pos.x, pos.y + 1);
case Direction.South: return new Vector2Int(pos.x, pos.y - 1);
case Direction.East: return new Vector2Int(pos.x + 1, pos.y);
case Direction.West: return new Vector2Int(pos.x - 1, pos.y);
default: return pos;
}
}
// Helper: Filter prefabs based on compatibility
/*List<GameObject> FilterPrefabsForNeighbor(WaveCell neighborCell, Direction dir, ConnectionSocket requiredSocket)
{
// Log valid prefabs from the matrix
// Get the OPPOSITE direction for the neighbor's required socket
Direction neighborRequiredDir = ConnectionCompatibilityHelpers.GetOppositeDirection(dir);
// Fetch valid prefabs from the compatibility matrix
if (chunkCompatibilityMatrix.compatibilityMatrix.TryGetValue(neighborRequiredDir, out var socketDict) &&
socketDict.TryGetValue(requiredSocket, out var validPrefabs))
{
// Intersect with the neighbor's current possible prefabs
List<GameObject> intersection = validPrefabs.Intersect(neighborCell.PossiblePrefabs).ToList();
for (int i = intersection.Count - 1; i >= 0; i--)
{
if (!IsBorderCellPosition(neighborCell))
if (intersection[i].GetComponent<ChunkConnectionData>().IsBorderPrefab())
intersection.RemoveAt(i);
}
if (intersection.Count > 0)
return intersection;
}
Debug.LogError($"No prefabs found for {neighborRequiredDir} direction and socket {requiredSocket}!");
return new List<GameObject>();
}*/
List<GameObject> FilterPrefabsForNeighbor(WaveCell neighborCell, Direction dir, ConnectionSocket requiredSocket)
{
// Use the neighbor direction directly since the matrix is keyed by neighbor direction.
if (chunkCompatibilityMatrix.compatibilityMatrix.TryGetValue(dir, out var socketDict) &&
socketDict.TryGetValue(requiredSocket, out var validPrefabs))
{
// Intersect with the neighbor's current possible prefabs
List<GameObject> intersection = validPrefabs.Intersect(neighborCell.PossiblePrefabs).ToList();
for (int i = intersection.Count - 1; i >= 0; i--)
{
if (!IsBorderCellPosition(neighborCell))
if (intersection[i].GetComponent<ChunkConnectionData>().IsBorderPrefab())
intersection.RemoveAt(i);
}
if (intersection.Count > 0)
return intersection;
}
Debug.LogError($"No prefabs found for {dir} direction and socket {requiredSocket}!");
return new List<GameObject>();
}
void InstantiatePrefabs()
{
for (int x = 0; x < gridWidth; x++)
{
for (int y = 0; y < gridHeight; y++)
{
WaveCell cell = grid[x, y];
ChunkConnectionData prefab = cell.PossiblePrefabs[0].GetComponent<ChunkConnectionData>();
Vector3 position = new Vector3(x * chunkSizeX, 0, y * chunkSizeZ);
Instantiate(prefab, position, Quaternion.identity, mapParent);
}
}
}
void InstantiateCollapsedCell(WaveCell cell)
{
ChunkConnectionData prefab = cell.PossiblePrefabs[0].GetComponent<ChunkConnectionData>();
Vector3 position = new Vector3(cell.GridPosition.x * chunkSizeX, 0, cell.GridPosition.y * chunkSizeZ);
Instantiate(prefab, position, Quaternion.identity, mapParent);
}
void GenerateMap()
{
StartCoroutine(RunWFC());
}
IEnumerator RunWFC()
{
while (!AllCellsCollapsed())
{
Vector2Int cellPos = FindMinEntropyCell();
CollapseCell(cellPos);
yield return new WaitForSeconds(delayCoroutine);
}
//if (AllCellsCollapsed())
// InstantiatePrefabs();
}
bool AllCellsCollapsed()
{
for (int x = 0; x < gridWidth; x++)
{
for (int y = 0; y < gridHeight; y++)
{
if (!grid[x, y].IsCollapsed) return false;
}
}
return true;
}
}

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@ -0,0 +1,21 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class WaveCell
{
public List<GameObject> PossiblePrefabs; // Prefabs that could still fit here
public bool IsCollapsed; // Has this cell been finalized?
public Vector2Int GridPosition; // Optional: Track position for debugging
public WaveCell(List<GameObject> allPrefabs, Vector2Int gridPos)
{
PossiblePrefabs = new List<GameObject>(allPrefabs);
IsCollapsed = false;
GridPosition = gridPos;
}
// Returns the "entropy" (number of possibilities remaining)
public int Entropy => PossiblePrefabs.Count;
}

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@ -9,6 +9,7 @@
"com.unity.ide.rider": "3.0.21",
"com.unity.ide.visualstudio": "2.0.18",
"com.unity.ide.vscode": "1.2.5",
"com.unity.mathematics": "1.2.6",
"com.unity.postprocessing": "3.2.2",
"com.unity.purchasing": "4.8.0",
"com.unity.recorder": "3.0.3",

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