main path force floor wip

This commit is contained in:
Pedro Gomes 2025-02-07 19:51:44 +00:00
parent c59fd63cb5
commit 6a07721867
4 changed files with 293 additions and 217 deletions

View File

@ -166,9 +166,15 @@ MonoBehaviour:
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branchLengthMin: 2
branchLengthMax: 4
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@ -226,7 +232,7 @@ GameObject:
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@ -421,7 +427,7 @@ GameObject:
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View File

@ -0,0 +1,10 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class TupleTransform
{
public Transform start;
public Transform end;
}

View File

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View File

@ -30,11 +30,9 @@ public class WFCGenerator : MonoBehaviour
[SerializeField] private float branchFrequency = 0.3f;
[SerializeField] private int branchLengthMin = 2;
[SerializeField] private int branchLengthMax = 4;
[Space]
[SerializeField] private bool useCustomStartEnd = false;
[SerializeField] private Vector2Int customStartPoint = new Vector2Int(1, 1);
[SerializeField] private Vector2Int customEndPoint = new Vector2Int(13, 13);
[Space]
[SerializeField] private List<TupleTransform> startEndPairs = new List<TupleTransform>();
// Possible spawn points and exit points
private Vector2Int startPoint;
private Vector2Int endPoint;
@ -47,181 +45,171 @@ public class WFCGenerator : MonoBehaviour
private List<Vector2Int> mainPath = new List<Vector2Int>();
private HashSet<Vector2Int> guaranteedConnections = new HashSet<Vector2Int>();
bool mainPathReady = false;
bool gridReady = false;
private void Start()
{
chunkCompatibilityMatrix.BuildCompatibilityMatrix();
if (randomizeSeed)
seed = UnityEngine.Random.Range(0, 1000000);
UnityEngine.Random.InitState(seed);
if (enforceMainPath)
{
// Generate path first
GenerateMainPath();
// Then initialize grid with path consideration
//InitializeGrid();
// Finally start the WFC process
//await WaitSignal();
//StartCoroutine(RunWFC());
}
InitializeGrid(chunkCompatibilityMatrix.prefabs);
GenerateMap();
}
private void GenerateMainPath()
private async Task WaitSignal()
{
DetermineStartAndEndPoints();
while (!(mainPathReady && gridReady))
{
await Task.Delay(delayAwait);
}
}
private async void GenerateMainPath()
{
int startEndIndex = UnityEngine.Random.Range(0, startEndPairs.Count);
startPoint = new Vector2Int((int)startEndPairs[startEndIndex].start.position.x, (int)startEndPairs[startEndIndex].start.position.z);
endPoint = new Vector2Int((int)startEndPairs[startEndIndex].end.position.x, (int)startEndPairs[startEndIndex].end.position.z);
// Start from bottom-left
Vector2Int current = startPoint;
mainPath.Add(current);
guaranteedConnections.Add(current);
guaranteedConnections.Add(endPoint);
while (current != endPoint)
{
Vector2Int next = GetNextPathPoint(current, endPoint);
Vector2Int next = GetNextPathPoint(current);
if (!IsOutOfBounds(next) && !mainPath.Contains(next))
{
current = next;
mainPath.Add(current);
guaranteedConnections.Add(current);
// Add some branching paths
if (UnityEngine.Random.value < branchFrequency)
if (UnityEngine.Random.value < 0.3f)
{
AddBranchPath(current);
}
}
await Task.Delay(delayAwait);
}
mainPathReady = true;
InitializeGrid();
}
private Vector2Int GetNextPathPoint(Vector2Int current)
{
Vector2Int direction = endPoint - current;
List<Vector2Int> possibleMoves = new List<Vector2Int>();
// Always consider all four primary directions
var primaryDirections = new List<Vector2Int>
{
Vector2Int.up,
Vector2Int.right,
Vector2Int.down,
Vector2Int.left
};
// Sort directions by their effectiveness in reaching the target
primaryDirections.Sort((a, b) =>
{
float scoreA = Vector2Int.Distance(current + a, endPoint);
float scoreB = Vector2Int.Distance(current + b, endPoint);
return scoreA.CompareTo(scoreB);
});
// Add sorted directions to possible moves if they're valid
foreach (var dir in primaryDirections)
{
Vector2Int nextPos = current + dir;
if (IsValidPathPosition(nextPos))
{
possibleMoves.Add(nextPos);
}
}
// If no primary moves are available, try diagonal moves
if (possibleMoves.Count == 0)
{
var diagonalDirections = new List<Vector2Int>
{
new Vector2Int(1, 1),
new Vector2Int(1, -1),
new Vector2Int(-1, 1),
new Vector2Int(-1, -1)
};
foreach (var dir in diagonalDirections)
{
Vector2Int nextPos = current + dir;
if (IsValidPathPosition(nextPos))
{
possibleMoves.Add(nextPos);
}
}
}
// If we have valid moves, prefer the one that gets us closest to the target
if (possibleMoves.Count > 0)
{
// Sort by distance to target and add some randomness
possibleMoves.Sort((a, b) =>
{
float scoreA = Vector2Int.Distance(a, endPoint) + UnityEngine.Random.Range(0f, 0.5f);
float scoreB = Vector2Int.Distance(b, endPoint) + UnityEngine.Random.Range(0f, 0.5f);
return scoreA.CompareTo(scoreB);
});
return possibleMoves[0];
}
return current; // Only return current position if absolutely no moves are available
}
private bool IsValidPathPosition(Vector2Int pos)
{
return !IsOutOfBounds(pos) &&
!mainPath.Contains(pos) &&
pos.x > 0 && pos.x < gridWidth - 1 &&
pos.y > 0 && pos.y < gridHeight - 1;
}
private void AddBranchPath(Vector2Int start)
{
Vector2Int current = start;
int branchLength = UnityEngine.Random.Range(branchLengthMin, branchLengthMax);
int maxLength = 3;
for (int i = 0; i < branchLength; i++)
for (int i = 0; i < maxLength; i++)
{
Vector2Int next;
if (UnityEngine.Random.value < 0.5f)
next = current + Vector2Int.right * (UnityEngine.Random.value < 0.5f ? 1 : -1);
else
next = current + Vector2Int.up;
Vector2Int direction = UnityEngine.Random.value < 0.5f ?
new Vector2Int(UnityEngine.Random.value < 0.5f ? 1 : -1, 0) :
new Vector2Int(0, 1);
if (!IsOutOfBounds(next) && !mainPath.Contains(next) &&
Vector2Int next = current + direction;
if (!IsOutOfBounds(next) &&
!mainPath.Contains(next) &&
next.x > 0 && next.x < gridWidth - 1 &&
next.y > 0 && next.y < gridHeight - 1)
{
current = next;
guaranteedConnections.Add(current);
mainPath.Add(current);
}
else
{
break;
}
}
private void DetermineStartAndEndPoints()
{
if (useCustomStartEnd)
{
startPoint = customStartPoint;
endPoint = customEndPoint;
}
else
{
// Generate multiple possible spawn points in the bottom third
for (int x = 1; x < gridWidth - 1; x++)
{
for (int y = 1; y < gridHeight / 3; y++)
{
possibleSpawnPoints.Add(new Vector2Int(x, y));
}
}
// Generate multiple possible exit points in the top third
for (int x = 1; x < gridWidth - 1; x++)
{
for (int y = (gridHeight * 2) / 3; y < gridHeight - 1; y++)
{
possibleExitPoints.Add(new Vector2Int(x, y));
}
}
// Pick random points from the possible locations
startPoint = possibleSpawnPoints[UnityEngine.Random.Range(0, possibleSpawnPoints.Count)];
endPoint = possibleExitPoints[UnityEngine.Random.Range(0, possibleExitPoints.Count)];
}
}
private bool IsBorderPosition(Vector2Int pos)
{
return pos.x == 0 || pos.x == gridWidth - 1 ||
pos.y == 0 || pos.y == gridHeight - 1;
}
private Vector2Int GetNextPathPoint(Vector2Int current, Vector2Int target)
{
// Calculate direction to target
Vector2Int direction = target - current;
float distance = direction.magnitude;
// List of possible next points
List<Vector2Int> possibleMoves = new List<Vector2Int>();
// Always try to move closer to the target when possible
if (Mathf.Abs(direction.x) > Mathf.Abs(direction.y))
{
// Prioritize horizontal movement
if (direction.x > 0)
possibleMoves.Add(current + Vector2Int.right);
else
possibleMoves.Add(current + Vector2Int.left);
}
else
{
// Prioritize vertical movement
if (direction.y > 0)
possibleMoves.Add(current + Vector2Int.up);
else
possibleMoves.Add(current + Vector2Int.down);
}
// Add some randomness to prevent straight lines
if (UnityEngine.Random.value < 0.4f)
{
if (current.x > 1)
possibleMoves.Add(current + Vector2Int.left);
if (current.x < gridWidth - 2)
possibleMoves.Add(current + Vector2Int.right);
}
// Filter out invalid moves
possibleMoves.RemoveAll(move =>
IsOutOfBounds(move) ||
mainPath.Contains(move) ||
IsBorderPosition(move)
);
// If no valid moves, try moving directly towards target
if (possibleMoves.Count == 0)
{
Vector2Int directMove = current + new Vector2Int(
Mathf.Clamp(direction.x, -1, 1),
Mathf.Clamp(direction.y, -1, 1)
);
if (!IsOutOfBounds(directMove) &&
!mainPath.Contains(directMove) &&
!IsBorderPosition(directMove))
{
return directMove;
}
}
// Return random valid move, or current position if no valid moves
return possibleMoves.Count > 0 ?
possibleMoves[UnityEngine.Random.Range(0, possibleMoves.Count)] :
current;
}
// Add this to help with spawning
public Vector2Int GetRandomSpawnPoint()
@ -278,26 +266,66 @@ public class WFCGenerator : MonoBehaviour
}
}
void InitializeGrid(List<GameObject> allPrefabs)
private async void InitializeGrid()
{
grid = new WaveCell[gridWidth, gridHeight];
var allPrefabs = chunkCompatibilityMatrix.prefabs;
// First pass: Initialize all cells
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);
Vector2Int pos = new Vector2Int(x, y);
// If using closed borders, restrict edge cells to prefabs with closed sockets
if (mainPath.Contains(pos))
{
// Filter for floor-based prefabs
var pathPrefabs = allPrefabs.Where(prefab =>
{
var conn = prefab.GetComponent<ChunkConnectionData>();
return !conn.IsBorderPrefab() && HasFloorConnection(conn);
}).ToList();
grid[x, y] = new WaveCell(pathPrefabs, pos);
}
else
{
List<GameObject> possiblePrefabs = new List<GameObject>(allPrefabs);
if (closedBorders)
{
possiblePrefabs = FilterPrefabsForBorders(x, y, possiblePrefabs);
}
grid[x, y] = new WaveCell(possiblePrefabs, pos);
}
// Start with all prefabs as possibilities
grid[x, y] = new WaveCell(new List<GameObject>(possiblePrefabs), new Vector2Int(x, y));
await Task.Delay(delayAwait);
}
}
// Second pass: Collapse path cells
foreach (var pathPos in mainPath)
{
var cell = grid[pathPos.x, pathPos.y];
cell.IsCollapsed = true;
cell.PossiblePrefabs = new List<GameObject> {
GetWeightedRandomPrefab(cell.PossiblePrefabs)
};
InstantiateCollapsedCell(cell);
await Task.Delay(delayAwait);
}
gridReady = true;
StartCoroutine(RunWFC());
}
private bool HasFloorConnection(ChunkConnectionData conn)
{
return conn.NorthConnection == ConnectionSocket.floor &&
conn.SouthConnection == ConnectionSocket.floor &&
conn.EastConnection == ConnectionSocket.floor &&
conn.WestConnection == ConnectionSocket.floor;
}
/* void OnDrawGizmos()
@ -520,31 +548,40 @@ public class WFCGenerator : MonoBehaviour
async void CollapseCell(Vector2Int cellPos)
{
await Task.Delay(delayAwait); // Simulating async work
await Task.Delay(delayAwait);
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)
if (mainPath.Contains(cellPos))
{
Debug.LogError("No valid floor prefab found!");
cell.PossiblePrefabs = cell.PossiblePrefabs.Where(prefab =>
{
var conn = prefab.GetComponent<ChunkConnectionData>();
return !conn.IsBorderPrefab() &&
conn.NorthConnection == ConnectionSocket.floor &&
conn.SouthConnection == ConnectionSocket.floor &&
conn.EastConnection == ConnectionSocket.floor &&
conn.WestConnection == ConnectionSocket.floor;
}).ToList();
if (cell.PossiblePrefabs.Count == 0)
{
Debug.LogError($"No valid floor prefabs available for path at {cellPos}!");
return;
}
}
//Debug.Log("Collapsed cell: " + cellPos.x + ", " + cellPos.y + " = " + chosenPrefab.name);
// Collapse the cell to this prefab
GameObject chosenPrefab = GetWeightedRandomPrefab(cell.PossiblePrefabs);
cell.PossiblePrefabs = new List<GameObject> { chosenPrefab };
cell.IsCollapsed = true;
InstantiateCollapsedCell(cell);
await Task.Delay(delayAwait); // Simulating async work
await Task.Delay(delayAwait);
// Propagate constraints to neighbors
PropagateConstraints(cellPos);
}
@ -593,6 +630,20 @@ public class WFCGenerator : MonoBehaviour
Vector2Int cellPos = cellsToProcess.Dequeue();
WaveCell cell = grid[cellPos.x, cellPos.y];
if (mainPath.Contains(cellPos))
{
// Ensure we maintain floor connections for path tiles
cell.PossiblePrefabs = cell.PossiblePrefabs.Where(prefab =>
{
var conn = prefab.GetComponent<ChunkConnectionData>();
return !conn.IsBorderPrefab() &&
conn.NorthConnection == ConnectionSocket.floor &&
conn.SouthConnection == ConnectionSocket.floor &&
conn.EastConnection == ConnectionSocket.floor &&
conn.WestConnection == ConnectionSocket.floor;
}).ToList();
}
foreach (Direction dir in Enum.GetValues(typeof(Direction)))
{
Vector2Int neighborPos = GetNeighborPosition(cellPos, dir);
@ -608,7 +659,7 @@ public class WFCGenerator : MonoBehaviour
for (int i = 0; i < validPrefabs.Count; i++)
{
Debug.Log("Cell: " + cell.GridPosition + " has possible neighbors " + dir + " = " + validPrefabs[i].name);
//Debug.Log("Cell: " + cell.GridPosition + " has possible neighbors " + dir + " = " + validPrefabs[i].name);
}
// Check for contradictions here!
@ -768,7 +819,7 @@ public class WFCGenerator : MonoBehaviour
}
IEnumerator RunWFC()
private IEnumerator RunWFC()
{
while (!AllCellsCollapsed())
{
@ -776,8 +827,6 @@ public class WFCGenerator : MonoBehaviour
CollapseCell(cellPos);
yield return new WaitForSeconds(delayCoroutine);
}
//if (AllCellsCollapsed())
// InstantiatePrefabs();
}
bool AllCellsCollapsed()