almost working guaranteed path
This commit is contained in:
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4f781ab83e
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@ -163,6 +163,13 @@ MonoBehaviour:
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closedBorders: 1
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delayAwait: 1
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delayCoroutine: 0.001
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branchFrequency: 0.3
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branchLengthMin: 2
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branchLengthMax: 4
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useCustomStartEnd: 1
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customStartPoint: {x: 1, y: 1}
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customEndPoint: {x: 13, y: 13}
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enforceMainPath: 1
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--- !u!4 &202619012
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Transform:
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m_ObjectHideFlags: 0
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@ -840,27 +847,27 @@ MonoBehaviour:
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--- !u!4 &2078654584
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Transform:
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@ -26,9 +26,27 @@ public class WFCGenerator : MonoBehaviour
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[Space]
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[SerializeField] private int delayAwait = 3000;
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[SerializeField] private float delayCoroutine = 3f;
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[Space]
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[SerializeField] private float branchFrequency = 0.3f;
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[SerializeField] private int branchLengthMin = 2;
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[SerializeField] private int branchLengthMax = 4;
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[Space]
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[SerializeField] private bool useCustomStartEnd = false;
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[SerializeField] private Vector2Int customStartPoint = new Vector2Int(1, 1);
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[SerializeField] private Vector2Int customEndPoint = new Vector2Int(13, 13);
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// Possible spawn points and exit points
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private Vector2Int startPoint;
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private Vector2Int endPoint;
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private List<Vector2Int> possibleSpawnPoints = new List<Vector2Int>();
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private List<Vector2Int> possibleExitPoints = new List<Vector2Int>();
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bool broken = false;
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[SerializeField] private bool enforceMainPath = true;
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private List<Vector2Int> mainPath = new List<Vector2Int>();
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private HashSet<Vector2Int> guaranteedConnections = new HashSet<Vector2Int>();
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private void Start()
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{
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chunkCompatibilityMatrix.BuildCompatibilityMatrix();
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@ -36,12 +54,230 @@ public class WFCGenerator : MonoBehaviour
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if (randomizeSeed)
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seed = UnityEngine.Random.Range(0, 1000000);
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UnityEngine.Random.InitState(seed);
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if (enforceMainPath)
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{
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GenerateMainPath();
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}
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InitializeGrid(chunkCompatibilityMatrix.prefabs);
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GenerateMap();
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}
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private void GenerateMainPath()
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{
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DetermineStartAndEndPoints();
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// Start from bottom-left
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Vector2Int current = startPoint;
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mainPath.Add(current);
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guaranteedConnections.Add(current);
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guaranteedConnections.Add(endPoint);
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while (current != endPoint)
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{
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Vector2Int next = GetNextPathPoint(current, endPoint);
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if (!IsOutOfBounds(next) && !mainPath.Contains(next))
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{
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current = next;
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mainPath.Add(current);
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guaranteedConnections.Add(current);
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// Add some branching paths
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if (UnityEngine.Random.value < branchFrequency)
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{
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AddBranchPath(current);
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}
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}
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}
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}
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private void AddBranchPath(Vector2Int start)
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{
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Vector2Int current = start;
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int branchLength = UnityEngine.Random.Range(branchLengthMin, branchLengthMax);
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for (int i = 0; i < branchLength; i++)
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{
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Vector2Int next;
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if (UnityEngine.Random.value < 0.5f)
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next = current + Vector2Int.right * (UnityEngine.Random.value < 0.5f ? 1 : -1);
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else
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next = current + Vector2Int.up;
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if (!IsOutOfBounds(next) && !mainPath.Contains(next) &&
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next.x > 0 && next.x < gridWidth - 1 &&
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next.y > 0 && next.y < gridHeight - 1)
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{
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current = next;
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guaranteedConnections.Add(current);
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}
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else
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break;
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}
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}
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private void DetermineStartAndEndPoints()
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{
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if (useCustomStartEnd)
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{
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startPoint = customStartPoint;
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endPoint = customEndPoint;
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}
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else
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{
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// Generate multiple possible spawn points in the bottom third
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for (int x = 1; x < gridWidth - 1; x++)
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{
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for (int y = 1; y < gridHeight / 3; y++)
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{
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possibleSpawnPoints.Add(new Vector2Int(x, y));
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}
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}
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// Generate multiple possible exit points in the top third
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for (int x = 1; x < gridWidth - 1; x++)
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{
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for (int y = (gridHeight * 2) / 3; y < gridHeight - 1; y++)
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{
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possibleExitPoints.Add(new Vector2Int(x, y));
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}
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}
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// Pick random points from the possible locations
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startPoint = possibleSpawnPoints[UnityEngine.Random.Range(0, possibleSpawnPoints.Count)];
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endPoint = possibleExitPoints[UnityEngine.Random.Range(0, possibleExitPoints.Count)];
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}
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}
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private bool IsBorderPosition(Vector2Int pos)
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{
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return pos.x == 0 || pos.x == gridWidth - 1 ||
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pos.y == 0 || pos.y == gridHeight - 1;
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}
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private Vector2Int GetNextPathPoint(Vector2Int current, Vector2Int target)
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{
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// Calculate direction to target
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Vector2Int direction = target - current;
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float distance = direction.magnitude;
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// List of possible next points
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List<Vector2Int> possibleMoves = new List<Vector2Int>();
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// Always try to move closer to the target when possible
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if (Mathf.Abs(direction.x) > Mathf.Abs(direction.y))
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{
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// Prioritize horizontal movement
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if (direction.x > 0)
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possibleMoves.Add(current + Vector2Int.right);
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else
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possibleMoves.Add(current + Vector2Int.left);
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}
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else
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{
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// Prioritize vertical movement
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if (direction.y > 0)
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possibleMoves.Add(current + Vector2Int.up);
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else
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possibleMoves.Add(current + Vector2Int.down);
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}
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// Add some randomness to prevent straight lines
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if (UnityEngine.Random.value < 0.4f)
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{
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if (current.x > 1)
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possibleMoves.Add(current + Vector2Int.left);
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if (current.x < gridWidth - 2)
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possibleMoves.Add(current + Vector2Int.right);
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}
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// Filter out invalid moves
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possibleMoves.RemoveAll(move =>
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IsOutOfBounds(move) ||
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mainPath.Contains(move) ||
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IsBorderPosition(move)
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);
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// If no valid moves, try moving directly towards target
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if (possibleMoves.Count == 0)
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{
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Vector2Int directMove = current + new Vector2Int(
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Mathf.Clamp(direction.x, -1, 1),
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Mathf.Clamp(direction.y, -1, 1)
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);
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if (!IsOutOfBounds(directMove) &&
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!mainPath.Contains(directMove) &&
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!IsBorderPosition(directMove))
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{
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return directMove;
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}
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}
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// Return random valid move, or current position if no valid moves
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return possibleMoves.Count > 0 ?
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possibleMoves[UnityEngine.Random.Range(0, possibleMoves.Count)] :
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current;
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}
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// Add this to help with spawning
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public Vector2Int GetRandomSpawnPoint()
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{
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return possibleSpawnPoints[UnityEngine.Random.Range(0, possibleSpawnPoints.Count)];
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}
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// Add this to help with placing the exit
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public Vector2Int GetRandomExitPoint()
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{
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return possibleExitPoints[UnityEngine.Random.Range(0, possibleExitPoints.Count)];
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}
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// Enhanced debug visualization
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void OnDrawGizmos()
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{
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if (!Application.isPlaying || !enforceMainPath) return;
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// Draw start point
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Gizmos.color = Color.green;
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Gizmos.DrawWireSphere(
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new Vector3(startPoint.x * chunkSizeX, 1, startPoint.y * chunkSizeZ),
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1.5f
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);
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// Draw end point
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Gizmos.color = Color.red;
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Gizmos.DrawWireSphere(
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new Vector3(endPoint.x * chunkSizeX, 1, endPoint.y * chunkSizeZ),
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1.5f
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);
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// Draw main path
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Gizmos.color = Color.yellow;
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for (int i = 0; i < mainPath.Count - 1; i++)
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{
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Vector3 start = new Vector3(mainPath[i].x * chunkSizeX, 1, mainPath[i].y * chunkSizeZ);
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Vector3 end = new Vector3(mainPath[i + 1].x * chunkSizeX, 1, mainPath[i + 1].y * chunkSizeZ);
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Gizmos.DrawLine(start, end);
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Gizmos.DrawWireSphere(start, 0.5f);
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}
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// Draw branch connections
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Gizmos.color = Color.cyan;
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foreach (var point in guaranteedConnections)
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{
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if (!mainPath.Contains(point))
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{
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Gizmos.DrawWireSphere(
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new Vector3(point.x * chunkSizeX, 1, point.y * chunkSizeZ),
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0.5f
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);
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}
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}
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}
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void InitializeGrid(List<GameObject> allPrefabs)
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{
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grid = new WaveCell[gridWidth, gridHeight];
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@ -91,7 +327,7 @@ public class WFCGenerator : MonoBehaviour
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}*/
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// Restrict edge cells to prefabs with walls or closed connections
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List<GameObject> FilterPrefabsForBorders(int x, int y, List<GameObject> possiblePrefabs)
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@ -455,57 +691,54 @@ public class WFCGenerator : MonoBehaviour
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}
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}
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// Helper: Filter prefabs based on compatibility
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/*List<GameObject> FilterPrefabsForNeighbor(WaveCell neighborCell, Direction dir, ConnectionSocket requiredSocket)
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protected List<GameObject> FilterPrefabsForNeighbor(WaveCell neighborCell, Direction dir, ConnectionSocket requiredSocket)
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{
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// Log valid prefabs from the matrix
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// Get the OPPOSITE direction for the neighbor's required socket
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Direction neighborRequiredDir = ConnectionCompatibilityHelpers.GetOppositeDirection(dir);
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// Fetch valid prefabs from the compatibility matrix
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if (chunkCompatibilityMatrix.compatibilityMatrix.TryGetValue(neighborRequiredDir, out var socketDict) &&
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socketDict.TryGetValue(requiredSocket, out var validPrefabs))
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{
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// Intersect with the neighbor's current possible prefabs
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List<GameObject> intersection = validPrefabs.Intersect(neighborCell.PossiblePrefabs).ToList();
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for (int i = intersection.Count - 1; i >= 0; i--)
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{
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if (!IsBorderCellPosition(neighborCell))
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if (intersection[i].GetComponent<ChunkConnectionData>().IsBorderPrefab())
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intersection.RemoveAt(i);
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}
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if (intersection.Count > 0)
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return intersection;
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}
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Debug.LogError($"No prefabs found for {neighborRequiredDir} direction and socket {requiredSocket}!");
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return new List<GameObject>();
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}*/
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List<GameObject> FilterPrefabsForNeighbor(WaveCell neighborCell, Direction dir, ConnectionSocket requiredSocket)
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{
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// Use the neighbor direction directly since the matrix is keyed by neighbor direction.
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if (chunkCompatibilityMatrix.compatibilityMatrix.TryGetValue(dir, out var socketDict) &&
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socketDict.TryGetValue(requiredSocket, out var validPrefabs))
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{
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// Intersect with the neighbor's current possible prefabs
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List<GameObject> intersection = validPrefabs.Intersect(neighborCell.PossiblePrefabs).ToList();
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// Remove border prefabs from non-border positions
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for (int i = intersection.Count - 1; i >= 0; i--)
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{
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if (!IsBorderCellPosition(neighborCell))
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if (intersection[i].GetComponent<ChunkConnectionData>().IsBorderPrefab())
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{
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var connData = intersection[i].GetComponent<ChunkConnectionData>();
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if (connData.IsBorderPrefab())
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intersection.RemoveAt(i);
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// If this is a guaranteed connection point, remove prefabs that don't have floor connections
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else if (guaranteedConnections.Contains(neighborCell.GridPosition))
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{
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bool hasFloorConnection = false;
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switch (dir)
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{
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case Direction.North:
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hasFloorConnection = connData.NorthConnection == ConnectionSocket.floor;
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break;
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case Direction.South:
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hasFloorConnection = connData.SouthConnection == ConnectionSocket.floor;
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break;
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case Direction.East:
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hasFloorConnection = connData.EastConnection == ConnectionSocket.floor;
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break;
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case Direction.West:
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hasFloorConnection = connData.WestConnection == ConnectionSocket.floor;
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break;
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}
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if (!hasFloorConnection)
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intersection.RemoveAt(i);
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}
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}
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}
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if (intersection.Count > 0)
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return intersection;
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}
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Debug.LogError($"No prefabs found for {dir} direction and socket {requiredSocket}!");
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return new List<GameObject>();
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}
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void InstantiatePrefabs()
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{
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for (int x = 0; x < gridWidth; x++)
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|
Loading…
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Reference in New Issue
Block a user