Restructered project folders
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Godot;
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public class WFC
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{
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public static Dictionary<string, Dictionary<Direction, List<string>>> adjacency = new Dictionary<string, Dictionary<Direction, List<string>>>();
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public static Random rand = new Random();
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public enum Direction
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{
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Up,
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Down,
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Left,
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Right,
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None
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}
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public static readonly Vector2I[] offsets =
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{
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new Vector2I(0, -1),
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new Vector2I(0, 1),
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new Vector2I(-1, 0),
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new Vector2I(1, 0)
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};
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public static readonly Direction[] dirs =
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{
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Direction.Up,
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Direction.Down,
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Direction.Left,
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Direction.Right
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};
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public static Dictionary<string, HashSet<Direction>> tileConnections = new Dictionary<string, HashSet<Direction>>
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{
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["t_right"] = new() { Direction.Up, Direction.Down, Direction.Right },
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["t_left"] = new() { Direction.Up, Direction.Down, Direction.Left },
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["t_up"] = new() { Direction.Left, Direction.Right, Direction.Up },
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["t_down"] = new() { Direction.Left, Direction.Right, Direction.Down },
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["end_up"] = new() { Direction.Up },
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["end_down"] = new() { Direction.Down },
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["end_left"] = new() { Direction.Left },
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["end_right"] = new() { Direction.Right },
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["straight_left_right"] = new() { Direction.Left, Direction.Right },
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["straight_up_down"] = new() { Direction.Up, Direction.Down },
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["corner_up_left"] = new() { Direction.Up, Direction.Left },
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["corner_up_right"] = new() { Direction.Up, Direction.Right },
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["corner_down_left"] = new() { Direction.Down, Direction.Left },
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["corner_down_right"] = new() { Direction.Down, Direction.Right },
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["junction"] = new() { Direction.Up, Direction.Down, Direction.Left, Direction.Right },
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["gate"] = new() { Direction.Up, Direction.Down, Direction.Left, Direction.Right }
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};
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public static Dictionary<string, float> weights = new()
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{
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["junction"] = 3f,
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["t_up"] = 3f,
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["t_down"] = 3f,
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["t_left"] = 3f,
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["t_right"] = 3f,
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["straight_left_right"] = 2f,
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["straight_up_down"] = 2f,
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["corner_up_left"] = 0.7f,
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["corner_up_right"] = 0.7f,
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["corner_down_left"] = 0.7f,
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["corner_down_right"] = 0.7f,
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["end_up"] = 0.2f,
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["end_down"] = 0.1f,
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["end_left"] = 0.2f,
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["end_right"] = 0.3f,
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["gate"] = 0.1f
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};
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public static Direction Opposite(Direction dir)
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{
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return dir switch
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{
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Direction.Up => Direction.Down,
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Direction.Down => Direction.Up,
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Direction.Left => Direction.Right,
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Direction.Right => Direction.Left,
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_ => dir
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};
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}
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public static bool CanConnect(string a, string b, Direction direction, bool checkWalking)
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{
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var aDirs = tileConnections[a];
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var bDirs = tileConnections[b];
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bool aOpen = aDirs.Contains(direction);
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bool bOpen = bDirs.Contains(Opposite(direction));
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if (checkWalking) return aOpen && bOpen;
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return aOpen == bOpen;
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}
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public static void FillAdjacencies()
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{
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foreach (var tile in tileConnections.Keys)
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{
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adjacency[tile] = new Dictionary<Direction, List<string>>();
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foreach (Direction dir in Enum.GetValues(typeof(Direction)))
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{
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var valid = new List<string>();
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foreach (var other in tileConnections.Keys)
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{
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if (CanConnect(tile, other, dir, false))
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valid.Add(other);
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}
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adjacency[tile][dir] = valid;
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}
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}
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}
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public static bool IsWalkable(Tile tile)
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{
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var dirs = tileConnections[tile.collapsedMesh];
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return dirs.Count > 0 && !dirs.Contains(Direction.None);
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}
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public static bool CanWalk(Tile[,] layer, Vector2I from, Vector2I to, Direction dir)
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{
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var fromTile = layer[from.X, from.Y];
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var toTile = layer[to.X, to.Y];
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if (!IsWalkable(toTile))
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return false;
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return CanConnect(fromTile.collapsedMesh, toTile.collapsedMesh, dir, true);
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}
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public static bool IsMapConnected(Tile[,] layer, float accessibilityThreshhold)
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{
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bool result = false;
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HashSet<Vector2I> visited = new HashSet<Vector2I>();
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List<Vector2I> toCheck = new List<Vector2I>();
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Vector2I position;
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toCheck.Add(new Vector2I(1, 1));
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int safetyCounter = 0;
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while (true)
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{
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if (toCheck.Count <= 0) break;
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int index = rand.Next(toCheck.Count);
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position = toCheck[index];
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toCheck[index] = toCheck[^1];
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toCheck.RemoveAt(toCheck.Count - 1);
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if (!visited.Add(position)) continue;
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for (int i = 0; i < 4; i++)
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{
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var next = position + offsets[i];
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if (!InBounds(next, layer.GetLength(0)))
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continue;
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if (CanWalk(layer, position, next, dirs[i]))
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{
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toCheck.Add(next);
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}
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}
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safetyCounter++;
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if (safetyCounter > layer.Length * 2) break;
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if (visited.Count >= Math.Pow(layer.GetLength(0) - 1, 2) * accessibilityThreshhold)
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{
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result = true;
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break;
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}
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}
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return result;
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}
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public static bool InBounds(Vector2I pos, int layerSize)
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{
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return pos.X > 0 &&
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pos.Y > 0 &&
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pos.X < layerSize &&
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pos.Y < layerSize;
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}
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}
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