Removed unnecessary prints and added simple alarm sign sprite for later usage
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@@ -47,15 +47,7 @@ public partial class Layer : Node3D
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int safetyCounter = 0;
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while (true)
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{
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if (GenerateLayer())
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{
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GD.Print("Layer generated");
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break;
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}
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else
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{
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GD.PrintErr("Layer failed... trying again");
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}
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if (GenerateLayer()) break;
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ResetLayer(tileMeshes);
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safetyCounter++;
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if (safetyCounter > 1000) break;
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@@ -143,8 +135,8 @@ public partial class Layer : Node3D
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Vector2I position = GetSmallestPossibilities();
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while (true)
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{
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string keyword = "";
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if (position.X == 0 || position.X == layerSize - 1 || position.Y == 0 || position.Y == layerSize - 1)
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string keyword;
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if (position.X == 0 || position.X == layerSize - 1 || position.Y == 0 || position.Y == layerSize - 1)
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{
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keyword = tiles[position.X, position.Y].Collapse("border");
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}
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@@ -152,11 +144,7 @@ public partial class Layer : Node3D
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{
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keyword = tiles[position.X, position.Y].Collapse("");
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}
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if (keyword == "ERR")
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{
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GD.Print("Error in WFC during collapse!");
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return false;
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}
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if (keyword == "ERR") return false;
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if (keyword != "")
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{
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NewPropagate(position);
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@@ -169,11 +157,7 @@ public partial class Layer : Node3D
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continue;
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}
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safetyCounter++;
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if (safetyCounter == layerSize * layerSize)
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{
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GD.Print("Error in WFC, overflow!");
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return false;
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}
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if (safetyCounter == layerSize * layerSize) return false;
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}
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if (updateFailed) return false;
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//Spawn is a tile border, redo world generation
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@@ -224,7 +208,6 @@ public partial class Layer : Node3D
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if (updateCount == int.MaxValue)
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{
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GD.Print("WFC Error! No meshes left");
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updateFailed = true;
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return;
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}
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@@ -8,6 +8,5 @@ public class Placeholder
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public Placeholder(string name, Vector3 pos){
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this.name = name.Split("_")[0];
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this.pos = pos;
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GD.Print($"Generated placeholder {this.name}");
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}
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}
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@@ -186,7 +186,6 @@ public class WFC
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}
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}
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if (safetyCounter > layer.Length * 2) GD.PrintErr("Loop too long");
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return result;
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}
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@@ -43,8 +43,6 @@ public partial class World : Node3D
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map = new Layer[ruinSize];
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GenerateWorld();
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GD.Print("World generated");
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HandleRenderData(BuildRenderData(0));
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}
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@@ -96,7 +94,6 @@ public partial class World : Node3D
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private void GenerateWorld()
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{
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DateTime now = DateTime.Now;
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for (int layer = 0; layer < ruinSize; layer++)
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{
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layerNode = layerPrefab.Instantiate<Layer>();
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@@ -104,7 +101,6 @@ public partial class World : Node3D
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layerNode.SetupLayer(layerSize, layer, tileMeshes);
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map[layer] = layerNode;
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}
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GD.Print("Time for map generation: " + (DateTime.Now - now).Seconds);
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}
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private List<TileRenderData> BuildRenderData(int layerIndex)
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