Updated the way gates are generated (Not with weight but as a one time necessary tile)

This commit is contained in:
=
2026-04-28 15:57:09 +02:00
parent 4b460926c5
commit 83d9620e39
2 changed files with 62 additions and 39 deletions
+28 -24
View File
@@ -9,11 +9,13 @@ public class WFC
public static Random rand = new Random();
public enum Direction
{
Up,
Down,
Backward,
Forward,
Left,
Right,
None
None,
Up,
Down
}
public static readonly Vector2I[] offsets =
@@ -26,34 +28,34 @@ public class WFC
public static readonly Direction[] dirs =
{
Direction.Up,
Direction.Down,
Direction.Backward,
Direction.Forward,
Direction.Left,
Direction.Right
};
public static Dictionary<string, HashSet<Direction>> tileConnections = new Dictionary<string, HashSet<Direction>>
{
["t_right"] = new() { Direction.Up, Direction.Down, Direction.Right },
["t_left"] = new() { Direction.Up, Direction.Down, Direction.Left },
["t_up"] = new() { Direction.Left, Direction.Right, Direction.Up },
["t_down"] = new() { Direction.Left, Direction.Right, Direction.Down },
["t_right"] = new() { Direction.Backward, Direction.Forward, Direction.Right , Direction.Up},
["t_left"] = new() { Direction.Backward, Direction.Forward, Direction.Left, Direction.Up },
["t_up"] = new() { Direction.Left, Direction.Right, Direction.Backward, Direction.Up },
["t_down"] = new() { Direction.Left, Direction.Right, Direction.Forward, Direction.Up },
["end_up"] = new() { Direction.Up },
["end_down"] = new() { Direction.Down },
["end_left"] = new() { Direction.Left },
["end_right"] = new() { Direction.Right },
["end_up"] = new() { Direction.Backward, Direction.Up },
["end_down"] = new() { Direction.Forward, Direction.Up },
["end_left"] = new() { Direction.Left, Direction.Up },
["end_right"] = new() { Direction.Right, Direction.Up },
["straight_left_right"] = new() { Direction.Left, Direction.Right },
["straight_up_down"] = new() { Direction.Up, Direction.Down },
["straight_left_right"] = new() { Direction.Left, Direction.Right, Direction.Up },
["straight_up_down"] = new() { Direction.Backward, Direction.Forward, Direction.Up },
["corner_up_left"] = new() { Direction.Up, Direction.Left },
["corner_up_right"] = new() { Direction.Up, Direction.Right },
["corner_down_left"] = new() { Direction.Down, Direction.Left },
["corner_down_right"] = new() { Direction.Down, Direction.Right },
["corner_up_left"] = new() { Direction.Backward, Direction.Left, Direction.Up },
["corner_up_right"] = new() { Direction.Backward, Direction.Right, Direction.Up },
["corner_down_left"] = new() { Direction.Forward, Direction.Left, Direction.Up },
["corner_down_right"] = new() { Direction.Forward, Direction.Right, Direction.Up },
["junction"] = new() { Direction.Up, Direction.Down, Direction.Left, Direction.Right },
["gate"] = new() { Direction.Up, Direction.Down, Direction.Left, Direction.Right }
["junction"] = new() { Direction.Backward, Direction.Forward, Direction.Left, Direction.Right, Direction.Up},
["gate"] = new() { Direction.Backward, Direction.Forward, Direction.Left, Direction.Right, Direction.Up, Direction.Down}
};
public static Dictionary<string, float> weights = new()
@@ -77,17 +79,19 @@ public class WFC
["end_left"] = 0.2f,
["end_right"] = 0.3f,
["gate"] = 0.1f
["gate"] = 0.0f
};
public static Direction Opposite(Direction dir)
{
return dir switch
{
Direction.Up => Direction.Down,
Direction.Down => Direction.Up,
Direction.Backward => Direction.Forward,
Direction.Forward => Direction.Backward,
Direction.Left => Direction.Right,
Direction.Right => Direction.Left,
Direction.Up => Direction.Down,
Direction.Down => Direction.Up,
_ => dir
};
}