Updated the way gates are generated (Not with weight but as a one time necessary tile)
This commit is contained in:
@@ -116,38 +116,38 @@ public partial class Layer : Node3D
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List<string> possibilities = new();
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List<string> possibilities = new();
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if(x == 0 && y == 0)
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if (x == 0 && y == 0)
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{
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{
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possibilities.Add("corner_down_right");
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possibilities.Add("corner_down_right");
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}
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}
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else if(x == 0 && y == layerSize - 1)
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else if (x == 0 && y == layerSize - 1)
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{
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{
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possibilities.Add("corner_up_right");
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possibilities.Add("corner_up_right");
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}
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}
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else if(x == layerSize - 1 && y == 0)
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else if (x == layerSize - 1 && y == 0)
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{
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{
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possibilities.Add("corner_down_left");
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possibilities.Add("corner_down_left");
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}
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}
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else if(x == layerSize - 1 && y == layerSize - 1)
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else if (x == layerSize - 1 && y == layerSize - 1)
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{
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{
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possibilities.Add("corner_up_left");
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possibilities.Add("corner_up_left");
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}
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}
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else if(y == 0)
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else if (y == 0)
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{
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{
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possibilities.Add("straight_left_right");
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possibilities.Add("straight_left_right");
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possibilities.Add("t_down");
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possibilities.Add("t_down");
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}
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}
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else if(y == layerSize - 1)
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else if (y == layerSize - 1)
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{
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{
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possibilities.Add("straight_left_right");
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possibilities.Add("straight_left_right");
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possibilities.Add("t_up");
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possibilities.Add("t_up");
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}
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}
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else if(x == 0)
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else if (x == 0)
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{
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{
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possibilities.Add("straight_up_down");
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possibilities.Add("straight_up_down");
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possibilities.Add("t_right");
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possibilities.Add("t_right");
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}
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}
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else if(x == layerSize - 1)
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else if (x == layerSize - 1)
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{
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{
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possibilities.Add("straight_up_down");
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possibilities.Add("straight_up_down");
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possibilities.Add("t_left");
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possibilities.Add("t_left");
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@@ -165,6 +165,24 @@ public partial class Layer : Node3D
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return true;
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return true;
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}
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}
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private void GenerateNecessaryTiles()
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{
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int posX, posY;
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while (true)
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{
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posX = rand.Next(layerSize);
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posY = rand.Next(layerSize);
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if (tiles[posX, posY].collapsedMesh != null) continue;
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if (tiles[posX, posY].tileMeshes.ContainsKey("gate"))
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{
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tiles[posX, posY].Collapse("gate");
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NewPropagate(new Vector2I(posX, posY));
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break;
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}
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}
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}
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public bool GenerateLayer()
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public bool GenerateLayer()
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{
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{
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bool result = true;
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bool result = true;
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@@ -174,6 +192,7 @@ public partial class Layer : Node3D
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return false;
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return false;
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}
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}
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GenerateNecessaryTiles();
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Vector2I position = GetSmallestPossibilities();
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Vector2I position = GetSmallestPossibilities();
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while (true)
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while (true)
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{
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{
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@@ -9,11 +9,13 @@ public class WFC
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public static Random rand = new Random();
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public static Random rand = new Random();
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public enum Direction
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public enum Direction
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{
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{
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Up,
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Backward,
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Down,
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Forward,
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Left,
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Left,
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Right,
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Right,
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None
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None,
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Up,
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Down
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}
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}
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public static readonly Vector2I[] offsets =
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public static readonly Vector2I[] offsets =
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@@ -26,34 +28,34 @@ public class WFC
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public static readonly Direction[] dirs =
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public static readonly Direction[] dirs =
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{
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{
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Direction.Up,
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Direction.Backward,
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Direction.Down,
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Direction.Forward,
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Direction.Left,
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Direction.Left,
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Direction.Right
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Direction.Right
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};
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};
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public static Dictionary<string, HashSet<Direction>> tileConnections = new Dictionary<string, HashSet<Direction>>
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public static Dictionary<string, HashSet<Direction>> tileConnections = new Dictionary<string, HashSet<Direction>>
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{
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{
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["t_right"] = new() { Direction.Up, Direction.Down, Direction.Right },
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["t_right"] = new() { Direction.Backward, Direction.Forward, Direction.Right , Direction.Up},
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["t_left"] = new() { Direction.Up, Direction.Down, Direction.Left },
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["t_left"] = new() { Direction.Backward, Direction.Forward, Direction.Left, Direction.Up },
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["t_up"] = new() { Direction.Left, Direction.Right, Direction.Up },
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["t_up"] = new() { Direction.Left, Direction.Right, Direction.Backward, Direction.Up },
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["t_down"] = new() { Direction.Left, Direction.Right, Direction.Down },
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["t_down"] = new() { Direction.Left, Direction.Right, Direction.Forward, Direction.Up },
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["end_up"] = new() { Direction.Up },
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["end_up"] = new() { Direction.Backward, Direction.Up },
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["end_down"] = new() { Direction.Down },
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["end_down"] = new() { Direction.Forward, Direction.Up },
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["end_left"] = new() { Direction.Left },
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["end_left"] = new() { Direction.Left, Direction.Up },
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["end_right"] = new() { Direction.Right },
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["end_right"] = new() { Direction.Right, Direction.Up },
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["straight_left_right"] = new() { Direction.Left, Direction.Right },
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["straight_left_right"] = new() { Direction.Left, Direction.Right, Direction.Up },
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["straight_up_down"] = new() { Direction.Up, Direction.Down },
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["straight_up_down"] = new() { Direction.Backward, Direction.Forward, Direction.Up },
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["corner_up_left"] = new() { Direction.Up, Direction.Left },
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["corner_up_left"] = new() { Direction.Backward, Direction.Left, Direction.Up },
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["corner_up_right"] = new() { Direction.Up, Direction.Right },
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["corner_up_right"] = new() { Direction.Backward, Direction.Right, Direction.Up },
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["corner_down_left"] = new() { Direction.Down, Direction.Left },
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["corner_down_left"] = new() { Direction.Forward, Direction.Left, Direction.Up },
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["corner_down_right"] = new() { Direction.Down, Direction.Right },
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["corner_down_right"] = new() { Direction.Forward, Direction.Right, Direction.Up },
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["junction"] = new() { Direction.Up, Direction.Down, Direction.Left, Direction.Right },
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["junction"] = new() { Direction.Backward, Direction.Forward, Direction.Left, Direction.Right, Direction.Up},
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["gate"] = new() { Direction.Up, Direction.Down, Direction.Left, Direction.Right }
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["gate"] = new() { Direction.Backward, Direction.Forward, Direction.Left, Direction.Right, Direction.Up, Direction.Down}
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};
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};
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public static Dictionary<string, float> weights = new()
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public static Dictionary<string, float> weights = new()
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@@ -77,17 +79,19 @@ public class WFC
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["end_left"] = 0.2f,
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["end_left"] = 0.2f,
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["end_right"] = 0.3f,
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["end_right"] = 0.3f,
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["gate"] = 0.1f
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["gate"] = 0.0f
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};
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};
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public static Direction Opposite(Direction dir)
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public static Direction Opposite(Direction dir)
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{
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{
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return dir switch
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return dir switch
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{
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{
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Direction.Up => Direction.Down,
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Direction.Backward => Direction.Forward,
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Direction.Down => Direction.Up,
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Direction.Forward => Direction.Backward,
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Direction.Left => Direction.Right,
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Direction.Left => Direction.Right,
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Direction.Right => Direction.Left,
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Direction.Right => Direction.Left,
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Direction.Up => Direction.Down,
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Direction.Down => Direction.Up,
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_ => dir
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_ => dir
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};
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};
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}
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}
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