Added resource weights and layer unlock UI to the game.
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@@ -10,7 +10,7 @@ public partial class Layer : Node3D
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private Node3D decorationRoot;
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public Tile[,] tiles;
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private int layerSize;
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private int level;
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public int level;
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private bool updateFailed = false;
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public bool hasContentGenerated = false;
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public Vector2I gateCoordinate;
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@@ -4,30 +4,37 @@ using Godot;
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public class ResourceDistributor
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{
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public static Dictionary<string, Texture2D> resources = ResourceLoader.LoadResourceSymbols();
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public static Dictionary<string, float[]> weights = ResourceLoader.LoadResourceWeights();
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public static string GetResource(List<string> current)
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public static string GetResource(int layer)
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{
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List<string> availableResources = GetUnusedResources(current);
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if (availableResources.Count <= 0)
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{
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availableResources = new List<string>(resources.Keys);
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}
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return availableResources[GameData.rand.Next(availableResources.Count)];
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return ChooseWeighted(layer);
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}
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private static List<string> GetUnusedResources(List<string> current)
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{
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List<string> result = new List<string>();
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private static string ChooseWeighted(int layer)
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{
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float totalWeight = 0f;
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float weightLerp;
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foreach (string resource in resources.Keys)
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{
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if (!current.Contains(resource))
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{
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result.Add(resource);
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}
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}
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foreach (string resource in resources.Keys)
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{
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weightLerp = Mathf.Lerp(weights[resource][0], weights[resource][1], layer);
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totalWeight += weightLerp;
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}
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return result;
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}
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float r = (float)(GameData.rand.NextDouble() * totalWeight);
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float cumulative = 0f;
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foreach (string resource in resources.Keys)
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{
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weightLerp = Mathf.Lerp(weights[resource][0], weights[resource][1], layer);
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cumulative += weightLerp;
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if (r <= cumulative)
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return resource;
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}
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return "stone";
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}
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}
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@@ -50,6 +50,8 @@ public partial class World : Node3D
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robot.Position = map[0].tiles[0, 0].Position;
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AddChild(robot);
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robots.Add(robot);
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SetGateRequirements();
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}
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private Dictionary<string, MultiMeshInstance3D> CreateMultiMeshes(Dictionary<string, Mesh> meshLibrary)
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@@ -206,7 +208,7 @@ public partial class World : Node3D
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if (layer.tiles[posX, posY].containsResource) continue;
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layer.tiles[posX, posY].containsResource = true;
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layer.tiles[posX, posY].resource = new GameResource(ResourceDistributor.GetResource(layer.currentResources));
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layer.tiles[posX, posY].resource = new GameResource(ResourceDistributor.GetResource(layer.level));
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layer.currentResources.Add(layer.tiles[posX, posY].resource.name);
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currentResource++;
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}
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@@ -225,4 +227,9 @@ public partial class World : Node3D
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data.Tile.SpawnContent(contentMeshes, data.Transform, data.Placeholders);
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}
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}
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private void SetGateRequirements()
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{
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}
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}
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