Added resources to the game and prepared scripts for later usage
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@@ -5,7 +5,6 @@ using System.Linq;
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using static WFC;
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public partial class Layer : Node3D
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{
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Random rand = new Random();
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private Node3D decorationRoot;
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public Tile[,] tiles;
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int layerSize;
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@@ -14,10 +13,12 @@ public partial class Layer : Node3D
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bool updateFailed = false;
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public bool hasContentGenerated = false;
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public Vector2I gateCoordinate;
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public List<string> currentResources;
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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currentResources = new();
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decorationRoot = new Node3D
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{
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Name = "Decorations"
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@@ -28,6 +29,7 @@ public partial class Layer : Node3D
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(double delta)
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{
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}
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public void ClearDecorations()
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@@ -62,14 +64,14 @@ public partial class Layer : Node3D
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{
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Vector3 position;
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float offsetX;
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float offsetY = level * 4 * -1;
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float offsetY = level * GameData.tileHeight * -1;
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float offsetZ;
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for (int x = 0; x < layerSize; x++)
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{
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offsetX = x * 6;
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offsetX = x * GameData.tileWidth;
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for (int y = 0; y < layerSize; y++)
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{
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offsetZ = y * 6;
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offsetZ = y * GameData.tileWidth;
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position = new Vector3(offsetX, offsetY, offsetZ);
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tile = new Tile();
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tile.SetMeshes(tileMeshes);
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@@ -120,7 +122,7 @@ public partial class Layer : Node3D
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if (possibilities.Count == 0)
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continue;
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tile.Collapse(possibilities[rand.Next(possibilities.Count)]);
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tile.Collapse(possibilities[GameData.rand.Next(possibilities.Count)]);
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Propagate(new Vector2I(x, z));
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}
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}
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@@ -136,14 +138,15 @@ public partial class Layer : Node3D
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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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posX = GameData.rand.Next(layerSize);
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posY = GameData.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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gateCoordinate = new Vector2I(posX, posY);
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GD.Print(gateCoordinate);
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Propagate(gateCoordinate);
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break;
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}
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@@ -0,0 +1,29 @@
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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 ResourceDistributor
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{
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public static List<string> resourceNames = new()
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{
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"Iron ore",
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"Stone",
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"Copper ore",
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"Spiderweb",
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"Mushroom",
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"Tin ore"
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};
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public static string GetResource(List<string> current)
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{
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List<string> diff = resourceNames.Except(current).ToList();
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if (diff.Count <= 0)
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{
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return resourceNames[GameData.rand.Next(resourceNames.Count)];
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}
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else
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{
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return diff[GameData.rand.Next(diff.Count)];
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}
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}
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}
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@@ -0,0 +1 @@
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uid://fao1lrpbrhuc
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@@ -7,12 +7,12 @@ public partial class Tile
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{
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public Dictionary<string, MeshInstance3D> tileMeshes;
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public string collapsedMesh;
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Random rand = new Random();
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public Vector3 Position;
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public Vector2I GridPosition;
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public Node3D ContentNode;
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public bool containsLight, containsDecoration, containsResource;
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public GameResource resource;
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public void SetMeshes(Dictionary<string, MeshInstance3D> tileMeshes)
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@@ -38,7 +38,7 @@ public partial class Tile
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totalWeight += WFC.weights[tile];
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}
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float r = (float)(rand.NextDouble() * totalWeight);
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float r = (float)(GameData.rand.NextDouble() * totalWeight);
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float cumulative = 0f;
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@@ -6,7 +6,6 @@ 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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Backward,
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@@ -217,7 +216,7 @@ public class WFC
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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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int index = GameData.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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@@ -6,7 +6,6 @@ using static GameData;
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public partial class World : Node3D
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{
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Random rand = new Random();
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public Dictionary<string, MeshInstance3D> tileMeshes;
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public Dictionary<string, MeshInstance3D> contentMeshes;
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public Dictionary<string, List<Placeholder>> tilePlaceholders;
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@@ -179,6 +178,8 @@ public partial class World : Node3D
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posY = rand.Next(layerSize);
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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.currentResources.Add(layer.tiles[posX, posY].resource.name);
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currentResource++;
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}
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}
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