Added WFC and respective parts (Tile, World, Layer, WFC, ResourceLoader)
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@@ -0,0 +1,110 @@
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using Godot;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using static GameData;
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public partial class World : Node3D
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{
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public Dictionary<string, MeshInstance3D> tileMeshes;
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PackedScene layerPrefab = ResourceLoader.LoadLayerPrefab();
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private Dictionary<string, MultiMeshInstance3D> multiMeshes = new();
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private Dictionary<string, Mesh> meshLibrary = new();
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Layer[] map;
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Layer layerNode;
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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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WFC.FillAdjacencies();
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tileMeshes = ResourceLoader.LoadTiles();
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foreach (var kvp in tileMeshes)
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{
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var temp = kvp.Value;
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meshLibrary[kvp.Key] = temp.Mesh;
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temp.QueueFree();
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}
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foreach (var kvp in meshLibrary)
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{
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var mm = new MultiMesh();
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mm.Mesh = kvp.Value;
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mm.TransformFormat = MultiMesh.TransformFormatEnum.Transform3D;
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var instance = new MultiMeshInstance3D();
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instance.Multimesh = mm;
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AddChild(instance);
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multiMeshes[kvp.Key] = instance;
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}
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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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BuildMeshesForLayer(0);
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}
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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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if (Input.IsActionJustPressed("layer_up") && currentLayer > 0) currentLayer--;
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if (Input.IsActionJustPressed("layer_down") && currentLayer < ruinSize - 1) currentLayer++;
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if (currentLayer != visibleLayer)
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{
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BuildMeshesForLayer(currentLayer);
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visibleLayer = currentLayer;
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}
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}
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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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AddChild(layerNode);
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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 void BuildMeshesForLayer(int layerIndex)
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{
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foreach (MultiMeshInstance3D mm in multiMeshes.Values)
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{
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mm.Multimesh.InstanceCount = 0;
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}
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Layer layer = map[layerIndex];
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Dictionary<string, List<Transform3D>> batches = new();
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for (int x = 0; x < layerSize; x++)
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{
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for (int y = 0; y < layerSize; y++)
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{
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Tile tile = layer.tiles[x, y];
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string key = tile.collapsedMesh;
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if (!batches.ContainsKey(key))
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batches[key] = new List<Transform3D>();
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batches[key].Add(new Transform3D(
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Basis.Identity,
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tile.Position
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));
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}
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}
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foreach (var kvp in batches)
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{
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MultiMesh mm = multiMeshes[kvp.Key].Multimesh;
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List<Transform3D> list = kvp.Value;
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mm.InstanceCount = list.Count;
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for (int i = 0; i < list.Count; i++)
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{
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mm.SetInstanceTransform(i, list[i]);
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}
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}
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}
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}
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