Naive WFC kind of working
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31
wfc/chunk.gd
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31
wfc/chunk.gd
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class_name Chunk extends Object
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## A Chunk of map data and bundled metadata, always aligned to CHUNK_WIDTH and CHUNK_HEIGHT
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## The default data values are 0, which means "NOT SET"
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## Chunks can be partially unset, to allow for prefabs
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## Any values of -1 are "NOT VALID"
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const CHUNK_WIDTH: int = 16
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const CHUNK_HEIGHT: int = 16
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var data: PackedInt32Array
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var x: int
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var y: int
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func _init(_x: int, _y: int):
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assert(_x % CHUNK_WIDTH == 0)
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assert(_y % CHUNK_HEIGHT == 0)
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x = _x
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y = _y
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data = PackedInt32Array()
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data.resize(CHUNK_WIDTH * CHUNK_HEIGHT)
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data.fill(0)
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func get_tile(tile_x: int, tile_y: int) -> int:
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if tile_x < 0 or tile_y < 0 or tile_x >= CHUNK_WIDTH or tile_y >= CHUNK_HEIGHT: return -1
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return data[tile_y * CHUNK_WIDTH + tile_x]
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func set_tile(tile_x: int, tile_y: int, value: int) -> int:
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assert(value > 0) #do NOT clear a tile with this function
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if tile_x < 0 or tile_y < 0 or tile_x >= CHUNK_WIDTH or tile_y >= CHUNK_HEIGHT: return -1
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data[tile_y * CHUNK_WIDTH + tile_x] = value
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return value
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1
wfc/chunk.gd.uid
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1
wfc/chunk.gd.uid
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uid://due7w7hripbuk
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52
wfc/generator.gd
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52
wfc/generator.gd
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extends Node
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## The generator works with pure numbers, you'll need something else to convert it to actual tiles
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## Makes a new chunk, derived from the given WFC samples
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func generate_chunk_at(_x: int, _y: int, _chunk_array: Array[Chunk], _samples: Array[PackedInt32Array]) -> Chunk:
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#TODO: fix the chunk-edges
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var chunk: Chunk = Chunk.new(_x, _y)
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var latch: int = 1
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while latch:
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latch = 0 #if set to true, the generator needs another pass
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#iterate over unset tiles with valid neighbours
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for x in range(Chunk.CHUNK_WIDTH):
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for y in range((Chunk.CHUNK_HEIGHT)):
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if chunk.data[y * Chunk.CHUNK_HEIGHT + x] == 0: #direct access, to skip extra checks
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#TODO: convert this to the low-entropy method
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if _set_tile_from_samples(chunk, x, y, _samples) > 0:
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latch += 1
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print("latch: ", latch)
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print(chunk.data)
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_chunk_array.append(chunk)
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return chunk
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## Returns the value set, or -1 if no options found
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func _set_tile_from_samples(chunk: Chunk, tile_x: int, tile_y: int, _samples: Array[PackedInt32Array]) -> int:
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var valid: Array[PackedInt32Array] = []
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#use a lambda for easy reading below
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var compare := func (tile_value: int, sample: int) -> bool:
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return tile_value <= 0 or tile_value == sample
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#find all valid samples
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for sample in _samples:
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if !compare.call(chunk.get_tile(tile_x -1, tile_y -1), sample[0]): continue
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if !compare.call(chunk.get_tile(tile_x , tile_y -1), sample[1]): continue
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if !compare.call(chunk.get_tile(tile_x +1, tile_y -1), sample[2]): continue
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if !compare.call(chunk.get_tile(tile_x -1, tile_y ), sample[3]): continue
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# //
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if !compare.call(chunk.get_tile(tile_x +1, tile_y ), sample[5]): continue
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if !compare.call(chunk.get_tile(tile_x -1, tile_y +1), sample[6]): continue
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if !compare.call(chunk.get_tile(tile_x , tile_y +1), sample[7]): continue
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if !compare.call(chunk.get_tile(tile_x +1, tile_y +1), sample[8]): continue
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valid.append(sample)
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print("Valid samples: ", valid.size())
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if valid.size() <= 0: return -1
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var s = valid.pick_random()
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#set the tile to the randomly selected value
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chunk.set_tile(tile_x, tile_y, s[4])
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return s[4]
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1
wfc/generator.gd.uid
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1
wfc/generator.gd.uid
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@@ -0,0 +1 @@
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uid://bf6phxhnvh0ul
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