Add a layout solver to the waveform_collapse map builder
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@ -1,12 +1,18 @@
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mod common;
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mod constraints;
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mod image_loader;
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use image_loader::*;
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mod solver;
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use super::common::{
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generate_voronoi_spawn_regions, remove_unreachable_areas_returning_most_distant,
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};
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use super::MapBuilder;
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use crate::{spawner, Map, Position, TileType, SHOW_MAPGEN_VISUALIZER};
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use common::*;
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use constraints::*;
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use image_loader::*;
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use rltk::RandomNumberGenerator;
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use solver::*;
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use specs::prelude::*;
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use std::collections::HashMap;
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@ -66,19 +72,42 @@ impl WaveformCollapseBuilder {
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fn build(&mut self) {
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let mut rng = RandomNumberGenerator::new();
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self.map = load_rex_map(self.depth, &rltk::XpFile::from_resource("../resources/wfc-demo1.xp").unwrap());
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const CHUNK_SIZE: i32 = 7;
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self.map = load_rex_map(
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self.depth,
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&rltk::XpFile::from_resource("../resources/wfc-demo2.xp").unwrap(),
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);
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self.take_snapshot();
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let patterns = build_patterns(&self.map, CHUNK_SIZE, true, true);
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let constraints = patterns_to_constraints(patterns, CHUNK_SIZE);
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self.render_tile_gallery(&constraints, CHUNK_SIZE);
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self.map = Map::new(self.depth);
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loop {
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let mut solver = Solver::new(constraints.clone(), CHUNK_SIZE, &self.map);
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while !solver.iteration(&mut self.map, &mut rng) {
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self.take_snapshot();
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}
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self.take_snapshot();
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if solver.possible {
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break;
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} // If it has hit an impossible condition, try again
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}
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// Find a starting point; start at the middle and walk left until we find an open tile
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self.starting_position = Position {
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x: self.map.width / 2,
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y: self.map.height / 2,
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};
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let mut start_idx = self.map.xy_idx(self.starting_position.x, self.starting_position.y);
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while self.map.tiles[start_idx] != TileType::Floor {
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self.starting_position.x -= 1;
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start_idx = self.map.xy_idx(self.starting_position.x, self.starting_position.y);
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}
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let mut start_idx = self
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.map
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.xy_idx(self.starting_position.x, self.starting_position.y);
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// while self.map.tiles[start_idx] != TileType::Floor {
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// self.starting_position.x -= 1;
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// start_idx = self.map.xy_idx(self.starting_position.x, self.starting_position.y);
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// }
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self.take_snapshot();
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// Find all tiles we can reach from the starting point
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@ -92,4 +121,34 @@ impl WaveformCollapseBuilder {
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// Now we build a noise map for use in spawning entities later
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self.noise_areas = generate_voronoi_spawn_regions(&self.map, &mut rng);
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}
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fn render_tile_gallery(&mut self, constraints: &Vec<MapChunk>, chunk_size: i32) {
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self.map = Map::new(0);
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let mut counter = 0;
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let mut x = 1;
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let mut y = 1;
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while counter < constraints.len() {
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render_pattern_to_map(&mut self.map, &constraints[counter], chunk_size, x, y);
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x += chunk_size + 1;
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if x + chunk_size > self.map.width {
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// Move to the next row
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x = 1;
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y += chunk_size + 1;
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if y + chunk_size > self.map.height {
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// Move to the next page
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self.take_snapshot();
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self.map = Map::new(0);
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x = 1;
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y = 1;
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}
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}
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counter += 1;
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}
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self.take_snapshot();
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}
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}
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@ -0,0 +1,225 @@
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use super::common::MapChunk;
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use crate::Map;
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use std::collections::HashSet;
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pub struct Solver {
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constraints: Vec<MapChunk>,
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chunk_size: i32,
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chunks: Vec<Option<usize>>,
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chunks_x: usize,
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chunks_y: usize,
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remaining: Vec<(usize, i32)>, // (index, # of neighbors)
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pub possible: bool,
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}
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impl Solver {
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pub fn new(constraints: Vec<MapChunk>, chunk_size: i32, map: &Map) -> Solver {
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let chunks_x = (map.width / chunk_size) as usize;
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let chunks_y = (map.height / chunk_size) as usize;
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let mut remaining: Vec<(usize, i32)> = Vec::new();
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for i in 0..(chunks_x * chunks_y) {
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remaining.push((i, 0));
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}
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Solver {
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constraints,
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chunk_size,
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chunks: vec![None; chunks_x * chunks_y],
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chunks_x,
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chunks_y,
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remaining,
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possible: true,
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}
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}
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fn chunk_idx(&self, x: usize, y: usize) -> usize {
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((y * self.chunks_x) + x) as usize
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}
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fn count_neighbors(&self, chunk_x: usize, chunk_y: usize) -> i32 {
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let mut neighbors = 0;
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if chunk_x > 0 {
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let left_idx = self.chunk_idx(chunk_x - 1, chunk_y);
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if let Some(_) = self.chunks[left_idx] {
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neighbors += 1;
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}
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}
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if chunk_x < self.chunks_x - 1 {
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let right_idx = self.chunk_idx(chunk_x + 1, chunk_y);
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if let Some(_) = self.chunks[right_idx] {
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neighbors += 1;
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}
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}
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if chunk_y > 0 {
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let up_idx = self.chunk_idx(chunk_x, chunk_y - 1);
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if let Some(_) = self.chunks[up_idx] {
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neighbors += 1;
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}
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}
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if chunk_y < self.chunks_y - 1 {
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let down_idx = self.chunk_idx(chunk_x, chunk_y + 1);
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if let Some(_) = self.chunks[down_idx] {
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neighbors += 1;
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}
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}
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neighbors
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}
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pub fn iteration(&mut self, map: &mut Map, rng: &mut rltk::RandomNumberGenerator) -> bool {
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if self.remaining.is_empty() {
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return true;
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}
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// Populate the neighbor count of the remaining list
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let mut remain_copy = self.remaining.clone();
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let mut neighbors_exist = false;
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for r in remain_copy.iter_mut() {
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let idx = r.0;
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let chunk_x = idx % self.chunks_x;
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let chunk_y = idx / self.chunks_x;
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let neighbor_count = self.count_neighbors(chunk_x, chunk_y);
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if neighbor_count > 0 {
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neighbors_exist = true;
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}
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*r = (r.0, neighbor_count);
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}
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remain_copy.sort_by(|a, b| b.1.cmp(&a.1));
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self.remaining = remain_copy;
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// Pick a random chunk we haven't dealt with yet and get its index, remove from remaining list
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let remaining_index = if !neighbors_exist {
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(rng.roll_dice(1, self.remaining.len() as i32) - 1) as usize
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} else {
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0_usize
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};
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let chunk_index = self.remaining[remaining_index].0;
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self.remaining.remove(remaining_index);
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let chunk_x = chunk_index % self.chunks_x;
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let chunk_y = chunk_index / self.chunks_x;
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let mut neighbors = 0;
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let mut options: Vec<Vec<usize>> = Vec::new();
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if chunk_x > 0 {
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let left_idx = self.chunk_idx(chunk_x - 1, chunk_y);
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match self.chunks[left_idx] {
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None => {}
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Some(nt) => {
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neighbors += 1;
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options.push(self.constraints[nt].compatible_with[3].clone());
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}
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}
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}
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if chunk_x < self.chunks_x - 1 {
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let right_idx = self.chunk_idx(chunk_x + 1, chunk_y);
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match self.chunks[right_idx] {
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None => {}
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Some(nt) => {
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neighbors += 1;
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options.push(self.constraints[nt].compatible_with[2].clone());
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}
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}
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}
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if chunk_y > 0 {
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let up_idx = self.chunk_idx(chunk_x, chunk_y - 1);
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match self.chunks[up_idx] {
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None => {}
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Some(nt) => {
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neighbors += 1;
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options.push(self.constraints[nt].compatible_with[1].clone());
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}
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}
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}
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if chunk_y < self.chunks_y - 1 {
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let down_idx = self.chunk_idx(chunk_x, chunk_y + 1);
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match self.chunks[down_idx] {
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None => {}
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Some(nt) => {
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neighbors += 1;
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options.push(self.constraints[nt].compatible_with[0].clone());
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}
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}
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}
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if neighbors == 0 {
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// There is nothing nearby, so we can have anything!
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let new_chunk_idx = (rng.roll_dice(1, self.constraints.len() as i32) - 1) as usize;
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self.chunks[chunk_index] = Some(new_chunk_idx);
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let left_x = chunk_x as i32 * self.chunk_size;
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let right_x = (chunk_x + 1) as i32 * self.chunk_size;
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let top_y = chunk_y as i32 * self.chunk_size;
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let bottom_y = (chunk_y + 1) as i32 * self.chunk_size;
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let mut i = 0_usize;
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for y in top_y..bottom_y {
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for x in left_x..right_x {
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let mapidx = map.xy_idx(x, y);
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let tile = self.constraints[new_chunk_idx].pattern[i];
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map.tiles[mapidx] = tile;
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i += 1;
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}
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}
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} else {
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// There are neighbors, so we try to be compatible with them
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let mut options_to_check: HashSet<usize> = HashSet::new();
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for o in options.iter() {
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for i in o.iter() {
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options_to_check.insert(*i);
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}
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}
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let mut possible_options: Vec<usize> = Vec::new();
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for new_chunk_idx in options_to_check.iter() {
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let mut possible = true;
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for o in options.iter() {
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if !o.contains(new_chunk_idx) {
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possible = false;
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}
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}
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if possible {
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possible_options.push(*new_chunk_idx);
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}
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}
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if possible_options.is_empty() {
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rltk::console::log("Oh no! It's not possible!");
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self.possible = false;
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return true;
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}
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let new_chunk_idx = if possible_options.len() == 1 {
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0
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} else {
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rng.roll_dice(1, possible_options.len() as i32) - 1
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};
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self.chunks[chunk_index] = Some(new_chunk_idx as usize);
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let left_x = chunk_x as i32 * self.chunk_size;
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let right_x = (chunk_x + 1) as i32 * self.chunk_size;
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let top_y = chunk_y as i32 * self.chunk_size;
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let bottom_y = (chunk_y + 1) as i32 * self.chunk_size;
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let mut i = 0_usize;
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for y in top_y..bottom_y {
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for x in left_x..right_x {
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let mapidx = map.xy_idx(x, y);
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let tile = self.constraints[new_chunk_idx as usize].pattern[i];
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map.tiles[mapidx] = tile;
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i += 1;
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}
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}
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}
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false
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}
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}
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