Esempio n. 1
0
        public bool CollapseLocation(int x, int y)
        {
            Debug.Assert(y < solution.Count);
            List <TilePossibilities> row = solution[y];

            Debug.Assert(x < row.Count);
            TilePossibilities location = row[x];

            UpdateFromNeighbours(x, y);

            if (!location.HasPossibilities)
            {
                return(false);
            }

            location.Collapse();

            Debug.Assert(location.HasCollapsed, "Invalid number of possible tiles after collapse");
            Debug.Log(string.Format("Location {0}, {1} collapsed to {2}", x, y, location.possibleTiles[0]));

            UpdateNeighbours(x, y, location.possibleTiles[0]);

            // If any of them end up with no possibilities this was a bad choice
            // OPTIMIZATION: Possibility to backtrack here and do another choice
            return(DoAllNeighboursHavePossibilities(x, y));
        }
Esempio n. 2
0
        private void UpdateFromNeighbours(int x, int y)
        {
            Debug.Assert(y < solution.Count);
            List <TilePossibilities> row = solution[y];

            Debug.Assert(x < row.Count);
            TilePossibilities location = row[x];

            // Check left
            {
                if (x == 0)
                {
                    location.RemoveUnsupportedPossibilitiesFor(null, Direction.Left);
                }
                else if (row[x - 1].HasCollapsed)
                {
                    location.RemoveUnsupportedPossibilitiesFor(row[x - 1].possibleTiles[0], Direction.Left);
                }
            }

            // Check Right
            {
                if (x == row.Count - 1)
                {
                    location.RemoveUnsupportedPossibilitiesFor(null, Direction.Right);
                }
                else if (row[x + 1].HasCollapsed)
                {
                    location.RemoveUnsupportedPossibilitiesFor(row[x + 1].possibleTiles[0], Direction.Right);
                }
            }

            // Check Bottom
            {
                if (y == 0)
                {
                    location.RemoveUnsupportedPossibilitiesFor(null, Direction.Bottom);
                }
                else if (solution[y - 1][x].HasCollapsed)
                {
                    location.RemoveUnsupportedPossibilitiesFor(solution[y - 1][x].possibleTiles[0], Direction.Bottom);
                }
            }

            // Check Top
            {
                if (y == solution.Count - 1)
                {
                    location.RemoveUnsupportedPossibilitiesFor(null, Direction.Top);
                }
                else if (solution[y + 1][x].HasCollapsed)
                {
                    location.RemoveUnsupportedPossibilitiesFor(solution[y + 1][x].possibleTiles[0], Direction.Top);
                }
            }
        }
Esempio n. 3
0
        private int CollapsedLocationCount()
        {
            int count = 0;

            for (int row = 0; row < rows; ++row)
            {
                List <TilePossibilities> rowPossibilities = solution[row];

                for (int column = 0; column < columns; ++column)
                {
                    TilePossibilities location = rowPossibilities[column];

                    if (location.HasCollapsed)
                    {
                        ++count;
                    }
                }
            }

            return(count);
        }
Esempio n. 4
0
        private Vector2 NextLocation()
        {
            int x = 0, y = 0;
            int currentPossibilityCount = int.MaxValue;

            for (int row = 0; row < rows; ++row)
            {
                List <TilePossibilities> rowPossibilities = solution[row];

                for (int column = 0; column < columns; ++column)
                {
                    TilePossibilities location = rowPossibilities[column];

                    if (!location.HasCollapsed && location.HasPossibilities && location.possibleTiles.Count < currentPossibilityCount)
                    {
                        x = column;
                        y = row;
                        currentPossibilityCount = location.possibleTiles.Count;
                    }
                }
            }

            return(new Vector2(x, y));
        }