edit sprites, game is solvable, solve needs to be offset?
@ -150,6 +150,12 @@ MonoBehaviour:
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X: 0
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Y: 0
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RotationState: 0
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SolutionRotation: 0
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SolutionConnections: 0
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Barriers: 0
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DisconnectedSprite: {fileID: 21300000, guid: 6372bc43b5bc06643a17e0415a13a216, type: 3}
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ConnectedSprite: {fileID: 21300000, guid: 96539ea64dfad3e408f1e117e46c2775, type: 3}
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locked: 0
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isCenterTile: 0
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baseConnections:
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graphicRotationOffset: 0
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@ -175,6 +175,14 @@ public class MapGenerator : MonoBehaviour
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tile.ApplyRotation(rotation);
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tile.SolutionRotation = rotation;
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// if (type == "TriCorner")
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// // roate plus 90 degrees
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// tile.SolutionRotation += 1;
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// else if (type == "Corner")
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// // rotate 3 times
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// tile.SolutionRotation += 4;
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// // tile.SolutionRotation %= 4;
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tile.SolutionConnections = connections;
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tile.Barriers = barriers[x, y];
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@ -1,95 +1,167 @@
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using UnityEngine;
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using System.Linq;
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using System.Collections.Generic;
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public class Solver : MonoBehaviour
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{
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public static bool CheckSolved(Tile[,] tiles, int width, int height)
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{
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bool solved = true;
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for (int x = 0; x < width; x++)
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for (int y = 0; y < height; y++)
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tiles[x, y].SetConnectionState(IsTileCorrectlyConnected(tiles, x, y, width, height));
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// First check if all tiles are in their correct rotation
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bool allCorrect = true;
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foreach (var tile in tiles)
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if (!IsTileCorrectlyConnected(tiles, tile.X, tile.Y, width, height))
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solved = false;
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{
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bool correct = tile.IsCorrectlyOriented();
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tile.SetConnectionState(correct);
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if (!correct) allCorrect = false;
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}
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return solved;
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if (!allCorrect) return false;
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// Then verify the entire network is connected
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return IsNetworkFullyConnected(tiles, width, height);
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}
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private static bool IsTileCorrectlyConnected(Tile[,] tiles, int x, int y, int width, int height)
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private static bool IsNetworkFullyConnected(Tile[,] tiles, int width, int height)
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{
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// Find the center tile (or first active tile if center isn't marked)
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int startX = width / 2;
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int startY = height / 2;
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// If center isn't marked, find first active tile
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if (!tiles[startX, startY].isCenterTile)
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{
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for (int x = 0; x < width; x++)
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{
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for (int y = 0; y < height; y++)
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{
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if (tiles[x, y].GetConnectionCount() > 0)
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{
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startX = x;
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startY = y;
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break;
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}
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}
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}
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}
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bool[,] visited = new bool[width, height];
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FloodFill(tiles, visited, width, height, startX, startY);
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// Check if all tiles with connections were visited
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for (int x = 0; x < width; x++)
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{
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for (int y = 0; y < height; y++)
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{
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if (tiles[x, y].GetConnectionCount() > 0 && !visited[x, y])
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return false;
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}
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}
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return true;
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}
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private static void FloodFill(Tile[,] tiles, bool[,] visited, int width, int height, int x, int y)
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{
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if (x < 0 || x >= width || y < 0 || y >= height || visited[x, y])
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return;
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visited[x, y] = true;
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Tile tile = tiles[x, y];
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bool up = tile.HasConnection(0);
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bool right = tile.HasConnection(1);
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bool down = tile.HasConnection(2);
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bool left = tile.HasConnection(3);
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// Check all 4 directions
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for (int dir = 0; dir < 4; dir++)
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{
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if (tile.HasConnection(dir))
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{
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int nx = x + directions[dir].x;
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int ny = y + directions[dir].y;
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bool connected = true;
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// Wrap coordinates if needed (you'll need to pass wrapping info to solver)
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if (nx < 0) nx = width - 1;
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else if (nx >= width) nx = 0;
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if (ny < 0) ny = height - 1;
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else if (ny >= height) ny = 0;
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if (y < height - 1)
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connected &= up == tiles[x, y + 1].HasConnection(2);
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else if (up) connected = false;
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if (x < width - 1)
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connected &= right == tiles[x + 1, y].HasConnection(3);
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else if (right) connected = false;
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if (y > 0)
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connected &= down == tiles[x, y - 1].HasConnection(0);
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else if (down) connected = false;
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if (x > 0)
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connected &= left == tiles[x - 1, y].HasConnection(1);
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else if (left) connected = false;
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return connected;
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// Only continue if neighbor has matching connection
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if (tiles[nx, ny].HasConnection((dir + 2) % 4))
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{
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FloodFill(tiles, visited, width, height, nx, ny);
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}
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}
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}
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}
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public static bool AutoSolve(Tile[,] tiles, int width, int height)
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{
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bool changed;
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int[,] possible = new int[width, height];
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// Create a list of tiles sorted by connection count (most constrained first)
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var tileList = tiles.Cast<Tile>()
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.Where(t => !t.locked)
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.OrderBy(t => t.GetConnectionCount())
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.ToList();
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// Initialize the possible rotation states of all tiles (4-bit binary)
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for (int x = 0; x < width; x++)
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for (int y = 0; y < height; y++)
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possible[x, y] = 0b1111;
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int limit = width * height * 10; // Prevent infinite loops
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do
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{
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changed = false;
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for (int x = 0; x < width; x++)
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for (int y = 0; y < height; y++)
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{
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int newMask = 0;
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for (int rot = 0; rot < 4; rot++)
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{
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tiles[x, y].RotationState = rot;
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if (IsTileCorrectlyConnected(tiles, x, y, width, height))
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newMask |= (1 << rot);
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}
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if (newMask != possible[x, y])
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{
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possible[x, y] = newMask;
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changed = true;
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}
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if (newMask == 0)
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return false; // No valid direction
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// If there is only one possible direction, lock it in
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if ((newMask & (newMask - 1)) == 0)
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{
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int fixedRot = System.Convert.ToString(newMask, 2).LastIndexOf('1');
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tiles[x, y].RotationState = fixedRot;
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tiles[x, y].transform.rotation = Quaternion.Euler(0, 0, -90 * fixedRot);
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}
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}
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} while (changed && --limit > 0);
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return CheckSolved(tiles, width, height);
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return SolveRecursive(tiles, width, height, tileList, 0);
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}
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private static bool SolveRecursive(Tile[,] tiles, int width, int height, List<Tile> tileList, int index)
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{
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if (index >= tileList.Count)
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return CheckSolved(tiles, width, height);
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Tile tile = tileList[index];
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// Try all possible rotations for this tile
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for (int rot = 0; rot < 4; rot++)
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{
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tile.RotationState = rot;
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tile.transform.rotation = Quaternion.Euler(0, 0, -90 * rot);
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// Early pruning - check if this rotation causes immediate conflicts
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if (!HasImmediateConflicts(tiles, width, height, tile))
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{
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if (SolveRecursive(tiles, width, height, tileList, index + 1))
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return true;
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}
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}
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return false;
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}
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private static bool HasImmediateConflicts(Tile[,] tiles, int width, int height, Tile tile)
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{
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int x = tile.X;
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int y = tile.Y;
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// Check all 4 directions for conflicts
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for (int dir = 0; dir < 4; dir++)
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{
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if (tile.HasConnection(dir))
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{
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int nx = x + directions[dir].x;
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int ny = y + directions[dir].y;
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// Wrap coordinates if needed
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if (nx < 0) nx = width - 1;
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else if (nx >= width) nx = 0;
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if (ny < 0) ny = height - 1;
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else if (ny >= height) ny = 0;
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Tile neighbor = tiles[nx, ny];
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int oppositeDir = (dir + 2) % 4;
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// If neighbor is locked and doesn't have matching connection, conflict
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if (neighbor.locked && !neighbor.HasConnection(oppositeDir))
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return true;
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}
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}
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return false;
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}
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// Directions: Right, Up, Left, Down (matches Net game encoding)
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private static readonly Vector2Int[] directions = {
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new Vector2Int(1, 0), // R
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new Vector2Int(0, 1), // U
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new Vector2Int(-1, 0), // L
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new Vector2Int(0, -1) // D
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};
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}
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Before Width: | Height: | Size: 644 B After Width: | Height: | Size: 154 B |
Before Width: | Height: | Size: 638 B After Width: | Height: | Size: 151 B |
Before Width: | Height: | Size: 646 B After Width: | Height: | Size: 158 B |
Before Width: | Height: | Size: 638 B After Width: | Height: | Size: 151 B |
Before Width: | Height: | Size: 638 B After Width: | Height: | Size: 165 B |
Before Width: | Height: | Size: 634 B After Width: | Height: | Size: 165 B |