Tile adjacency for WFC
Today I managed to implement and verify the implementation of tile adjecency rules. Now I know which tiles can go next to which tiles. I have this thought more and more that the Wave Function Collapse algorithm is quite magical.
This is how the interface / test looks like,
fn left_adjacency_satisfied() {
let str_rep = "\
TT~\
T~T\
~TT\
";
let tile1 = WorldTile::from_str(str_rep, 3);
let str_rep = "\
~TT\
BT~\
~~T\
";
let tile2 = WorldTile::from_str(str_rep, 3);
let result = tile1.compatible(&tile2, Direction::LEFT);
assert_eq!(result, true)
}
The second tile can go on the right of the second tile.
24-12-2023