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Question by ridlr · Nov 16, 2020 at 09:31 PM · c#scripting problemerror

Infinite While Loop

So I'm trying to create a Wave Function Collapse algorithm for my project (2D dungeon crawler) and I keep getting stuck in an infinite while loop. "uncollapsedTiles.Count" somehow remains at the value 2303 throughout the highest level while loop: while (uncollapsedTiles.Count) > 0. I know it's long and a bit confusing but I would really appreciate any help I can get...

 class OverlappingModel
     {
         public Color[,] output;
         
         public OverlappingModel(Texture2D input, int n, int symmetry, bool periodicInput, bool periodicOutput, int outputWidth, int outputHeight)
         {
             int inputWidth = input.width;
             int inputHeight = input.height;
 
             List<Color[,]> tiles = new List<Color[,]>();
 
             int maxInputX = periodicInput ? inputWidth : inputWidth - n + 1;
             int maxInputY = periodicInput ? inputHeight : inputHeight - n + 1;
             
             for (int cornerX = 0; cornerX < maxInputX; cornerX++)
             {
                 for (int cornerY = 0; cornerY < maxInputY; cornerY++)
                 {
                     Color[,] pixels = new Color[n, n];
 
                     for (int x = cornerX; x < cornerX + n; x++)
                     {
                         for (int y = cornerY; y < cornerY + n; y++)
                         {
                             pixels[x - cornerX, y - cornerY] = input.GetPixel(x >= inputWidth ? x - inputWidth: x, y >= inputHeight ? y - inputHeight : y);
                         }
                     }
 
                     tiles.Add(pixels);
                     if (symmetry >= 2) tiles.Add(RotatedTile(pixels, 90));
                     if (symmetry >= 3) tiles.Add(RotatedTile(pixels, 180));
                     if (symmetry >= 4) tiles.Add(RotatedTile(pixels, 270));
                     if (symmetry >= 5) tiles.Add(ReflectedTile(pixels, Reflection.Horizontal));
                     if (symmetry >= 6) tiles.Add(ReflectedTile(pixels, Reflection.Vertical));
                     if (symmetry >= 7) tiles.Add(ReflectedTile(pixels, Reflection.PositiveSlant));
                     if (symmetry == 8) tiles.Add(ReflectedTile(pixels, Reflection.NegativeSlant));
                 }
             }
 
             int maxOutputX = periodicInput ? outputWidth : outputWidth - n + 1;
             int maxOutputY = periodicInput ? outputHeight : outputHeight - n + 1;
 
             output = new Color[outputWidth, outputHeight];
 
             List<Color[,]>[,] superpositions = new List<Color[,]>[maxOutputX, maxOutputY];
 
             for (int x = 0; x < maxOutputX; x++)
             {
                 for (int y = 0; y < maxOutputY; y++)
                 {
                     superpositions[x, y] = tiles;
                 }
             }
 
             List<Vector2Int> uncollapsedTiles = new List<Vector2Int>();
 
             for (int x = 0; x < maxOutputX; x++)
             {
                 for (int y = 0; y < maxOutputY; y++)
                 {
                     uncollapsedTiles.Add(new Vector2Int(x, y));
                 }
             }
 
             int currentX = UnityEngine.Random.Range(0, maxOutputX);
             int currentY = UnityEngine.Random.Range(0, maxOutputY);
 
             List<Color[,]> randomFirstTile = new List<Color[,]>();
             randomFirstTile.Add(tiles[UnityEngine.Random.Range(0, tiles.Count)]);
             superpositions[currentX, currentY] = randomFirstTile;
             uncollapsedTiles.Remove(new Vector2Int(currentX, currentY));
 
             for (int x = currentX; x < currentX + n; x++)
             {
                 for (int y = currentY; y < currentY + n; y++)
                 {
                     output[WrappedInt(x, 0, outputWidth), WrappedInt(y, 0, outputHeight)] = superpositions[currentX, currentY][0][x - currentX, y - currentY];
                 }
             }
 
             FileIO.WriteStringToFile("debug.txt", "Running WFC Algorithm", true);
 
             while (uncollapsedTiles.Count > 0)
             {
                 FileIO.WriteStringToFile("debug.txt", "Uncollapsed tiles: " + uncollapsedTiles.Count, true);
 
                 for (int cornerX = currentX - 2; cornerX < currentX + 2; cornerX++)
                 {
                     for (int cornerY = currentY - 2; cornerY < currentY + 2; cornerY++)
                     {
                         if ((!periodicOutput && WithinOutput(cornerX, cornerY)) || periodicOutput)
                         {
                             int realCornerX = WrappedInt(cornerX, 0, outputWidth);
                             int realCornerY = WrappedInt(cornerY, 0, outputHeight);
                             
                             for (int i = 0; i < superpositions[realCornerX, realCornerY].Count; i++)
                             {
                                 bool illegalTile = false;
                                 
                                 for (int x = cornerX; x < cornerX + n; x++)
                                 {
                                     for (int y = cornerY; y < cornerY + n; y++)
                                     {
                                         Color outputPixel = output[WrappedInt(x, 0, outputWidth), WrappedInt(y, 0, outputHeight)];
 
                                         if (!(superpositions[realCornerX, realCornerY][i][x - cornerX, y - cornerY] == outputPixel || outputPixel == null))
                                         {
                                             superpositions[realCornerX, realCornerY].RemoveAt(i);
                                             i--;
                                             illegalTile = true;
                                             break;
                                         }
                                     }
 
                                     if (illegalTile) break;
                                 }
                             }
                         }
                     }
                 }
 
                 Vector2Int randomTile = uncollapsedTiles[UnityEngine.Random.Range(0, uncollapsedTiles.Count)];
                 List<Color[,]> lowestEntropyTile = superpositions[randomTile.x, randomTile.y];
 
                 currentX = randomTile.x;
                 currentY = randomTile.y;
 
                 for (int i = 0; i < uncollapsedTiles.Count; i++)
                 {
                     if (superpositions[uncollapsedTiles[i].x, uncollapsedTiles[i].y].Count < lowestEntropyTile.Count)
                     {
                         lowestEntropyTile = superpositions[uncollapsedTiles[i].x, uncollapsedTiles[i].y];
                         currentX = uncollapsedTiles[i].x;
                         currentY = uncollapsedTiles[i].y;
                     }
                 }
 
                 List<Color[,]> currentTile = new List<Color[,]>();
                 currentTile.Add(lowestEntropyTile[UnityEngine.Random.Range(0, lowestEntropyTile.Count)]);
                 superpositions[currentX, currentY] = currentTile;
                 uncollapsedTiles.Remove(new Vector2Int(currentX, currentY));
 
                 for (int x = currentX; x < currentX + n; x++)
                 {
                     for (int y = currentY; y < currentY + n; y++)
                     {
                         output[WrappedInt(x, 0, outputWidth), WrappedInt(y, 0, outputHeight)] = superpositions[currentX, currentY][0][x - currentX, y - currentY];
                     }
                 }
             }
 
             int WrappedInt(int num, int min, int max)
             {
                 int wrapped = num;
                 
                 while (wrapped < min)
                 {
                     wrapped += max - min;
                 }
 
                 while (wrapped >= max)
                 {
                     wrapped -= max - min;
                 }
 
                 return wrapped;
             }
 
             Color[,] RotatedTile(Color[,] tile, int degrees)
             {
                 Color[,] oldTile = tile;
                 Color[,] newTile = new Color[n, n];
 
                 for (int rotations = 0; rotations < degrees / 90; rotations++)
                 {
                     for (int x = 0; x < n; x++)
                     {
                         for (int y = 0; y < n; y++)
                         {
                             newTile[x, y] = tile[n - y - 1, x];
                         }
                     }
 
                     oldTile = newTile;
                 }
 
                 return newTile;
             }
 
             Color[,] ReflectedTile(Color[,] tile, Reflection reflection)
             {
                 Color[,] newTile = new Color[n, n];
 
                 for (int x = 0; x < n; x++)
                 {
                     for (int y = 0; y < n; y++)
                     {
                         if (reflection == Reflection.Horizontal)
                         {
                             newTile[x, y] = tile[n - x - 1, y];
                         }
                         else if (reflection == Reflection.Vertical)
                         {
                             newTile[x, y] = tile[x, n - y - 1];
                         }
                         else if (reflection == Reflection.PositiveSlant)
                         {
                             newTile[x, y] = tile[n - x - 1, n - y - 1];
                         }
                         else if (reflection == Reflection.NegativeSlant)
                         {
                             newTile[x, y] = tile[n - y - 1, n - x - 1];
                         }
                     }
                 }
 
                 return newTile;
             }
 
             bool WithinOutput(int x, int y)
             {
                 return x >= 0 && x < maxOutputX && y >= 0 && y < maxOutputY;
             }
         }
     }
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