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RPG_City_Maker_Reborn/terrain.go
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package main
import (
"image"
"image/color"
"image/draw"
"math"
"math/rand"
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"github.com/aquilax/go-perlin"
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"github.com/disintegration/imaging"
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"github.com/ojrac/opensimplex-go"
)
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const (
alpha = 2.
beta = 2.
n = 3
)
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func GenerateHeightmap(width, height, octaves int, scale float64, seed int64) image.Image {
p := perlin.NewPerlin(alpha, beta, n, seed)
img := image.NewGray(image.Rect(0, 0, width, height))
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if scale == 0 {
scale = 100.0
}
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for x := range width {
for y := range height {
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var noise float64
frequency := 1.0
amplitude := 1.0
maxAmplitude := 0.0
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for range octaves {
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noise += p.Noise2D(float64(x)*frequency/scale, float64(y)*frequency/scale) * amplitude
maxAmplitude += amplitude
amplitude /= 2.0
frequency *= 2.0
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}
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noise /= maxAmplitude
grayColor := uint8((noise + 1) * 127.5)
img.SetGray(x, y, color.Gray{Y: grayColor})
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}
}
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return img
}
func ApplyRoughness(heightmap image.Image, roughness float64) image.Image {
bounds := heightmap.Bounds()
composite := image.NewRGBA(bounds)
draw.Draw(composite, bounds, heightmap, image.Point{}, draw.Src)
alphaValue := 255 - uint8(roughness*2.55)
overlay := image.NewUniform(color.RGBA{R: 128, G: 128, B: 128, A: alphaValue})
draw.Draw(composite, bounds, overlay, image.Point{}, draw.Over)
return composite
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}
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// DarkenLakeAreas applies a visual darkening effect to the heightmap where lakes exist.
func DarkenLakeAreas(heightmap image.Image, lakePixels []image.Point) image.Image {
bounds := heightmap.Bounds()
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width := bounds.Dx()
// Create a new black image to draw the lakes on
lakeMask := image.NewRGBA(bounds)
black := color.RGBA{0, 0, 0, 255}
for _, p := range lakePixels {
lakeMask.Set(p.X, p.Y, black)
}
// Apply a Gaussian blur to the lake mask
blurRadius := float64(width) * 0.05
blurredLakeMask := imaging.Blur(lakeMask, blurRadius)
// Composite the blurred lake mask onto the heightmap with 50% opacity
composite := image.NewRGBA(bounds)
draw.Draw(composite, bounds, heightmap, image.Point{}, draw.Src)
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draw.DrawMask(composite, bounds, blurredLakeMask, image.Point{}, image.NewUniform(color.Alpha{192}), image.Point{}, draw.Over)
return composite
}
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func GenerateTrees(img *image.RGBA, lakePixels, roadPixels []image.Point, minTreeSize, maxTreeSize, treeCoverage, treeClumpiness float64, seed int64) []image.Point {
width := img.Bounds().Dx()
height := img.Bounds().Dy()
// 1. Calculate number of trees to place from coverage %.
avgTreeSize := (minTreeSize + maxTreeSize) / 2
if avgTreeSize <= 0 {
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return nil
}
avgRadius := avgTreeSize / 2
avgTreeArea := math.Pi * avgRadius * avgRadius
if avgTreeArea == 0 {
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return nil
}
totalArea := float64(width * height)
targetTreePixels := totalArea * (treeCoverage / 100.0)
numTreesToPlace := int(targetTreePixels / avgTreeArea)
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if numTreesToPlace == 0 {
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return nil
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}
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// 2. Generate a simplex noise map for tree placement.
noise := opensimplex.New(seed)
treeNoiseMap := image.NewGray(image.Rect(0, 0, width, height))
treeNoiseZoom := 0.05
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for y := range height {
for x := range width {
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val := noise.Eval2(float64(x)*treeNoiseZoom, float64(y)*treeNoiseZoom)
val = (val + 1) / 2 // Normalize to 0-1
treeNoiseMap.SetGray(x, y, color.Gray{Y: uint8(val * 255)})
}
}
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threshold := uint8(255 * (1 - (treeCoverage / 100.0)))
isLake := make(map[image.Point]bool)
for _, p := range lakePixels {
isLake[p] = true
}
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isRoad := make(map[image.Point]bool)
for _, p := range roadPixels {
isRoad[p] = true
}
randSrc := rand.New(rand.NewSource(seed))
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// 3. Determine initial clump trees
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numClumpTrees := min(int(treeClumpiness), numTreesToPlace)
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initialPoints := make([]image.Point, 0, numClumpTrees)
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for range numClumpTrees {
for range 100 { // try 100 times to find a valid spot
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p := image.Point{X: randSrc.Intn(width), Y: randSrc.Intn(height)}
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if treeNoiseMap.GrayAt(p.X, p.Y).Y >= threshold && !isLake[p] && !isRoad[p] {
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initialPoints = append(initialPoints, p)
break
}
}
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}
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// 4. Place remaining trees using Bridson's Algorithm
minRadius := minTreeSize
allPoints := poissonDiscSampling(width, height, minRadius, 30, initialPoints, func(p image.Point) bool {
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return treeNoiseMap.GrayAt(p.X, p.Y).Y >= threshold && !isLake[p] && !isRoad[p]
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}, seed)
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var treePixels []image.Point
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// 5. Draw the trees.
for _, p := range allPoints {
size := minTreeSize + randSrc.Float64()*(maxTreeSize-minTreeSize)
if size <= 0 {
continue
}
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r := size / 2
// Use a simple pixel-by-pixel circle drawing method
for y := p.Y - int(r); y <= p.Y+int(r); y++ {
for x := p.X - int(r); x <= p.X+int(r); x++ {
pt := image.Point{X: x, Y: y}
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if !pt.In(img.Bounds()) || isLake[pt] || isRoad[pt] {
continue
}
if (math.Pow(float64(x-p.X), 2) + math.Pow(float64(y-p.Y), 2)) <= r*r {
// Blend the tree color with the background
// For simplicity, we just set a solid color for now.
img.Set(x, y, color.RGBA{R: 0, G: 100, B: 0, A: 255})
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treePixels = append(treePixels, pt)
}
}
}
}
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return treePixels
}
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func poissonDiscSampling(width, height int, minRadius float64, k int, initialPoints []image.Point, isValid func(image.Point) bool, seed int64) []image.Point {
randSrc := rand.New(rand.NewSource(seed))
points := initialPoints
activeList := append([]image.Point(nil), initialPoints...)
cellSize := minRadius / math.Sqrt(2)
gridWidth := int(math.Ceil(float64(width)/cellSize)) + 1
gridHeight := int(math.Ceil(float64(height)/cellSize)) + 1
grid := make([][]image.Point, gridWidth)
for i := range grid {
grid[i] = make([]image.Point, gridHeight)
}
for _, p := range points {
gridX, gridY := int(float64(p.X)/cellSize), int(float64(p.Y)/cellSize)
grid[gridX][gridY] = p
}
for len(activeList) > 0 {
listIndex := randSrc.Intn(len(activeList))
p := activeList[listIndex]
found := false
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for range k {
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angle := randSrc.Float64() * 2 * math.Pi
radius := minRadius + randSrc.Float64()*minRadius
x, y := float64(p.X)+radius*math.Cos(angle), float64(p.Y)+radius*math.Sin(angle)
newPoint := image.Point{X: int(x), Y: int(y)}
if newPoint.X < 0 || newPoint.X >= width || newPoint.Y < 0 || newPoint.Y >= height {
continue
}
if !isValid(newPoint) {
continue
}
gridX, gridY := int(x/cellSize), int(y/cellSize)
valid := true
for m := -1; m <= 1; m++ {
for n := -1; n <= 1; n++ {
checkX, checkY := gridX+m, gridY+n
if checkX >= 0 && checkX < gridWidth && checkY >= 0 && checkY < gridHeight && grid[checkX][checkY] != (image.Point{}) {
dist := math.Sqrt(math.Pow(float64(grid[checkX][checkY].X-newPoint.X), 2) + math.Pow(float64(grid[checkX][checkY].Y-newPoint.Y), 2))
if dist < minRadius {
valid = false
break
}
}
}
if !valid {
break
}
}
if valid {
points = append(points, newPoint)
activeList = append(activeList, newPoint)
grid[gridX][gridY] = newPoint
found = true
}
}
if !found {
activeList = append(activeList[:listIndex], activeList[listIndex+1:]...)
}
}
return points
}
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func bresenham(path []image.Point) []image.Point {
if len(path) < 2 {
return path
}
var fullPath []image.Point
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for i := range len(path) - 1 {
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p1, p2 := path[i], path[i+1]
dx, dy := p2.X-p1.X, p2.Y-p1.Y
absDx, absDy := int(math.Abs(float64(dx))), int(math.Abs(float64(dy)))
sx, sy := 1, 1
if dx < 0 {
sx = -1
}
if dy < 0 {
sy = -1
}
err := absDx - absDy
x, y := p1.X, p1.Y
for {
fullPath = append(fullPath, image.Point{X: x, Y: y})
if x == p2.X && y == p2.Y {
break
}
e2 := 2 * err
if e2 > -absDy {
err -= absDy
x += sx
}
if e2 < absDx {
err += absDx
y += sy
}
}
}
return fullPath
}
func calculatePath(start, end image.Point, curvyness, avgDim float64, randSrc *rand.Rand, numControlPoints int) []image.Point {
dx := end.X - start.X
dy := end.Y - start.Y
dist := math.Sqrt(float64(dx*dx + dy*dy))
if dist == 0 {
return []image.Point{start}
}
if curvyness == 0 {
return bresenham([]image.Point{start, end})
}
type wave struct {
amplitude float64
numWaves float64
phase float64
}
waves := make([]wave, 3)
amp := (avgDim / 10.0) * curvyness
mainWavelength := avgDim / 4.0
if mainWavelength < 1 {
mainWavelength = 1
}
baseNumWaves := (dist / mainWavelength) * curvyness
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for i := range 3 {
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freqMultiplier := 1.0 + float64(i)
randomizedNumWaves := baseNumWaves * freqMultiplier * (0.75 + randSrc.Float64()*0.5)
waves[i] = wave{
amplitude: amp,
numWaves: randomizedNumWaves,
phase: randSrc.Float64() * 2 * math.Pi,
}
amp /= 3
}
controlPoints := make([]image.Point, numControlPoints+1)
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for i := range numControlPoints + 1 {
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t := float64(i) / float64(numControlPoints)
x := float64(start.X) + t*float64(dx)
y := float64(start.Y) + t*float64(dy)
perpX, perpY := -float64(dy)/dist, float64(dx)/dist
totalOffset := 0.0
for _, w := range waves {
totalOffset += math.Sin(t*w.numWaves*2*math.Pi+w.phase) * w.amplitude
}
// Apply an envelope to ensure start/end points are anchored
totalOffset *= math.Sin(t * math.Pi)
x += totalOffset * perpX
y += totalOffset * perpY
controlPoints[i] = image.Point{X: int(math.Round(x)), Y: int(math.Round(y))}
}
return bresenham(controlPoints)
}