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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"
"runtime"
"sync"
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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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// GenerateHeightmap creates terrain elevation using Perlin noise
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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
}
numGoroutines := runtime.NumCPU()
var wg sync.WaitGroup
rowsPerGoroutine := height / numGoroutines
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for i := 0; i < numGoroutines; i++ {
startY := i * rowsPerGoroutine
endY := startY + rowsPerGoroutine
if i == numGoroutines-1 {
endY = height
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}
wg.Add(1)
go func(startY, endY int) {
defer wg.Done()
for y := startY; y < endY; y++ {
for x := 0; x < width; x++ {
var noise float64
frequency := 1.0
amplitude := 1.0
maxAmplitude := 0.0
for j := 0; j < octaves; j++ {
noise += p.Noise2D(float64(x)*frequency/scale, float64(y)*frequency/scale) * amplitude
maxAmplitude += amplitude
amplitude /= 2.0
frequency *= 2.0
}
noise /= maxAmplitude
grayColor := uint8((noise + 1) * 127.5)
img.SetGray(x, y, color.Gray{Y: grayColor})
}
}
}(startY, endY)
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}
wg.Wait()
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return img
}
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// ApplyRoughness adds visual roughness effect to the heightmap
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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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}
// DarkenLakeAreas darkens the heightmap where water exists.
func DarkenLakeAreas(heightmap image.Image, waterMask *PixelMask) image.Image {
bounds := heightmap.Bounds()
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width := bounds.Dx()
lakeMask := image.NewRGBA(bounds)
black := color.RGBA{0, 0, 0, 255}
if waterMask != nil {
for y := 0; y < waterMask.Height; y++ {
row := y * waterMask.Width
for x := 0; x < waterMask.Width; x++ {
if waterMask.Data[row+x] != 0 {
lakeMask.Set(x, y, black)
}
}
}
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}
blurRadius := float64(width) * 0.05
blurredLakeMask := imaging.Blur(lakeMask, blurRadius)
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
}
// FlattenRoadAreas smooths terrain under roads.
func FlattenRoadAreas(heightmap image.Image, roadMask *PixelMask) image.Image {
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bounds := heightmap.Bounds()
width := bounds.Dx()
roadGrayMask := image.NewGray(bounds)
if roadMask != nil {
for y := 0; y < roadMask.Height; y++ {
row := y * roadMask.Width
for x := 0; x < roadMask.Width; x++ {
if roadMask.Data[row+x] != 0 {
roadGrayMask.SetGray(x, y, color.Gray{Y: 255})
}
}
}
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}
blurRadius := float64(width) * 0.01
blurredRoadMask := imaging.Blur(roadGrayMask, blurRadius)
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blurredHeightmap := imaging.Blur(heightmap, blurRadius)
composite := image.NewRGBA(bounds)
for y := bounds.Min.Y; y < bounds.Max.Y; y++ {
for x := bounds.Min.X; x < bounds.Max.X; x++ {
maskAlpha, _, _, _ := blurredRoadMask.At(x, y).RGBA()
if maskAlpha > 0 {
originalColor := heightmap.At(x, y)
blurredColor := blurredHeightmap.At(x, y)
r1, g1, b1, a1 := originalColor.RGBA()
r2, g2, b2, a2 := blurredColor.RGBA()
alpha := float64(maskAlpha) / 65535.0
r := uint16(float64(r1)*(1-alpha) + float64(r2)*alpha)
g := uint16(float64(g1)*(1-alpha) + float64(g2)*alpha)
b := uint16(float64(b1)*(1-alpha) + float64(b2)*alpha)
a := uint16(float64(a1)*(1-alpha) + float64(a2)*alpha)
composite.Set(x, y, color.RGBA64{R: r, G: g, B: b, A: a})
} else {
composite.Set(x, y, heightmap.At(x, y))
}
}
}
return composite
}
// GenerateTrees places trees on the map based on coverage and noise.
func GenerateTrees(img *image.RGBA, waterMask, roadMask, buildingMask *PixelMask, minTreeSize, maxTreeSize, treeCoverage, treeClumpiness float64, seed int64) *PixelMask {
width := img.Bounds().Dx()
height := img.Bounds().Dy()
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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noise := opensimplex.New(seed)
treeNoiseMap := image.NewGray(image.Rect(0, 0, width, height))
treeNoiseZoom := 0.05
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for y := 0; y < height; y++ {
for x := 0; x < width; x++ {
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val := noise.Eval2(float64(x)*treeNoiseZoom, float64(y)*treeNoiseZoom)
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val = (val + 1) / 2
treeNoiseMap.SetGray(x, y, color.Gray{Y: uint8(val * 255)})
}
}
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threshold := uint8(255 * (1 - (treeCoverage / 100.0)))
if waterMask == nil {
waterMask = NewPixelMask(width, height)
}
if roadMask == nil {
roadMask = NewPixelMask(width, height)
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}
if buildingMask == nil {
buildingMask = NewPixelMask(width, height)
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}
randSrc := rand.New(rand.NewSource(seed))
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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 {
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for range 100 {
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p := image.Point{X: randSrc.Intn(width), Y: randSrc.Intn(height)}
if treeNoiseMap.GrayAt(p.X, p.Y).Y >= threshold && !waterMask.GetPoint(p) && !roadMask.GetPoint(p) && !buildingMask.GetPoint(p) {
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initialPoints = append(initialPoints, p)
break
}
}
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}
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minRadius := minTreeSize
allPoints := poissonDiscSampling(width, height, minRadius, 30, initialPoints, func(p image.Point) bool {
return treeNoiseMap.GrayAt(p.X, p.Y).Y >= threshold && !waterMask.GetPoint(p) && !roadMask.GetPoint(p) && !buildingMask.GetPoint(p)
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}, seed)
numGoroutines := runtime.NumCPU()
if len(allPoints) < numGoroutines {
numGoroutines = len(allPoints)
}
if numGoroutines == 0 {
return nil
}
var wg sync.WaitGroup
results := make(chan []image.Point, numGoroutines)
pointsPerGoroutine := (len(allPoints) + numGoroutines - 1) / numGoroutines
for i := 0; i < numGoroutines; i++ {
start := i * pointsPerGoroutine
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if start >= len(allPoints) {
break
}
end := start + pointsPerGoroutine
if end > len(allPoints) {
end = len(allPoints)
}
wg.Add(1)
go func(points []image.Point, seed int64) {
defer wg.Done()
localRand := rand.New(rand.NewSource(seed))
localTreePixels := make([]image.Point, 0)
for _, p := range points {
size := minTreeSize + localRand.Float64()*(maxTreeSize-minTreeSize)
if size <= 0 {
continue
}
r := size / 2
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}
if !pt.In(img.Bounds()) || waterMask.GetPoint(pt) || roadMask.GetPoint(pt) || buildingMask.GetPoint(pt) {
continue
}
if (math.Pow(float64(x-p.X), 2) + math.Pow(float64(y-p.Y), 2)) <= r*r {
img.Set(x, y, color.RGBA{R: 0, G: 100, B: 0, A: 255})
localTreePixels = append(localTreePixels, pt)
}
}
}
}
results <- localTreePixels
}(allPoints[start:end], seed+int64(i))
}
wg.Wait()
close(results)
treeMask := NewPixelMask(width, height)
for res := range results {
for _, p := range res {
treeMask.SetPoint(p)
}
}
return treeMask
}
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// poissonDiscSampling generates randomly distributed points with minimum radius separation
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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 := make([]int, len(initialPoints))
for i := range initialPoints {
activeList[i] = i
}
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cellSize := minRadius / math.Sqrt(2)
gridWidth := int(math.Ceil(float64(width)/cellSize)) + 1
gridHeight := int(math.Ceil(float64(height)/cellSize)) + 1
grid := make([]int32, gridWidth*gridHeight)
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for i := range grid {
grid[i] = -1
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}
for i, p := range points {
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gridX, gridY := int(float64(p.X)/cellSize), int(float64(p.Y)/cellSize)
grid[gridY*gridWidth+gridX] = int32(i)
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}
for len(activeList) > 0 {
listIndex := randSrc.Intn(len(activeList))
p := points[activeList[listIndex]]
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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 {
g := grid[checkY*gridWidth+checkX]
if g < 0 {
continue
}
existing := points[int(g)]
dist := math.Sqrt(math.Pow(float64(existing.X-newPoint.X), 2) + math.Pow(float64(existing.Y-newPoint.Y), 2))
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if dist < minRadius {
valid = false
break
}
}
}
if !valid {
break
}
}
if valid {
points = append(points, newPoint)
newIdx := len(points) - 1
activeList = append(activeList, newIdx)
grid[gridY*gridWidth+gridX] = int32(newIdx)
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found = true
}
}
if !found {
activeList = append(activeList[:listIndex], activeList[listIndex+1:]...)
}
}
return points
}