2026-02-02 10:15:26 -06:00
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package main
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import (
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"container/heap"
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"image"
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"image/color"
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"image/draw"
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"math"
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"math/rand"
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2026-02-19 09:49:26 -06:00
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"runtime"
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2026-02-02 10:15:26 -06:00
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"sort"
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"sync"
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2026-02-02 10:15:26 -06:00
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"github.com/ojrac/opensimplex-go"
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)
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type lakePixel struct {
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point image.Point
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score float64
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index int
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}
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type priorityQueue []*lakePixel
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func (pq priorityQueue) Len() int { return len(pq) }
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func (pq priorityQueue) Less(i, j int) bool { return pq[i].score > pq[j].score }
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func (pq priorityQueue) Swap(i, j int) {
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pq[i], pq[j] = pq[j], pq[i]
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pq[i].index = i
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pq[j].index = j
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}
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func (pq *priorityQueue) Push(x any) {
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n := len(*pq)
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item := x.(*lakePixel)
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item.index = n
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*pq = append(*pq, item)
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}
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func (pq *priorityQueue) Pop() any {
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old := *pq
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n := len(old)
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item := old[n-1]
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old[n-1] = nil
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item.index = -1
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*pq = old[0 : n-1]
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return item
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}
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2026-02-19 09:49:26 -06:00
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type riverParams struct {
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EdgeBandRatio float64
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RoughnessStrength float64
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IslandAttemptProb float64
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IslandSeedChance float64
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MinIslandSize int
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MaxIslandSize int
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WaterLevelBias float64
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NoiseFrequency float64
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KeepInnerFraction float64
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MaxWorkers int
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MinWidthPx float64
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MaxWidthPx float64
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}
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// GenerateLakes creates lakes on the map using a priority queue growth algorithm
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func GenerateLakes(width, height, numLakes int, lakeSizeLower, lakeSizeUpper float64, seed int64, lakeEdgeRoughness float64, lakeShape string) (image.Image, [][]image.Point) {
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canvas := image.NewRGBA(image.Rect(0, 0, width, height))
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draw.Draw(canvas, canvas.Bounds(), image.NewUniform(color.White), image.Point{}, draw.Src)
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if numLakes <= 0 || lakeSizeLower <= 0 {
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return canvas, nil
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}
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var allLakes [][]image.Point
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randSrc := rand.New(rand.NewSource(seed))
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totalArea := float64(width * height)
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noiseGen := opensimplex.New(seed)
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type lakeBlob struct {
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dx, dy float64
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a, b float64
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angle float64
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}
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type lakeData struct {
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blobs []lakeBlob
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primaryRadius float64
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boundingRadius float64
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targetPixels int
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center image.Point
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placed bool
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}
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lakesToPlace := make([]*lakeData, numLakes)
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// Phase 1: Generate parameters for all lakes
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for i := range numLakes {
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l := &lakeData{}
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getRadius := func() float64 {
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s := lakeSizeLower
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if lakeSizeUpper > lakeSizeLower {
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s = lakeSizeLower + randSrc.Float64()*(lakeSizeUpper-lakeSizeLower)
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}
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// Maintain the same scale heuristic as original code
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pixels := totalArea * (s / 100.0) / 2
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if pixels < 1 {
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pixels = 1
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}
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return math.Sqrt(pixels / math.Pi)
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}
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switch lakeShape {
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case "oval":
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r1 := getRadius()
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r2 := getRadius()
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angle := randSrc.Float64() * math.Pi * 2
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l.blobs = append(l.blobs, lakeBlob{0, 0, r1, r2, angle})
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l.primaryRadius = (r1 + r2) / 2
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case "procedural":
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complexity := 2 + randSrc.Intn(3) // 2 to 4 blobs
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r1 := getRadius()
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r2 := r1
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if randSrc.Float64() > 0.5 {
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r2 = getRadius()
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}
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angle := randSrc.Float64() * math.Pi * 2
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l.blobs = append(l.blobs, lakeBlob{0, 0, r1, r2, angle})
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l.primaryRadius = (r1 + r2) / 2
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for k := 1; k < complexity; k++ {
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parent := l.blobs[randSrc.Intn(len(l.blobs))]
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subR1 := getRadius() * 0.7
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subR2 := subR1
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if randSrc.Float64() > 0.5 {
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subR2 = getRadius() * 0.7
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}
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subAngle := randSrc.Float64() * math.Pi * 2
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dir := randSrc.Float64() * math.Pi * 2
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dist := (parent.a + subR1) * 0.6 // Overlap
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newX := parent.dx + math.Cos(dir)*dist
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newY := parent.dy + math.Sin(dir)*dist
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l.blobs = append(l.blobs, lakeBlob{newX, newY, subR1, subR2, subAngle})
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}
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default: // "circle"
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r := getRadius()
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l.blobs = append(l.blobs, lakeBlob{0, 0, r, r, 0})
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l.primaryRadius = r
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}
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estimatedArea := 0.0
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maxBlobDist := 0.0
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for _, b := range l.blobs {
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estimatedArea += math.Pi * b.a * b.b
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dist := math.Sqrt(b.dx*b.dx+b.dy*b.dy) + math.Max(b.a, b.b)
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if dist > maxBlobDist {
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maxBlobDist = dist
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}
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}
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if len(l.blobs) > 1 {
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estimatedArea *= 0.8
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}
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l.targetPixels = int(estimatedArea)
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if l.targetPixels <= 0 {
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l.targetPixels = 1
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}
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l.boundingRadius = maxBlobDist * 1.2
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lakesToPlace[i] = l
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}
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// Phase 2: Initial Placement (Tight Packing)
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var placedLakes []*lakeData
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for i, l := range lakesToPlace {
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placed := false
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// Try random placement first
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for attempt := 0; attempt < 100; attempt++ {
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cx := randSrc.Intn(width)
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cy := randSrc.Intn(height)
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// Relaxed boundary check: center can be anywhere, but let's keep it somewhat reasonable
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// Allow center to be outside by radius/2
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margin := int(l.boundingRadius / 2)
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if cx < -margin || cx >= width+margin || cy < -margin || cy >= height+margin {
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continue
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}
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overlap := false
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for _, other := range placedLakes {
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dx := float64(cx - other.center.X)
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dy := float64(cy - other.center.Y)
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dist := math.Sqrt(dx*dx + dy*dy)
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if dist < (l.boundingRadius + other.boundingRadius) {
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overlap = true
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break
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}
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}
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if !overlap {
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l.center = image.Point{X: cx, Y: cy}
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l.placed = true
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placed = true
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break
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}
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}
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// Fallback: Orbit existing lakes (Tangent placement)
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if !placed && len(placedLakes) > 0 {
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indices := randSrc.Perm(len(placedLakes))
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for _, idx := range indices {
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targetLake := placedLakes[idx]
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targetDist := targetLake.boundingRadius + l.boundingRadius // Touching
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const angleSteps = 36
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startAngle := randSrc.Float64() * 2 * math.Pi
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for k := 0; k < angleSteps; k++ {
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angle := startAngle + (float64(k)/float64(angleSteps))*2*math.Pi
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cx := int(float64(targetLake.center.X) + math.Cos(angle)*targetDist)
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cy := int(float64(targetLake.center.Y) + math.Sin(angle)*targetDist)
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margin := int(l.boundingRadius / 2)
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if cx < -margin || cx >= width+margin || cy < -margin || cy >= height+margin {
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continue
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}
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overlap := false
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for _, other := range placedLakes {
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dx := float64(cx - other.center.X)
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dy := float64(cy - other.center.Y)
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dist := math.Sqrt(dx*dx + dy*dy)
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if dist < (l.boundingRadius + other.boundingRadius) { // Touching check
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overlap = true
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break
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}
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}
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if !overlap {
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l.center = image.Point{X: cx, Y: cy}
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l.placed = true
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placed = true
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break
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}
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}
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if placed {
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break
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}
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}
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}
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if placed {
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placedLakes = append(placedLakes, l)
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} else {
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// Discard lake if it really can't fit
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lakesToPlace[i] = nil
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}
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}
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// Phase 3: Scattering (Relaxation)
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avgDim := float64(width+height) / 2.0
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minGap := avgDim * 0.01
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iterations := len(placedLakes) * 100
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for k := 0; k < iterations; k++ {
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if len(placedLakes) == 0 {
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break
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}
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idx := randSrc.Intn(len(placedLakes))
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l := placedLakes[idx]
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// Propose new random position
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cx := randSrc.Intn(width)
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cy := randSrc.Intn(height)
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margin := int(l.boundingRadius / 2)
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if cx < -margin || cx >= width+margin || cy < -margin || cy >= height+margin {
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continue
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}
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valid := true
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for j, other := range placedLakes {
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if idx == j {
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continue
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}
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dx := float64(cx - other.center.X)
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dy := float64(cy - other.center.Y)
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dist := math.Sqrt(dx*dx + dy*dy)
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if dist < (l.boundingRadius + other.boundingRadius + minGap) {
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valid = false
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break
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}
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}
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if valid {
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l.center = image.Point{X: cx, Y: cy}
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}
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}
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// Phase 4: Grow lakes at final positions
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globalVisited := make(map[image.Point]bool)
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seedX := randSrc.Float64() * 10000.0
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seedY := randSrc.Float64() * 10000.0
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for _, l := range placedLakes {
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if l == nil || !l.placed {
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continue
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}
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var currentLake []image.Point
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startPt := l.center
|
|
|
|
|
|
|
|
|
|
// Check if start point is within strict bounds for drawing initiation
|
|
|
|
|
if !startPt.In(image.Rect(0, 0, width, height)) {
|
|
|
|
|
// Try to find a point within the lake radius that is on the map
|
|
|
|
|
found := false
|
|
|
|
|
for r := 0; r < int(l.boundingRadius); r++ {
|
|
|
|
|
for angle := 0.0; angle < 2*math.Pi; angle += 0.5 {
|
|
|
|
|
nx := startPt.X + int(float64(r)*math.Cos(angle))
|
|
|
|
|
ny := startPt.Y + int(float64(r)*math.Sin(angle))
|
|
|
|
|
pt := image.Point{nx, ny}
|
|
|
|
|
if pt.In(image.Rect(0, 0, width, height)) {
|
|
|
|
|
startPt = pt
|
|
|
|
|
found = true
|
|
|
|
|
break
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if found {
|
|
|
|
|
break
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if !found {
|
|
|
|
|
continue // Lake is completely off-screen or unplaceable
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
noiseFreq := 0.01 + (0.2 / (l.primaryRadius + 1.0))
|
2026-02-02 10:15:26 -06:00
|
|
|
|
|
|
|
|
getScore := func(pt image.Point) float64 {
|
2026-02-19 11:38:37 -06:00
|
|
|
dxGlobal := float64(pt.X - l.center.X)
|
|
|
|
|
dyGlobal := float64(pt.Y - l.center.Y)
|
2026-02-19 10:29:17 -06:00
|
|
|
|
|
|
|
|
minNormalizedDist := 1e9
|
|
|
|
|
|
2026-02-19 11:38:37 -06:00
|
|
|
for _, b := range l.blobs {
|
2026-02-19 10:29:17 -06:00
|
|
|
bdx := dxGlobal - b.dx
|
|
|
|
|
bdy := dyGlobal - b.dy
|
|
|
|
|
|
|
|
|
|
cosA := math.Cos(-b.angle)
|
|
|
|
|
sinA := math.Sin(-b.angle)
|
|
|
|
|
rx := bdx*cosA - bdy*sinA
|
|
|
|
|
ry := bdx*sinA + bdy*cosA
|
|
|
|
|
|
|
|
|
|
d := math.Sqrt(math.Pow(rx/b.a, 2) + math.Pow(ry/b.b, 2))
|
|
|
|
|
if d < minNormalizedDist {
|
|
|
|
|
minNormalizedDist = d
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
distPenalty := math.Pow(minNormalizedDist, 3.0)
|
2026-02-18 15:14:47 -06:00
|
|
|
|
|
|
|
|
if lakeEdgeRoughness > 0 {
|
2026-02-19 10:29:17 -06:00
|
|
|
noise := noiseGen.Eval2(seedX+float64(dxGlobal)*noiseFreq, seedY+float64(dyGlobal)*noiseFreq)
|
2026-02-18 15:14:47 -06:00
|
|
|
noiseContribution := noise * (lakeEdgeRoughness / 100.0)
|
|
|
|
|
return noiseContribution - distPenalty
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return -distPenalty
|
2026-02-02 10:15:26 -06:00
|
|
|
}
|
|
|
|
|
|
2026-02-19 11:38:37 -06:00
|
|
|
pq := &priorityQueue{}
|
|
|
|
|
heap.Init(pq)
|
2026-02-02 10:15:26 -06:00
|
|
|
heap.Push(pq, &lakePixel{point: startPt, score: getScore(startPt)})
|
2026-02-19 11:38:37 -06:00
|
|
|
globalVisited[startPt] = true
|
2026-02-02 10:15:26 -06:00
|
|
|
|
|
|
|
|
lakeCount := 0
|
2026-02-19 11:38:37 -06:00
|
|
|
for pq.Len() > 0 && lakeCount < l.targetPixels {
|
2026-02-02 10:15:26 -06:00
|
|
|
current := heap.Pop(pq).(*lakePixel)
|
|
|
|
|
|
2026-02-19 11:38:37 -06:00
|
|
|
// Only draw if on canvas
|
|
|
|
|
if current.point.In(image.Rect(0, 0, width, height)) {
|
|
|
|
|
canvas.Set(current.point.X, current.point.Y, color.RGBA{R: 0, G: 0, B: 255, A: 255})
|
|
|
|
|
currentLake = append(currentLake, current.point)
|
|
|
|
|
}
|
2026-02-02 10:15:26 -06:00
|
|
|
lakeCount++
|
|
|
|
|
|
|
|
|
|
for dy := -1; dy <= 1; dy++ {
|
|
|
|
|
for dx := -1; dx <= 1; dx++ {
|
|
|
|
|
if dx == 0 && dy == 0 {
|
|
|
|
|
continue
|
|
|
|
|
}
|
|
|
|
|
neighbor := image.Point{X: current.point.X + dx, Y: current.point.Y + dy}
|
|
|
|
|
|
2026-02-19 11:38:37 -06:00
|
|
|
if globalVisited[neighbor] {
|
|
|
|
|
continue
|
|
|
|
|
}
|
|
|
|
|
// Allow growth slightly off-screen to ensure shape consistency, but don't track too far
|
|
|
|
|
if neighbor.X < -int(l.boundingRadius) || neighbor.X >= width+int(l.boundingRadius) ||
|
|
|
|
|
neighbor.Y < -int(l.boundingRadius) || neighbor.Y >= height+int(l.boundingRadius) {
|
2026-02-02 10:15:26 -06:00
|
|
|
continue
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-19 11:38:37 -06:00
|
|
|
globalVisited[neighbor] = true
|
2026-02-02 10:15:26 -06:00
|
|
|
heap.Push(pq, &lakePixel{
|
|
|
|
|
point: neighbor,
|
|
|
|
|
score: getScore(neighbor),
|
|
|
|
|
})
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if len(currentLake) > 0 {
|
|
|
|
|
allLakes = append(allLakes, currentLake)
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return canvas, allLakes
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-18 15:26:29 -06:00
|
|
|
// River represents a river on the map
|
2026-02-02 10:15:26 -06:00
|
|
|
type River struct {
|
|
|
|
|
Width float64
|
|
|
|
|
Start, End image.Point
|
|
|
|
|
Points []image.Point
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-19 09:49:26 -06:00
|
|
|
// computeSinWaveEdgeOffset computes dual sine wave edge roughening for realistic river banks
|
|
|
|
|
func computeSinWaveEdgeOffset(absX, absY int, largeAmplitude, smallAmplitude float64) float64 {
|
|
|
|
|
positionPhase := float64(absX)*0.008 + float64(absY)*0.012
|
|
|
|
|
largeWave := math.Sin(positionPhase) * largeAmplitude
|
|
|
|
|
smallWave := math.Sin(positionPhase*3.5) * smallAmplitude
|
|
|
|
|
return largeWave + smallWave
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// RasterizeAndRoughenRiver rasterizes a river path with natural edge roughening and optional islands
|
|
|
|
|
func RasterizeAndRoughenRiver(canvas *image.RGBA, path []image.Point, riverWidthPx float64, heightmap image.Image, isWater map[image.Point]bool, seed int64, minWidthPx, maxWidthPx float64) []image.Point {
|
|
|
|
|
if canvas == nil || len(path) == 0 || riverWidthPx <= 0 {
|
|
|
|
|
return nil
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
params := riverParams{
|
|
|
|
|
EdgeBandRatio: 0.6,
|
|
|
|
|
RoughnessStrength: 0.65,
|
|
|
|
|
IslandAttemptProb: 0.07,
|
|
|
|
|
IslandSeedChance: 0.0025,
|
|
|
|
|
MinIslandSize: 8,
|
|
|
|
|
MaxIslandSize: 800,
|
|
|
|
|
WaterLevelBias: 0.02,
|
|
|
|
|
NoiseFrequency: 0.02,
|
|
|
|
|
KeepInnerFraction: 0.85,
|
|
|
|
|
MaxWorkers: 0,
|
|
|
|
|
MinWidthPx: minWidthPx,
|
|
|
|
|
MaxWidthPx: maxWidthPx,
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bounds := canvas.Bounds()
|
|
|
|
|
imgW, imgH := bounds.Dx(), bounds.Dy()
|
|
|
|
|
|
|
|
|
|
heightGrid := precomputeHeightGrid(heightmap, imgW, imgH)
|
|
|
|
|
|
|
|
|
|
radius := riverWidthPx / 2.0
|
|
|
|
|
edgeBand := radius * params.EdgeBandRatio
|
|
|
|
|
expand := int(math.Ceil(radius + edgeBand + 2))
|
|
|
|
|
|
|
|
|
|
minX, minY := imgW, imgH
|
|
|
|
|
maxX, maxY := 0, 0
|
|
|
|
|
for _, p := range path {
|
|
|
|
|
if p.X < minX {
|
|
|
|
|
minX = p.X
|
|
|
|
|
}
|
|
|
|
|
if p.Y < minY {
|
|
|
|
|
minY = p.Y
|
|
|
|
|
}
|
|
|
|
|
if p.X > maxX {
|
|
|
|
|
maxX = p.X
|
|
|
|
|
}
|
|
|
|
|
if p.Y > maxY {
|
|
|
|
|
maxY = p.Y
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
minX -= expand
|
|
|
|
|
minY -= expand
|
|
|
|
|
maxX += expand
|
|
|
|
|
maxY += expand
|
|
|
|
|
if minX < 0 {
|
|
|
|
|
minX = 0
|
|
|
|
|
}
|
|
|
|
|
if minY < 0 {
|
|
|
|
|
minY = 0
|
|
|
|
|
}
|
|
|
|
|
if maxX >= imgW {
|
|
|
|
|
maxX = imgW - 1
|
|
|
|
|
}
|
|
|
|
|
if maxY >= imgH {
|
|
|
|
|
maxY = imgH - 1
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bw := maxX - minX + 1
|
|
|
|
|
bh := maxY - minY + 1
|
|
|
|
|
if bw <= 0 || bh <= 0 {
|
|
|
|
|
return nil
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
baseMask := make([]uint8, bw*bh)
|
|
|
|
|
|
|
|
|
|
radiusSq := radius * radius
|
|
|
|
|
for _, c := range path {
|
|
|
|
|
cx := c.X - minX
|
|
|
|
|
cy := c.Y - minY
|
|
|
|
|
if cx < -int(radius) || cx > bw+int(radius) || cy < -int(radius) || cy > bh+int(radius) {
|
|
|
|
|
continue
|
|
|
|
|
}
|
|
|
|
|
minRx := int(math.Max(0, float64(cx)-radius))
|
|
|
|
|
maxRx := int(math.Min(float64(bw-1), float64(cx)+radius))
|
|
|
|
|
minRy := int(math.Max(0, float64(cy)-radius))
|
|
|
|
|
maxRy := int(math.Min(float64(bh-1), float64(cy)+radius))
|
|
|
|
|
for yy := minRy; yy <= maxRy; yy++ {
|
|
|
|
|
for xx := minRx; xx <= maxRx; xx++ {
|
|
|
|
|
dx := float64(xx - cx)
|
|
|
|
|
dy := float64(yy - cy)
|
|
|
|
|
if dx*dx+dy*dy <= radiusSq {
|
|
|
|
|
baseMask[yy*bw+xx] = 1
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
dist := chamferDistanceField(baseMask, bw, bh)
|
|
|
|
|
|
|
|
|
|
noise := opensimplex.New(seed)
|
|
|
|
|
noiseFreq := params.NoiseFrequency
|
|
|
|
|
|
|
|
|
|
innerKeepRadius := radius * params.KeepInnerFraction
|
|
|
|
|
|
|
|
|
|
finalMask := make([]uint8, bw*bh)
|
|
|
|
|
|
|
|
|
|
workers := params.MaxWorkers
|
|
|
|
|
if workers <= 0 {
|
|
|
|
|
workers = runtime.NumCPU()
|
|
|
|
|
}
|
|
|
|
|
var wg sync.WaitGroup
|
|
|
|
|
rowsPerWorker := (bh + workers - 1) / workers
|
|
|
|
|
randBase := rand.New(rand.NewSource(seed))
|
|
|
|
|
|
|
|
|
|
heightWeight := 2.0 * params.RoughnessStrength
|
|
|
|
|
distWeight := params.RoughnessStrength
|
|
|
|
|
noiseWeight := 0.5 * params.RoughnessStrength
|
|
|
|
|
|
|
|
|
|
largeAmplitude := params.MaxWidthPx - params.MinWidthPx
|
|
|
|
|
smallAmplitude := largeAmplitude / 4.0
|
|
|
|
|
|
|
|
|
|
for wi := 0; wi < workers; wi++ {
|
|
|
|
|
startY := wi * rowsPerWorker
|
|
|
|
|
endY := startY + rowsPerWorker
|
|
|
|
|
if endY > bh {
|
|
|
|
|
endY = bh
|
|
|
|
|
}
|
|
|
|
|
if startY >= endY {
|
|
|
|
|
continue
|
|
|
|
|
}
|
|
|
|
|
wg.Add(1)
|
|
|
|
|
go func(startY, endY, workerID int) {
|
|
|
|
|
defer wg.Done()
|
|
|
|
|
localRand := rand.New(rand.NewSource(randBase.Int63() + int64(workerID)*7919))
|
|
|
|
|
for y := startY; y < endY; y++ {
|
|
|
|
|
for x := 0; x < bw; x++ {
|
|
|
|
|
idx := y*bw + x
|
|
|
|
|
if baseMask[idx] == 1 {
|
|
|
|
|
d := dist[idx]
|
|
|
|
|
absX := x + minX
|
|
|
|
|
absY := y + minY
|
|
|
|
|
if d <= float32(innerKeepRadius) {
|
|
|
|
|
finalMask[idx] = 1
|
|
|
|
|
continue
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
sinWaveOffset := computeSinWaveEdgeOffset(absX, absY, largeAmplitude, smallAmplitude)
|
|
|
|
|
effectiveInnerRadius := innerKeepRadius + sinWaveOffset
|
|
|
|
|
|
|
|
|
|
normDist := float64((float32(d) - float32(effectiveInnerRadius)) / float32(edgeBand))
|
|
|
|
|
if normDist < 0 {
|
|
|
|
|
normDist = 0
|
|
|
|
|
}
|
|
|
|
|
if normDist > 1 {
|
|
|
|
|
normDist = 1
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
heightVal := sampleHeightGrid(heightGrid, imgW, imgH, absX, absY)
|
|
|
|
|
heightAdj := float64(heightVal) - params.WaterLevelBias
|
|
|
|
|
|
|
|
|
|
noiseVal := noise.Eval2(float64(absX)*noiseFreq, float64(absY)*noiseFreq)
|
|
|
|
|
noiseNorm := (noiseVal + 1.0) / 2.0
|
|
|
|
|
|
|
|
|
|
score := distWeight*normDist + heightWeight*heightAdj + noiseWeight*(noiseNorm-0.5)
|
|
|
|
|
|
|
|
|
|
threshold := 0.35 + 0.5*params.RoughnessStrength
|
|
|
|
|
if localRand.Float64() < 0.0005 {
|
|
|
|
|
score += (localRand.Float64() - 0.5) * 0.2
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if score < threshold {
|
|
|
|
|
finalMask[idx] = 1
|
|
|
|
|
} else {
|
|
|
|
|
finalMask[idx] = 0
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}(startY, endY, wi)
|
|
|
|
|
}
|
|
|
|
|
wg.Wait()
|
|
|
|
|
|
|
|
|
|
randForIsland := rand.New(rand.NewSource(seed + 1234567))
|
|
|
|
|
tryIslands := randForIsland.Float64() < params.IslandAttemptProb
|
|
|
|
|
if tryIslands {
|
|
|
|
|
generateIslandsInMask(finalMask, bw, bh, minX, minY, heightGrid, imgW, imgH, ¶ms, seed+4242)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var added []image.Point
|
|
|
|
|
for y := 0; y < bh; y++ {
|
|
|
|
|
absY := y + minY
|
|
|
|
|
for x := 0; x < bw; x++ {
|
|
|
|
|
absX := x + minX
|
|
|
|
|
pt := image.Point{X: absX, Y: absY}
|
|
|
|
|
if !pt.In(bounds) {
|
|
|
|
|
continue
|
|
|
|
|
}
|
|
|
|
|
idx := y*bw + x
|
|
|
|
|
if finalMask[idx] == 1 && !isWater[pt] {
|
|
|
|
|
canvas.Set(absX, absY, color.RGBA{R: 0, G: 0, B: 255, A: 255})
|
|
|
|
|
isWater[pt] = true
|
|
|
|
|
added = append(added, pt)
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
removeSpeckles(&finalMask, bw, bh, 2)
|
|
|
|
|
|
|
|
|
|
return added
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// precomputeHeightGrid converts heightmap to normalized float32 grid
|
|
|
|
|
func precomputeHeightGrid(hmap image.Image, width, height int) []float32 {
|
|
|
|
|
out := make([]float32, width*height)
|
|
|
|
|
if hmap == nil {
|
|
|
|
|
for i := range out {
|
|
|
|
|
out[i] = 0.5
|
|
|
|
|
}
|
|
|
|
|
return out
|
|
|
|
|
}
|
|
|
|
|
b := hmap.Bounds()
|
|
|
|
|
for y := 0; y < height; y++ {
|
|
|
|
|
for x := 0; x < width; x++ {
|
|
|
|
|
absX := x + b.Min.X
|
|
|
|
|
absY := y + b.Min.Y
|
|
|
|
|
r, _, _, _ := hmap.At(absX, absY).RGBA()
|
|
|
|
|
val := float32(r) / 65535.0
|
|
|
|
|
out[y*width+x] = val
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return out
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// sampleHeightGrid safely samples height at coordinates
|
|
|
|
|
func sampleHeightGrid(grid []float32, width, height, x, y int) float32 {
|
|
|
|
|
if x < 0 || x >= width || y < 0 || y >= height {
|
|
|
|
|
return 0.5
|
|
|
|
|
}
|
|
|
|
|
return grid[y*width+x]
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// chamferDistanceField computes fast approximate distance from any pixel to centerline
|
|
|
|
|
func chamferDistanceField(baseMask []uint8, w, h int) []float32 {
|
|
|
|
|
const maxF = 1e6
|
|
|
|
|
dist := make([]float32, w*h)
|
|
|
|
|
|
|
|
|
|
for i := 0; i < w*h; i++ {
|
|
|
|
|
if baseMask[i] == 1 {
|
|
|
|
|
dist[i] = 0
|
|
|
|
|
} else {
|
|
|
|
|
dist[i] = maxF
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Forward pass
|
|
|
|
|
for y := 0; y < h; y++ {
|
|
|
|
|
for x := 0; x < w; x++ {
|
|
|
|
|
i := y*w + x
|
|
|
|
|
if dist[i] == 0 {
|
|
|
|
|
continue
|
|
|
|
|
}
|
|
|
|
|
if x > 0 {
|
|
|
|
|
v := dist[i-1] + 1.0
|
|
|
|
|
if v < dist[i] {
|
|
|
|
|
dist[i] = v
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if y > 0 {
|
|
|
|
|
v := dist[i-w] + 1.0
|
|
|
|
|
if v < dist[i] {
|
|
|
|
|
dist[i] = v
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if x > 0 && y > 0 {
|
|
|
|
|
v := dist[i-w-1] + 1.41421356
|
|
|
|
|
if v < dist[i] {
|
|
|
|
|
dist[i] = v
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if x < w-1 && y > 0 {
|
|
|
|
|
v := dist[i-w+1] + 1.41421356
|
|
|
|
|
if v < dist[i] {
|
|
|
|
|
dist[i] = v
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Backward pass
|
|
|
|
|
for y := h - 1; y >= 0; y-- {
|
|
|
|
|
for x := w - 1; x >= 0; x-- {
|
|
|
|
|
i := y*w + x
|
|
|
|
|
if x < w-1 {
|
|
|
|
|
v := dist[i+1] + 1.0
|
|
|
|
|
if v < dist[i] {
|
|
|
|
|
dist[i] = v
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if y < h-1 {
|
|
|
|
|
v := dist[i+w] + 1.0
|
|
|
|
|
if v < dist[i] {
|
|
|
|
|
dist[i] = v
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if x < w-1 && y < h-1 {
|
|
|
|
|
v := dist[i+w+1] + 1.41421356
|
|
|
|
|
if v < dist[i] {
|
|
|
|
|
dist[i] = v
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if x > 0 && y < h-1 {
|
|
|
|
|
v := dist[i+w-1] + 1.41421356
|
|
|
|
|
if v < dist[i] {
|
|
|
|
|
dist[i] = v
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return dist
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// generateIslandsInMask creates small islands inside water areas
|
|
|
|
|
func generateIslandsInMask(mask []uint8, bw, bh, minX, minY int, heightGrid []float32, fullW, fullH int, params *riverParams, seed int64) {
|
|
|
|
|
r := rand.New(rand.NewSource(seed))
|
|
|
|
|
type pt struct{ x, y int }
|
|
|
|
|
candidates := make([]pt, 0)
|
|
|
|
|
for y := 0; y < bh; y++ {
|
|
|
|
|
for x := 0; x < bw; x++ {
|
|
|
|
|
idx := y*bw + x
|
|
|
|
|
if mask[idx] != 1 {
|
|
|
|
|
continue
|
|
|
|
|
}
|
|
|
|
|
absX := x + minX
|
|
|
|
|
absY := y + minY
|
|
|
|
|
hv := sampleHeightGrid(heightGrid, fullW, fullH, absX, absY)
|
|
|
|
|
if float64(hv) > params.WaterLevelBias+0.03 {
|
|
|
|
|
if r.Float64() < params.IslandSeedChance {
|
|
|
|
|
candidates = append(candidates, pt{x, y})
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if len(candidates) == 0 {
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
r.Shuffle(len(candidates), func(i, j int) { candidates[i], candidates[j] = candidates[j], candidates[i] })
|
|
|
|
|
|
|
|
|
|
visited := make([]uint8, bw*bh)
|
|
|
|
|
|
|
|
|
|
for _, c := range candidates {
|
|
|
|
|
ci := c.y*bw + c.x
|
|
|
|
|
if visited[ci] != 0 {
|
|
|
|
|
continue
|
|
|
|
|
}
|
|
|
|
|
maxSize := params.MaxIslandSize
|
|
|
|
|
minSize := params.MinIslandSize
|
|
|
|
|
targetSize := minSize + r.Intn(maxSize-minSize+1)
|
|
|
|
|
|
|
|
|
|
queue := []pt{{c.x, c.y}}
|
|
|
|
|
visited[ci] = 1
|
|
|
|
|
island := make([]pt, 0, targetSize)
|
|
|
|
|
touchesEdge := false
|
|
|
|
|
|
|
|
|
|
for qi := 0; qi < len(queue) && len(island) < targetSize; qi++ {
|
|
|
|
|
p := queue[qi]
|
|
|
|
|
absX := p.x + minX
|
|
|
|
|
absY := p.y + minY
|
|
|
|
|
hv := sampleHeightGrid(heightGrid, fullW, fullH, absX, absY)
|
|
|
|
|
if float64(hv) < params.WaterLevelBias+0.01 {
|
|
|
|
|
continue
|
|
|
|
|
}
|
|
|
|
|
island = append(island, p)
|
|
|
|
|
for dy := -1; dy <= 1; dy++ {
|
|
|
|
|
for dx := -1; dx <= 1; dx++ {
|
|
|
|
|
nx, ny := p.x+dx, p.y+dy
|
|
|
|
|
if nx < 0 || nx >= bw || ny < 0 || ny >= bh {
|
|
|
|
|
touchesEdge = true
|
|
|
|
|
continue
|
|
|
|
|
}
|
|
|
|
|
nidx := ny*bw + nx
|
|
|
|
|
if visited[nidx] != 0 {
|
|
|
|
|
continue
|
|
|
|
|
}
|
|
|
|
|
if mask[nidx] != 1 {
|
|
|
|
|
continue
|
|
|
|
|
}
|
|
|
|
|
visited[nidx] = 1
|
|
|
|
|
queue = append(queue, pt{nx, ny})
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if touchesEdge {
|
|
|
|
|
continue
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if len(island) < minSize {
|
|
|
|
|
continue
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for _, p := range island {
|
|
|
|
|
mask[p.y*bw+p.x] = 0
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if r.Float64() < 0.7 {
|
|
|
|
|
if r.Intn(3) == 0 {
|
|
|
|
|
break
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// removeSpeckles removes tiny isolated water pixels
|
|
|
|
|
func removeSpeckles(mask *[]uint8, bw, bh, minNeighbors int) {
|
|
|
|
|
arr := *mask
|
|
|
|
|
out := make([]uint8, len(arr))
|
|
|
|
|
copy(out, arr)
|
|
|
|
|
for y := 0; y < bh; y++ {
|
|
|
|
|
for x := 0; x < bw; x++ {
|
|
|
|
|
idx := y*bw + x
|
|
|
|
|
if arr[idx] == 0 {
|
|
|
|
|
continue
|
|
|
|
|
}
|
|
|
|
|
count := 0
|
|
|
|
|
for dy := -1; dy <= 1; dy++ {
|
|
|
|
|
for dx := -1; dx <= 1; dx++ {
|
|
|
|
|
if dx == 0 && dy == 0 {
|
|
|
|
|
continue
|
|
|
|
|
}
|
|
|
|
|
nx := x + dx
|
|
|
|
|
ny := y + dy
|
|
|
|
|
if nx < 0 || nx >= bw || ny < 0 || ny >= bh {
|
|
|
|
|
continue
|
|
|
|
|
}
|
|
|
|
|
if arr[ny*bw+nx] == 1 {
|
|
|
|
|
count++
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if count < minNeighbors {
|
|
|
|
|
out[idx] = 0
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
copy(arr, out)
|
|
|
|
|
*mask = arr
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-18 15:26:29 -06:00
|
|
|
// GenerateRivers creates rivers flowing across the map from edge to edge
|
2026-02-26 13:03:48 -06:00
|
|
|
func GenerateRivers(width, height, numRivers int, minWidth, maxWidth, curvyness float64, inputImage image.Image, lakes [][]image.Point, seed int64, heightmap image.Image, riverWidthVariability, riverEdgeRoughness float64) (image.Image, *PixelMask) {
|
2026-02-02 10:15:26 -06:00
|
|
|
if numRivers == 0 {
|
|
|
|
|
return inputImage, nil
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
canvas, ok := inputImage.(*image.RGBA)
|
|
|
|
|
if !ok {
|
|
|
|
|
canvas = image.NewRGBA(inputImage.Bounds())
|
|
|
|
|
draw.Draw(canvas, canvas.Bounds(), inputImage, image.Point{}, draw.Src)
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-26 13:03:48 -06:00
|
|
|
riverMask := NewPixelMask(width, height)
|
2026-02-02 10:15:26 -06:00
|
|
|
randSrc := rand.New(rand.NewSource(seed))
|
|
|
|
|
avgDim := float64(width+height) / 2.0
|
|
|
|
|
|
2026-02-18 15:26:29 -06:00
|
|
|
// Build water pixel lookup maps
|
2026-02-26 13:03:48 -06:00
|
|
|
isWater := BuildMaskFromLakes(width, height, lakes)
|
2026-02-02 10:15:26 -06:00
|
|
|
lakePixelMap := make(map[image.Point]int)
|
|
|
|
|
for i, lake := range lakes {
|
|
|
|
|
for _, p := range lake {
|
|
|
|
|
lakePixelMap[p] = i
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-18 15:26:29 -06:00
|
|
|
// Create rivers with progressively varying widths
|
2026-02-02 10:15:26 -06:00
|
|
|
rivers := make([]River, numRivers)
|
2026-02-02 11:18:07 -06:00
|
|
|
for i := range numRivers {
|
2026-02-02 10:15:26 -06:00
|
|
|
widthPercent := float64(i) / float64(numRivers-1)
|
|
|
|
|
if numRivers == 1 {
|
|
|
|
|
widthPercent = 0.5
|
|
|
|
|
}
|
|
|
|
|
rivers[i].Width = maxWidth - widthPercent*(maxWidth-minWidth)
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-18 15:26:29 -06:00
|
|
|
// Sort rivers by width in descending order
|
2026-02-02 10:15:26 -06:00
|
|
|
sort.Slice(rivers, func(i, j int) bool {
|
|
|
|
|
return rivers[i].Width > rivers[j].Width
|
|
|
|
|
})
|
|
|
|
|
|
2026-02-02 11:18:07 -06:00
|
|
|
numControlPoints := max(int(avgDim*0.03), 60)
|
2026-02-02 10:15:26 -06:00
|
|
|
|
2026-02-18 15:26:29 -06:00
|
|
|
// Generate each river
|
2026-02-02 10:15:26 -06:00
|
|
|
for i := range rivers {
|
|
|
|
|
r := &rivers[i]
|
|
|
|
|
|
2026-02-18 15:26:29 -06:00
|
|
|
// Pick random start and end edges
|
2026-02-02 10:15:26 -06:00
|
|
|
startEdge := randSrc.Intn(4)
|
|
|
|
|
endEdge := (startEdge + randSrc.Intn(3) + 1) % 4
|
|
|
|
|
|
|
|
|
|
r.Start = getPointOnEdge(width, height, startEdge, randSrc)
|
|
|
|
|
r.End = getPointOnEdge(width, height, endEdge, randSrc)
|
|
|
|
|
|
2026-02-18 15:26:29 -06:00
|
|
|
// Calculate river path with curves
|
2026-02-04 15:39:09 -06:00
|
|
|
path := calculateRiverPath(r.Start, r.End, curvyness/100.0, avgDim, randSrc, numControlPoints)
|
2026-02-02 10:15:26 -06:00
|
|
|
|
2026-02-18 15:26:29 -06:00
|
|
|
// Check for intersections with existing water
|
2026-02-02 10:15:26 -06:00
|
|
|
for _, p := range path {
|
2026-02-26 13:03:48 -06:00
|
|
|
if isWater.GetPoint(p) {
|
2026-02-02 10:15:26 -06:00
|
|
|
if lakeIndex, isLake := lakePixelMap[p]; isLake {
|
2026-02-18 15:26:29 -06:00
|
|
|
// End river at lake center if it intersects
|
2026-03-12 12:22:09 -05:00
|
|
|
lakeCenter := averagePoint(lakes[lakeIndex])
|
2026-02-02 10:15:26 -06:00
|
|
|
r.End = lakeCenter
|
|
|
|
|
} else {
|
2026-02-18 15:26:29 -06:00
|
|
|
// End river at intersection with another river
|
2026-02-02 10:15:26 -06:00
|
|
|
r.End = p
|
|
|
|
|
}
|
2026-02-04 15:39:09 -06:00
|
|
|
path = calculateRiverPath(r.Start, r.End, curvyness/100.0, avgDim, randSrc, numControlPoints)
|
2026-02-02 10:15:26 -06:00
|
|
|
break
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-18 15:26:29 -06:00
|
|
|
// Draw river on canvas
|
2026-02-02 10:15:26 -06:00
|
|
|
riverWidthPx := (r.Width / 100.0) * avgDim
|
|
|
|
|
radius := riverWidthPx / 2.0
|
|
|
|
|
|
|
|
|
|
for _, p := range path {
|
2026-02-26 13:03:48 -06:00
|
|
|
drawCircle(canvas, p, radius, color.RGBA{R: 0, G: 0, B: 255, A: 255}, riverMask, isWater, heightmap, riverWidthVariability, riverEdgeRoughness)
|
2026-02-02 10:15:26 -06:00
|
|
|
}
|
|
|
|
|
r.Points = path
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-26 13:03:48 -06:00
|
|
|
return canvas, riverMask
|
2026-02-02 10:15:26 -06:00
|
|
|
}
|
|
|
|
|
|
2026-02-18 15:26:29 -06:00
|
|
|
// bresenhamRiver draws a line between control points using Bresenham's algorithm
|
2026-02-04 15:39:09 -06:00
|
|
|
func bresenhamRiver(path []image.Point) []image.Point {
|
|
|
|
|
if len(path) < 2 {
|
|
|
|
|
return path
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var fullPath []image.Point
|
|
|
|
|
for i := 0; i < len(path)-1; i++ {
|
|
|
|
|
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
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-18 15:26:29 -06:00
|
|
|
// calculateRiverPath computes a curved path for a river using sine waves
|
2026-02-04 15:39:09 -06:00
|
|
|
func calculateRiverPath(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 bresenhamRiver([]image.Point{start, end})
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-18 15:26:29 -06:00
|
|
|
// Use multiple sine waves at different frequencies for natural curves
|
2026-02-04 15:39:09 -06:00
|
|
|
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
|
|
|
|
|
|
|
|
|
|
for i := 0; i < 3; i++ {
|
|
|
|
|
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
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-18 15:26:29 -06:00
|
|
|
// Generate control points along the path
|
2026-02-04 15:39:09 -06:00
|
|
|
controlPoints := make([]image.Point, numControlPoints+1)
|
|
|
|
|
for i := 0; i <= numControlPoints; i++ {
|
|
|
|
|
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
|
|
|
|
|
}
|
|
|
|
|
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))}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-18 15:26:29 -06:00
|
|
|
// Create final path using Bresenham between control points
|
2026-02-04 15:39:09 -06:00
|
|
|
return bresenhamRiver(controlPoints)
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-18 15:26:29 -06:00
|
|
|
// getPointOnEdge returns a random point on the specified map edge
|
2026-02-02 10:15:26 -06:00
|
|
|
func getPointOnEdge(width, height, edge int, randSrc *rand.Rand) image.Point {
|
|
|
|
|
switch edge {
|
|
|
|
|
case 0: // Top
|
|
|
|
|
return image.Point{X: randSrc.Intn(width), Y: 0}
|
|
|
|
|
case 1: // Right
|
|
|
|
|
return image.Point{X: width - 1, Y: randSrc.Intn(height)}
|
|
|
|
|
case 2: // Bottom
|
|
|
|
|
return image.Point{X: randSrc.Intn(width), Y: height - 1}
|
|
|
|
|
default: // Left
|
|
|
|
|
return image.Point{X: 0, Y: randSrc.Intn(height)}
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-02-05 17:50:55 -06:00
|
|
|
|
2026-02-18 15:26:29 -06:00
|
|
|
// drawCircle draws a circular river cross-section with sine wave edge roughening
|
2026-02-26 13:03:48 -06:00
|
|
|
func drawCircle(img *image.RGBA, center image.Point, radius float64, c color.Color, riverMask, isWater *PixelMask, heightmap image.Image, riverWidthVariability, riverEdgeRoughness float64) {
|
2026-02-02 10:15:26 -06:00
|
|
|
bounds := img.Bounds()
|
2026-02-18 14:14:44 -06:00
|
|
|
|
2026-02-18 14:33:09 -06:00
|
|
|
largeAmplitude := (radius * 0.5) * (riverWidthVariability / 100.0)
|
|
|
|
|
smallAmplitude := largeAmplitude * (riverEdgeRoughness / 100.0)
|
2026-02-02 10:15:26 -06:00
|
|
|
|
|
|
|
|
for y := int(math.Floor(float64(center.Y) - radius)); y <= int(math.Ceil(float64(center.Y)+radius)); y++ {
|
|
|
|
|
for x := int(math.Floor(float64(center.X) - radius)); x <= int(math.Ceil(float64(center.X)+radius)); x++ {
|
|
|
|
|
p := image.Point{X: x, Y: y}
|
|
|
|
|
if !p.In(bounds) {
|
|
|
|
|
continue
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
dx, dy := float64(x-center.X), float64(y-center.Y)
|
2026-02-18 14:14:44 -06:00
|
|
|
dist := math.Sqrt(dx*dx + dy*dy)
|
2026-02-02 10:15:26 -06:00
|
|
|
|
2026-02-18 15:26:29 -06:00
|
|
|
// Apply dual sine waves for edge roughness
|
2026-02-18 14:14:44 -06:00
|
|
|
positionPhase := float64(x)*0.008 + float64(y)*0.012
|
|
|
|
|
largeWave := math.Sin(positionPhase) * largeAmplitude
|
|
|
|
|
smallWave := math.Sin(positionPhase*3.5) * smallAmplitude
|
|
|
|
|
waveOffset := largeWave + smallWave
|
|
|
|
|
|
|
|
|
|
effectiveRadius := radius + waveOffset
|
|
|
|
|
|
|
|
|
|
if dist <= effectiveRadius {
|
2026-02-26 13:03:48 -06:00
|
|
|
if !isWater.GetPoint(p) {
|
2026-02-02 10:15:26 -06:00
|
|
|
img.Set(x, y, c)
|
2026-02-26 13:03:48 -06:00
|
|
|
riverMask.SetPoint(p)
|
|
|
|
|
isWater.SetPoint(p)
|
2026-02-02 10:15:26 -06:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|