changed added basic turret support

This commit is contained in:
Grimsace
2026-03-02 12:50:57 -06:00
parent 8a1f05ba6b
commit 9bc97b9f4d
4 changed files with 460 additions and 16 deletions
+354
View File
@@ -12,6 +12,10 @@ const (
minWallWidthPercent = minBuildingSizePercent
maxWallWidthPercent = maxBuildingSizePercent
wallWidthPercentStep = buildingSizePercentStep
minTurretSizePercent = 0.2
maxTurretSizePercent = maxWallWidthPercent
turretSizePercentStep = 0.1
)
func clampWallWidthPercent(v float64) float64 {
@@ -56,6 +60,35 @@ func getWallWidthRangePixels(settings *Settings, width, height int) (float64, fl
return minPx, maxPx
}
func clampTurretSizePercent(v float64) float64 {
if v < minTurretSizePercent {
return minTurretSizePercent
}
if v > maxTurretSizePercent {
return maxTurretSizePercent
}
return v
}
func snapTurretSizePercent(v float64) float64 {
v = clampTurretSizePercent(v)
steps := math.Round((v - minTurretSizePercent) / turretSizePercentStep)
return clampTurretSizePercent(minTurretSizePercent + steps*turretSizePercentStep)
}
func getTurretSizePixels(settings *Settings, width, height int) float64 {
sizePercent := snapTurretSizePercent(settings.TurretSize)
avgDim := averageImageDimension(width, height)
if avgDim < 1 {
avgDim = 1
}
sizePx := (sizePercent / 100.0) * avgDim
if sizePx < 1 {
sizePx = 1
}
return sizePx
}
type FortificationLayout struct {
Mask *PixelMask
WallIDByPixel []int
@@ -360,3 +393,324 @@ func drawWallMask(img *image.RGBA, wallMask *PixelMask) {
}
}
}
func GenerateTurrets(
img *image.RGBA,
width, height int,
settings *Settings,
layout *FortificationLayout,
waterMask, roadMask *PixelMask,
roads []*Road,
) *PixelMask {
mask := NewPixelMask(width, height)
if !settings.ShowTurrets || layout == nil || layout.Mask == nil || len(layout.WallIDByPixel) != width*height {
return mask
}
if img == nil {
img = image.NewRGBA(image.Rect(0, 0, width, height))
}
if waterMask == nil {
waterMask = NewPixelMask(width, height)
}
if roadMask == nil {
roadMask = NewPixelMask(width, height)
}
sizePx := getTurretSizePixels(settings, width, height)
radius := int(math.Round(sizePx / 2.0))
if radius < 1 {
radius = 1
}
shape := settings.TurretShape
if shape != "square" {
shape = "circular"
}
colorRed := color.RGBA{R: 220, G: 25, B: 25, A: 255}
wallPoints := make(map[int][]image.Point)
waterMeetPoints := make(map[int][]image.Point)
for y := 0; y < height; y++ {
row := y * width
for x := 0; x < width; x++ {
wid := layout.WallIDByPixel[row+x]
if wid <= 0 {
continue
}
if !isBoundaryWallPixel(x, y, layout.Mask) {
continue
}
p := image.Point{X: x, Y: y}
wallPoints[wid] = append(wallPoints[wid], p)
if touchesWater(x, y, waterMask) {
waterMeetPoints[wid] = append(waterMeetPoints[wid], p)
}
}
}
occupied := make(map[int]bool)
addTurret := func(center image.Point) {
snapped, ok := snapPointToWall(center, layout.Mask, max(3, radius*4))
if !ok {
return
}
if nearbyTurretExists(mask, snapped, max(2, radius)) {
return
}
key := snapped.Y*width + snapped.X
if occupied[key] {
return
}
occupied[key] = true
drawTurret(img, mask, snapped, radius, shape, colorRed)
}
// Base spacing turrets along each wall ring.
for wid, pts := range wallPoints {
if len(pts) == 0 {
continue
}
centroid := averagePoint(pts)
sort.Slice(pts, func(i, j int) bool {
ai := math.Atan2(float64(pts[i].Y-centroid.Y), float64(pts[i].X-centroid.X))
aj := math.Atan2(float64(pts[j].Y-centroid.Y), float64(pts[j].X-centroid.X))
return ai < aj
})
// Spacing is "distance along wall as % of wall circumference", independent of turret size.
spacingPct := clamp(settings.TurretSpacing, 0, 100)
step := int(math.Round((spacingPct / 100.0) * float64(len(pts))))
if step < 1 {
step = 1
}
if step > len(pts) {
step = len(pts)
}
for i := 0; i < len(pts); i += step {
addTurret(pts[i])
}
// Always place turrets where wall meets water.
for _, p := range waterMeetPoints[wid] {
addTurret(p)
}
}
// Gate turrets: one on each side of each road crossing, spacing = 3x road width.
for _, r := range roads {
if r == nil || len(r.Points) < 2 {
continue
}
gates := roadGateCentersForRoad(r, layout)
if len(gates) == 0 {
continue
}
for _, g := range gates {
tx, ty, ok := fortEstimateWallTangent(g, layout.Mask)
if !ok {
continue
}
offset := 1.5 * float64(max(1, r.Width))
left := image.Point{
X: int(math.Round(float64(g.X) + tx*offset)),
Y: int(math.Round(float64(g.Y) + ty*offset)),
}
right := image.Point{
X: int(math.Round(float64(g.X) - tx*offset)),
Y: int(math.Round(float64(g.Y) - ty*offset)),
}
addTurret(left)
addTurret(right)
}
}
return mask
}
func isBoundaryWallPixel(x, y int, wallMask *PixelMask) bool {
if wallMask == nil || !wallMask.GetXY(x, y) {
return false
}
for dy := -1; dy <= 1; dy++ {
for dx := -1; dx <= 1; dx++ {
if dx == 0 && dy == 0 {
continue
}
nx, ny := x+dx, y+dy
if !wallMask.InBounds(nx, ny) || !wallMask.GetXY(nx, ny) {
return true
}
}
}
return false
}
func touchesWater(x, y int, waterMask *PixelMask) bool {
if waterMask == nil {
return false
}
for dy := -1; dy <= 1; dy++ {
for dx := -1; dx <= 1; dx++ {
nx, ny := x+dx, y+dy
if waterMask.GetXY(nx, ny) {
return true
}
}
}
return false
}
func averagePoint(points []image.Point) image.Point {
if len(points) == 0 {
return image.Point{}
}
var sx, sy int
for _, p := range points {
sx += p.X
sy += p.Y
}
return image.Point{X: sx / len(points), Y: sy / len(points)}
}
func drawTurret(img *image.RGBA, mask *PixelMask, center image.Point, radius int, shape string, col color.RGBA) {
for dy := -radius; dy <= radius; dy++ {
for dx := -radius; dx <= radius; dx++ {
if shape == "circular" && dx*dx+dy*dy > radius*radius {
continue
}
x, y := center.X+dx, center.Y+dy
if !mask.InBounds(x, y) {
continue
}
mask.SetXY(x, y)
img.Set(x, y, col)
}
}
}
func nearbyTurretExists(mask *PixelMask, center image.Point, radius int) bool {
if mask == nil {
return false
}
for dy := -radius; dy <= radius; dy++ {
for dx := -radius; dx <= radius; dx++ {
if dx*dx+dy*dy > radius*radius {
continue
}
if mask.GetXY(center.X+dx, center.Y+dy) {
return true
}
}
}
return false
}
func snapPointToWall(center image.Point, wallMask *PixelMask, maxRadius int) (image.Point, bool) {
if wallMask == nil {
return image.Point{}, false
}
if wallMask.GetXY(center.X, center.Y) {
return center, true
}
if maxRadius < 1 {
maxRadius = 1
}
best := image.Point{}
bestD2 := math.MaxInt
found := false
for r := 1; r <= maxRadius; r++ {
minX := center.X - r
maxX := center.X + r
minY := center.Y - r
maxY := center.Y + r
for y := minY; y <= maxY; y++ {
for x := minX; x <= maxX; x++ {
if x != minX && x != maxX && y != minY && y != maxY {
continue
}
if !wallMask.GetXY(x, y) {
continue
}
dx := x - center.X
dy := y - center.Y
d2 := dx*dx + dy*dy
if d2 < bestD2 {
bestD2 = d2
best = image.Point{X: x, Y: y}
found = true
}
}
}
if found {
return best, true
}
}
return image.Point{}, false
}
func roadGateCentersForRoad(r *Road, layout *FortificationLayout) []image.Point {
out := make([]image.Point, 0, 2)
if r == nil || layout == nil || layout.Mask == nil || len(r.Points) < 2 {
return out
}
prevID := 0
if layout.Mask.InBounds(r.Points[0].Point.X, r.Points[0].Point.Y) {
prevID = layout.WallIDByPixel[r.Points[0].Point.Y*layout.Mask.Width+r.Points[0].Point.X]
}
for i := 1; i < len(r.Points); i++ {
p := r.Points[i].Point
currID := 0
if layout.Mask.InBounds(p.X, p.Y) {
currID = layout.WallIDByPixel[p.Y*layout.Mask.Width+p.X]
}
if (prevID == 0 && currID > 0) || (prevID > 0 && currID == 0) {
out = append(out, p)
}
prevID = currID
}
return out
}
func fortEstimateWallTangent(mid image.Point, wallMask *PixelMask) (float64, float64, bool) {
if wallMask == nil {
return 0, 0, false
}
const r = 4
var pts [][2]float64
for dy := -r; dy <= r; dy++ {
y := mid.Y + dy
if y < 0 || y >= wallMask.Height {
continue
}
for dx := -r; dx <= r; dx++ {
x := mid.X + dx
if x < 0 || x >= wallMask.Width {
continue
}
if wallMask.GetXY(x, y) {
pts = append(pts, [2]float64{float64(x), float64(y)})
}
}
}
if len(pts) < 3 {
return 0, 0, false
}
var mx, my float64
for _, p := range pts {
mx += p[0]
my += p[1]
}
mx /= float64(len(pts))
my /= float64(len(pts))
var sxx, syy, sxy float64
for _, p := range pts {
dx := p[0] - mx
dy := p[1] - my
sxx += dx * dx
syy += dy * dy
sxy += dx * dy
}
if sxx+syy < 0.001 {
return 0, 0, false
}
theta := 0.5 * math.Atan2(2*sxy, sxx-syy)
return math.Cos(theta), math.Sin(theta), true
}