changed added basic turret support
This commit is contained in:
@@ -12,6 +12,10 @@ const (
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minWallWidthPercent = minBuildingSizePercent
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maxWallWidthPercent = maxBuildingSizePercent
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wallWidthPercentStep = buildingSizePercentStep
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minTurretSizePercent = 0.2
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maxTurretSizePercent = maxWallWidthPercent
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turretSizePercentStep = 0.1
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)
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func clampWallWidthPercent(v float64) float64 {
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@@ -56,6 +60,35 @@ func getWallWidthRangePixels(settings *Settings, width, height int) (float64, fl
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return minPx, maxPx
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}
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func clampTurretSizePercent(v float64) float64 {
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if v < minTurretSizePercent {
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return minTurretSizePercent
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}
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if v > maxTurretSizePercent {
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return maxTurretSizePercent
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}
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return v
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}
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func snapTurretSizePercent(v float64) float64 {
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v = clampTurretSizePercent(v)
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steps := math.Round((v - minTurretSizePercent) / turretSizePercentStep)
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return clampTurretSizePercent(minTurretSizePercent + steps*turretSizePercentStep)
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}
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func getTurretSizePixels(settings *Settings, width, height int) float64 {
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sizePercent := snapTurretSizePercent(settings.TurretSize)
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avgDim := averageImageDimension(width, height)
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if avgDim < 1 {
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avgDim = 1
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}
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sizePx := (sizePercent / 100.0) * avgDim
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if sizePx < 1 {
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sizePx = 1
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}
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return sizePx
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}
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type FortificationLayout struct {
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Mask *PixelMask
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WallIDByPixel []int
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@@ -360,3 +393,324 @@ func drawWallMask(img *image.RGBA, wallMask *PixelMask) {
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}
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}
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}
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func GenerateTurrets(
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img *image.RGBA,
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width, height int,
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settings *Settings,
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layout *FortificationLayout,
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waterMask, roadMask *PixelMask,
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roads []*Road,
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) *PixelMask {
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mask := NewPixelMask(width, height)
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if !settings.ShowTurrets || layout == nil || layout.Mask == nil || len(layout.WallIDByPixel) != width*height {
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return mask
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}
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if img == nil {
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img = image.NewRGBA(image.Rect(0, 0, width, height))
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}
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if waterMask == nil {
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waterMask = NewPixelMask(width, height)
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}
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if roadMask == nil {
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roadMask = NewPixelMask(width, height)
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}
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sizePx := getTurretSizePixels(settings, width, height)
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radius := int(math.Round(sizePx / 2.0))
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if radius < 1 {
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radius = 1
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}
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shape := settings.TurretShape
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if shape != "square" {
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shape = "circular"
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}
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colorRed := color.RGBA{R: 220, G: 25, B: 25, A: 255}
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wallPoints := make(map[int][]image.Point)
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waterMeetPoints := make(map[int][]image.Point)
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for y := 0; y < height; y++ {
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row := y * width
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for x := 0; x < width; x++ {
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wid := layout.WallIDByPixel[row+x]
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if wid <= 0 {
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continue
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}
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if !isBoundaryWallPixel(x, y, layout.Mask) {
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continue
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}
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p := image.Point{X: x, Y: y}
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wallPoints[wid] = append(wallPoints[wid], p)
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if touchesWater(x, y, waterMask) {
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waterMeetPoints[wid] = append(waterMeetPoints[wid], p)
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}
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}
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}
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occupied := make(map[int]bool)
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addTurret := func(center image.Point) {
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snapped, ok := snapPointToWall(center, layout.Mask, max(3, radius*4))
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if !ok {
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return
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}
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if nearbyTurretExists(mask, snapped, max(2, radius)) {
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return
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}
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key := snapped.Y*width + snapped.X
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if occupied[key] {
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return
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}
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occupied[key] = true
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drawTurret(img, mask, snapped, radius, shape, colorRed)
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}
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// Base spacing turrets along each wall ring.
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for wid, pts := range wallPoints {
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if len(pts) == 0 {
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continue
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}
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centroid := averagePoint(pts)
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sort.Slice(pts, func(i, j int) bool {
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ai := math.Atan2(float64(pts[i].Y-centroid.Y), float64(pts[i].X-centroid.X))
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aj := math.Atan2(float64(pts[j].Y-centroid.Y), float64(pts[j].X-centroid.X))
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return ai < aj
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})
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// Spacing is "distance along wall as % of wall circumference", independent of turret size.
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spacingPct := clamp(settings.TurretSpacing, 0, 100)
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step := int(math.Round((spacingPct / 100.0) * float64(len(pts))))
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if step < 1 {
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step = 1
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}
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if step > len(pts) {
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step = len(pts)
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}
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for i := 0; i < len(pts); i += step {
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addTurret(pts[i])
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}
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// Always place turrets where wall meets water.
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for _, p := range waterMeetPoints[wid] {
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addTurret(p)
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}
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}
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// Gate turrets: one on each side of each road crossing, spacing = 3x road width.
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for _, r := range roads {
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if r == nil || len(r.Points) < 2 {
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continue
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}
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gates := roadGateCentersForRoad(r, layout)
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if len(gates) == 0 {
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continue
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}
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for _, g := range gates {
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tx, ty, ok := fortEstimateWallTangent(g, layout.Mask)
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if !ok {
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continue
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}
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offset := 1.5 * float64(max(1, r.Width))
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left := image.Point{
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X: int(math.Round(float64(g.X) + tx*offset)),
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Y: int(math.Round(float64(g.Y) + ty*offset)),
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}
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right := image.Point{
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X: int(math.Round(float64(g.X) - tx*offset)),
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Y: int(math.Round(float64(g.Y) - ty*offset)),
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}
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addTurret(left)
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addTurret(right)
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}
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}
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return mask
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}
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func isBoundaryWallPixel(x, y int, wallMask *PixelMask) bool {
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if wallMask == nil || !wallMask.GetXY(x, y) {
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return false
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}
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for dy := -1; dy <= 1; dy++ {
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for dx := -1; dx <= 1; dx++ {
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if dx == 0 && dy == 0 {
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continue
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}
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nx, ny := x+dx, y+dy
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if !wallMask.InBounds(nx, ny) || !wallMask.GetXY(nx, ny) {
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return true
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}
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}
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}
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return false
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}
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func touchesWater(x, y int, waterMask *PixelMask) bool {
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if waterMask == nil {
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return false
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}
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for dy := -1; dy <= 1; dy++ {
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for dx := -1; dx <= 1; dx++ {
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nx, ny := x+dx, y+dy
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if waterMask.GetXY(nx, ny) {
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return true
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}
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}
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}
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return false
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}
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func averagePoint(points []image.Point) image.Point {
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if len(points) == 0 {
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return image.Point{}
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}
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var sx, sy int
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for _, p := range points {
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sx += p.X
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sy += p.Y
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}
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return image.Point{X: sx / len(points), Y: sy / len(points)}
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}
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func drawTurret(img *image.RGBA, mask *PixelMask, center image.Point, radius int, shape string, col color.RGBA) {
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for dy := -radius; dy <= radius; dy++ {
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for dx := -radius; dx <= radius; dx++ {
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if shape == "circular" && dx*dx+dy*dy > radius*radius {
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continue
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}
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x, y := center.X+dx, center.Y+dy
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if !mask.InBounds(x, y) {
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continue
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}
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mask.SetXY(x, y)
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img.Set(x, y, col)
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}
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}
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}
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func nearbyTurretExists(mask *PixelMask, center image.Point, radius int) bool {
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if mask == nil {
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return false
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}
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for dy := -radius; dy <= radius; dy++ {
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for dx := -radius; dx <= radius; dx++ {
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if dx*dx+dy*dy > radius*radius {
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continue
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}
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if mask.GetXY(center.X+dx, center.Y+dy) {
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return true
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}
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}
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}
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return false
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}
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func snapPointToWall(center image.Point, wallMask *PixelMask, maxRadius int) (image.Point, bool) {
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if wallMask == nil {
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return image.Point{}, false
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}
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if wallMask.GetXY(center.X, center.Y) {
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return center, true
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}
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if maxRadius < 1 {
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maxRadius = 1
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}
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best := image.Point{}
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bestD2 := math.MaxInt
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found := false
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for r := 1; r <= maxRadius; r++ {
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minX := center.X - r
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maxX := center.X + r
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minY := center.Y - r
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maxY := center.Y + r
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for y := minY; y <= maxY; y++ {
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for x := minX; x <= maxX; x++ {
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if x != minX && x != maxX && y != minY && y != maxY {
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continue
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}
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if !wallMask.GetXY(x, y) {
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continue
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}
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dx := x - center.X
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dy := y - center.Y
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d2 := dx*dx + dy*dy
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if d2 < bestD2 {
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bestD2 = d2
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best = image.Point{X: x, Y: y}
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found = true
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}
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}
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}
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if found {
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return best, true
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}
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}
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return image.Point{}, false
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}
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func roadGateCentersForRoad(r *Road, layout *FortificationLayout) []image.Point {
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out := make([]image.Point, 0, 2)
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if r == nil || layout == nil || layout.Mask == nil || len(r.Points) < 2 {
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return out
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}
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prevID := 0
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if layout.Mask.InBounds(r.Points[0].Point.X, r.Points[0].Point.Y) {
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prevID = layout.WallIDByPixel[r.Points[0].Point.Y*layout.Mask.Width+r.Points[0].Point.X]
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}
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for i := 1; i < len(r.Points); i++ {
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p := r.Points[i].Point
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currID := 0
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if layout.Mask.InBounds(p.X, p.Y) {
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currID = layout.WallIDByPixel[p.Y*layout.Mask.Width+p.X]
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}
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if (prevID == 0 && currID > 0) || (prevID > 0 && currID == 0) {
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out = append(out, p)
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}
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prevID = currID
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}
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return out
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}
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func fortEstimateWallTangent(mid image.Point, wallMask *PixelMask) (float64, float64, bool) {
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if wallMask == nil {
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return 0, 0, false
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}
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const r = 4
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var pts [][2]float64
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for dy := -r; dy <= r; dy++ {
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y := mid.Y + dy
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if y < 0 || y >= wallMask.Height {
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continue
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}
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for dx := -r; dx <= r; dx++ {
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x := mid.X + dx
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if x < 0 || x >= wallMask.Width {
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continue
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}
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if wallMask.GetXY(x, y) {
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pts = append(pts, [2]float64{float64(x), float64(y)})
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}
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}
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}
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if len(pts) < 3 {
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return 0, 0, false
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}
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var mx, my float64
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for _, p := range pts {
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mx += p[0]
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my += p[1]
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}
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mx /= float64(len(pts))
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my /= float64(len(pts))
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var sxx, syy, sxy float64
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for _, p := range pts {
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dx := p[0] - mx
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dy := p[1] - my
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sxx += dx * dx
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syy += dy * dy
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sxy += dx * dy
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}
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if sxx+syy < 0.001 {
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return 0, 0, false
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}
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theta := 0.5 * math.Atan2(2*sxy, sxx-syy)
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return math.Cos(theta), math.Sin(theta), true
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}
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@@ -96,6 +96,7 @@ func main() {
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var bridgeMask *PixelMask
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var exitRoadMask *PixelMask
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var wallMask *PixelMask
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var turretMask *PixelMask
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// Set up application configuration directory
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configDir, err := os.UserConfigDir()
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@@ -282,29 +283,34 @@ func main() {
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// Step 6: Generating Roads
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var roadAnchors []image.Point
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var roadList []*Road
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roadBase := cloneToRGBA(finalImage, settings.Width, settings.Height)
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if out, ok := runWithTimeout(generationStepTimeout, func() struct {
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rd *PixelMask
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br *PixelMask
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ex *PixelMask
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anc []image.Point
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rl []*Road
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} {
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rd, br, ex, anc := GenerateRoadsWithPOIs(roadBase, settings.Width, settings.Height, settings, waterMask, wallLayout, roadNodes, roadTarget, edgeToEdgeOnly, seedProvider.Next())
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rd, br, ex, anc, rl := GenerateRoadsWithPOIs(roadBase, settings.Width, settings.Height, settings, waterMask, wallLayout, roadNodes, roadTarget, edgeToEdgeOnly, seedProvider.Next())
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return struct {
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rd *PixelMask
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br *PixelMask
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ex *PixelMask
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anc []image.Point
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}{rd: rd, br: br, ex: ex, anc: anc}
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rl []*Road
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}{rd: rd, br: br, ex: ex, anc: anc, rl: rl}
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}); ok {
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roadMask, bridgeMask, exitRoadMask, roadAnchors = out.rd, out.br, out.ex, out.anc
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roadMask, bridgeMask, exitRoadMask, roadAnchors, roadList = out.rd, out.br, out.ex, out.anc, out.rl
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drawWallMask(roadBase, wallMask)
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turretMask = GenerateTurrets(roadBase, settings.Width, settings.Height, settings, wallLayout, waterMask, roadMask, roadList)
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finalImage = roadBase
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} else {
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log.Println("GenerateRoads timed out after 1 minute; continuing.")
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roadMask = NewPixelMask(settings.Width, settings.Height)
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bridgeMask = NewPixelMask(settings.Width, settings.Height)
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exitRoadMask = NewPixelMask(settings.Width, settings.Height)
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turretMask = NewPixelMask(settings.Width, settings.Height)
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roadAnchors = nil
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}
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@@ -731,6 +737,59 @@ func main() {
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settings.WallCurvyness = val
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}))
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showTurretsCheck := widget.NewCheck("Show Turrets", func(v bool) {
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settings.ShowTurrets = v
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})
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showTurretsCheck.SetChecked(settings.ShowTurrets)
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turretSizeSlider := newNumericInputSliderWithStep(minTurretSizePercent, maxTurretSizePercent, settings.TurretSize, turretSizePercentStep, "%.1f%%", "Turret Size")
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turretSizeSlider.entry.OnChanged = func(s string) {
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turretSizeSlider.validate(s, func(hasError bool) {
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errorStates["turretSize"] = hasError
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updateGenerateBtnState()
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})
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}
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turretSizeSlider.value.AddListener(binding.NewDataListener(func() {
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val, _ := turretSizeSlider.value.Get()
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settings.TurretSize = val
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}))
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turretShapeLabel := widget.NewLabel("Turret Shape:")
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turretShapeSelect := widget.NewSelect([]string{"circular", "square"}, func(s string) {
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settings.TurretShape = s
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})
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turretShapeSelect.SetSelected(settings.TurretShape)
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turretSpacingSlider := newNumericInputSlider(0, 100, settings.TurretSpacing, "%.0f%%", "Turret Spacing")
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turretSpacingSlider.entry.OnChanged = func(s string) {
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turretSpacingSlider.validate(s, func(hasError bool) {
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errorStates["turretSpacing"] = hasError
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updateGenerateBtnState()
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})
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}
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turretSpacingSlider.value.AddListener(binding.NewDataListener(func() {
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val, _ := turretSpacingSlider.value.Get()
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settings.TurretSpacing = val
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}))
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turretControls := container.NewVBox(
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turretSizeSlider,
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turretShapeLabel,
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turretShapeSelect,
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turretSpacingSlider,
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)
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if !settings.ShowTurrets {
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turretControls.Hide()
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}
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showTurretsCheck.OnChanged = func(v bool) {
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settings.ShowTurrets = v
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if v {
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turretControls.Show()
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} else {
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turretControls.Hide()
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}
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}
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// Create UI elements for error display and action buttons
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errorLabel := widget.NewLabel("")
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errorLabel.Wrapping = fyne.TextWrapWord
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@@ -749,7 +808,7 @@ func main() {
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showSaveDialog(w, bumpmapImg.Image, settings)
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})
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exportMasksBtn := widget.NewButton("Export Masks", func() {
|
||||
showMasksSaveDialog(w, canvasImg.Image, heightmapImg.Image, bumpmapImg.Image, settings, lakes, riverMask, treeMask, roadMask, bridgeMask, wallMask, buildingMask)
|
||||
showMasksSaveDialog(w, canvasImg.Image, heightmapImg.Image, bumpmapImg.Image, settings, lakes, riverMask, treeMask, roadMask, bridgeMask, wallMask, turretMask, buildingMask)
|
||||
})
|
||||
// Main generation button and logic
|
||||
generateBtn = widget.NewButton("Generate", func() {
|
||||
@@ -905,23 +964,27 @@ func main() {
|
||||
progressBar.SetValue(6.0 / 13.0)
|
||||
})
|
||||
var roadAnchors []image.Point
|
||||
var roadList []*Road
|
||||
roadBase := cloneToRGBA(finalImage, settings.Width, settings.Height)
|
||||
if out, ok := runWithTimeout(generationStepTimeout, func() struct {
|
||||
rd *PixelMask
|
||||
br *PixelMask
|
||||
ex *PixelMask
|
||||
anc []image.Point
|
||||
rl []*Road
|
||||
} {
|
||||
rd, br, ex, anc := GenerateRoadsWithPOIs(roadBase, settings.Width, settings.Height, settings, waterMask, wallLayout, roadNodes, roadTarget, edgeToEdgeOnly, seedProvider.Next())
|
||||
rd, br, ex, anc, rl := GenerateRoadsWithPOIs(roadBase, settings.Width, settings.Height, settings, waterMask, wallLayout, roadNodes, roadTarget, edgeToEdgeOnly, seedProvider.Next())
|
||||
return struct {
|
||||
rd *PixelMask
|
||||
br *PixelMask
|
||||
ex *PixelMask
|
||||
anc []image.Point
|
||||
}{rd: rd, br: br, ex: ex, anc: anc}
|
||||
rl []*Road
|
||||
}{rd: rd, br: br, ex: ex, anc: anc, rl: rl}
|
||||
}); ok {
|
||||
roadMask, bridgeMask, exitRoadMask, roadAnchors = out.rd, out.br, out.ex, out.anc
|
||||
roadMask, bridgeMask, exitRoadMask, roadAnchors, roadList = out.rd, out.br, out.ex, out.anc, out.rl
|
||||
drawWallMask(roadBase, wallMask)
|
||||
turretMask = GenerateTurrets(roadBase, settings.Width, settings.Height, settings, wallLayout, waterMask, roadMask, roadList)
|
||||
finalImage = roadBase
|
||||
} else {
|
||||
log.Println("GenerateRoads timed out after 1 minute; continuing.")
|
||||
@@ -929,6 +992,7 @@ func main() {
|
||||
roadMask = NewPixelMask(settings.Width, settings.Height)
|
||||
bridgeMask = NewPixelMask(settings.Width, settings.Height)
|
||||
exitRoadMask = NewPixelMask(settings.Width, settings.Height)
|
||||
turretMask = NewPixelMask(settings.Width, settings.Height)
|
||||
roadAnchors = nil
|
||||
}
|
||||
placementMask := cloneMask(roadMask)
|
||||
@@ -1135,6 +1199,8 @@ func main() {
|
||||
numWallsSlider,
|
||||
cityCoverageSlider,
|
||||
wallCurvynessSlider,
|
||||
showTurretsCheck,
|
||||
turretControls,
|
||||
))
|
||||
numBuildingsSlider := newNumericInputSlider(0, 10000, float64(settings.NumBuildings), "%.0f", "Number of Buildings")
|
||||
numBuildingsSlider.entry.OnChanged = func(s string) {
|
||||
@@ -1498,7 +1564,7 @@ func encodeImageToWriter(w io.Writer, img image.Image, format string) error {
|
||||
}
|
||||
|
||||
// showMasksSaveDialog displays a dialog for saving the generated masks.
|
||||
func showMasksSaveDialog(win fyne.Window, canvasImg, heightmapImg, bumpmapImg image.Image, settings *Settings, lakes [][]image.Point, riverMask, treeMask, roadMask, bridgeMask, wallMask, buildingMask *PixelMask) {
|
||||
func showMasksSaveDialog(win fyne.Window, canvasImg, heightmapImg, bumpmapImg image.Image, settings *Settings, lakes [][]image.Point, riverMask, treeMask, roadMask, bridgeMask, wallMask, turretMask, buildingMask *PixelMask) {
|
||||
// Create UI elements for the save dialog
|
||||
fileNameEntry := widget.NewEntry()
|
||||
fileNameEntry.SetPlaceHolder("masks_folder")
|
||||
@@ -1583,6 +1649,7 @@ func showMasksSaveDialog(win fyne.Window, canvasImg, heightmapImg, bumpmapImg im
|
||||
{name: "roads_mask." + imgFormat, make: func() image.Image { return maskToGray(roadMask) }},
|
||||
{name: "bridges_mask." + imgFormat, make: func() image.Image { return maskToGray(bridgeMask) }},
|
||||
{name: "walls_mask." + imgFormat, make: func() image.Image { return maskToGray(wallMask) }},
|
||||
{name: "turrets_mask." + imgFormat, make: func() image.Image { return maskToGray(turretMask) }},
|
||||
{name: "buildings_mask." + imgFormat, make: func() image.Image { return maskToGray(buildingMask) }},
|
||||
}
|
||||
|
||||
|
||||
@@ -88,7 +88,8 @@ func GenerateRoads(
|
||||
waterMask *PixelMask,
|
||||
seed int64,
|
||||
) (*PixelMask, *PixelMask, *PixelMask, []image.Point) {
|
||||
return GenerateRoadsWithPOIs(img, width, height, settings, waterMask, nil, nil, 0, false, seed)
|
||||
roadMask, bridgeMask, exitRoadMask, roadAnchors, _ := GenerateRoadsWithPOIs(img, width, height, settings, waterMask, nil, nil, 0, false, seed)
|
||||
return roadMask, bridgeMask, exitRoadMask, roadAnchors
|
||||
}
|
||||
|
||||
func PrepareRoadNodes(width, height int, settings *Settings, waterMask *PixelMask, seed int64) ([]*PointOfInterest, int, bool) {
|
||||
@@ -122,7 +123,7 @@ func GenerateRoadsWithPOIs(
|
||||
roadTarget int,
|
||||
edgeToEdgeOnly bool,
|
||||
seed int64,
|
||||
) (*PixelMask, *PixelMask, *PixelMask, []image.Point) {
|
||||
) (*PixelMask, *PixelMask, *PixelMask, []image.Point, []*Road) {
|
||||
if img == nil {
|
||||
img = image.NewRGBA(image.Rect(0, 0, width, height))
|
||||
}
|
||||
@@ -139,7 +140,7 @@ func GenerateRoadsWithPOIs(
|
||||
internalRoads := int(math.Round(clamp(settings.RoadDistribution, 0, 100)))
|
||||
exitRoads := max(0, settings.RoadExits)
|
||||
if internalRoads == 0 && exitRoads == 0 {
|
||||
return NewPixelMask(width, height), NewPixelMask(width, height), NewPixelMask(width, height), nil
|
||||
return NewPixelMask(width, height), NewPixelMask(width, height), NewPixelMask(width, height), nil, nil
|
||||
}
|
||||
if internalRoads > 0 {
|
||||
roadTarget = internalRoads
|
||||
@@ -159,22 +160,22 @@ func GenerateRoadsWithPOIs(
|
||||
pois = generatePOIs(width, height, settings, waterMask, randSrc, roadTarget)
|
||||
}
|
||||
if len(pois) < 2 {
|
||||
return NewPixelMask(width, height), NewPixelMask(width, height), NewPixelMask(width, height), nil
|
||||
return NewPixelMask(width, height), NewPixelMask(width, height), NewPixelMask(width, height), nil, nil
|
||||
}
|
||||
roads = connectPOIs(pois, width, height, settings, randSrc, waterMask, wallLayout, roadTarget)
|
||||
roads = appendExitRoads(roads, pois, width, height, settings, randSrc, waterMask, wallLayout)
|
||||
}
|
||||
|
||||
if len(roads) == 0 {
|
||||
return NewPixelMask(width, height), NewPixelMask(width, height), NewPixelMask(width, height), nil
|
||||
return NewPixelMask(width, height), NewPixelMask(width, height), NewPixelMask(width, height), nil, nil
|
||||
}
|
||||
roads = applyWallCrossingRules(roads, wallLayout, waterMask, randSrc)
|
||||
if len(roads) == 0 {
|
||||
return NewPixelMask(width, height), NewPixelMask(width, height), NewPixelMask(width, height), nil
|
||||
return NewPixelMask(width, height), NewPixelMask(width, height), NewPixelMask(width, height), nil, nil
|
||||
}
|
||||
roads = reduceRepeatedBridges(roads, waterMask, width, height, randSrc)
|
||||
if len(roads) == 0 {
|
||||
return NewPixelMask(width, height), NewPixelMask(width, height), NewPixelMask(width, height), nil
|
||||
return NewPixelMask(width, height), NewPixelMask(width, height), NewPixelMask(width, height), nil, nil
|
||||
}
|
||||
roads = ensureRoadNetworkConnected(roads, settings, randSrc, waterMask, wallLayout, width, height)
|
||||
assignRoadWidths(roads, settings, randSrc, width, height, wallLayout)
|
||||
@@ -190,7 +191,7 @@ func GenerateRoadsWithPOIs(
|
||||
}
|
||||
|
||||
roadAnchors := roadMask.ToPoints()
|
||||
return roadMask, bridgeMask, exitRoadMask, roadAnchors
|
||||
return roadMask, bridgeMask, exitRoadMask, roadAnchors, roads
|
||||
}
|
||||
|
||||
func nudgePOIsOutsideWalls(pois []*PointOfInterest, wallMask, waterMask *PixelMask, settings *Settings, width, height int, randSrc *rand.Rand) {
|
||||
|
||||
+22
@@ -50,6 +50,10 @@ type Settings struct {
|
||||
NumWalls int `json:"num_walls"`
|
||||
CityCoverage float64 `json:"city_coverage"`
|
||||
WallCurvyness float64 `json:"wall_curvyness"`
|
||||
ShowTurrets bool `json:"show_turrets"`
|
||||
TurretSize float64 `json:"turret_size"`
|
||||
TurretShape string `json:"turret_shape"`
|
||||
TurretSpacing float64 `json:"turret_spacing"`
|
||||
|
||||
// Building settings
|
||||
NumBuildings int `json:"num_buildings"`
|
||||
@@ -151,6 +155,10 @@ func LoadSettings() (*Settings, error) {
|
||||
NumWalls: 1,
|
||||
CityCoverage: 70,
|
||||
WallCurvyness: 35,
|
||||
ShowTurrets: true,
|
||||
TurretSize: 0.6,
|
||||
TurretShape: "circular",
|
||||
TurretSpacing: 55,
|
||||
NumBuildings: 200,
|
||||
MinBuildingSize: 3.5,
|
||||
MaxBuildingSize: 10.0,
|
||||
@@ -230,6 +238,18 @@ func LoadSettings() (*Settings, error) {
|
||||
if _, ok := rawKeys["wall_curvyness"]; !ok {
|
||||
settings.WallCurvyness = 35
|
||||
}
|
||||
if _, ok := rawKeys["show_turrets"]; !ok {
|
||||
settings.ShowTurrets = true
|
||||
}
|
||||
if _, ok := rawKeys["turret_size"]; !ok {
|
||||
settings.TurretSize = 0.6
|
||||
}
|
||||
if _, ok := rawKeys["turret_shape"]; !ok || (settings.TurretShape != "square" && settings.TurretShape != "circular") {
|
||||
settings.TurretShape = "circular"
|
||||
}
|
||||
if _, ok := rawKeys["turret_spacing"]; !ok {
|
||||
settings.TurretSpacing = 55
|
||||
}
|
||||
|
||||
// Wall widths are percentages of average image dimension.
|
||||
// Migrate older pixel-based values when they exceed the valid percentage range.
|
||||
@@ -250,6 +270,8 @@ func LoadSettings() (*Settings, error) {
|
||||
}
|
||||
settings.CityCoverage = clamp(settings.CityCoverage, 1, 100)
|
||||
settings.WallCurvyness = clamp(settings.WallCurvyness, 0, 100)
|
||||
settings.TurretSize = snapTurretSizePercent(settings.TurretSize)
|
||||
settings.TurretSpacing = clamp(settings.TurretSpacing, 0, 100)
|
||||
|
||||
// Tree sizes are percentages of average image dimension.
|
||||
// Migrate older pixel-based values when they exceed the valid percentage range.
|
||||
|
||||
Reference in New Issue
Block a user