fixed rng
This commit is contained in:
@@ -110,16 +110,16 @@ func main() {
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if canvasImg.Image == nil || heightmapImg.Image == nil {
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// Initial image generation
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noiseImg := GenerateHeightmap(settings.Width, settings.Height, int(settings.Detail), 100.0, settings.Seed)
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seedProvider := NewSeedProvider(settings.Seed)
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noiseImg := GenerateHeightmap(settings.Width, settings.Height, int(settings.Detail), 100.0, seedProvider.Next())
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var lakeImage image.Image
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lakeImage, lakes = GenerateLakes(settings.Width, settings.Height, settings.Lakes, settings.LakeSizeLower, settings.LakeSizeUpper, noiseImg, settings.Seed)
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lakeImage, lakes = GenerateLakes(settings.Width, settings.Height, settings.Lakes, settings.LakeSizeLower, settings.LakeSizeUpper, noiseImg, seedProvider.Next())
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var riverImage image.Image
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riverImage, riverPixels = GenerateRivers(settings.Width, settings.Height, settings.Rivers, settings.MinRiverWidth, settings.MaxRiverWidth, settings.RiverCurvyness, lakeImage, lakes, settings.Seed, noiseImg)
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riverImage, riverPixels = GenerateRivers(settings.Width, settings.Height, settings.Rivers, settings.MinRiverWidth, settings.MaxRiverWidth, settings.RiverCurvyness, lakeImage, lakes, seedProvider.Next(), noiseImg)
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finalImage := riverImage.(*image.RGBA)
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@@ -134,7 +134,7 @@ func main() {
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}
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allWaterPixels := append(flatLakePixels, riverPixels...)
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roadPixels, roadImage = GenerateRoads(settings.Width, settings.Height, settings, noiseImg, allWaterPixels)
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roadPixels, roadImage = GenerateRoads(settings.Width, settings.Height, settings, noiseImg, allWaterPixels, seedProvider.Next())
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for y := 0; y < roadImage.Bounds().Max.Y; y++ {
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for x := 0; x < roadImage.Bounds().Max.X; x++ {
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r, g, b, a := roadImage.At(x, y).RGBA()
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@@ -144,7 +144,7 @@ func main() {
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}
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}
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treePixels = GenerateTrees(finalImage, allWaterPixels, roadPixels, settings.MinTreeSize, settings.MaxTreeSize, settings.TreeCoverage, settings.TreeClumpiness, settings.Seed)
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treePixels = GenerateTrees(finalImage, allWaterPixels, roadPixels, settings.MinTreeSize, settings.MaxTreeSize, settings.TreeCoverage, settings.TreeClumpiness, seedProvider.Next())
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darkenedHeightmap := DarkenLakeAreas(noiseImg, allWaterPixels)
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@@ -378,13 +378,14 @@ func main() {
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steps := 8
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currentStep := 0
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seedProvider := NewSeedProvider(settings.Seed)
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// Step 1: Generating Heightmap
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currentStep++
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fyne.Do(func() {
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progressBar.SetText(fmt.Sprintf("Step %d/%d: Generating Heightmap", currentStep, steps))
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progressBar.SetValue(float64(currentStep) / float64(steps))
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})
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noiseImg := GenerateHeightmap(settings.Width, settings.Height, int(settings.Detail), 100.0, settings.Seed)
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noiseImg := GenerateHeightmap(settings.Width, settings.Height, int(settings.Detail), 100.0, seedProvider.Next())
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// Step 2: Generating Lakes
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currentStep++
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@@ -393,7 +394,7 @@ func main() {
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progressBar.SetValue(float64(currentStep) / float64(steps))
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})
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var lakeImage image.Image
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lakeImage, lakes = GenerateLakes(settings.Width, settings.Height, settings.Lakes, settings.LakeSizeLower, settings.LakeSizeUpper, noiseImg, settings.Seed)
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lakeImage, lakes = GenerateLakes(settings.Width, settings.Height, settings.Lakes, settings.LakeSizeLower, settings.LakeSizeUpper, noiseImg, seedProvider.Next())
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// Step 3: Generating Rivers
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currentStep++
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@@ -402,7 +403,7 @@ func main() {
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progressBar.SetValue(float64(currentStep) / float64(steps))
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})
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var riverImage image.Image
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riverImage, riverPixels = GenerateRivers(settings.Width, settings.Height, settings.Rivers, settings.MinRiverWidth, settings.MaxRiverWidth, settings.RiverCurvyness, lakeImage, lakes, settings.Seed, noiseImg)
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riverImage, riverPixels = GenerateRivers(settings.Width, settings.Height, settings.Rivers, settings.MinRiverWidth, settings.MaxRiverWidth, settings.RiverCurvyness, lakeImage, lakes, seedProvider.Next(), noiseImg)
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finalImage := riverImage.(*image.RGBA)
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@@ -419,7 +420,7 @@ func main() {
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progressBar.SetValue(float64(currentStep) / float64(steps))
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})
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var roadImage *image.RGBA
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roadPixels, roadImage = GenerateRoads(settings.Width, settings.Height, settings, noiseImg, allWaterPixels) // Draw roadImage over finalImage
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roadPixels, roadImage = GenerateRoads(settings.Width, settings.Height, settings, noiseImg, allWaterPixels, seedProvider.Next()) // Draw roadImage over finalImage
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for y := 0; y < roadImage.Bounds().Max.Y; y++ {
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for x := 0; x < roadImage.Bounds().Max.X; x++ {
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r, g, b, a := roadImage.At(x, y).RGBA()
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@@ -451,7 +452,7 @@ func main() {
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progressBar.SetText(fmt.Sprintf("Step %d/%d: Generating Trees", currentStep, steps))
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progressBar.SetValue(float64(currentStep) / float64(steps))
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})
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treePixels = GenerateTrees(finalImage, allWaterPixels, roadPixels, settings.MinTreeSize, settings.MaxTreeSize, settings.TreeCoverage, settings.TreeClumpiness, settings.Seed)
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treePixels = GenerateTrees(finalImage, allWaterPixels, roadPixels, settings.MinTreeSize, settings.MaxTreeSize, settings.TreeCoverage, settings.TreeClumpiness, seedProvider.Next())
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// Step 8: Finalizing Images
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currentStep++
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@@ -22,7 +22,7 @@ type Road struct {
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Importance int
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}
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func GenerateRoads(width, height int, settings *Settings, noiseImg image.Image, allWaterPixels []image.Point) ([]image.Point, *image.RGBA) {
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func GenerateRoads(width, height int, settings *Settings, noiseImg image.Image, allWaterPixels []image.Point, seed int64) ([]image.Point, *image.RGBA) {
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img := image.NewRGBA(image.Rect(0, 0, width, height))
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// Transparent background
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for y := 0; y < height; y++ {
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@@ -31,15 +31,15 @@ func GenerateRoads(width, height int, settings *Settings, noiseImg image.Image,
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}
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}
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rand.Seed(settings.Seed)
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randSrc := rand.New(rand.NewSource(seed))
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roadColor := color.RGBA{R: 139, G: 69, B: 19, A: 255}
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pois := generatePOIs(width, height, settings, allWaterPixels)
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pois := generatePOIs(width, height, settings, allWaterPixels, randSrc)
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if len(pois) == 0 {
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return nil, img
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}
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roads := connectPOIs(pois, width, height, settings)
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roads := connectPOIs(pois, width, height, settings, randSrc)
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assignRoadWidths(roads, settings)
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var allRoadPixels []image.Point
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@@ -51,7 +51,7 @@ func GenerateRoads(width, height int, settings *Settings, noiseImg image.Image,
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return allRoadPixels, img
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}
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func generatePOIs(width, height int, settings *Settings, allWaterPixels []image.Point) []*PointOfInterest {
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func generatePOIs(width, height int, settings *Settings, allWaterPixels []image.Point, randSrc *rand.Rand) []*PointOfInterest {
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numPOIs := settings.NumRoads / 2
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if numPOIs == 0 {
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return nil
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@@ -80,24 +80,24 @@ func generatePOIs(width, height int, settings *Settings, allWaterPixels []image.
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found := false
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for j := 0; j < 100; j++ { // 100 retries to find a land spot
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if i < numExits {
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side := rand.Intn(4)
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side := randSrc.Intn(4)
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switch side {
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case 0: // Top
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x = rand.Intn(width)
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x = randSrc.Intn(width)
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y = 0
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case 1: // Bottom
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x = rand.Intn(width)
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x = randSrc.Intn(width)
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y = height - 1
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case 2: // Left
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x = 0
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y = rand.Intn(height)
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y = randSrc.Intn(height)
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case 3: // Right
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x = width - 1
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y = rand.Intn(height)
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y = randSrc.Intn(height)
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}
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} else {
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angle := rand.Float64() * 2 * math.Pi
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r := rand.Float64() * radius
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angle := randSrc.Float64() * 2 * math.Pi
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r := randSrc.Float64() * radius
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x = int(float64(centerX) + r*math.Cos(angle))
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y = int(float64(centerY) + r*math.Sin(angle))
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}
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@@ -115,7 +115,7 @@ func generatePOIs(width, height int, settings *Settings, allWaterPixels []image.
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return pois
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}
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func connectPOIs(pois []*PointOfInterest, width, height int, settings *Settings) []*Road {
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func connectPOIs(pois []*PointOfInterest, width, height int, settings *Settings, randSrc *rand.Rand) []*Road {
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if len(pois) < 2 {
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return nil
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}
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@@ -194,7 +194,7 @@ func connectPOIs(pois []*PointOfInterest, width, height int, settings *Settings)
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midX := (fromNode.X + closest.X) / 2
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midY := (fromNode.Y + closest.Y) / 2
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dist := math.Sqrt(math.Pow(float64(fromNode.X-closest.X), 2) + math.Pow(float64(fromNode.Y-closest.Y), 2))
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offset := dist * (settings.RoadCurvyness / 100.0) * (rand.Float64() - 0.5)
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offset := dist * (settings.RoadCurvyness / 100.0) * (randSrc.Float64() - 0.5)
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controlX := int(float64(midX) + offset)
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controlY := int(float64(midY) + offset)
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