redid wall generation completely.

This commit is contained in:
grimsace
2026-03-23 10:03:22 -05:00
parent 302a9aaf74
commit bae89fa586
9 changed files with 606 additions and 797 deletions
+36 -116
View File
@@ -169,23 +169,23 @@ func GenerateRoadsWithPOIs(
if len(roads) == 0 {
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, nil
}
// Add gate roads after wall-crossing rules (so they are never filtered out).
if wallLayout != nil && len(wallLayout.Gates) > 0 {
gateRoads := generateGateRoads(wallLayout, settings, waterMask, width, height, randSrc)
roads = append(roads, gateRoads...)
roads = ensureGateRoadConnections(gateRoads, roads, wallLayout, settings, waterMask, width, height, randSrc)
}
roads = applyWallCrossingRules(roads, wallLayout, waterMask, randSrc)
if len(roads) == 0 {
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, nil
}
roads = ensureRoadNetworkConnected(roads, settings, randSrc, waterMask, wallLayout, width, height)
roads = applyWallCrossingRules(roads, wallLayout, waterMask, randSrc)
assignRoadWidths(roads, settings, randSrc, width, height, wallLayout)
roadMask := NewPixelMask(width, height)
@@ -655,32 +655,6 @@ func appendExitRoads(roads []*Road, pois []*PointOfInterest, width, height int,
}
path := calculateRoadPath(anchor, edgeNode, settings.RoadCurvyness/100.0, avgDim, randSrc, waterMask, wallLayout)
if wallLayout != nil && wallLayout.Mask != nil && len(crossedWallIDs(path, wallLayout)) == 0 {
bestScore := -1.0
bestAnchor := anchor
bestPath := path
for _, cand := range pois {
testPath := calculateRoadPath(cand, edgeNode, settings.RoadCurvyness/100.0, avgDim, randSrc, waterMask, wallLayout)
if len(crossedWallIDs(testPath, wallLayout)) == 0 {
continue
}
d := math.Hypot(float64(cand.X-edgeNode.X), float64(cand.Y-edgeNode.Y))
score := cand.ArterialWeight*2.0 + clamp(1.0-d/2000.0, 0, 1)
if score > bestScore {
bestScore = score
bestAnchor = cand
bestPath = testPath
}
}
anchor = bestAnchor
path = bestPath
}
if wallLayout != nil && wallLayout.Mask != nil && len(wallLayout.Coverages) > 0 {
// Exit roads always use the gate-cheat when walls exist so they are always placeable.
if forced, ok := forcePathThroughWallGate(anchor, edgeNode, wallLayout, waterMask); ok {
path = forced
}
}
anchor.Connections++
edgeNode.IsExit = true
@@ -1081,14 +1055,14 @@ func calculateRoadPath(start, end *PointOfInterest, curvyness, avgDim float64, r
curve := clamp(curvyness, 0, 1)
if curve <= 0 {
points := bresenhamRoad([]image.Point{{X: start.X, Y: start.Y}, {X: end.X, Y: end.Y}})
return straightenPathAcrossWalls(toPathPoints(points, waterMask), wallLayout, waterMask)
return toPathPoints(points, waterMask)
}
// Non-linear scaling: low values stay fairly straight, high values become very winding.
strength := math.Pow(curve, 1.35)
if strength < 0.001 {
points := bresenhamRoad([]image.Point{{X: start.X, Y: start.Y}, {X: end.X, Y: end.Y}})
return straightenPathAcrossWalls(toPathPoints(points, waterMask), wallLayout, waterMask)
return toPathPoints(points, waterMask)
}
baseControls := int(math.Max(12, dist/(22.0-14.0*strength)))
@@ -1149,7 +1123,7 @@ func calculateRoadPath(start, end *PointOfInterest, curvyness, avgDim float64, r
}
points := bresenhamRoad(controlPoints)
return straightenPathAcrossWalls(toPathPoints(points, waterMask), wallLayout, waterMask)
return toPathPoints(points, waterMask)
}
func toPathPoints(points []image.Point, waterMask *PixelMask) []PathPoint {
@@ -1352,95 +1326,41 @@ func containsWallID(ids []int, wallID int) bool {
}
func applyWallCrossingRules(roads []*Road, wallLayout *FortificationLayout, waterMask *PixelMask, randSrc *rand.Rand) []*Road {
if len(roads) == 0 || wallLayout == nil || wallLayout.Mask == nil || len(wallLayout.Coverages) == 0 {
if len(roads) == 0 || wallLayout == nil || wallLayout.Mask == nil {
return roads
}
// Straighten each wall crossing segment first.
for _, road := range roads {
road.Points = straightenPathAcrossWalls(road.Points, wallLayout, waterMask)
}
type roadInfo struct {
road *Road
ids []int
}
infos := make([]roadInfo, 0, len(roads))
for _, road := range roads {
infos = append(infos, roadInfo{road: road, ids: crossedWallIDs(road.Points, wallLayout)})
}
const repeatWallFactor = 0.55
wallCrossCount := make(map[int]int)
requiredWalls := make(map[int]bool)
for i, cov := range wallLayout.Coverages {
if cov < 95 {
requiredWalls[i+1] = true
}
}
keep := make([]bool, len(infos))
for i, info := range infos {
if len(info.ids) == 0 {
keep[i] = true
continue
}
if info.road.Start.IsExit || info.road.End.IsExit {
keep[i] = true
for _, wid := range info.ids {
wallCrossCount[wid]++
}
continue
}
if crossesSameWallMultipleTimes(info.road.Points, wallLayout) {
keep[i] = false
continue
}
keepProb := 1.0
for _, wid := range info.ids {
c := wallCrossCount[wid]
if c > 0 {
keepProb *= math.Pow(repeatWallFactor, float64(c))
}
}
if randSrc.Float64() <= keepProb {
keep[i] = true
for _, wid := range info.ids {
wallCrossCount[wid]++
}
}
}
// Ensure at least one crossing on each wall unless its configured coverage is >= 95%.
for wallID := range requiredWalls {
if wallCrossCount[wallID] > 0 {
continue
}
for i, info := range infos {
if keep[i] {
continue
}
if !containsWallID(info.ids, wallID) {
continue
}
keep[i] = true
for _, wid := range info.ids {
wallCrossCount[wid]++
}
break
}
}
_ = waterMask
_ = randSrc
filtered := make([]*Road, 0, len(roads))
for i, info := range infos {
if keep[i] {
filtered = append(filtered, info.road)
for _, road := range roads {
if pathRespectsWallPassages(road.Points, wallLayout.Mask, wallLayout.GateMask) {
filtered = append(filtered, road)
}
}
return filtered
}
func pathRespectsWallPassages(points []PathPoint, exclusionMask, gateMask *PixelMask) bool {
if len(points) == 0 || exclusionMask == nil {
return true
}
for _, pp := range points {
x := pp.Point.X
y := pp.Point.Y
if !exclusionMask.InBounds(x, y) {
continue
}
if !exclusionMask.GetXY(x, y) {
continue
}
if gateMask != nil && gateMask.GetXY(x, y) {
continue
}
return false
}
return true
}
func crossesSameWallMultipleTimes(points []PathPoint, wallLayout *FortificationLayout) bool {
if wallLayout == nil || wallLayout.Mask == nil || len(points) < 2 {
return false