redid wall generation completely.
This commit is contained in:
@@ -34,7 +34,7 @@
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"turret_size": 2.5000000000000004,
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"turret_shape": "circular",
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"turret_spacing": 20,
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"gate_spacing": 34,
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"gate_count": 3,
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"num_buildings": 1500,
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"min_building_size": 1,
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"max_building_size": 2.5,
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@@ -51,4 +51,4 @@
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"seed": 1773254459149268515,
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"last_export_path": "",
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"image_view_state": 0
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}
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}
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@@ -34,7 +34,7 @@
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"turret_size": 2.5000000000000004,
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"turret_shape": "circular",
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"turret_spacing": 20,
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"gate_spacing": 34,
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"gate_count": 3,
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"num_buildings": 50,
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"min_building_size": 2.5,
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"max_building_size": 5,
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@@ -51,4 +51,4 @@
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"seed": 1773254246832144883,
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"last_export_path": "",
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"image_view_state": 0
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}
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}
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@@ -34,7 +34,7 @@
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"turret_size": 2.5000000000000004,
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"turret_shape": "circular",
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"turret_spacing": 20,
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"gate_spacing": 34,
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"gate_count": 3,
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"num_buildings": 7000,
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"min_building_size": 0.5,
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"max_building_size": 1,
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@@ -51,4 +51,4 @@
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"seed": 1773254695515253606,
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"last_export_path": "",
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"image_view_state": 0
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}
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}
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@@ -34,7 +34,7 @@
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"turret_size": 2.5000000000000004,
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"turret_shape": "circular",
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"turret_spacing": 20,
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"gate_spacing": 34,
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"gate_count": 3,
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"num_buildings": 500,
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"min_building_size": 1.5,
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"max_building_size": 3.5,
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@@ -51,4 +51,4 @@
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"seed": 1773254407932680563,
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"last_export_path": "",
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"image_view_state": 0
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}
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}
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@@ -34,7 +34,7 @@
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"turret_size": 2.5000000000000004,
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"turret_shape": "circular",
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"turret_spacing": 20,
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"gate_spacing": 34,
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"gate_count": 3,
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"num_buildings": 10,
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"min_building_size": 2.5,
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"max_building_size": 5,
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@@ -51,4 +51,4 @@
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"seed": 1773254133615935858,
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"last_export_path": "",
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"image_view_state": 0
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}
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}
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+515
-658
File diff suppressed because it is too large
Load Diff
@@ -169,23 +169,23 @@ func GenerateRoadsWithPOIs(
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if len(roads) == 0 {
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return NewPixelMask(width, height), NewPixelMask(width, height), NewPixelMask(width, height), nil, nil
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}
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roads = applyWallCrossingRules(roads, wallLayout, waterMask, randSrc)
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if len(roads) == 0 {
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return NewPixelMask(width, height), NewPixelMask(width, height), NewPixelMask(width, height), nil, nil
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}
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// Add gate roads after wall-crossing rules (so they are never filtered out).
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if wallLayout != nil && len(wallLayout.Gates) > 0 {
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gateRoads := generateGateRoads(wallLayout, settings, waterMask, width, height, randSrc)
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roads = append(roads, gateRoads...)
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roads = ensureGateRoadConnections(gateRoads, roads, wallLayout, settings, waterMask, width, height, randSrc)
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}
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roads = applyWallCrossingRules(roads, wallLayout, waterMask, randSrc)
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if len(roads) == 0 {
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return NewPixelMask(width, height), NewPixelMask(width, height), NewPixelMask(width, height), nil, nil
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}
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roads = reduceRepeatedBridges(roads, waterMask, width, height, randSrc)
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if len(roads) == 0 {
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return NewPixelMask(width, height), NewPixelMask(width, height), NewPixelMask(width, height), nil, nil
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}
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roads = ensureRoadNetworkConnected(roads, settings, randSrc, waterMask, wallLayout, width, height)
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roads = applyWallCrossingRules(roads, wallLayout, waterMask, randSrc)
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assignRoadWidths(roads, settings, randSrc, width, height, wallLayout)
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roadMask := NewPixelMask(width, height)
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@@ -655,32 +655,6 @@ func appendExitRoads(roads []*Road, pois []*PointOfInterest, width, height int,
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}
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path := calculateRoadPath(anchor, edgeNode, settings.RoadCurvyness/100.0, avgDim, randSrc, waterMask, wallLayout)
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if wallLayout != nil && wallLayout.Mask != nil && len(crossedWallIDs(path, wallLayout)) == 0 {
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bestScore := -1.0
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bestAnchor := anchor
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bestPath := path
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for _, cand := range pois {
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testPath := calculateRoadPath(cand, edgeNode, settings.RoadCurvyness/100.0, avgDim, randSrc, waterMask, wallLayout)
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if len(crossedWallIDs(testPath, wallLayout)) == 0 {
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continue
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}
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d := math.Hypot(float64(cand.X-edgeNode.X), float64(cand.Y-edgeNode.Y))
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score := cand.ArterialWeight*2.0 + clamp(1.0-d/2000.0, 0, 1)
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if score > bestScore {
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bestScore = score
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bestAnchor = cand
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bestPath = testPath
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}
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}
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anchor = bestAnchor
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path = bestPath
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}
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if wallLayout != nil && wallLayout.Mask != nil && len(wallLayout.Coverages) > 0 {
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// Exit roads always use the gate-cheat when walls exist so they are always placeable.
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if forced, ok := forcePathThroughWallGate(anchor, edgeNode, wallLayout, waterMask); ok {
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path = forced
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}
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}
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anchor.Connections++
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edgeNode.IsExit = true
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@@ -1081,14 +1055,14 @@ func calculateRoadPath(start, end *PointOfInterest, curvyness, avgDim float64, r
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curve := clamp(curvyness, 0, 1)
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if curve <= 0 {
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points := bresenhamRoad([]image.Point{{X: start.X, Y: start.Y}, {X: end.X, Y: end.Y}})
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return straightenPathAcrossWalls(toPathPoints(points, waterMask), wallLayout, waterMask)
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return toPathPoints(points, waterMask)
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}
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// Non-linear scaling: low values stay fairly straight, high values become very winding.
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strength := math.Pow(curve, 1.35)
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if strength < 0.001 {
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points := bresenhamRoad([]image.Point{{X: start.X, Y: start.Y}, {X: end.X, Y: end.Y}})
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return straightenPathAcrossWalls(toPathPoints(points, waterMask), wallLayout, waterMask)
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return toPathPoints(points, waterMask)
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}
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baseControls := int(math.Max(12, dist/(22.0-14.0*strength)))
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@@ -1149,7 +1123,7 @@ func calculateRoadPath(start, end *PointOfInterest, curvyness, avgDim float64, r
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}
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points := bresenhamRoad(controlPoints)
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return straightenPathAcrossWalls(toPathPoints(points, waterMask), wallLayout, waterMask)
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return toPathPoints(points, waterMask)
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}
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func toPathPoints(points []image.Point, waterMask *PixelMask) []PathPoint {
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@@ -1352,95 +1326,41 @@ func containsWallID(ids []int, wallID int) bool {
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}
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func applyWallCrossingRules(roads []*Road, wallLayout *FortificationLayout, waterMask *PixelMask, randSrc *rand.Rand) []*Road {
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if len(roads) == 0 || wallLayout == nil || wallLayout.Mask == nil || len(wallLayout.Coverages) == 0 {
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if len(roads) == 0 || wallLayout == nil || wallLayout.Mask == nil {
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return roads
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}
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// Straighten each wall crossing segment first.
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for _, road := range roads {
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road.Points = straightenPathAcrossWalls(road.Points, wallLayout, waterMask)
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}
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type roadInfo struct {
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road *Road
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ids []int
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}
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infos := make([]roadInfo, 0, len(roads))
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for _, road := range roads {
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infos = append(infos, roadInfo{road: road, ids: crossedWallIDs(road.Points, wallLayout)})
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}
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const repeatWallFactor = 0.55
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wallCrossCount := make(map[int]int)
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requiredWalls := make(map[int]bool)
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for i, cov := range wallLayout.Coverages {
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if cov < 95 {
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requiredWalls[i+1] = true
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}
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}
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keep := make([]bool, len(infos))
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for i, info := range infos {
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if len(info.ids) == 0 {
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keep[i] = true
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continue
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}
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if info.road.Start.IsExit || info.road.End.IsExit {
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keep[i] = true
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for _, wid := range info.ids {
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wallCrossCount[wid]++
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}
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continue
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}
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if crossesSameWallMultipleTimes(info.road.Points, wallLayout) {
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keep[i] = false
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continue
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}
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keepProb := 1.0
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for _, wid := range info.ids {
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c := wallCrossCount[wid]
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if c > 0 {
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keepProb *= math.Pow(repeatWallFactor, float64(c))
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}
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}
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if randSrc.Float64() <= keepProb {
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keep[i] = true
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for _, wid := range info.ids {
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wallCrossCount[wid]++
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}
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}
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}
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// Ensure at least one crossing on each wall unless its configured coverage is >= 95%.
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for wallID := range requiredWalls {
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if wallCrossCount[wallID] > 0 {
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continue
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}
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for i, info := range infos {
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if keep[i] {
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continue
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}
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if !containsWallID(info.ids, wallID) {
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continue
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}
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keep[i] = true
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for _, wid := range info.ids {
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wallCrossCount[wid]++
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}
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break
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}
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}
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_ = waterMask
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_ = randSrc
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filtered := make([]*Road, 0, len(roads))
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for i, info := range infos {
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if keep[i] {
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filtered = append(filtered, info.road)
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for _, road := range roads {
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if pathRespectsWallPassages(road.Points, wallLayout.Mask, wallLayout.GateMask) {
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filtered = append(filtered, road)
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}
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}
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return filtered
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}
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func pathRespectsWallPassages(points []PathPoint, exclusionMask, gateMask *PixelMask) bool {
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if len(points) == 0 || exclusionMask == nil {
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return true
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}
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for _, pp := range points {
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x := pp.Point.X
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y := pp.Point.Y
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if !exclusionMask.InBounds(x, y) {
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continue
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}
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if !exclusionMask.GetXY(x, y) {
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continue
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}
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if gateMask != nil && gateMask.GetXY(x, y) {
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continue
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}
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return false
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}
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return true
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}
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func crossesSameWallMultipleTimes(points []PathPoint, wallLayout *FortificationLayout) bool {
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if wallLayout == nil || wallLayout.Mask == nil || len(points) < 2 {
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return false
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+23
-4
@@ -3,6 +3,7 @@ package main
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import (
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"encoding/json"
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"io"
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"math"
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"os"
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"path/filepath"
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"time"
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@@ -54,7 +55,7 @@ type Settings struct {
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TurretSize float64 `json:"turret_size"`
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TurretShape string `json:"turret_shape"`
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TurretSpacing float64 `json:"turret_spacing"`
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GateSpacing float64 `json:"gate_spacing"` // percent of wall circumference between gates (0=no gates)
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GateCount int `json:"gate_count"` // number of gates on the outer wall before inner-wall halving
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// Building settings
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NumBuildings int `json:"num_buildings"`
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@@ -161,7 +162,7 @@ func LoadSettings() (*Settings, error) {
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TurretSize: 0.6,
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TurretShape: "circular",
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TurretSpacing: 55,
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GateSpacing: 25,
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GateCount: 3,
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NumBuildings: 200,
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MinBuildingSize: 3.5,
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MaxBuildingSize: 10.0,
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@@ -264,8 +265,20 @@ func normalizeSettings(settings *Settings, rawKeys map[string]json.RawMessage) {
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if _, ok := rawKeys["turret_spacing"]; !ok {
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settings.TurretSpacing = 55
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}
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if _, ok := rawKeys["gate_spacing"]; !ok {
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settings.GateSpacing = 25
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if _, ok := rawKeys["gate_count"]; !ok {
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if legacyRaw, legacy := rawKeys["gate_spacing"]; legacy && settings.GateCount == 0 {
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var legacySpacing float64
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if err := json.Unmarshal(legacyRaw, &legacySpacing); err == nil {
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legacyCount := int(math.Round(100.0 / clamp(legacySpacing, 1, 100)))
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if legacyCount < 1 {
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legacyCount = 1
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}
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settings.GateCount = legacyCount
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}
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}
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if settings.GateCount == 0 {
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settings.GateCount = 3
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}
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}
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// Wall widths are percentages of average image dimension.
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@@ -289,6 +302,12 @@ func normalizeSettings(settings *Settings, rawKeys map[string]json.RawMessage) {
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settings.WallCurvyness = clamp(settings.WallCurvyness, 0, 100)
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settings.TurretSize = snapTurretSizePercent(settings.TurretSize)
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settings.TurretSpacing = clamp(settings.TurretSpacing, 0, 100)
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if settings.GateCount < 1 {
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settings.GateCount = 1
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}
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if settings.GateCount > 20 {
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settings.GateCount = 20
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}
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// Tree sizes are percentages of average image dimension.
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// Migrate older pixel-based values when they exceed the valid percentage range.
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@@ -12,6 +12,7 @@ import (
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"image/png"
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"io"
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"log"
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"math"
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"os"
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"path/filepath"
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"strconv"
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@@ -322,6 +323,12 @@ func main() {
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return GenerateTrees(treeBase, waterMask, placementMask, buildingMask, settings.MinTreeSize, settings.MaxTreeSize, settings.TreeCoverage, settings.TreeClumpiness, seedProvider.Next())
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}); ok {
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treeMask = out
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if wallMask != nil {
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drawWallMask(treeBase, wallMask)
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}
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if turretMask != nil {
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drawTurretMask(treeBase, turretMask)
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}
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finalImage = treeBase
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} else {
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log.Println("GenerateTrees timed out after 1 minute; continuing.")
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@@ -789,16 +796,16 @@ func main() {
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markPresetDirty()
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}))
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gateSpacingSlider := newNumericInputSlider(0, 100, settings.GateSpacing, "%.0f%%", "Gate Spacing")
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gateSpacingSlider.entry.OnChanged = func(s string) {
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gateSpacingSlider.validate(s, func(hasError bool) {
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errorStates["gateSpacing"] = hasError
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gateCountSlider := newNumericInputSliderWithStep(1, 20, float64(settings.GateCount), 1, "%.0f", "Gate Count")
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gateCountSlider.entry.OnChanged = func(s string) {
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gateCountSlider.validate(s, func(hasError bool) {
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errorStates["gateCount"] = hasError
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updateGenerateBtnState()
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})
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}
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gateSpacingSlider.value.AddListener(binding.NewDataListener(func() {
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val, _ := gateSpacingSlider.value.Get()
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settings.GateSpacing = val
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gateCountSlider.value.AddListener(binding.NewDataListener(func() {
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val, _ := gateCountSlider.value.Get()
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settings.GateCount = int(math.Round(val))
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markPresetDirty()
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}))
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@@ -1111,6 +1118,12 @@ func main() {
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return GenerateTrees(treeBase, waterMask, placementMask, buildingMask, settings.MinTreeSize, settings.MaxTreeSize, settings.TreeCoverage, settings.TreeClumpiness, seedProvider.Next())
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}); ok {
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treeMask = out
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if wallMask != nil {
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drawWallMask(treeBase, wallMask)
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}
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if turretMask != nil {
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drawTurretMask(treeBase, turretMask)
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}
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finalImage = treeBase
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} else {
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log.Println("GenerateTrees timed out after 1 minute; continuing.")
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@@ -1240,7 +1253,7 @@ func main() {
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numWallsSlider,
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cityCoverageSlider,
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wallCurvynessSlider,
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gateSpacingSlider,
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gateCountSlider,
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showTurretsCheck,
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turretControls,
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))
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@@ -1553,7 +1566,7 @@ func main() {
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numWallsSlider.value.Set(float64(settings.NumWalls))
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cityCoverageSlider.value.Set(settings.CityCoverage)
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wallCurvynessSlider.value.Set(settings.WallCurvyness)
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gateSpacingSlider.value.Set(settings.GateSpacing)
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gateCountSlider.value.Set(float64(settings.GateCount))
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showTurretsCheck.SetChecked(settings.ShowTurrets)
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turretSizeSlider.value.Set(settings.TurretSize)
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turretShapeSelect.SetSelected(settings.TurretShape)
|
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|
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Reference in New Issue
Block a user