Merge pull request 'Added Walls to Main' (#1) from walls into main

Reviewed-on: https://codeberg.org/Grimsace/RPG_City_Maker_Reborn/pulls/1
This commit is contained in:
Grimsace
2026-03-11 18:46:11 +01:00
6 changed files with 2437 additions and 103 deletions
+1077
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File diff suppressed because it is too large Load Diff
+1 -1
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@@ -1,6 +1,6 @@
module rpg_city_maker_reborn
go 1.25.6
go 1.24.0
require (
fyne.io/fyne/v2 v2.7.2
+328 -46
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@@ -95,6 +95,8 @@ func main() {
var roadMask *PixelMask
var bridgeMask *PixelMask
var exitRoadMask *PixelMask
var wallMask *PixelMask
var turretMask *PixelMask
// Set up application configuration directory
configDir, err := os.UserConfigDir()
@@ -231,40 +233,105 @@ func main() {
if riverMask != nil {
waterMask.Merge(riverMask)
}
// Step 4: Generating Roads
// Step 4: Preparing Road Nodes
var roadNodes []*PointOfInterest
var roadTarget int
var edgeToEdgeOnly bool
if out, ok := runWithTimeout(generationStepTimeout, func() struct {
pois []*PointOfInterest
target int
edgeToEdge bool
} {
pois, target, edgeToEdge := PrepareRoadNodes(settings.Width, settings.Height, settings, waterMask, seedProvider.Next())
return struct {
pois []*PointOfInterest
target int
edgeToEdge bool
}{pois: pois, target: target, edgeToEdge: edgeToEdge}
}); ok {
roadNodes, roadTarget, edgeToEdgeOnly = out.pois, out.target, out.edgeToEdge
} else {
log.Println("PrepareRoadNodes timed out after 1 minute; continuing.")
roadNodes = nil
roadTarget = 0
edgeToEdgeOnly = false
}
// Step 5: Generating Fortifications
var wallLayout *FortificationLayout
fortBase := cloneToRGBA(finalImage, settings.Width, settings.Height)
if out, ok := runWithTimeout(generationStepTimeout, func() struct {
layout *FortificationLayout
} {
layout, _ := GenerateFortifications(fortBase, settings.Width, settings.Height, settings, waterMask, roadNodes, seedProvider.Next())
return struct {
layout *FortificationLayout
}{layout: layout}
}); ok {
wallLayout = out.layout
if wallLayout != nil {
wallMask = wallLayout.Mask
} else {
wallMask = NewPixelMask(settings.Width, settings.Height)
}
finalImage = fortBase
} else {
log.Println("GenerateFortifications timed out after 1 minute; continuing.")
wallLayout = &FortificationLayout{Mask: NewPixelMask(settings.Width, settings.Height)}
wallMask = wallLayout.Mask
}
// Step 6: Generating Roads
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 := GenerateRoads(roadBase, settings.Width, settings.Height, settings, waterMask, 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.")
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
}
// Step 5: Generating Buildings
placementMask := cloneMask(roadMask)
if placementMask == nil {
placementMask = NewPixelMask(settings.Width, settings.Height)
}
if wallMask != nil {
placementMask.Merge(wallMask)
}
if turretMask != nil {
placementMask.Merge(turretMask)
}
// Step 7: Generating Buildings
buildingBase := cloneToRGBA(finalImage, settings.Width, settings.Height)
if out, ok := runWithTimeout(generationStepTimeout, func() struct {
blds [][]image.Point
bmsk *PixelMask
} {
blds, bmsk := GenerateBuildings(buildingBase, settings.Width, settings.Height, settings, roadAnchors, waterMask, roadMask, exitRoadMask, seedProvider.Next())
blds, bmsk := GenerateBuildings(buildingBase, settings.Width, settings.Height, settings, roadAnchors, waterMask, placementMask, exitRoadMask, seedProvider.Next())
return struct {
blds [][]image.Point
bmsk *PixelMask
@@ -278,10 +345,10 @@ func main() {
buildingMask = NewPixelMask(settings.Width, settings.Height)
}
// Step 6: Generating Trees
// Step 8: Generating Trees
treeBase := cloneToRGBA(finalImage, settings.Width, settings.Height)
if out, ok := runWithTimeout(generationStepTimeout, func() *PixelMask {
return GenerateTrees(treeBase, waterMask, roadMask, buildingMask, settings.MinTreeSize, settings.MaxTreeSize, settings.TreeCoverage, settings.TreeClumpiness, seedProvider.Next())
return GenerateTrees(treeBase, waterMask, placementMask, buildingMask, settings.MinTreeSize, settings.MaxTreeSize, settings.TreeCoverage, settings.TreeClumpiness, seedProvider.Next())
}); ok {
treeMask = out
finalImage = treeBase
@@ -296,8 +363,8 @@ func main() {
// Step 8: Flattening Building Areas
flattenedBuildingHeightmap := FlattenBuildingAreas(darkenedHeightmap.(*image.RGBA), buildings, settings.Width, settings.Height)
// Step 9: Flattening Road Areas
flattenedHeightmap := FlattenRoadAreas(flattenedBuildingHeightmap, roadMask)
// Step 9: Flattening Road and Wall Areas
flattenedHeightmap := FlattenRoadAreas(flattenedBuildingHeightmap, placementMask)
// Step 10: Applying Roughness
compositeImg := ApplyRoughness(flattenedHeightmap, settings.Roughness)
@@ -613,6 +680,131 @@ func main() {
settings.MinRoadAngle = val
}))
minWallWidthSlider := newNumericInputSliderWithStep(minWallWidthPercent, maxWallWidthPercent, settings.MinWallWidth, wallWidthPercentStep, "%.1f%%", "Min Wall Width")
minWallWidthSlider.entry.OnChanged = func(s string) {
minWallWidthSlider.validate(s, func(hasError bool) {
errorStates["minWallWidth"] = hasError
updateGenerateBtnState()
})
}
minWallWidthSlider.value.AddListener(binding.NewDataListener(func() {
val, _ := minWallWidthSlider.value.Get()
settings.MinWallWidth = val
}))
maxWallWidthSlider := newNumericInputSliderWithStep(minWallWidthPercent, maxWallWidthPercent, settings.MaxWallWidth, wallWidthPercentStep, "%.1f%%", "Max Wall Width")
maxWallWidthSlider.entry.OnChanged = func(s string) {
maxWallWidthSlider.validate(s, func(hasError bool) {
errorStates["maxWallWidth"] = hasError
updateGenerateBtnState()
})
}
maxWallWidthSlider.value.AddListener(binding.NewDataListener(func() {
val, _ := maxWallWidthSlider.value.Get()
settings.MaxWallWidth = val
}))
numWallsSlider := newNumericInputSlider(0, 5, float64(settings.NumWalls), "%.0f", "Number of Walls")
numWallsSlider.entry.OnChanged = func(s string) {
numWallsSlider.validate(s, func(hasError bool) {
errorStates["numWalls"] = hasError
updateGenerateBtnState()
})
}
numWallsSlider.value.AddListener(binding.NewDataListener(func() {
val, _ := numWallsSlider.value.Get()
settings.NumWalls = int(val)
}))
cityCoverageSlider := newNumericInputSlider(1, 100, settings.CityCoverage, "%.0f%%", "City Coverage")
cityCoverageSlider.entry.OnChanged = func(s string) {
cityCoverageSlider.validate(s, func(hasError bool) {
errorStates["cityCoverage"] = hasError
updateGenerateBtnState()
})
}
cityCoverageSlider.value.AddListener(binding.NewDataListener(func() {
val, _ := cityCoverageSlider.value.Get()
settings.CityCoverage = val
}))
wallCurvynessSlider := newNumericInputSlider(0, 100, settings.WallCurvyness, "%.0f%%", "Wall Curvyness")
wallCurvynessSlider.entry.OnChanged = func(s string) {
wallCurvynessSlider.validate(s, func(hasError bool) {
errorStates["wallCurvyness"] = hasError
updateGenerateBtnState()
})
}
wallCurvynessSlider.value.AddListener(binding.NewDataListener(func() {
val, _ := wallCurvynessSlider.value.Get()
settings.WallCurvyness = val
}))
showTurretsCheck := widget.NewCheck("Show Turrets", func(v bool) {
settings.ShowTurrets = v
})
showTurretsCheck.SetChecked(settings.ShowTurrets)
turretSizeSlider := newNumericInputSliderWithStep(minTurretSizePercent, maxTurretSizePercent, settings.TurretSize, turretSizePercentStep, "%.1f%%", "Turret Size")
turretSizeSlider.entry.OnChanged = func(s string) {
turretSizeSlider.validate(s, func(hasError bool) {
errorStates["turretSize"] = hasError
updateGenerateBtnState()
})
}
turretSizeSlider.value.AddListener(binding.NewDataListener(func() {
val, _ := turretSizeSlider.value.Get()
settings.TurretSize = val
}))
turretShapeLabel := widget.NewLabel("Turret Shape:")
turretShapeSelect := widget.NewSelect([]string{"circular", "square"}, func(s string) {
settings.TurretShape = s
})
turretShapeSelect.SetSelected(settings.TurretShape)
turretSpacingSlider := newNumericInputSlider(0, 100, settings.TurretSpacing, "%.0f%%", "Turret Spacing")
turretSpacingSlider.entry.OnChanged = func(s string) {
turretSpacingSlider.validate(s, func(hasError bool) {
errorStates["turretSpacing"] = hasError
updateGenerateBtnState()
})
}
turretSpacingSlider.value.AddListener(binding.NewDataListener(func() {
val, _ := turretSpacingSlider.value.Get()
settings.TurretSpacing = val
}))
gateSpacingSlider := newNumericInputSlider(0, 100, settings.GateSpacing, "%.0f%%", "Gate Spacing")
gateSpacingSlider.entry.OnChanged = func(s string) {
gateSpacingSlider.validate(s, func(hasError bool) {
errorStates["gateSpacing"] = hasError
updateGenerateBtnState()
})
}
gateSpacingSlider.value.AddListener(binding.NewDataListener(func() {
val, _ := gateSpacingSlider.value.Get()
settings.GateSpacing = val
}))
turretControls := container.NewVBox(
turretSizeSlider,
turretShapeLabel,
turretShapeSelect,
turretSpacingSlider,
)
if !settings.ShowTurrets {
turretControls.Hide()
}
showTurretsCheck.OnChanged = func(v bool) {
settings.ShowTurrets = v
if v {
turretControls.Show()
} else {
turretControls.Hide()
}
}
// Create UI elements for error display and action buttons
errorLabel := widget.NewLabel("")
errorLabel.Wrapping = fyne.TextWrapWord
@@ -631,7 +823,7 @@ func main() {
showSaveDialog(w, bumpmapImg.Image, settings)
})
exportMasksBtn := widget.NewButton("Export Masks", func() {
showMasksSaveDialog(w, canvasImg.Image, heightmapImg.Image, bumpmapImg.Image, settings, lakes, riverMask, treeMask, roadMask, bridgeMask, 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() {
@@ -660,16 +852,16 @@ func main() {
}
// Step 1: Generating Heightmap
fyne.Do(func() {
progressLabel.SetText("Step 1 of 11: Generating Heightmap")
progressBar.SetValue(1.0 / 11.0)
progressLabel.SetText("Step 1 of 13: Generating Heightmap")
progressBar.SetValue(1.0 / 13.0)
})
noiseImg := GenerateHeightmap(settings.Width, settings.Height, int(settings.Detail), 100.0, seedProvider.Next())
// Step 2: Generating Lakes
fyne.Do(func() {
progressLabel.SetText("Step 2 of 11: Generating Lakes")
progressBar.SetValue(2.0 / 11.0)
progressLabel.SetText("Step 2 of 13: Generating Lakes")
progressBar.SetValue(2.0 / 13.0)
})
var lakeImage image.Image = image.NewRGBA(image.Rect(0, 0, settings.Width, settings.Height))
if out, ok := runWithTimeout(generationStepTimeout, func() struct {
@@ -693,8 +885,8 @@ func main() {
// Step 3: Generating Rivers
fyne.Do(func() {
progressLabel.SetText("Step 3 of 11: Generating Rivers")
progressBar.SetValue(3.0 / 11.0)
progressLabel.SetText("Step 3 of 13: Generating Rivers")
progressBar.SetValue(3.0 / 13.0)
})
riverBase := cloneToRGBA(lakeImage, settings.Width, settings.Height)
finalImage := riverBase
@@ -720,29 +912,94 @@ func main() {
waterMask.Merge(riverMask)
}
// Step 4: Generating Roads
// Step 4: Preparing Road Nodes
fyne.Do(func() {
progressLabel.SetText("Step 4 of 11: Generating Roads")
progressBar.SetValue(4.0 / 11.0)
progressLabel.SetText("Step 4 of 13: Preparing Road Nodes")
progressBar.SetValue(4.0 / 13.0)
})
var roadNodes []*PointOfInterest
var roadTarget int
var edgeToEdgeOnly bool
if out, ok := runWithTimeout(generationStepTimeout, func() struct {
pois []*PointOfInterest
target int
edgeToEdge bool
} {
pois, target, edgeToEdge := PrepareRoadNodes(settings.Width, settings.Height, settings, waterMask, seedProvider.Next())
return struct {
pois []*PointOfInterest
target int
edgeToEdge bool
}{pois: pois, target: target, edgeToEdge: edgeToEdge}
}); ok {
roadNodes, roadTarget, edgeToEdgeOnly = out.pois, out.target, out.edgeToEdge
} else {
log.Println("PrepareRoadNodes timed out after 1 minute; continuing.")
addTimeout("Road Nodes")
roadNodes = nil
roadTarget = 0
edgeToEdgeOnly = false
}
// Step 5: Generating Fortifications
fyne.Do(func() {
progressLabel.SetText("Step 5 of 13: Generating Fortifications")
progressBar.SetValue(5.0 / 13.0)
})
var wallLayout *FortificationLayout
fortBase := cloneToRGBA(finalImage, settings.Width, settings.Height)
if out, ok := runWithTimeout(generationStepTimeout, func() struct {
layout *FortificationLayout
} {
layout, _ := GenerateFortifications(fortBase, settings.Width, settings.Height, settings, waterMask, roadNodes, seedProvider.Next())
return struct {
layout *FortificationLayout
}{layout: layout}
}); ok {
wallLayout = out.layout
if wallLayout != nil {
wallMask = wallLayout.Mask
} else {
wallMask = NewPixelMask(settings.Width, settings.Height)
}
finalImage = fortBase
} else {
log.Println("GenerateFortifications timed out after 1 minute; continuing.")
addTimeout("Fortifications")
wallLayout = &FortificationLayout{Mask: NewPixelMask(settings.Width, settings.Height)}
wallMask = wallLayout.Mask
}
// Step 6: Generating Roads
fyne.Do(func() {
progressLabel.SetText("Step 6 of 13: Generating Roads")
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 := GenerateRoads(roadBase, settings.Width, settings.Height, settings, waterMask, 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.")
@@ -750,21 +1007,32 @@ 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)
if placementMask == nil {
placementMask = NewPixelMask(settings.Width, settings.Height)
}
if wallMask != nil {
placementMask.Merge(wallMask)
}
if turretMask != nil {
placementMask.Merge(turretMask)
}
// Step 5: Generating Buildings
// Step 7: Generating Buildings
fyne.Do(func() {
progressLabel.SetText("Step 5 of 11: Generating Buildings")
progressBar.SetValue(5.0 / 11.0)
progressLabel.SetText("Step 7 of 13: Generating Buildings")
progressBar.SetValue(7.0 / 13.0)
})
buildingBase := cloneToRGBA(finalImage, settings.Width, settings.Height)
if out, ok := runWithTimeout(generationStepTimeout, func() struct {
blds [][]image.Point
bmsk *PixelMask
} {
blds, bmsk := GenerateBuildings(buildingBase, settings.Width, settings.Height, settings, roadAnchors, waterMask, roadMask, exitRoadMask, seedProvider.Next())
blds, bmsk := GenerateBuildings(buildingBase, settings.Width, settings.Height, settings, roadAnchors, waterMask, placementMask, exitRoadMask, seedProvider.Next())
return struct {
blds [][]image.Point
bmsk *PixelMask
@@ -779,45 +1047,45 @@ func main() {
buildingMask = NewPixelMask(settings.Width, settings.Height)
}
// Step 6: Darkening Water Areas
// Step 8: Darkening Water Areas
fyne.Do(func() {
progressLabel.SetText("Step 6 of 11: Darkening Water Areas")
progressBar.SetValue(6.0 / 11.0)
progressLabel.SetText("Step 8 of 13: Darkening Water Areas")
progressBar.SetValue(8.0 / 13.0)
})
darkenedHeightmap := DarkenLakeAreas(noiseImg, waterMask)
// Step 7: Flattening Building Areas
// Step 9: Flattening Building Areas
fyne.Do(func() {
progressLabel.SetText("Step 7 of 11: Flattening Building Areas")
progressBar.SetValue(7.0 / 11.0)
progressLabel.SetText("Step 9 of 13: Flattening Building Areas")
progressBar.SetValue(9.0 / 13.0)
})
flattenedBuildingHeightmap := FlattenBuildingAreas(darkenedHeightmap.(*image.RGBA), buildings, settings.Width, settings.Height)
fyne.Do(func() {
progressLabel.SetText("Step 8 of 11: Flattening Road Areas")
progressBar.SetValue(8.0 / 11.0)
progressLabel.SetText("Step 10 of 13: Flattening Road and Wall Areas")
progressBar.SetValue(10.0 / 13.0)
})
flattenedHeightmap := FlattenRoadAreas(flattenedBuildingHeightmap, roadMask)
flattenedHeightmap := FlattenRoadAreas(flattenedBuildingHeightmap, placementMask)
// Step 8: Applying Roughness
// Step 11: Applying Roughness
fyne.Do(func() {
progressLabel.SetText("Step 9 of 11: Applying Roughness")
progressBar.SetValue(9.0 / 11.0)
progressLabel.SetText("Step 11 of 13: Applying Roughness")
progressBar.SetValue(11.0 / 13.0)
})
compositeImg := ApplyRoughness(flattenedHeightmap, settings.Roughness)
// Step 9: Generating Trees
// Step 12: Generating Trees
fyne.Do(func() {
progressLabel.SetText("Step 10 of 11: Generating Trees")
progressBar.SetValue(10.0 / 11.0)
progressLabel.SetText("Step 12 of 13: Generating Trees")
progressBar.SetValue(12.0 / 13.0)
})
treeBase := cloneToRGBA(finalImage, settings.Width, settings.Height)
if out, ok := runWithTimeout(generationStepTimeout, func() *PixelMask {
return GenerateTrees(treeBase, waterMask, roadMask, buildingMask, settings.MinTreeSize, settings.MaxTreeSize, settings.TreeCoverage, settings.TreeClumpiness, seedProvider.Next())
return GenerateTrees(treeBase, waterMask, placementMask, buildingMask, settings.MinTreeSize, settings.MaxTreeSize, settings.TreeCoverage, settings.TreeClumpiness, seedProvider.Next())
}); ok {
treeMask = out
finalImage = treeBase
@@ -827,10 +1095,10 @@ func main() {
treeMask = NewPixelMask(settings.Width, settings.Height)
}
// Step 10: Generating Bump Map
// Step 13: Generating Bump Map
fyne.Do(func() {
progressLabel.SetText("Step 11 of 11: Generating Bump Map")
progressLabel.SetText("Step 13 of 13: Generating Bump Map")
progressBar.SetValue(1.0)
})
bumpMap := GenerateBumpMap(compositeImg.(*image.RGBA), settings.Width, settings.Height, 0.10)
@@ -942,6 +1210,17 @@ func main() {
roadCurvynessSlider,
roadDistributionSlider,
))
fortificationsTab := container.NewTabItem("Fortifications", container.NewVBox(
minWallWidthSlider,
maxWallWidthSlider,
numWallsSlider,
cityCoverageSlider,
wallCurvynessSlider,
gateSpacingSlider,
showTurretsCheck,
turretControls,
))
numBuildingsSlider := newNumericInputSlider(0, 10000, float64(settings.NumBuildings), "%.0f", "Number of Buildings")
numBuildingsSlider.entry.OnChanged = func(s string) {
numBuildingsSlider.validate(s, func(hasError bool) {
@@ -1219,6 +1498,7 @@ func main() {
terrainTab,
waterTab,
roadsTab,
fortificationsTab,
buildingsTab,
)
@@ -1303,7 +1583,7 @@ 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, 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")
@@ -1387,6 +1667,8 @@ func showMasksSaveDialog(win fyne.Window, canvasImg, heightmapImg, bumpmapImg im
{name: "trees_mask." + imgFormat, make: func() image.Image { return maskToGray(treeMask) }},
{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) }},
}
+6
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@@ -41,6 +41,12 @@ func (m *PixelMask) SetXY(x, y int) {
}
}
func (m *PixelMask) ClearXY(x, y int) {
if m.InBounds(x, y) {
m.Data[m.index(x, y)] = 0
}
}
func (m *PixelMask) GetPoint(p image.Point) bool {
return m.GetXY(p.X, p.Y)
}
+951 -56
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File diff suppressed because it is too large Load Diff
+74
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@@ -44,6 +44,18 @@ type Settings struct {
RoadDistribution float64 `json:"road_distribution"`
MinRoadAngle float64 `json:"min_road_angle"`
// Fortification settings
MinWallWidth float64 `json:"min_wall_width"`
MaxWallWidth float64 `json:"max_wall_width"`
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"`
GateSpacing float64 `json:"gate_spacing"` // percent of wall circumference between gates (0=no gates)
// Building settings
NumBuildings int `json:"num_buildings"`
MinBuildingSize float64 `json:"min_building_size"`
@@ -139,6 +151,16 @@ func LoadSettings() (*Settings, error) {
RoadCurvyness: 50,
RoadDistribution: 50,
MinRoadAngle: 18,
MinWallWidth: 1.5,
MaxWallWidth: 4.0,
NumWalls: 1,
CityCoverage: 70,
WallCurvyness: 35,
ShowTurrets: true,
TurretSize: 0.6,
TurretShape: "circular",
TurretSpacing: 55,
GateSpacing: 25,
NumBuildings: 200,
MinBuildingSize: 3.5,
MaxBuildingSize: 10.0,
@@ -200,9 +222,61 @@ func LoadSettings() (*Settings, error) {
if settings.BuildingsPerRoad == 0 {
settings.BuildingsPerRoad = 6
}
if _, ok := rawKeys["min_wall_width"]; !ok {
settings.MinWallWidth = 1.5
}
if _, ok := rawKeys["max_wall_width"]; !ok {
settings.MaxWallWidth = 4.0
}
if _, ok := rawKeys["num_walls"]; !ok {
settings.NumWalls = 1
}
if settings.CityCoverage == 0 {
settings.CityCoverage = 70
}
if _, ok := rawKeys["min_road_angle"]; !ok {
settings.MinRoadAngle = 18
}
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
}
if _, ok := rawKeys["gate_spacing"]; !ok {
settings.GateSpacing = 25
}
// Wall widths are percentages of average image dimension.
// Migrate older pixel-based values when they exceed the valid percentage range.
if settings.MinWallWidth > maxWallWidthPercent || settings.MaxWallWidth > maxWallWidthPercent {
avgDim := averageImageDimension(settings.Width, settings.Height)
if avgDim < 1 {
avgDim = 1
}
settings.MinWallWidth = (settings.MinWallWidth / avgDim) * 100.0
settings.MaxWallWidth = (settings.MaxWallWidth / avgDim) * 100.0
}
settings.MinWallWidth, settings.MaxWallWidth = normalizeWallWidthPercentRange(settings.MinWallWidth, settings.MaxWallWidth)
if settings.NumWalls < 0 {
settings.NumWalls = 0
}
if settings.NumWalls > 5 {
settings.NumWalls = 5
}
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.