added basic wall generation

This commit is contained in:
Grimsace
2026-03-02 10:40:14 -06:00
parent 3c686e0704
commit efc724f89f
4 changed files with 900 additions and 92 deletions
+347
View File
@@ -0,0 +1,347 @@
package main
import (
"image"
"image/color"
"math"
"math/rand"
"sort"
)
const (
minWallWidthPercent = minBuildingSizePercent
maxWallWidthPercent = maxBuildingSizePercent
wallWidthPercentStep = buildingSizePercentStep
)
func clampWallWidthPercent(v float64) float64 {
if v < minWallWidthPercent {
return minWallWidthPercent
}
if v > maxWallWidthPercent {
return maxWallWidthPercent
}
return v
}
func snapWallWidthPercent(v float64) float64 {
v = clampWallWidthPercent(v)
steps := math.Round((v - minWallWidthPercent) / wallWidthPercentStep)
return clampWallWidthPercent(minWallWidthPercent + steps*wallWidthPercentStep)
}
func normalizeWallWidthPercentRange(minPercent, maxPercent float64) (float64, float64) {
minPercent = snapWallWidthPercent(minPercent)
maxPercent = snapWallWidthPercent(maxPercent)
if minPercent > maxPercent {
minPercent, maxPercent = maxPercent, minPercent
}
return minPercent, maxPercent
}
func getWallWidthRangePixels(settings *Settings, width, height int) (float64, float64) {
minPercent, maxPercent := normalizeWallWidthPercentRange(settings.MinWallWidth, settings.MaxWallWidth)
avgDim := averageImageDimension(width, height)
if avgDim < 1 {
avgDim = 1
}
minPx := (minPercent / 100.0) * avgDim
maxPx := (maxPercent / 100.0) * avgDim
if minPx < 1 {
minPx = 1
}
if maxPx < 1 {
maxPx = 1
}
return minPx, maxPx
}
type FortificationLayout struct {
Mask *PixelMask
WallIDByPixel []int
Coverages []float64
}
func GenerateFortifications(
img *image.RGBA,
width, height int,
settings *Settings,
waterMask *PixelMask,
roadNodes []*PointOfInterest,
seed int64,
) (*FortificationLayout, [][]image.Point) {
layout := &FortificationLayout{
Mask: NewPixelMask(width, height),
WallIDByPixel: make([]int, width*height),
}
if settings.NumWalls <= 0 || settings.CityCoverage <= 0 {
return layout, nil
}
if waterMask == nil {
waterMask = NewPixelMask(width, height)
}
if img == nil {
img = image.NewRGBA(image.Rect(0, 0, width, height))
}
randSrc := rand.New(rand.NewSource(seed))
minWidthPx, maxWidthPx := getWallWidthRangePixels(settings, width, height)
wallColor := color.RGBA{R: 0, G: 0, B: 0, A: 255}
walls := make([][]image.Point, 0, settings.NumWalls)
outerCoverage := clamp(settings.CityCoverage, 1, 100)
totalWalls := max(1, settings.NumWalls)
prevCoverage := 101.0
layout.Coverages = make([]float64, 0, totalWalls)
for i := 0; i < totalWalls; i++ {
baseCoverage := outerCoverage * float64(totalWalls-i) / float64(totalWalls)
coverage := baseCoverage
if i > 0 {
coverage += randSrc.Float64()*10.0 - 5.0
}
coverage = clamp(coverage, 1, 100)
if coverage >= prevCoverage {
coverage = prevCoverage - 1
if coverage < 1 {
coverage = 1
}
}
prevCoverage = coverage
layout.Coverages = append(layout.Coverages, coverage)
nodes := estimateWallNodeCount(coverage)
wallPath := generateWallLoop(width, height, coverage, settings.WallCurvyness, nodes, randSrc, roadNodes)
if len(wallPath) < 3 {
continue
}
wallWidthPx := minWidthPx
if maxWidthPx > minWidthPx {
wallWidthPx = minWidthPx + randSrc.Float64()*(maxWidthPx-minWidthPx)
}
wallWidth := int(math.Round(wallWidthPx))
if wallWidth < 1 {
wallWidth = 1
}
pixels := drawWallLoopWithWaterGaps(img, wallPath, wallColor, wallWidth, layout.Mask, waterMask, layout.WallIDByPixel, i+1)
if len(pixels) > 0 {
walls = append(walls, pixels)
}
}
return layout, walls
}
func estimateWallNodeCount(coverage float64) int {
n := int(math.Round(20 + coverage*0.7))
if n < 20 {
n = 20
}
if n > 96 {
n = 96
}
return n
}
func generateWallLoop(width, height int, coverage, curvyness float64, nodes int, randSrc *rand.Rand, roadNodes []*PointOfInterest) []image.Point {
if width <= 0 || height <= 0 || nodes < 3 {
return nil
}
centerX, centerY, baseRadiusX, baseRadiusY := wallEllipseFromRoadNodes(width, height, coverage, roadNodes)
curveScale := clamp(curvyness, 0, 100) / 100.0
warpAmp := 0.20 * curveScale
phaseA := randSrc.Float64() * 2 * math.Pi
phaseB := randSrc.Float64() * 2 * math.Pi
out := make([]image.Point, 0, nodes+1)
for i := 0; i < nodes; i++ {
t := (2 * math.Pi * float64(i)) / float64(nodes)
warp := 1.0 + warpAmp*(0.6*math.Sin(3*t+phaseA)+0.4*math.Sin(5*t+phaseB))
if warp < 0.7 {
warp = 0.7
}
rx := baseRadiusX * warp
ry := baseRadiusY * warp
x := int(math.Round(centerX + rx*math.Cos(t)))
y := int(math.Round(centerY + ry*math.Sin(t)))
if x < 0 {
x = 0
}
if x >= width {
x = width - 1
}
if y < 0 {
y = 0
}
if y >= height {
y = height - 1
}
out = append(out, image.Point{X: x, Y: y})
}
if len(out) > 0 {
out = append(out, out[0])
}
return out
}
func wallEllipseFromRoadNodes(width, height int, coverage float64, roadNodes []*PointOfInterest) (centerX, centerY, radiusX, radiusY float64) {
centerX = float64(width-1) * 0.5
centerY = float64(height-1) * 0.5
coverageRadius := math.Sqrt(clamp(coverage, 1, 100) / 100.0)
radiusX = centerX * coverageRadius
radiusY = centerY * coverageRadius
if len(roadNodes) == 0 {
return centerX, centerY, radiusX, radiusY
}
sumX, sumY := 0.0, 0.0
for _, n := range roadNodes {
sumX += float64(n.X)
sumY += float64(n.Y)
}
centerX = sumX / float64(len(roadNodes))
centerY = sumY / float64(len(roadNodes))
dists := make([]float64, 0, len(roadNodes))
var sx, sy float64
for _, n := range roadNodes {
dx := float64(n.X) - centerX
dy := float64(n.Y) - centerY
dists = append(dists, math.Hypot(dx, dy))
sx += dx * dx
sy += dy * dy
}
sort.Float64s(dists)
q := clamp(coverage, 1, 100) / 100.0
idx := int(math.Ceil(q*float64(len(dists)))) - 1
if idx < 0 {
idx = 0
}
if idx >= len(dists) {
idx = len(dists) - 1
}
baseRadius := dists[idx]
if baseRadius < 10 {
baseRadius = 10
}
stdX := math.Sqrt(sx / float64(len(roadNodes)))
stdY := math.Sqrt(sy / float64(len(roadNodes)))
aspect := 1.0
if stdY > 0.001 {
aspect = stdX / stdY
}
aspect = clamp(aspect, 0.65, 1.55)
radiusX = baseRadius * aspect
radiusY = baseRadius / aspect
maxRadiusX := math.Max(5, math.Min(centerX, float64(width-1)-centerX))
maxRadiusY := math.Max(5, math.Min(centerY, float64(height-1)-centerY))
radiusX = clamp(radiusX, 5, maxRadiusX)
radiusY = clamp(radiusY, 5, maxRadiusY)
return centerX, centerY, radiusX, radiusY
}
func drawWallLoopWithWaterGaps(
img *image.RGBA,
loop []image.Point,
col color.RGBA,
width int,
wallMask *PixelMask,
waterMask *PixelMask,
wallIDByPixel []int,
wallID int,
) []image.Point {
if len(loop) < 2 || wallMask == nil {
return nil
}
seen := make(map[int]bool)
pixels := make([]image.Point, 0, len(loop)*8)
radius := max(1, width/2)
for i := 0; i < len(loop)-1; i++ {
a := loop[i]
b := loop[i+1]
drawSegmentSelective(a.X, a.Y, b.X, b.Y, func(x, y int) {
if !wallMask.InBounds(x, y) {
return
}
if waterMask != nil && waterMask.GetXY(x, y) {
return
}
for dy := -radius; dy <= radius; dy++ {
yy := y + dy
if yy < 0 || yy >= wallMask.Height {
continue
}
for dx := -radius; dx <= radius; dx++ {
if dx*dx+dy*dy > radius*radius {
continue
}
xx := x + dx
if xx < 0 || xx >= wallMask.Width {
continue
}
if waterMask != nil && waterMask.GetXY(xx, yy) {
continue
}
wallMask.SetXY(xx, yy)
if len(wallIDByPixel) == wallMask.Width*wallMask.Height {
wallIDByPixel[yy*wallMask.Width+xx] = wallID
}
img.Set(xx, yy, col)
idx := yy*wallMask.Width + xx
if !seen[idx] {
seen[idx] = true
pixels = append(pixels, image.Point{X: xx, Y: yy})
}
}
}
})
}
return pixels
}
func drawSegmentSelective(x0, y0, x1, y1 int, plot func(x, y int)) {
dx := abs(x1 - x0)
dy := abs(y1 - y0)
sx := -1
if x0 < x1 {
sx = 1
}
sy := -1
if y0 < y1 {
sy = 1
}
err := dx - dy
for {
plot(x0, y0)
if x0 == x1 && y0 == y1 {
break
}
e2 := 2 * err
if e2 > -dy {
err -= dy
x0 += sx
}
if e2 < dx {
err += dx
y0 += sy
}
}
}
func cloneMask(src *PixelMask) *PixelMask {
if src == nil {
return nil
}
dst := NewPixelMask(src.Width, src.Height)
copy(dst.Data, src.Data)
return dst
}
+236 -42
View File
@@ -95,6 +95,7 @@ func main() {
var roadMask *PixelMask
var bridgeMask *PixelMask
var exitRoadMask *PixelMask
var wallMask *PixelMask
// Set up application configuration directory
configDir, err := os.UserConfigDir()
@@ -231,7 +232,55 @@ 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
roadBase := cloneToRGBA(finalImage, settings.Width, settings.Height)
if out, ok := runWithTimeout(generationStepTimeout, func() struct {
@@ -240,7 +289,7 @@ func main() {
ex *PixelMask
anc []image.Point
} {
rd, br, ex, anc := GenerateRoads(roadBase, settings.Width, settings.Height, settings, waterMask, seedProvider.Next())
rd, br, ex, anc := GenerateRoadsWithPOIs(roadBase, settings.Width, settings.Height, settings, waterMask, wallLayout, roadNodes, roadTarget, edgeToEdgeOnly, seedProvider.Next())
return struct {
rd *PixelMask
br *PixelMask
@@ -258,13 +307,21 @@ func main() {
roadAnchors = nil
}
// Step 5: Generating Buildings
placementMask := cloneMask(roadMask)
if placementMask == nil {
placementMask = NewPixelMask(settings.Width, settings.Height)
}
if wallMask != nil {
placementMask.Merge(wallMask)
}
// 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 +335,10 @@ 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 +353,8 @@ 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 +670,66 @@ 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(1, 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
}))
// Create UI elements for error display and action buttons
errorLabel := widget.NewLabel("")
errorLabel.Wrapping = fyne.TextWrapWord
@@ -631,7 +748,7 @@ 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, buildingMask)
})
// Main generation button and logic
generateBtn = widget.NewButton("Generate", func() {
@@ -660,16 +777,16 @@ 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 +810,8 @@ 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
@@ -720,11 +837,71 @@ 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
roadBase := cloneToRGBA(finalImage, settings.Width, settings.Height)
@@ -734,7 +911,7 @@ func main() {
ex *PixelMask
anc []image.Point
} {
rd, br, ex, anc := GenerateRoads(roadBase, settings.Width, settings.Height, settings, waterMask, seedProvider.Next())
rd, br, ex, anc := GenerateRoadsWithPOIs(roadBase, settings.Width, settings.Height, settings, waterMask, wallLayout, roadNodes, roadTarget, edgeToEdgeOnly, seedProvider.Next())
return struct {
rd *PixelMask
br *PixelMask
@@ -752,19 +929,26 @@ func main() {
exitRoadMask = 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)
}
// 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 +963,45 @@ 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 +1011,10 @@ 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 +1126,14 @@ func main() {
roadCurvynessSlider,
roadDistributionSlider,
))
fortificationsTab := container.NewTabItem("Fortifications", container.NewVBox(
minWallWidthSlider,
maxWallWidthSlider,
numWallsSlider,
cityCoverageSlider,
wallCurvynessSlider,
))
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 +1411,7 @@ func main() {
terrainTab,
waterTab,
roadsTab,
fortificationsTab,
buildingsTab,
)
@@ -1303,7 +1496,7 @@ 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, buildingMask *PixelMask) {
// Create UI elements for the save dialog
fileNameEntry := widget.NewEntry()
fileNameEntry.SetPlaceHolder("masks_folder")
@@ -1387,6 +1580,7 @@ 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: "buildings_mask." + imgFormat, make: func() image.Image { return maskToGray(buildingMask) }},
}
+269 -49
View File
@@ -87,6 +87,41 @@ func GenerateRoads(
settings *Settings,
waterMask *PixelMask,
seed int64,
) (*PixelMask, *PixelMask, *PixelMask, []image.Point) {
return GenerateRoadsWithPOIs(img, width, height, settings, waterMask, nil, nil, 0, false, seed)
}
func PrepareRoadNodes(width, height int, settings *Settings, waterMask *PixelMask, seed int64) ([]*PointOfInterest, int, bool) {
randSrc := rand.New(rand.NewSource(seed))
if settings.NumBuildings == 0 {
internalRoads := int(math.Round(clamp(settings.RoadDistribution, 0, 100)))
exitRoads := max(0, settings.RoadExits)
if internalRoads == 0 && exitRoads > 0 && settings.RoadDistribution <= 0 {
return nil, 0, true
}
if internalRoads > 0 {
roadTarget := internalRoads
return generatePOIs(width, height, settings, waterMask, randSrc, roadTarget), roadTarget, false
}
return nil, 0, false
}
roadTarget := estimateRoadTarget(settings)
return generatePOIs(width, height, settings, waterMask, randSrc, roadTarget), roadTarget, false
}
func GenerateRoadsWithPOIs(
img *image.RGBA,
width,
height int,
settings *Settings,
waterMask *PixelMask,
wallLayout *FortificationLayout,
pois []*PointOfInterest,
roadTarget int,
edgeToEdgeOnly bool,
seed int64,
) (*PixelMask, *PixelMask, *PixelMask, []image.Point) {
if img == nil {
img = image.NewRGBA(image.Rect(0, 0, width, height))
@@ -96,56 +131,40 @@ func GenerateRoads(
bridgeColor := color.RGBA{R: 60, G: 42, B: 33, A: 255}
// Edge-case mode: no buildings.
if settings.NumBuildings == 0 {
if settings.NumBuildings == 0 && roadTarget == 0 && !edgeToEdgeOnly {
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
}
if internalRoads > 0 {
roadTarget = internalRoads
} else if settings.RoadDistribution <= 0 && exitRoads > 0 {
edgeToEdgeOnly = true
}
}
var roads []*Road
if internalRoads > 0 {
roadTarget := internalRoads
pois := generatePOIs(width, height, settings, waterMask, randSrc, roadTarget)
if len(pois) >= 2 {
roads = connectPOIs(pois, width, height, settings, randSrc, waterMask, roadTarget)
// Use existing exit-road logic when internal roads are present.
roads = appendExitRoads(roads, pois, width, height, settings, randSrc, waterMask)
if edgeToEdgeOnly {
roads = generateEdgeToEdgeExitRoads(max(0, settings.RoadExits), width, height, settings, randSrc, waterMask, wallLayout)
} else {
if roadTarget <= 0 {
roadTarget = estimateRoadTarget(settings)
}
} else if settings.RoadDistribution <= 0 && exitRoads > 0 {
// Only in 0% distribution mode: exit roads are edge-to-edge.
roads = generateEdgeToEdgeExitRoads(exitRoads, width, height, settings, randSrc, waterMask)
if pois == nil {
pois = generatePOIs(width, height, settings, waterMask, randSrc, roadTarget)
}
if len(roads) == 0 {
return NewPixelMask(width, height), NewPixelMask(width, height), NewPixelMask(width, height), nil
}
roads = reduceRepeatedBridges(roads, waterMask, width, height, randSrc)
if len(roads) == 0 {
return NewPixelMask(width, height), NewPixelMask(width, height), NewPixelMask(width, height), nil
}
assignRoadWidths(roads, settings, randSrc, width, height)
roadMask := NewPixelMask(width, height)
bridgeMask := NewPixelMask(width, height)
exitRoadMask := NewPixelMask(width, height)
for _, road := range roads {
drawRoadToMasks(img, road.Points, roadColor, bridgeColor, road.Width, roadMask, bridgeMask)
if road.Start.IsExit || road.End.IsExit {
drawRoadToMasks(img, road.Points, roadColor, bridgeColor, road.Width, exitRoadMask, exitRoadMask)
}
}
return roadMask, bridgeMask, exitRoadMask, roadMask.ToPoints()
}
roadTarget := estimateRoadTarget(settings)
pois := generatePOIs(width, height, settings, waterMask, randSrc, roadTarget)
if len(pois) < 2 {
return NewPixelMask(width, height), NewPixelMask(width, height), NewPixelMask(width, height), nil
}
roads = connectPOIs(pois, width, height, settings, randSrc, waterMask, wallLayout, roadTarget)
roads = appendExitRoads(roads, pois, width, height, settings, randSrc, waterMask, wallLayout)
}
roads := connectPOIs(pois, width, height, settings, randSrc, waterMask, roadTarget)
roads = appendExitRoads(roads, pois, width, height, settings, randSrc, waterMask)
if len(roads) == 0 {
return NewPixelMask(width, height), NewPixelMask(width, height), NewPixelMask(width, height), nil
}
roads = applyWallCrossingRules(roads, wallLayout, waterMask, randSrc)
if len(roads) == 0 {
return NewPixelMask(width, height), NewPixelMask(width, height), NewPixelMask(width, height), nil
}
@@ -169,7 +188,7 @@ func GenerateRoads(
return roadMask, bridgeMask, exitRoadMask, roadAnchors
}
func generateEdgeToEdgeExitRoads(exitRoads, width, height int, settings *Settings, randSrc *rand.Rand, waterMask *PixelMask) []*Road {
func generateEdgeToEdgeExitRoads(exitRoads, width, height int, settings *Settings, randSrc *rand.Rand, waterMask *PixelMask, wallLayout *FortificationLayout) []*Road {
if exitRoads <= 0 {
return nil
}
@@ -179,7 +198,7 @@ func generateEdgeToEdgeExitRoads(exitRoads, width, height int, settings *Setting
start, end := sampleDifferentEdgePair(width, height, randSrc)
start.IsExit = true
end.IsExit = true
path := calculateRoadPath(start, end, settings.RoadCurvyness/100.0, avgDim, randSrc, waterMask)
path := calculateRoadPath(start, end, settings.RoadCurvyness/100.0, avgDim, randSrc, waterMask, wallLayout)
roads = append(roads, &Road{
Start: start,
End: end,
@@ -367,7 +386,7 @@ func sampleTargetDegree(randSrc *rand.Rand) int {
}
}
func connectPOIs(pois []*PointOfInterest, width, height int, settings *Settings, randSrc *rand.Rand, waterMask *PixelMask, roadTarget int) []*Road {
func connectPOIs(pois []*PointOfInterest, width, height int, settings *Settings, randSrc *rand.Rand, waterMask *PixelMask, wallLayout *FortificationLayout, roadTarget int) []*Road {
minAngle := settings.MinRoadAngle * math.Pi / 180.0
if minAngle < 0 {
minAngle = 0
@@ -512,7 +531,7 @@ func connectPOIs(pois []*PointOfInterest, width, height int, settings *Settings,
for _, e := range selectedEdges {
a := pois[e.a]
b := pois[e.b]
path := calculateRoadPath(a, b, settings.RoadCurvyness/100.0, avgDim, randSrc, waterMask)
path := calculateRoadPath(a, b, settings.RoadCurvyness/100.0, avgDim, randSrc, waterMask, wallLayout)
imp := a.Connections + b.Connections + int(math.Round((a.ArterialWeight+b.ArterialWeight)*4))
roads = append(roads, &Road{Start: a, End: b, Points: path, Importance: imp})
}
@@ -520,7 +539,7 @@ func connectPOIs(pois []*PointOfInterest, width, height int, settings *Settings,
return roads
}
func appendExitRoads(roads []*Road, pois []*PointOfInterest, width, height int, settings *Settings, randSrc *rand.Rand, waterMask *PixelMask) []*Road {
func appendExitRoads(roads []*Road, pois []*PointOfInterest, width, height int, settings *Settings, randSrc *rand.Rand, waterMask *PixelMask, wallLayout *FortificationLayout) []*Road {
if settings.RoadExits <= 0 || len(pois) == 0 {
return roads
}
@@ -540,12 +559,36 @@ func appendExitRoads(roads []*Road, pois []*PointOfInterest, width, height int,
continue
}
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 && len(crossedWallIDs(path, wallLayout)) == 0 {
// Exit roads should pass through walls when walls exist.
continue
}
anchor.Connections++
edgeNode.IsExit = true
edgeNode.TargetDegree = 1
edgeNode.Connections = 1
path := calculateRoadPath(anchor, edgeNode, settings.RoadCurvyness/100.0, avgDim, randSrc, waterMask)
importance := anchor.Connections + edgeNode.Connections + int(math.Round(anchor.ArterialWeight*3))
roads = append(roads, &Road{
Start: anchor,
@@ -821,7 +864,7 @@ func bresenhamRoad(path []image.Point) []image.Point {
}
// calculateRoadPath computes the path for a road including curves and bridges.
func calculateRoadPath(start, end *PointOfInterest, curvyness, avgDim float64, randSrc *rand.Rand, waterMask *PixelMask) []PathPoint {
func calculateRoadPath(start, end *PointOfInterest, curvyness, avgDim float64, randSrc *rand.Rand, waterMask *PixelMask, wallLayout *FortificationLayout) []PathPoint {
dx := end.X - start.X
dy := end.Y - start.Y
dist := math.Hypot(float64(dx), float64(dy))
@@ -834,14 +877,14 @@ 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 toPathPoints(points, waterMask)
return straightenPathAcrossWalls(toPathPoints(points, waterMask), wallLayout, 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 toPathPoints(points, waterMask)
return straightenPathAcrossWalls(toPathPoints(points, waterMask), wallLayout, waterMask)
}
baseControls := int(math.Max(12, dist/(22.0-14.0*strength)))
@@ -902,17 +945,194 @@ func calculateRoadPath(start, end *PointOfInterest, curvyness, avgDim float64, r
}
points := bresenhamRoad(controlPoints)
return toPathPoints(points, waterMask)
return straightenPathAcrossWalls(toPathPoints(points, waterMask), wallLayout, waterMask)
}
func toPathPoints(points []image.Point, waterMask *PixelMask) []PathPoint {
pathPoints := make([]PathPoint, len(points))
for i, p := range points {
pathPoints[i] = PathPoint{Point: p, IsBridge: waterMask.GetPoint(p)}
isBridge := false
if waterMask != nil {
isBridge = waterMask.GetPoint(p)
}
pathPoints[i] = PathPoint{Point: p, IsBridge: isBridge}
}
return pathPoints
}
func wallIDAtPoint(p image.Point, wallLayout *FortificationLayout) int {
if wallLayout == nil || wallLayout.Mask == nil {
return 0
}
if !wallLayout.Mask.InBounds(p.X, p.Y) {
return 0
}
if len(wallLayout.WallIDByPixel) != wallLayout.Mask.Width*wallLayout.Mask.Height {
return 0
}
return wallLayout.WallIDByPixel[p.Y*wallLayout.Mask.Width+p.X]
}
func straightenPathAcrossWalls(points []PathPoint, wallLayout *FortificationLayout, waterMask *PixelMask) []PathPoint {
if wallLayout == nil || wallLayout.Mask == nil || len(points) < 2 {
return points
}
straight := make([]image.Point, 0, len(points))
i := 0
for i < len(points) {
curr := points[i].Point
currWallID := wallIDAtPoint(curr, wallLayout)
if currWallID == 0 {
straight = append(straight, curr)
i++
continue
}
start := i
if start > 0 {
start--
}
j := i
for j < len(points) && wallIDAtPoint(points[j].Point, wallLayout) != 0 {
j++
}
end := j
if end >= len(points) {
end = len(points) - 1
}
line := bresenhamRoad([]image.Point{points[start].Point, points[end].Point})
for k, p := range line {
if len(straight) > 0 && k == 0 && straight[len(straight)-1] == p {
continue
}
straight = append(straight, p)
}
i = j
}
return toPathPoints(straight, waterMask)
}
func crossedWallIDs(points []PathPoint, wallLayout *FortificationLayout) []int {
if wallLayout == nil || wallLayout.Mask == nil || len(points) == 0 {
return nil
}
seen := make(map[int]bool)
out := make([]int, 0, 2)
prevID := wallIDAtPoint(points[0].Point, wallLayout)
for i := 1; i < len(points); i++ {
currID := wallIDAtPoint(points[i].Point, wallLayout)
if (prevID == 0 && currID > 0) || (prevID > 0 && currID == 0) {
wid := currID
if wid == 0 {
wid = prevID
}
if wid > 0 && !seen[wid] {
seen[wid] = true
out = append(out, wid)
}
}
prevID = currID
}
return out
}
func containsWallID(ids []int, wallID int) bool {
for _, id := range ids {
if id == wallID {
return true
}
}
return false
}
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 {
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
}
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
}
}
filtered := make([]*Road, 0, len(roads))
for i, info := range infos {
if keep[i] {
filtered = append(filtered, info.road)
}
}
return filtered
}
// drawLineMasked draws a line with specified width on the image and mask.
func drawLineMasked(img *image.RGBA, x0, y0, x1, y1 int, col color.Color, width int, mask *PixelMask) {
dx := abs(x1 - x0)
+47
View File
@@ -44,6 +44,13 @@ 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"`
// Building settings
NumBuildings int `json:"num_buildings"`
MinBuildingSize float64 `json:"min_building_size"`
@@ -139,6 +146,11 @@ func LoadSettings() (*Settings, error) {
RoadCurvyness: 50,
RoadDistribution: 50,
MinRoadAngle: 18,
MinWallWidth: 1.5,
MaxWallWidth: 4.0,
NumWalls: 1,
CityCoverage: 70,
WallCurvyness: 35,
NumBuildings: 200,
MinBuildingSize: 3.5,
MaxBuildingSize: 10.0,
@@ -200,9 +212,44 @@ 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 settings.NumWalls == 0 {
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
}
// 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 < 1 {
settings.NumWalls = 1
}
if settings.NumWalls > 5 {
settings.NumWalls = 5
}
settings.CityCoverage = clamp(settings.CityCoverage, 1, 100)
settings.WallCurvyness = clamp(settings.WallCurvyness, 0, 100)
// Tree sizes are percentages of average image dimension.
// Migrate older pixel-based values when they exceed the valid percentage range.