package main import ( "image" "image/color" "math" "math/rand" "sort" "sync" ) // GenerateBuildings creates and places buildings on the map. func GenerateBuildings(img *image.RGBA, width, height int, settings *Settings, roadPixels, allWaterPixels []image.Point, seed int64) ([][]image.Point, []image.Point) { // Early exit if no buildings are to be generated if settings.NumBuildings == 0 { return nil, nil } // Initialize random number generator randSrc := rand.New(rand.NewSource(seed)) buildingColor := color.RGBA{R: 128, G: 128, B: 128, A: 255} // Gray color for buildings // Create lookup maps for water and road pixels for efficient collision detection isWater := make(map[image.Point]bool) for _, p := range allWaterPixels { isWater[p] = true } isRoad := make(map[image.Point]bool) for _, p := range roadPixels { isRoad[p] = true } // Initialize building data structures isBuilding := make(map[image.Point]bool) var buildings [][]image.Point var allBuildingPixels []image.Point var anchorPoints []image.Point // Determine anchor points for building placement if len(roadPixels) > 0 { anchorPoints = roadPixels } else { // If no roads, use all land pixels as anchors for y := 0; y < height; y++ { for x := 0; x < width; x++ { p := image.Point{X: x, Y: y} if !isWater[p] { anchorPoints = append(anchorPoints, p) } } } } // Early exit if no anchor points are available if len(anchorPoints) == 0 { return nil, nil } // Sort anchor points for deterministic placement sort.Slice(anchorPoints, func(i, j int) bool { if anchorPoints[i].Y != anchorPoints[j].Y { return anchorPoints[i].Y < anchorPoints[j].Y } return anchorPoints[i].X < anchorPoints[j].X }) // Collect all land points for random placement landPoints := make([]image.Point, 0, width*height) for y := 0; y < height; y++ { for x := 0; x < width; x++ { p := image.Point{X: x, Y: y} if !isWater[p] && !isRoad[p] { landPoints = append(landPoints, p) } } } // Main loop for placing buildings buildingsPlaced := 0 searchTries := 100 // Number of attempts to find a spot for a building around an anchor maxPlacementAttempts := settings.NumBuildings * 5 // To prevent infinite loops for buildingsPlaced < settings.NumBuildings && maxPlacementAttempts > 0 { maxPlacementAttempts-- // Select an anchor point for the new building var anchor image.Point if randSrc.Float64() > settings.BuildingDistribution/100.0 { // Place near roads or other existing features anchor = anchorPoints[randSrc.Intn(len(anchorPoints))] } else { // Place randomly on any available land if len(landPoints) == 0 { continue // No land to place buildings on } anchor = landPoints[randSrc.Intn(len(landPoints))] } // Search for a valid building location around the anchor for i := 0; i < searchTries; i++ { searchRadius := float64(i) * 2.0 // Search in expanding circles angle := randSrc.Float64() * 2 * math.Pi dist := searchRadius * randSrc.Float64() center := image.Point{ X: anchor.X + int(dist*math.Cos(angle)), Y: anchor.Y + int(dist*math.Sin(angle)), } // For fully random distribution, pick any point on the map if settings.BuildingDistribution == 100 { center = image.Point{ X: randSrc.Intn(width), Y: randSrc.Intn(height), } } // Ensure the center point is within the map boundaries if center.X < 0 || center.Y < 0 || center.X >= width || center.Y >= height { continue } // Attempt to create a building at the selected center size := settings.MinBuildingSize + randSrc.Float64()*(settings.MaxBuildingSize-settings.MinBuildingSize) shape := settings.BuildingShape if shape == "mixed" { shape = chooseShape(randSrc, settings.BuildingShapeRatios) } var pixels []image.Point var ok bool if shape == "procedural" { pixels, ok = getProceduralBuildingPixels(center, size, settings, isWater, isRoad, isBuilding, width, height, randSrc) } else { pixels, ok = getBuildingPixels(center, size, shape, isWater, isRoad, isBuilding, width, height, randSrc) } if ok { // If successful, draw the building and update data structures for _, p := range pixels { img.Set(p.X, p.Y, buildingColor) isBuilding[p] = true allBuildingPixels = append(allBuildingPixels, p) } buildings = append(buildings, pixels) buildingsPlaced++ break // Move to the next building } } } return buildings, allBuildingPixels } // getProceduralBuildingPixels generates a complex building by connecting multiple shapes. func getProceduralBuildingPixels(center image.Point, size float64, settings *Settings, isWater, isRoad, isBuilding map[image.Point]bool, width, height int, randSrc *rand.Rand) ([]image.Point, bool) { // Determine complexity complexity := settings.MinBuildingComplexity if settings.BuildingComplexityRatio > randSrc.Float64()*100 { complexity = settings.MinBuildingComplexity + randSrc.Intn(settings.MaxBuildingComplexity-settings.MinBuildingComplexity+1) } type shapeDescription struct { shape string center image.Point size float64 } var shapeDescriptions []shapeDescription var buildingCenter image.Point // Generate component shapes for i := 0; i < complexity; i++ { shape := chooseShape(randSrc, settings.BuildingShapeRatios) componentSize := size * (0.5 + randSrc.Float64()*0.5) // Components can be 50-100% of the building size var newCenter image.Point if i == 0 { newCenter = center buildingCenter = center } else { // Place subsequent components near existing ones prevShape := shapeDescriptions[randSrc.Intn(len(shapeDescriptions))] angle := randSrc.Float64() * 2 * math.Pi dist := componentSize * (0.25 + randSrc.Float64()*0.5) // Overlap between 25% and 75% newCenter = image.Point{ X: prevShape.center.X + int(dist*math.Cos(angle)), Y: prevShape.center.Y + int(dist*math.Sin(angle)), } } shapeDescriptions = append(shapeDescriptions, shapeDescription{shape, newCenter, componentSize}) } // Find the bounding box of the unscaled building var minX, minY, maxX, maxY int for i, sd := range shapeDescriptions { halfSize := int(sd.size / 2) if i == 0 { minX, minY = sd.center.X-halfSize, sd.center.Y-halfSize maxX, maxY = sd.center.X+halfSize, sd.center.Y+halfSize } else { if sd.center.X-halfSize < minX { minX = sd.center.X - halfSize } if sd.center.Y-halfSize < minY { minY = sd.center.Y - halfSize } if sd.center.X+halfSize > maxX { maxX = sd.center.X + halfSize } if sd.center.Y+halfSize > maxY { maxY = sd.center.Y + halfSize } } } // Calculate scaling factor currentWidth := float64(maxX - minX) currentHeight := float64(maxY - minY) scale := size / math.Max(currentWidth, currentHeight) // Generate final pixels var finalPixels []image.Point pixelMap := make(map[image.Point]bool) for _, sd := range shapeDescriptions { scaledSize := sd.size * scale scaledCenterX := buildingCenter.X + int((float64(sd.center.X)-float64(minX)-currentWidth/2)*scale) scaledCenterY := buildingCenter.Y + int((float64(sd.center.Y)-float64(minY)-currentHeight/2)*scale) pixels, ok := getComponentPixels(image.Point{X: scaledCenterX, Y: scaledCenterY}, scaledSize, sd.shape, randSrc) if !ok { continue } for _, p := range pixels { if p.X < 0 || p.Y < 0 || p.X >= width || p.Y >= height || isWater[p] || isRoad[p] || isBuilding[p] { return nil, false } if !pixelMap[p] { finalPixels = append(finalPixels, p) pixelMap[p] = true } } } if len(finalPixels) == 0 { return nil, false } return finalPixels, true } // scalePixels scales the building to the final size. func scalePixels(pixels []image.Point, finalSize float64) []image.Point { if len(pixels) == 0 { return pixels } // Find the bounding box of the pixels minX, minY := pixels[0].X, pixels[0].Y maxX, maxY := pixels[0].X, pixels[0].Y for _, p := range pixels { if p.X < minX { minX = p.X } if p.Y < minY { minY = p.Y } if p.X > maxX { maxX = p.X } if p.Y > maxY { maxY = p.Y } } // Calculate the current dimensions currentWidth := float64(maxX - minX) currentHeight := float64(maxY - minY) // Determine the scaling factor scale := finalSize / math.Max(currentWidth, currentHeight) // Calculate the center of the bounding box centerX := float64(minX) + currentWidth/2 centerY := float64(minY) + currentHeight/2 // Scale and translate the pixels var scaledPixels []image.Point pixelMap := make(map[image.Point]bool) // To avoid duplicate pixels for _, p := range pixels { // Translate to origin translatedX := float64(p.X) - centerX translatedY := float64(p.Y) - centerY // Scale scaledX := translatedX * scale scaledY := translatedY * scale // Translate back to the center finalX := int(math.Round(scaledX + centerX)) finalY := int(math.Round(scaledY + centerY)) newPoint := image.Point{X: finalX, Y: finalY} if !pixelMap[newPoint] { scaledPixels = append(scaledPixels, newPoint) pixelMap[newPoint] = true } } return scaledPixels } // getComponentPixels generates the pixels for a single shape component without collision checks. func getComponentPixels(center image.Point, size float64, shape string, randSrc *rand.Rand) ([]image.Point, bool) { var pixels []image.Point var halfSize = int(size / 2) switch shape { case "squares": for y := center.Y - halfSize; y <= center.Y+halfSize; y++ { for x := center.X - halfSize; x <= center.X+halfSize; x++ { pixels = append(pixels, image.Point{X: x, Y: y}) } } case "circles": r2 := (size / 2) * (size / 2) for y := center.Y - halfSize; y <= center.Y+halfSize; y++ { for x := center.X - halfSize; x <= center.X+halfSize; x++ { dx, dy := float64(x-center.X), float64(y-center.Y) if dx*dx+dy*dy <= r2 { pixels = append(pixels, image.Point{X: x, Y: y}) } } } case "rectangles": longSide := size shortSide := randSrc.Float64()*(size-float64(halfSize)) + float64(halfSize) var w, h int if randSrc.Intn(2) == 0 { w, h = int(longSide), int(shortSide) } else { w, h = int(shortSide), int(longSide) } halfW, halfH := w/2, h/2 for y := center.Y - halfH; y <= center.Y+halfH; y++ { for x := center.X - halfW; x <= center.X+halfW; x++ { pixels = append(pixels, image.Point{X: x, Y: y}) } } } return pixels, len(pixels) > 0 } // chooseShape selects a building shape based on the provided ratios. func chooseShape(randSrc *rand.Rand, ratios map[string]float64) string { // Create a slice of shapes and their cumulative weights var shapes []string var weights []float64 var cumulativeWeight float64 for shape, weight := range ratios { shapes = append(shapes, shape) cumulativeWeight += weight weights = append(weights, cumulativeWeight) } // Generate a random number between 0 and the total weight randNum := randSrc.Float64() * cumulativeWeight // Find the shape corresponding to the random number for i, weight := range weights { if randNum < weight { return shapes[i] } } // Default to the first shape if something goes wrong return shapes[0] } // getBuildingPixels determines the pixels for a single building based on its shape and checks for collisions. func getBuildingPixels(center image.Point, size float64, shape string, isWater, isRoad, isBuilding map[image.Point]bool, width, height int, randSrc *rand.Rand) ([]image.Point, bool) { var pixels []image.Point var halfSize = int(size / 2) // Generate pixels based on the selected building shape switch shape { case "squares": for y := center.Y - halfSize; y <= center.Y+halfSize; y++ { for x := center.X - halfSize; x <= center.X+halfSize; x++ { p := image.Point{X: x, Y: y} if p.X < 0 || p.Y < 0 || p.X >= width || p.Y >= height || isWater[p] || isRoad[p] || isBuilding[p] { return nil, false // Collision detected } pixels = append(pixels, p) } } case "circles": r2 := (size / 2) * (size / 2) for y := center.Y - halfSize; y <= center.Y+halfSize; y++ { for x := center.X - halfSize; x <= center.X+halfSize; x++ { dx, dy := float64(x-center.X), float64(y-center.Y) if dx*dx+dy*dy <= r2 { p := image.Point{X: x, Y: y} if p.X < 0 || p.Y < 0 || p.X >= width || p.Y >= height || isWater[p] || isRoad[p] || isBuilding[p] { return nil, false // Collision detected } pixels = append(pixels, p) } } } case "rectangles": // Create rectangles with varied aspect ratios longSide := size shortSide := randSrc.Float64()*(size-float64(halfSize)) + float64(halfSize) var w, h int if randSrc.Intn(2) == 0 { w, h = int(longSide), int(shortSide) } else { w, h = int(shortSide), int(longSide) } halfW, halfH := w/2, h/2 // Check for collisions and gather pixels for y := center.Y - halfH; y <= center.Y+halfH; y++ { for x := center.X - halfW; x <= center.X+halfW; x++ { p := image.Point{X: x, Y: y} if p.X < 0 || p.Y < 0 || p.X >= width || p.Y >= height || isWater[p] || isRoad[p] || isBuilding[p] { return nil, false // Collision detected } pixels = append(pixels, p) } } } // Final check to ensure pixels were generated if len(pixels) == 0 { return nil, false } return pixels, true } // isPixelInSlice checks if a pixel is already in a slice of pixels. func isPixelInSlice(pixel image.Point, pixelSlice []image.Point) bool { for _, p := range pixelSlice { if p == pixel { return true } } return false } // FlattenBuildingAreas flattens the terrain under buildings and blends the surrounding area. func FlattenBuildingAreas(heightMap *image.RGBA, buildings [][]image.Point, width, height int) *image.RGBA { if len(buildings) == 0 { return heightMap } // Create a copy of the heightmap to avoid modifying the original during processing. newHeightMap := image.NewRGBA(heightMap.Bounds()) copy(newHeightMap.Pix, heightMap.Pix) // Process each building in parallel. var wg sync.WaitGroup for _, building := range buildings { wg.Add(1) go func(building []image.Point) { defer wg.Done() // Calculate the average height of the building area. var totalGray uint32 for _, p := range building { gray, _, _, _ := newHeightMap.At(p.X, p.Y).RGBA() totalGray += gray } avgGray := uint8(totalGray / uint32(len(building)) >> 8) avgColor := color.RGBA{R: avgGray, G: avgGray, B: avgGray, A: 255} // Flatten the building area. for _, p := range building { newHeightMap.Set(p.X, p.Y, avgColor) } // Create a buffer around the building. buffer := make([]image.Point, 0) for _, p := range building { for y := p.Y - 5; y <= p.Y+5; y++ { for x := p.X - 5; x <= p.X+5; x++ { if x >= 0 && x < width && y >= 0 && y < height { candidate := image.Point{X: x, Y: y} if !isPixelInSlice(candidate, building) && !isPixelInSlice(candidate, buffer) { buffer = append(buffer, candidate) } } } } } // Blend the buffer. for _, p := range buffer { originalColor := heightMap.At(p.X, p.Y) _, g, _, _ := originalColor.RGBA() minDist := math.MaxFloat64 for _, bp := range building { dist := math.Sqrt(math.Pow(float64(p.X-bp.X), 2) + math.Pow(float64(p.Y-bp.Y), 2)) if dist < minDist { minDist = dist } } // Blend based on distance. blendFactor := minDist / 5.0 if blendFactor > 1.0 { blendFactor = 1.0 } newGray := uint8(float64(avgGray)*(1.0-blendFactor) + float64(g>>8)*blendFactor) newColor := color.RGBA{R: newGray, G: newGray, B: newGray, A: 255} newHeightMap.Set(p.X, p.Y, newColor) } }(building) } wg.Wait() return newHeightMap }