1011 lines
27 KiB
Go
1011 lines
27 KiB
Go
package main
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import (
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"image"
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"image/color"
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"math"
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"math/rand"
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"sort"
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)
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const (
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minWallWidthPercent = minBuildingSizePercent
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maxWallWidthPercent = maxBuildingSizePercent
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wallWidthPercentStep = buildingSizePercentStep
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minTurretSizePercent = 0.2
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maxTurretSizePercent = maxWallWidthPercent
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turretSizePercentStep = 0.1
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)
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func clampWallWidthPercent(v float64) float64 {
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if v < minWallWidthPercent {
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return minWallWidthPercent
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}
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if v > maxWallWidthPercent {
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return maxWallWidthPercent
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}
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return v
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}
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func snapWallWidthPercent(v float64) float64 {
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v = clampWallWidthPercent(v)
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steps := math.Round((v - minWallWidthPercent) / wallWidthPercentStep)
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return clampWallWidthPercent(minWallWidthPercent + steps*wallWidthPercentStep)
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}
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func normalizeWallWidthPercentRange(minPercent, maxPercent float64) (float64, float64) {
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minPercent = snapWallWidthPercent(minPercent)
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maxPercent = snapWallWidthPercent(maxPercent)
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if minPercent > maxPercent {
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minPercent, maxPercent = maxPercent, minPercent
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}
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return minPercent, maxPercent
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}
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func getWallWidthRangePixels(settings *Settings, width, height int) (float64, float64) {
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minPercent, maxPercent := normalizeWallWidthPercentRange(settings.MinWallWidth, settings.MaxWallWidth)
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avgDim := averageImageDimension(width, height)
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if avgDim < 1 {
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avgDim = 1
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}
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minPx := (minPercent / 100.0) * avgDim
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maxPx := (maxPercent / 100.0) * avgDim
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if minPx < 1 {
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minPx = 1
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}
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if maxPx < 1 {
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maxPx = 1
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}
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return minPx, maxPx
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}
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func clampTurretSizePercent(v float64) float64 {
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if v < minTurretSizePercent {
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return minTurretSizePercent
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}
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if v > maxTurretSizePercent {
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return maxTurretSizePercent
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}
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return v
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}
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func snapTurretSizePercent(v float64) float64 {
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v = clampTurretSizePercent(v)
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steps := math.Round((v - minTurretSizePercent) / turretSizePercentStep)
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return clampTurretSizePercent(minTurretSizePercent + steps*turretSizePercentStep)
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}
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func getTurretSizePixels(settings *Settings, width, height int) float64 {
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sizePercent := snapTurretSizePercent(settings.TurretSize)
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avgDim := averageImageDimension(width, height)
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if avgDim < 1 {
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avgDim = 1
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}
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sizePx := (sizePercent / 100.0) * avgDim
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if sizePx < 1 {
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sizePx = 1
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}
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return sizePx
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}
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// GateInfo describes a single gate in a wall ring.
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type GateInfo struct {
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WallID int
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Center image.Point // midpoint of the gap
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Normal [2]float64 // outward normal (perpendicular to wall, pointing outward)
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LeftTurret image.Point // turret on the left side of the road
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RightTurret image.Point // turret on the right side of the road
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InnerEnd image.Point // road endpoint just inside the wall
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OuterEnd image.Point // road endpoint just outside the wall
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}
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type FortificationLayout struct {
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Mask *PixelMask
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WallIDByPixel []int
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Coverages []float64
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Gates []GateInfo
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}
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func GenerateFortifications(
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img *image.RGBA,
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width, height int,
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settings *Settings,
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waterMask *PixelMask,
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roadNodes []*PointOfInterest,
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seed int64,
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) (*FortificationLayout, [][]image.Point) {
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layout := &FortificationLayout{
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Mask: NewPixelMask(width, height),
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WallIDByPixel: make([]int, width*height),
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}
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if settings.NumWalls <= 0 || settings.CityCoverage <= 0 {
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return layout, nil
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}
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if waterMask == nil {
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waterMask = NewPixelMask(width, height)
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}
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if img == nil {
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img = image.NewRGBA(image.Rect(0, 0, width, height))
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}
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randSrc := rand.New(rand.NewSource(seed))
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minWidthPx, maxWidthPx := getWallWidthRangePixels(settings, width, height)
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wallColor := color.RGBA{R: 0, G: 0, B: 0, A: 255}
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walls := make([][]image.Point, 0, settings.NumWalls)
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outerCoverage := clamp(settings.CityCoverage, 1, 100)
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totalWalls := max(1, settings.NumWalls)
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prevCoverage := 101.0
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layout.Coverages = make([]float64, 0, totalWalls)
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for i := 0; i < totalWalls; i++ {
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baseCoverage := outerCoverage * float64(totalWalls-i) / float64(totalWalls)
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coverage := baseCoverage
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if i > 0 {
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coverage += randSrc.Float64()*10.0 - 5.0
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}
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coverage = clamp(coverage, 1, 100)
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if coverage >= prevCoverage {
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coverage = prevCoverage - 1
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if coverage < 1 {
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coverage = 1
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}
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}
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prevCoverage = coverage
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layout.Coverages = append(layout.Coverages, coverage)
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nodes := estimateWallNodeCount(coverage)
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wallPath := generateWallLoop(width, height, coverage, settings.WallCurvyness, nodes, randSrc, roadNodes)
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if len(wallPath) < 3 {
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continue
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}
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wallWidthPx := minWidthPx
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if maxWidthPx > minWidthPx {
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wallWidthPx = minWidthPx + randSrc.Float64()*(maxWidthPx-minWidthPx)
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}
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wallWidth := int(math.Round(wallWidthPx))
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if wallWidth < 1 {
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wallWidth = 1
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}
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pixels := drawWallLoopWithWaterGaps(img, wallPath, wallColor, wallWidth, layout.Mask, waterMask, layout.WallIDByPixel, i+1)
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if len(pixels) > 0 {
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walls = append(walls, pixels)
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}
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}
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computeGatesForLayout(img, layout, walls, settings, width, height, waterMask)
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return layout, walls
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}
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// computeGatesForLayout computes gate positions for all wall rings.
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// Gates are placed at regular intervals along each wall (GateSpacing % of circumference).
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// Each gate consists of: left turret, gap (3x road width), right turret.
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// The gap is cleared from the wall mask so roads can pass through.
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func computeGatesForLayout(
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img *image.RGBA,
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layout *FortificationLayout,
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walls [][]image.Point,
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settings *Settings,
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width, height int,
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waterMask *PixelMask,
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) {
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if layout == nil || settings.GateSpacing <= 0 || len(walls) == 0 {
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return
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}
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_, maxRoadPx := getRoadWidthRangePixels(settings, width, height)
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roadWidth := maxRoadPx
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if roadWidth < 1 {
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roadWidth = 1
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}
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gapHalf := roadWidth * 1.5 // gap is 3x road width total, so 1.5 each side
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sizePx := getTurretSizePixels(settings, width, height)
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turretRadius := int(math.Round(sizePx / 2.0))
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if turretRadius < 1 {
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turretRadius = 1
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}
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shape := settings.TurretShape
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if shape != "square" {
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shape = "circular"
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}
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gateColor := color.RGBA{R: 220, G: 25, B: 25, A: 255}
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bgColor := color.RGBA{R: 0, G: 0, B: 0, A: 0} // transparent to clear wall pixels
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for wallIdx, wallPixels := range walls {
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wallID := wallIdx + 1
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if len(wallPixels) == 0 {
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continue
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}
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// Collect boundary pixels for this wall, sorted by angle around centroid.
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centroid := averagePoint(wallPixels)
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type boundaryPt struct {
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p image.Point
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angle float64
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}
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bpts := make([]boundaryPt, 0, len(wallPixels))
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for _, p := range wallPixels {
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if !isBoundaryWallPixel(p.X, p.Y, layout.Mask) {
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continue
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}
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a := math.Atan2(float64(p.Y-centroid.Y), float64(p.X-centroid.X))
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bpts = append(bpts, boundaryPt{p, a})
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}
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if len(bpts) < 8 {
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continue
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}
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sort.Slice(bpts, func(i, j int) bool { return bpts[i].angle < bpts[j].angle })
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// Determine step between gates as fraction of boundary pixel count.
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spacing := clamp(settings.GateSpacing, 1, 100)
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step := int(math.Round((spacing / 100.0) * float64(len(bpts))))
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if step < 1 {
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step = 1
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}
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if step > len(bpts) {
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continue // spacing > 100%, no gate
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}
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for i := 0; i < len(bpts); i += step {
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gateCenter := bpts[i].p
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// Estimate wall tangent and normal at this point.
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tx, ty, ok := estimateWallTangent(gateCenter, layout.Mask)
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if !ok {
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continue
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}
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// Normal = perpendicular to tangent, pointing outward from centroid.
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nx, ny := -ty, tx
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cx := float64(gateCenter.X) - float64(centroid.X)
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cy := float64(gateCenter.Y) - float64(centroid.Y)
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if cx*nx+cy*ny < 0 {
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nx, ny = -nx, -ny
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}
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// Clear the gap in the wall mask (3x road width centered on gateCenter).
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gapInt := int(math.Ceil(gapHalf))
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for dy := -gapInt * 3; dy <= gapInt*3; dy++ {
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for dx := -gapInt * 3; dx <= gapInt*3; dx++ {
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// Only erase pixels that are close to the perpendicular axis (along wall normal).
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// Project (dx,dy) onto tangent — must be within gapHalf.
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tanProj := math.Abs(float64(dx)*tx + float64(dy)*ty)
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if tanProj > gapHalf {
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continue
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}
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xx := gateCenter.X + dx
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yy := gateCenter.Y + dy
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if !layout.Mask.InBounds(xx, yy) {
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continue
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}
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if waterMask != nil && waterMask.GetXY(xx, yy) {
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continue
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}
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if layout.WallIDByPixel[yy*width+xx] == wallID {
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layout.Mask.ClearXY(xx, yy)
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layout.WallIDByPixel[yy*width+xx] = 0
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if img != nil {
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img.Set(xx, yy, bgColor)
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}
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}
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}
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}
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// Place turrets on both sides of the gap.
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leftCenter := image.Point{
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X: int(math.Round(float64(gateCenter.X) + tx*gapHalf)),
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Y: int(math.Round(float64(gateCenter.Y) + ty*gapHalf)),
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}
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rightCenter := image.Point{
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X: int(math.Round(float64(gateCenter.X) - tx*gapHalf)),
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Y: int(math.Round(float64(gateCenter.Y) - ty*gapHalf)),
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}
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// Snap to wall center line.
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if lc, ok := snapPointToWallCenter(leftCenter, layout.Mask, turretRadius*6); ok {
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leftCenter = lc
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}
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if rc, ok := snapPointToWallCenter(rightCenter, layout.Mask, turretRadius*6); ok {
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rightCenter = rc
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}
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turretMaskTemp := NewPixelMask(width, height)
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drawTurret(img, turretMaskTemp, leftCenter, turretRadius, shape, gateColor)
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drawTurret(img, turretMaskTemp, rightCenter, turretRadius, shape, gateColor)
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// The road must pass through the midpoint between the two turrets.
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// After snapping, leftCenter and rightCenter may have drifted from gateCenter,
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// so rebase the road axis on their actual midpoint.
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turretMidX := float64(leftCenter.X+rightCenter.X) / 2.0
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turretMidY := float64(leftCenter.Y+rightCenter.Y) / 2.0
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// Compute inner/outer road endpoints just past the wall, projected from turret midpoint.
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reach := float64(turretRadius) + roadWidth + 2
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innerEnd := image.Point{
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X: int(math.Round(turretMidX - nx*reach)),
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Y: int(math.Round(turretMidY - ny*reach)),
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}
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outerEnd := image.Point{
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X: int(math.Round(turretMidX + nx*reach)),
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Y: int(math.Round(turretMidY + ny*reach)),
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}
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// Clamp to image bounds.
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clampPt := func(p image.Point) image.Point {
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if p.X < 0 {
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p.X = 0
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}
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if p.X >= width {
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p.X = width - 1
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}
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if p.Y < 0 {
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p.Y = 0
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}
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if p.Y >= height {
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p.Y = height - 1
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}
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return p
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}
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innerEnd = clampPt(innerEnd)
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outerEnd = clampPt(outerEnd)
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// Validate: innerEnd should be closer to centroid than outerEnd.
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// If not, the normal is pointing the wrong way — flip inner/outer.
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innerDistToCentroid := math.Hypot(float64(innerEnd.X-centroid.X), float64(innerEnd.Y-centroid.Y))
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outerDistToCentroid := math.Hypot(float64(outerEnd.X-centroid.X), float64(outerEnd.Y-centroid.Y))
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if innerDistToCentroid > outerDistToCentroid {
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innerEnd, outerEnd = outerEnd, innerEnd
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}
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// Reject gate if both ends landed on the same side of the wall
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// (i.e. both are inside or outside — the road would double back).
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// Check: innerEnd must not be in wall, outerEnd must not be in wall,
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// and they must be on opposite sides (one closer to centroid, one farther).
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// A strong sign of a doubling-back gate: inner and outer are very close together
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// relative to the wall thickness, or the road segment crosses no wall pixels.
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innerInWall := layout.Mask.GetXY(innerEnd.X, innerEnd.Y)
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outerInWall := layout.Mask.GetXY(outerEnd.X, outerEnd.Y)
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if innerInWall || outerInWall {
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// At least one end is still inside the wall — not a clean crossing.
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// Extend reach until both are clear.
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for extraReach := reach + 1; extraReach <= reach+float64(turretRadius)*4+roadWidth*4; extraReach += 1 {
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candidateInner := clampPt(image.Point{
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X: int(math.Round(float64(gateCenter.X) - nx*extraReach)),
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Y: int(math.Round(float64(gateCenter.Y) - ny*extraReach)),
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})
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candidateOuter := clampPt(image.Point{
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X: int(math.Round(float64(gateCenter.X) + nx*extraReach)),
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Y: int(math.Round(float64(gateCenter.Y) + ny*extraReach)),
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})
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if !layout.Mask.GetXY(candidateInner.X, candidateInner.Y) &&
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!layout.Mask.GetXY(candidateOuter.X, candidateOuter.Y) {
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innerEnd = candidateInner
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outerEnd = candidateOuter
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// Re-check orientation.
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id := math.Hypot(float64(innerEnd.X-centroid.X), float64(innerEnd.Y-centroid.Y))
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od := math.Hypot(float64(outerEnd.X-centroid.X), float64(outerEnd.Y-centroid.Y))
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if id > od {
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innerEnd, outerEnd = outerEnd, innerEnd
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}
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break
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}
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}
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}
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// Final rejection: if the straight line from innerEnd to outerEnd doesn't
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// cross any wall pixels, this gate will produce a doubling-back road.
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// Count wall pixels along the path.
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gateLine := bresenhamPoints(innerEnd, outerEnd)
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wallCrossings := 0
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for _, gp := range gateLine {
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if layout.Mask.GetXY(gp.X, gp.Y) {
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wallCrossings++
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}
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}
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if wallCrossings == 0 {
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// The road wouldn't cross the wall at all — skip this gate.
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continue
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}
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layout.Gates = append(layout.Gates, GateInfo{
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WallID: wallID,
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Center: gateCenter,
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Normal: [2]float64{nx, ny},
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LeftTurret: leftCenter,
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RightTurret: rightCenter,
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InnerEnd: innerEnd,
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OuterEnd: outerEnd,
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})
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}
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}
|
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}
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|
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func estimateWallNodeCount(coverage float64) int {
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n := int(math.Round(20 + coverage*0.7))
|
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if n < 20 {
|
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n = 20
|
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}
|
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if n > 96 {
|
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n = 96
|
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}
|
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return n
|
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}
|
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|
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func generateWallLoop(width, height int, coverage, curvyness float64, nodes int, randSrc *rand.Rand, roadNodes []*PointOfInterest) []image.Point {
|
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if width <= 0 || height <= 0 || nodes < 3 {
|
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return nil
|
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}
|
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|
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centerX, centerY, baseRadiusX, baseRadiusY := wallEllipseFromRoadNodes(width, height, coverage, roadNodes)
|
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curveScale := clamp(curvyness, 0, 100) / 100.0
|
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warpAmp := 0.20 * curveScale
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phaseA := randSrc.Float64() * 2 * math.Pi
|
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phaseB := randSrc.Float64() * 2 * math.Pi
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|
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out := make([]image.Point, 0, nodes+1)
|
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for i := 0; i < nodes; i++ {
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t := (2 * math.Pi * float64(i)) / float64(nodes)
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warp := 1.0 + warpAmp*(0.6*math.Sin(3*t+phaseA)+0.4*math.Sin(5*t+phaseB))
|
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if warp < 0.7 {
|
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warp = 0.7
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}
|
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rx := baseRadiusX * warp
|
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ry := baseRadiusY * warp
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x := int(math.Round(centerX + rx*math.Cos(t)))
|
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y := int(math.Round(centerY + ry*math.Sin(t)))
|
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if x < 0 {
|
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x = 0
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}
|
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if x >= width {
|
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x = width - 1
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}
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if y < 0 {
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y = 0
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}
|
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if y >= height {
|
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y = height - 1
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}
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out = append(out, image.Point{X: x, Y: y})
|
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}
|
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if len(out) > 0 {
|
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out = append(out, out[0])
|
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}
|
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return out
|
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}
|
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|
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func wallEllipseFromRoadNodes(width, height int, coverage float64, roadNodes []*PointOfInterest) (centerX, centerY, radiusX, radiusY float64) {
|
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centerX = float64(width-1) * 0.5
|
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centerY = float64(height-1) * 0.5
|
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coverageRadius := math.Sqrt(clamp(coverage, 1, 100) / 100.0)
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radiusX = centerX * coverageRadius
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radiusY = centerY * coverageRadius
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|
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if len(roadNodes) == 0 {
|
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return centerX, centerY, radiusX, radiusY
|
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}
|
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|
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sumX, sumY := 0.0, 0.0
|
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for _, n := range roadNodes {
|
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sumX += float64(n.X)
|
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sumY += float64(n.Y)
|
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}
|
|
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
|
|
}
|
|
|
|
// bresenhamPoints returns all pixels on a line from a to b using Bresenham's algorithm.
|
|
func bresenhamPoints(a, b image.Point) []image.Point {
|
|
pts := make([]image.Point, 0, max(abs(b.X-a.X), abs(b.Y-a.Y))+1)
|
|
x0, y0, x1, y1 := a.X, a.Y, b.X, b.Y
|
|
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 {
|
|
pts = append(pts, image.Point{X: x0, Y: y0})
|
|
if x0 == x1 && y0 == y1 {
|
|
break
|
|
}
|
|
e2 := 2 * err
|
|
if e2 > -dy {
|
|
err -= dy
|
|
x0 += sx
|
|
}
|
|
if e2 < dx {
|
|
err += dx
|
|
y0 += sy
|
|
}
|
|
}
|
|
return pts
|
|
}
|
|
|
|
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 drawWallMask(img *image.RGBA, wallMask *PixelMask) {
|
|
if img == nil || wallMask == nil {
|
|
return
|
|
}
|
|
black := color.RGBA{R: 0, G: 0, B: 0, A: 255}
|
|
for y := 0; y < wallMask.Height; y++ {
|
|
row := y * wallMask.Width
|
|
for x := 0; x < wallMask.Width; x++ {
|
|
if wallMask.Data[row+x] != 0 {
|
|
img.Set(x, y, black)
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
func GenerateTurrets(
|
|
img *image.RGBA,
|
|
width, height int,
|
|
settings *Settings,
|
|
layout *FortificationLayout,
|
|
waterMask, roadMask *PixelMask,
|
|
roads []*Road,
|
|
) *PixelMask {
|
|
mask := NewPixelMask(width, height)
|
|
if !settings.ShowTurrets || layout == nil || layout.Mask == nil || len(layout.WallIDByPixel) != width*height {
|
|
return mask
|
|
}
|
|
if img == nil {
|
|
img = image.NewRGBA(image.Rect(0, 0, width, height))
|
|
}
|
|
if waterMask == nil {
|
|
waterMask = NewPixelMask(width, height)
|
|
}
|
|
if roadMask == nil {
|
|
roadMask = NewPixelMask(width, height)
|
|
}
|
|
|
|
sizePx := getTurretSizePixels(settings, width, height)
|
|
radius := int(math.Round(sizePx / 2.0))
|
|
if radius < 1 {
|
|
radius = 1
|
|
}
|
|
shape := settings.TurretShape
|
|
if shape != "square" {
|
|
shape = "circular"
|
|
}
|
|
colorRed := color.RGBA{R: 220, G: 25, B: 25, A: 255}
|
|
|
|
wallPoints := make(map[int][]image.Point)
|
|
waterMeetPoints := make(map[int][]image.Point)
|
|
for y := 0; y < height; y++ {
|
|
row := y * width
|
|
for x := 0; x < width; x++ {
|
|
wid := layout.WallIDByPixel[row+x]
|
|
if wid <= 0 {
|
|
continue
|
|
}
|
|
if !isBoundaryWallPixel(x, y, layout.Mask) {
|
|
continue
|
|
}
|
|
p := image.Point{X: x, Y: y}
|
|
wallPoints[wid] = append(wallPoints[wid], p)
|
|
if touchesWater(x, y, waterMask) {
|
|
waterMeetPoints[wid] = append(waterMeetPoints[wid], p)
|
|
}
|
|
}
|
|
}
|
|
|
|
occupied := make(map[int]bool)
|
|
addTurret := func(center image.Point) {
|
|
snapped, ok := snapPointToWallCenter(center, layout.Mask, max(3, radius*4))
|
|
if !ok {
|
|
return
|
|
}
|
|
if nearbyTurretExists(mask, snapped, max(2, radius)) {
|
|
return
|
|
}
|
|
key := snapped.Y*width + snapped.X
|
|
if occupied[key] {
|
|
return
|
|
}
|
|
occupied[key] = true
|
|
drawTurret(img, mask, snapped, radius, shape, colorRed)
|
|
}
|
|
|
|
// Base spacing turrets along each wall ring.
|
|
for wid, pts := range wallPoints {
|
|
if len(pts) == 0 {
|
|
continue
|
|
}
|
|
centroid := averagePoint(pts)
|
|
sort.Slice(pts, func(i, j int) bool {
|
|
ai := math.Atan2(float64(pts[i].Y-centroid.Y), float64(pts[i].X-centroid.X))
|
|
aj := math.Atan2(float64(pts[j].Y-centroid.Y), float64(pts[j].X-centroid.X))
|
|
return ai < aj
|
|
})
|
|
// Spacing is "distance along wall as % of wall circumference", independent of turret size.
|
|
spacingPct := clamp(settings.TurretSpacing, 0, 100)
|
|
step := int(math.Round((spacingPct / 100.0) * float64(len(pts))))
|
|
if step < 1 {
|
|
step = 1
|
|
}
|
|
if step > len(pts) {
|
|
step = len(pts)
|
|
}
|
|
for i := 0; i < len(pts); i += step {
|
|
addTurret(pts[i])
|
|
}
|
|
|
|
// Always place turrets where wall meets water.
|
|
for _, p := range waterMeetPoints[wid] {
|
|
addTurret(p)
|
|
}
|
|
}
|
|
|
|
// Gate turrets: one on each side of each road crossing, spacing = 3x road width.
|
|
for _, r := range roads {
|
|
if r == nil || len(r.Points) < 2 {
|
|
continue
|
|
}
|
|
gates := roadGateCentersForRoad(r, layout)
|
|
if len(gates) == 0 {
|
|
continue
|
|
}
|
|
for _, g := range gates {
|
|
tx, ty, ok := estimateWallTangent(g, layout.Mask)
|
|
if !ok {
|
|
continue
|
|
}
|
|
offset := 1.5 * float64(max(1, r.Width))
|
|
left := image.Point{
|
|
X: int(math.Round(float64(g.X) + tx*offset)),
|
|
Y: int(math.Round(float64(g.Y) + ty*offset)),
|
|
}
|
|
right := image.Point{
|
|
X: int(math.Round(float64(g.X) - tx*offset)),
|
|
Y: int(math.Round(float64(g.Y) - ty*offset)),
|
|
}
|
|
addTurret(left)
|
|
addTurret(right)
|
|
}
|
|
}
|
|
|
|
// Always redraw gate turrets from layout.Gates last so they appear on top of roads.
|
|
// (Gate turrets were first drawn during fortification generation but roads paint over them.)
|
|
if len(layout.Gates) > 0 {
|
|
for _, gate := range layout.Gates {
|
|
drawTurret(img, mask, gate.LeftTurret, radius, shape, colorRed)
|
|
drawTurret(img, mask, gate.RightTurret, radius, shape, colorRed)
|
|
}
|
|
}
|
|
|
|
return mask
|
|
}
|
|
|
|
func isBoundaryWallPixel(x, y int, wallMask *PixelMask) bool {
|
|
if wallMask == nil || !wallMask.GetXY(x, y) {
|
|
return false
|
|
}
|
|
for dy := -1; dy <= 1; dy++ {
|
|
for dx := -1; dx <= 1; dx++ {
|
|
if dx == 0 && dy == 0 {
|
|
continue
|
|
}
|
|
nx, ny := x+dx, y+dy
|
|
if !wallMask.InBounds(nx, ny) || !wallMask.GetXY(nx, ny) {
|
|
return true
|
|
}
|
|
}
|
|
}
|
|
return false
|
|
}
|
|
|
|
func touchesWater(x, y int, waterMask *PixelMask) bool {
|
|
if waterMask == nil {
|
|
return false
|
|
}
|
|
for dy := -1; dy <= 1; dy++ {
|
|
for dx := -1; dx <= 1; dx++ {
|
|
nx, ny := x+dx, y+dy
|
|
if waterMask.GetXY(nx, ny) {
|
|
return true
|
|
}
|
|
}
|
|
}
|
|
return false
|
|
}
|
|
|
|
func drawTurret(img *image.RGBA, mask *PixelMask, center image.Point, radius int, shape string, col color.RGBA) {
|
|
for dy := -radius; dy <= radius; dy++ {
|
|
for dx := -radius; dx <= radius; dx++ {
|
|
if shape == "circular" && dx*dx+dy*dy > radius*radius {
|
|
continue
|
|
}
|
|
x, y := center.X+dx, center.Y+dy
|
|
if !mask.InBounds(x, y) {
|
|
continue
|
|
}
|
|
mask.SetXY(x, y)
|
|
img.Set(x, y, col)
|
|
}
|
|
}
|
|
}
|
|
|
|
func nearbyTurretExists(mask *PixelMask, center image.Point, radius int) bool {
|
|
if mask == nil {
|
|
return false
|
|
}
|
|
for dy := -radius; dy <= radius; dy++ {
|
|
for dx := -radius; dx <= radius; dx++ {
|
|
if dx*dx+dy*dy > radius*radius {
|
|
continue
|
|
}
|
|
if mask.GetXY(center.X+dx, center.Y+dy) {
|
|
return true
|
|
}
|
|
}
|
|
}
|
|
return false
|
|
}
|
|
|
|
// snapPointToWallCenter finds the medial center of the wall at the given hint point.
|
|
// It finds the nearest boundary pixel, then walks inward (toward the wall interior)
|
|
// to find the midpoint between the two opposite boundary edges — the wall's center line.
|
|
// Falls back to snapPointToWall if the wall is too thin to measure.
|
|
func snapPointToWallCenter(hint image.Point, wallMask *PixelMask, maxRadius int) (image.Point, bool) {
|
|
if wallMask == nil {
|
|
return image.Point{}, false
|
|
}
|
|
|
|
// First, snap hint to a wall pixel at all.
|
|
start, ok := snapPointToWall(hint, wallMask, maxRadius)
|
|
if !ok {
|
|
return image.Point{}, false
|
|
}
|
|
|
|
// Walk in 8 directions from start to find the two farthest boundary pixels;
|
|
// their midpoint is the wall center.
|
|
type ray struct{ dx, dy float64 }
|
|
rays := []ray{
|
|
{1, 0}, {-1, 0}, {0, 1}, {0, -1},
|
|
{1, 1}, {-1, 1}, {1, -1}, {-1, -1},
|
|
}
|
|
|
|
// For each direction, walk until we exit the wall, record the last wall pixel.
|
|
wallEdges := make([]image.Point, 0, 8)
|
|
for _, r := range rays {
|
|
prev := start
|
|
for s := 1; s <= maxRadius*2; s++ {
|
|
nx := int(math.Round(float64(start.X) + r.dx*float64(s)))
|
|
ny := int(math.Round(float64(start.Y) + r.dy*float64(s)))
|
|
if !wallMask.InBounds(nx, ny) {
|
|
break
|
|
}
|
|
if !wallMask.GetXY(nx, ny) {
|
|
// prev was last wall pixel in this direction
|
|
wallEdges = append(wallEdges, prev)
|
|
break
|
|
}
|
|
prev = image.Point{X: nx, Y: ny}
|
|
}
|
|
}
|
|
|
|
if len(wallEdges) < 2 {
|
|
return start, true // wall too thin, just use the snapped point
|
|
}
|
|
|
|
// Average all edge points — this approximates the medial center well enough.
|
|
sx, sy := 0, 0
|
|
for _, e := range wallEdges {
|
|
sx += e.X
|
|
sy += e.Y
|
|
}
|
|
cx := sx / len(wallEdges)
|
|
cy := sy / len(wallEdges)
|
|
center := image.Point{X: cx, Y: cy}
|
|
|
|
// Make sure the result is actually inside the wall mask.
|
|
if wallMask.GetXY(cx, cy) {
|
|
return center, true
|
|
}
|
|
// Snap it back if it drifted outside (can happen on very thin walls).
|
|
return snapPointToWall(center, wallMask, max(3, maxRadius/2))
|
|
}
|
|
|
|
func snapPointToWall(center image.Point, wallMask *PixelMask, maxRadius int) (image.Point, bool) {
|
|
if wallMask == nil {
|
|
return image.Point{}, false
|
|
}
|
|
if wallMask.GetXY(center.X, center.Y) {
|
|
return center, true
|
|
}
|
|
if maxRadius < 1 {
|
|
maxRadius = 1
|
|
}
|
|
best := image.Point{}
|
|
bestD2 := math.MaxInt
|
|
found := false
|
|
for r := 1; r <= maxRadius; r++ {
|
|
minX := center.X - r
|
|
maxX := center.X + r
|
|
minY := center.Y - r
|
|
maxY := center.Y + r
|
|
for y := minY; y <= maxY; y++ {
|
|
for x := minX; x <= maxX; x++ {
|
|
if x != minX && x != maxX && y != minY && y != maxY {
|
|
continue
|
|
}
|
|
if !wallMask.GetXY(x, y) {
|
|
continue
|
|
}
|
|
dx := x - center.X
|
|
dy := y - center.Y
|
|
d2 := dx*dx + dy*dy
|
|
if d2 < bestD2 {
|
|
bestD2 = d2
|
|
best = image.Point{X: x, Y: y}
|
|
found = true
|
|
}
|
|
}
|
|
}
|
|
if found {
|
|
return best, true
|
|
}
|
|
}
|
|
return image.Point{}, false
|
|
}
|
|
|
|
func roadGateCentersForRoad(r *Road, layout *FortificationLayout) []image.Point {
|
|
out := make([]image.Point, 0, 2)
|
|
if r == nil || layout == nil || layout.Mask == nil || len(r.Points) < 2 {
|
|
return out
|
|
}
|
|
prevID := 0
|
|
if layout.Mask.InBounds(r.Points[0].Point.X, r.Points[0].Point.Y) {
|
|
prevID = layout.WallIDByPixel[r.Points[0].Point.Y*layout.Mask.Width+r.Points[0].Point.X]
|
|
}
|
|
for i := 1; i < len(r.Points); i++ {
|
|
p := r.Points[i].Point
|
|
currID := 0
|
|
if layout.Mask.InBounds(p.X, p.Y) {
|
|
currID = layout.WallIDByPixel[p.Y*layout.Mask.Width+p.X]
|
|
}
|
|
if (prevID == 0 && currID > 0) || (prevID > 0 && currID == 0) {
|
|
out = append(out, p)
|
|
}
|
|
prevID = currID
|
|
}
|
|
return out
|
|
}
|