Files
RPG_City_Maker_Reborn/terrain.go
T
2026-01-27 12:00:19 -06:00

205 lines
5.6 KiB
Go

package main
import (
"container/heap"
"image"
"image/color"
"image/draw"
"math"
"math/rand"
"time"
"github.com/aquilax/go-perlin"
)
// lakePixel represents a potential pixel to be added to a lake during growth
type lakePixel struct {
point image.Point
score float64
index int // required for heap.Interface
}
type priorityQueue []*lakePixel
func (pq priorityQueue) Len() int { return len(pq) }
func (pq priorityQueue) Less(i, j int) bool { return pq[i].score > pq[j].score } // Max-heap
func (pq priorityQueue) Swap(i, j int) {
pq[i], pq[j] = pq[j], pq[i]
pq[i].index = i
pq[j].index = j
}
func (pq *priorityQueue) Push(x interface{}) {
n := len(*pq)
item := x.(*lakePixel)
item.index = n
*pq = append(*pq, item)
}
func (pq *priorityQueue) Pop() interface{} {
old := *pq
n := len(old)
item := old[n-1]
old[n-1] = nil
item.index = -1
*pq = old[0 : n-1]
return item
}
// GenerateLakes creates a specific number of lakes by dividing the image into chunks and placing one lake per chunk.
func GenerateLakes(width, height, numLakes int, lakeSizeLower, lakeSizeUpper float64, heightmap image.Image) (image.Image, []image.Point) {
canvas := image.NewRGBA(image.Rect(0, 0, width, height))
draw.Draw(canvas, canvas.Bounds(), image.NewUniform(color.White), image.Point{}, draw.Src)
if numLakes <= 0 || lakeSizeLower <= 0 {
return canvas, nil
}
var allLakePixels []image.Point
randSrc := rand.New(rand.NewSource(time.Now().UnixNano()))
// 1. Divide the image into a grid
gridDim := int(math.Ceil(math.Sqrt(float64(numLakes))))
if gridDim == 0 {
return canvas, nil
}
chunkWidth := width / gridDim
chunkHeight := height / gridDim
if chunkWidth == 0 || chunkHeight == 0 {
return canvas, nil
}
// 2. Create a list of chunk indices and shuffle them to randomize lake placement
chunkIndices := make([]int, gridDim*gridDim)
for i := range chunkIndices {
chunkIndices[i] = i
}
randSrc.Shuffle(len(chunkIndices), func(i, j int) {
chunkIndices[i], chunkIndices[j] = chunkIndices[j], chunkIndices[i]
})
totalArea := float64(width * height)
p := perlin.NewPerlin(2.0, 2.0, 1, randSrc.Int63())
// 3. Generate a lake in a subset of the chunks
for i := 0; i < numLakes; i++ {
if i >= len(chunkIndices) {
break
}
// Each lake gets a random size within the defined range
lakeSize := lakeSizeLower
if lakeSizeUpper > lakeSizeLower {
lakeSize = lakeSizeLower + randSrc.Float64()*(lakeSizeUpper-lakeSizeLower)
}
targetPixelsPerLake := int(math.Round(totalArea*(lakeSize/100.0))) / 2
if targetPixelsPerLake <= 0 {
targetPixelsPerLake = 1
}
chunkIndex := chunkIndices[i]
chunkGridX := chunkIndex % gridDim
chunkGridY := chunkIndex / gridDim
chunkRect := image.Rect(
chunkGridX*chunkWidth,
chunkGridY*chunkHeight,
(chunkGridX+1)*chunkWidth,
(chunkGridY+1)*chunkHeight,
)
// Use the growth algorithm within the chunk
pq := &priorityQueue{}
heap.Init(pq)
visited := make(map[image.Point]bool)
// Start near the center of the chunk
startPt := image.Point{
X: chunkRect.Min.X + chunkWidth/2,
Y: chunkRect.Min.Y + chunkHeight/2,
}
// just in case the center is out of bounds
if !startPt.In(chunkRect) {
continue
}
seedX := randSrc.Float64() * 10000.0
seedY := randSrc.Float64() * 10000.0
radius := math.Sqrt(float64(targetPixelsPerLake) / math.Pi)
noiseFreq := 0.01 + (0.2 / (radius + 1.0))
getScore := func(pt image.Point) float64 {
dx, dy := pt.X-startPt.X, pt.Y-startPt.Y
dist := math.Sqrt(float64(dx*dx + dy*dy))
noise := p.Noise2D(seedX+float64(dx)*noiseFreq, seedY+float64(dy)*noiseFreq)
distPenalty := math.Pow(dist/radius, 3.0)
luma, _, _, _ := heightmap.At(pt.X, pt.Y).RGBA()
heightmapVal := float64(luma) / 65535.0
heightmapEffect := (0.5 - heightmapVal) * 1.5
return noise - distPenalty + heightmapEffect
}
heap.Push(pq, &lakePixel{point: startPt, score: getScore(startPt)})
visited[startPt] = true
lakeCount := 0
for pq.Len() > 0 && lakeCount < targetPixelsPerLake {
current := heap.Pop(pq).(*lakePixel)
// The pixel is valid, claim it.
canvas.Set(current.point.X, current.point.Y, color.RGBA{R: 0, G: 0, B: 255, A: 255})
allLakePixels = append(allLakePixels, current.point)
lakeCount++
// Add neighbors, constrained to the chunk rectangle
for dy := -1; dy <= 1; dy++ {
for dx := -1; dx <= 1; dx++ {
if dx == 0 && dy == 0 {
continue
}
neighbor := image.Point{X: current.point.X + dx, Y: current.point.Y + dy}
if !neighbor.In(chunkRect) || visited[neighbor] {
continue
}
visited[neighbor] = true
heap.Push(pq, &lakePixel{
point: neighbor,
score: getScore(neighbor),
})
}
}
}
}
return canvas, allLakePixels
}
// DarkenLakeAreas applies a visual darkening effect to the heightmap where lakes exist.
func DarkenLakeAreas(heightmap image.Image, lakePixels []image.Point) image.Image {
bounds := heightmap.Bounds()
composite := image.NewRGBA(bounds)
draw.Draw(composite, bounds, heightmap, image.Point{}, draw.Src)
// Create a map for quick lookup of lake pixels
isLake := make(map[image.Point]bool)
for _, p := range lakePixels {
isLake[p] = true
}
for y := bounds.Min.Y; y < bounds.Max.Y; y++ {
for x := bounds.Min.X; x < bounds.Max.X; x++ {
if !isLake[image.Point{X: x, Y: y}] {
c := composite.At(x, y)
r, g, b, a := c.RGBA()
// Darken by 15%
r = uint32(float64(r) * 0.85)
g = uint32(float64(g) * 0.85)
b = uint32(float64(b) * 0.85)
composite.Set(x, y, color.RGBA64{R: uint16(r), G: uint16(g), B: uint16(b), A: uint16(a)})
}
}
}
return composite
}