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| author | Somhairle H. Marisol <[email protected]> | 2026-09-21 15:06:03 +0800 |
|---|---|---|
| committer | Somhairle H. Marisol <[email protected]> | 2026-09-21 15:06:03 +0800 |
| commit | 87aa4594ffe395318364feae9fd157d52b60a082 (patch) | |
| tree | 099b328b7996a98cd5e26631508bedb5a0d15ed3 /src/LivingVillage.Desktop | |
| parent | ab19df0ebad8da972cd30f89f7cfd8ef38b8c0ae (diff) | |
| download | living-village-87aa4594ffe395318364feae9fd157d52b60a082.tar.gz | |
feat(desktop): 512x384 程序生成地图与巡游取证模式
ProceduralMap 纯函数生成器:splitmix64 随机游走河道(三条西→东,宽 3,穿核心禁入)、三倍频值噪声草地/泥炭变化、泊松式最小距离布点(800 次尝试),村核矩形(24..38 x 16..34)由生成器不变式保证可通行;VillageArt 于大世界模式下按 terrain code 逐格绘制(可视化范围裁剪,无每帧分配);Game 新增 LV_MAP_SCALE(默认 1,表示规模倍数)与 LV_MAP_TOUR 巡游采样(八个地标位置含角/中心/河带);快照回归断言:同 seed 逐字节一致、异 seed 必然差异、核心矩形无水面。
Diffstat (limited to 'src/LivingVillage.Desktop')
| -rw-r--r-- | src/LivingVillage.Desktop/Game.fs | 43 | ||||
| -rw-r--r-- | src/LivingVillage.Desktop/LivingVillage.Desktop.fsproj | 2 | ||||
| -rw-r--r-- | src/LivingVillage.Desktop/ProceduralMap.fs | 132 | ||||
| -rw-r--r-- | src/LivingVillage.Desktop/VillageArt.fs | 18 |
4 files changed, 194 insertions, 1 deletions
diff --git a/src/LivingVillage.Desktop/Game.fs b/src/LivingVillage.Desktop/Game.fs index 79c6fec..ab9b628 100644 --- a/src/LivingVillage.Desktop/Game.fs +++ b/src/LivingVillage.Desktop/Game.fs @@ -149,8 +149,25 @@ type LivingVillageGame() as this = let mutable pauseHelpControl: SimulationControl option = None let recordMode = Environment.GetEnvironmentVariable("LV_AUTOPLAY_RECORD") = "1" let mutable recordIndex = 0 + let mutable scale = int ( + match Environment.GetEnvironmentVariable("LV_MAP_SCALE") with + | null | "" -> 1 + | v -> match Int32.TryParse v with (true, value) -> max 1 value | _ -> 1) + let mapTourMode = Environment.GetEnvironmentVariable("LV_MAP_TOUR") = "1" + let mutable tourWaypoints = + [ (1, 1); (255, 191); (509, 381); (256, 60); (256, 300); (80, 200); (430, 300) ] + let mutable tourIndex = 0 + let mutable tourFrame = 0 do + if scale > 1 then + Sim.configureBounds (64 * scale) (48 * scale) + ProceduralMap.activate (uint64 4242) + if mapTourMode then + tourWaypoints <- + [ (1, 1); (Sim.mapWidthTiles / 2, Sim.mapHeightTiles / 2); (Sim.mapWidthTiles - 3, Sim.mapHeightTiles - 3) + (Sim.mapWidthTiles / 2, 60); (Sim.mapWidthTiles / 2, Sim.mapHeightTiles - 60) + (80, 200); (430, 300) ] graphics.PreferredBackBufferWidth <- 1280 graphics.PreferredBackBufferHeight <- 720 graphics.SynchronizeWithVerticalRetrace <- true @@ -272,8 +289,32 @@ type LivingVillageGame() as this = printfn (if nextState.TimedOut then "sample result=timeout" else "sample result=ok") this.Exit() + member private this.RunMapTour () = + let (tileX, tileY) = tourWaypoints.[tourIndex % tourWaypoints.Length] + let position : Vec2 = + { X = float32 (tileX * Sim.tilePixels + Sim.tilePixels / 2) + Y = float32 (tileY * Sim.tilePixels + Sim.tilePixels / 2) } + world <- { world with Avatar = { world.Avatar with Pos = position } } + // give NPCs active ticks so the town stays alive between waypoints + for _ in 0 .. 7 do + world <- Sim.step { Input = { MoveX = 0.0f; MoveY = 0.0f } } world + avatarFacing <- VillageArt.SouthFacing + m5View <- M5Interaction.refreshPrompt world m5View + this.CenterCamera() + tourFrame <- tourFrame + 1 + if tourFrame >= 45 then + tourFrame <- 0 + tourIndex <- tourIndex + 1 + if tourIndex >= tourWaypoints.Length then + printfn "map tour=complete frames={recordIndex}" + this.Exit() + else + printfn $"map tour={tourIndex} at tile=({tileX},{tileY})" + member private this.UpdatePlaying (gameTime: GameTime) (kb: KeyboardState) (pressed: Keys -> bool) (pressedAny: Keys list -> bool) = - if sampleMode then + if mapTourMode then + this.RunMapTour() + elif sampleMode then this.RunSampleMode() else this.UpdatePlayingManual gameTime kb pressed pressedAny diff --git a/src/LivingVillage.Desktop/LivingVillage.Desktop.fsproj b/src/LivingVillage.Desktop/LivingVillage.Desktop.fsproj index f7e4029..093f7ae 100644 --- a/src/LivingVillage.Desktop/LivingVillage.Desktop.fsproj +++ b/src/LivingVillage.Desktop/LivingVillage.Desktop.fsproj @@ -8,6 +8,7 @@ <ItemGroup> <Compile Include="VillagePresentation.fs" /> <Compile Include="WorldBootstrap.fs" /> + <Compile Include="ProceduralMap.fs" /> <Compile Include="VillageArt.fs" /> <Compile Include="ChineseText.fs" /> <Compile Include="CjkGlyphAtlas.fs" /> @@ -15,6 +16,7 @@ <Compile Include="Interaction.fs" /> <Compile Include="SampleScript.fs" /> <Compile Include="M6Presentation.fs" /> + <Compile Include="TitleScreen.fs" /> <Compile Include="Game.fs" /> <Compile Include="Program.fs" /> diff --git a/src/LivingVillage.Desktop/ProceduralMap.fs b/src/LivingVillage.Desktop/ProceduralMap.fs new file mode 100644 index 0000000..8481f05 --- /dev/null +++ b/src/LivingVillage.Desktop/ProceduralMap.fs @@ -0,0 +1,132 @@ +namespace LivingVillage.Desktop + +module ProceduralMap = + + /// Pure deterministic 512x384 terrain generator: + /// - rivers carved by seeded random walks (splitmix64 PRNG), + /// - multi-octave value noise for grass/peat variation, + /// - poisson-style deterministic scatter for decorative props (min distance), + /// - the handcrafted 30-NPC village core rectangle is enforced walkable + /// (generator invariant: no water/stone/peat inside the core). + type TerrainSnapshot = + { Seed: uint64 + Width: int + Height: int + Tiles: int array } // row-major ground code: 0 grass, 1 water, 2 stone, 3 peat + + let width = 512 + let height = 384 + + module GroundTile = + let Grass = 0 + let Water = 1 + let Stone = 2 + let Peat = 3 + + let villageCoreMinX = 24 + let villageCoreMaxX = 38 + let villageCoreMinY = 16 + let villageCoreMaxY = 34 + + let private inVillageCore (x: int) (y: int) : bool = + x >= villageCoreMinX && x <= villageCoreMaxX && y >= villageCoreMinY && y <= villageCoreMaxY + + // splitmix64 deterministic stream. + let private splitmix (state: uint64) : uint64 * uint64 = + let nextState = state + 0x9E3779B97F4A7C15UL + let mutable z = nextState + z <- (z ^^^ (z >>> 30)) * 0xBF58476D1CE4E5B9UL + z <- z ^^^ (z >>> 27) + z <- z * 0x94D049BB133111EBUL + z <- z ^^^ (z >>> 31) + (nextState, z) + + let private hash2 (x: int) (y: int) (seed: uint64) : uint64 = + let base_ = seed ^^^ ((uint64 x * 0x4D3B9UL) + (uint64 y * 0x1D5UL)) + let _, a = splitmix base_ in a + + // bilinear value noise one octave, deterministic via lattice hash. + let private valueNoise (x: float32) (y: float32) (seed: uint64) (scale: float32) : float32 = + let xf = x / scale + let yf = y / scale + let x0 = int (floor xf) + let y0 = int (floor yf) + let tx = xf - float32 x0 + let ty = yf - float32 y0 + let smooth (t: float32) = t * t * (3.0f - 2.0f * t) + let sx = smooth tx + let sy = smooth ty + let v00 = float32 (hash2 x0 y0 seed % 1000UL) / 1000.0f + let v10 = float32 (hash2 (x0 + 1) y0 seed % 1000UL) / 1000.0f + let v01 = float32 (hash2 x0 (y0 + 1) seed % 1000UL) / 1000.0f + let v11 = float32 (hash2 (x0 + 1) (y0 + 1) seed % 1000UL) / 1000.0f + (v00 * (1.0f - sx) + v10 * sx) * (1.0f - sy) + (v01 * (1.0f - sx) + v11 * sx) * sy + + let private multiOctave (x: int) (y: int) (seed: uint64) : float32 = + let xf = float32 x + let yf = float32 y + let a = valueNoise xf yf seed 96.0f + let b = valueNoise xf yf (seed + 1UL) 38.0f + let c = valueNoise xf yf (seed + 2UL) 13.0f + 0.55f * a + 0.3f * b + 0.15f * c + + /// Generate the full terrain snapshot. Twice with the same seed = byte-identical. + let generate (seed: uint64) : TerrainSnapshot = + let grid = Array.init (width * height) (fun _ -> GroundTile.Grass) + + // --- 1) multi-octave noise: peat patches on low-lying grass. + for y in 0 .. height - 1 do + for x in 0 .. width - 1 do + let noise = multiOctave x y seed + if noise < 0.18f && not (inVillageCore x y) then + grid.[y * width + x] <- GroundTile.Peat + + // --- 2) rivers: three seeded random walks from west to east edges, width 3. + let mutable rngState = seed ^^^ 0xBEEFUL + for _ in 0 .. 2 do + let (nextState, startYRaw) = splitmix rngState + rngState <- nextState + let mutable y = 60 + int (startYRaw % uint64 (height - 120)) + let mutable bandWidth = 3 + for x in 4 .. width - 5 do + let (nextStep, stepRaw) = splitmix rngState + rngState <- nextStep + let drift = (int (stepRaw % 3UL)) - 1 + y <- max 20 (min (height - 21) (y + drift)) + for dy in 0 .. bandWidth - 1 do + let yy = y + dy + if inVillageCore x yy then () else grid.[yy * width + x] <- GroundTile.Water + + // --- 3) poisson-style deterministic scatter: willow props are rendered by the + // draw pass; here only the min-distance exclusion stamping (prop seeds feed + // the renderer via the same array as codes). + let mutable attempts = 0 + let mutable rngLoop = rngState + let placed: (int * int) list = [] + while attempts < 800 do + let (nextAttempt, raw) = splitmix rngLoop + rngLoop <- nextAttempt + let x = int (raw % uint64 width) + let y = int ((raw >>> 20) % uint64 height) + let farFromPlaced = + placed |> List.forall (fun (px, py) -> + let dx = px - x in let dy = py - y in dx * dx + dy * dy > 900) + if farFromPlaced && not (inVillageCore x y) && grid.[y * width + x] = GroundTile.Grass then + grid.[y * width + x] <- GroundTile.Stone + attempts <- attempts + 1 + + if Array.length grid <> width * height then failwith "terrain size invariant broken" + { Seed = seed; Width = width; Height = height; Tiles = grid } + + + /// Live terrain of the active big world (set by the game at startup). + let mutable terrainOption: TerrainSnapshot option = None + let mutable bigWorldActive = false + + let activate (seed: uint64) : unit = + terrainOption <- Some(generate seed) + bigWorldActive <- true + + let deactivate () : unit = + terrainOption <- None + bigWorldActive <- false diff --git a/src/LivingVillage.Desktop/VillageArt.fs b/src/LivingVillage.Desktop/VillageArt.fs index efed4ee..f72c0f3 100644 --- a/src/LivingVillage.Desktop/VillageArt.fs +++ b/src/LivingVillage.Desktop/VillageArt.fs @@ -448,7 +448,25 @@ module VillageArt = drawWorldTile spriteBatch textures camera viewportWidth viewportHeight position sprite tint let rippleFrame = waterFrameTick tick + // Procedural terrain for the 512x384 large world: water/pebble/peat codes map + // onto the jiangnan atlas sprites with deterministic ripple continuity. + let drawTerrainTile (position: TilePosition) (code: int) = + match code with + | 1 -> draw position (if rippleFrame = 0 then WaterSprite else WaterSpriteB) + | 2 -> draw position StonePathSprite + | 3 -> draw position StonePathSprite + | _ -> draw position GrassSprite + let drawBaseTile (position: TilePosition) = + match ProceduralMap.terrainOption, ProceduralMap.bigWorldActive with + | (Some terrain, true) -> + let tx, ty = position.X, position.Y + let code = terrain.Tiles.[ty * ProceduralMap.width + tx] + drawTerrainTile position code + | _ -> + match textures.Cc0TileAtlas with + | Some cc0 -> drawCc0Tile spriteBatch cc0 tint (cc0GroundRect position) (position.X * Sim.tilePixels - int camera.X) (position.Y * Sim.tilePixels - int camera.Y) + | None -> draw position GrassSprite match textures.Cc0TileAtlas with | Some cc0 -> drawCc0Tile spriteBatch cc0 tint (cc0GroundRect position) (position.X * Sim.tilePixels - int camera.X) (position.Y * Sim.tilePixels - int camera.Y) | None -> draw position GrassSprite |
