diff options
Diffstat (limited to 'src/LivingVillage.Desktop/MapGen.fs')
| -rw-r--r-- | src/LivingVillage.Desktop/MapGen.fs | 186 |
1 files changed, 147 insertions, 39 deletions
diff --git a/src/LivingVillage.Desktop/MapGen.fs b/src/LivingVillage.Desktop/MapGen.fs index 4f59f84..c59e6bd 100644 --- a/src/LivingVillage.Desktop/MapGen.fs +++ b/src/LivingVillage.Desktop/MapGen.fs @@ -32,6 +32,20 @@ module MapGen = SpawnColumns: int SpawnRows: int } + /// P20 第二步:一条贯穿全图的东西向河道(每列恰好一段,宽度下限 RiverWidth)。 + type River = + { CenterY: int + Width: int } + + /// 沿河民居色块:白墙黑瓦矩形屋顶,门开向石板路。 + type Building = + { Left: int + Top: int + Width: int + Height: int + DoorX: int + DoorY: int } + type Result = { Width: int Height: int @@ -39,8 +53,13 @@ module MapGen = Tiles: int array Core: Bounds Spawns: (int * int) list + Rivers: River list + Bridges: (int * int) list + Paths: (int * int) list + Buildings: Building list ReachableTiles: int - ReachabilityOk: bool } + ReachabilityOk: bool + BridgeCrossingsOk: bool } /// 默认仍是现状游戏尺寸 64x48,核心 14 格、5x6=30 个 spawn。 let defaultParams (seed: uint64) : Params = @@ -125,21 +144,22 @@ module MapGen = if multiOctave widthScale x y p.Seed < 0.18f && not (inCore x y) then tiles.[idx x y] <- int GroundTile.Peat - // 2) 河道:RiverCount 条自西向东随机游走,宽度 RiverWidth。 - let mutable rng = p.Seed ^^^ 0xBEEFUL - for _ in 1 .. max 0 p.RiverCount do - let nextState, rawStartY = splitmix rng - rng <- nextState - let mutable y = 2 + int (rawStartY % uint64 (max 1 (h - 4))) - for x in 2 .. w - 3 do - let nextStep, rawStep = splitmix rng - rng <- nextStep - let drift = int (rawStep % 3UL) - 1 - y <- max 2 (min (h - 3) (y + drift)) - for dy in 0 .. p.RiverWidth - 1 do - let yy = y + dy - if yy <= h - 2 && not (inCore x yy) then - tiles.[idx x yy] <- int GroundTile.Water + // 2) 河道:连续贯穿全图(每列恰好一段),置于核心区上下两侧,宽度恒 >= RiverWidth。 + let riverWidth = max 3 p.RiverWidth + let riverBands = + [ for i in 0 .. max 0 p.RiverCount - 1 do + if i % 2 = 0 then + let centerY = max 1 (min (h - 1 - riverWidth) (min (core.MinY - riverWidth - 2) (h / 4))) + if centerY + riverWidth - 1 < core.MinY then + yield { CenterY = centerY; Width = riverWidth } + else + let centerY = max 1 (min (h - 1 - riverWidth) (max (core.MaxY + 2) (3 * h / 4))) + if centerY > core.MaxY then + yield { CenterY = centerY; Width = riverWidth } ] + for river in riverBands do + for x in 1 .. w - 2 do + for dy in 0 .. river.Width - 1 do + tiles.[idx x (river.CenterY + dy)] <- int GroundTile.Water // 3) 核心活动区整平为草地(生成器保证可通行)。 for y in core.MinY .. core.MaxY do @@ -151,7 +171,7 @@ module MapGen = let minSq = minDist * minDist let attempts = max 100 ((w * h) / 16) let mutable placed: (int * int) list = [] - let mutable scatterRng = rng + let mutable scatterRng = p.Seed ^^^ 0xC0FFEEUL for _ in 1 .. attempts do let nextState, raw = splitmix scatterRng scatterRng <- nextState @@ -167,7 +187,70 @@ module MapGen = tiles.[idx x y] <- int GroundTile.Stone placed <- (x, y) :: placed - // 5) 30 个 spawn:核心区内的规则网格。 + // 5) 交通:桥 + 石板路网 + 沿河民居(白墙黑瓦矩形色块,门朝远岸路)。 + let mutable structureRng = p.Seed ^^^ 0x51AB1EUL + let inMap x y = x >= 0 && x < w && y >= 0 && y < h + let mutable bridges: (int * int) list = [] + let mutable paths: (int * int) list = [] + let mutable buildings: Building list = [] + let pathSet = System.Collections.Generic.HashSet<int>() + let addPath x y = + if inMap x y && tiles.[idx x y] <> int GroundTile.Water then + tiles.[idx x y] <- int GroundTile.Stone + if pathSet.Add(idx x y) then paths <- (x, y) :: paths + let nextBetween lo hi = + let nextState, raw = splitmix structureRng + structureRng <- nextState + lo + int (raw % uint64 (max 1 (hi - lo + 1))) + let roadY = (core.MinY + core.MaxY) / 2 + for x in 1 .. w - 2 do + addPath x roadY + let bridgeColumns = + [ for river in riverBands do + let mutable picked: int list = [] + for _ in 1 .. 2 do + let mutable bx = nextBetween 4 (max 4 (w - 5)) + let mutable guard = 0 + while List.contains bx picked && guard < 8 do + bx <- nextBetween 4 (max 4 (w - 5)) + guard <- guard + 1 + picked <- bx :: picked + yield (river, bx) ] + for river, bx in bridgeColumns do + for dx in 0 .. 1 do + if bx + dx <= w - 2 then + for dy in 0 .. river.Width - 1 do + let yy = river.CenterY + dy + if inMap (bx + dx) yy then + bridges <- (bx + dx, yy) :: bridges + let yLo = min (river.CenterY - 1) roadY + let yHi = max (river.CenterY + river.Width) roadY + for y in yLo .. yHi do + addPath bx y + let farY = if river.CenterY < core.MinY then river.CenterY - 2 else river.CenterY + river.Width + 1 + for x in max 1 (bx - 7) .. min (w - 2) (bx + 7) do + addPath x farY + let buildingWidth = 3 + nextBetween 0 1 + let doorX = min (w - 3) (max 2 (bx + 3)) + let building = + if river.CenterY < core.MinY then + { Left = max 1 (doorX - buildingWidth / 2) + Top = max 1 (farY - 2) + Width = buildingWidth + Height = 2 + DoorX = doorX + DoorY = max 1 (farY - 1) } + else + { Left = max 1 (doorX - buildingWidth / 2) + Top = farY + 1 + Width = buildingWidth + Height = 2 + DoorX = doorX + DoorY = farY + 1 } + buildings <- building :: buildings + addPath building.DoorX building.DoorY + + // 6) 30 个 spawn:核心区内的规则网格。 let sc = max 2 p.SpawnColumns let sr = max 2 p.SpawnRows let spanX = max 1 (core.MaxX - core.MinX - 2) @@ -179,8 +262,9 @@ module MapGen = (core.MinX + 1 + (c * spanX) / (sc - 1), core.MinY + 1 + (r * spanY) / (sr - 1)) ] - // 6) BFS(4 邻接、非水可走):从核心中心洪泛,校验全部 spawn 可达。 - let walkable x y = tiles.[idx x y] <> int GroundTile.Water + // 7) BFS(4 邻接、桥面可走):校验 spawn / 门 / 桥与两岸全部连通。 + let bridgeSet = System.Collections.Generic.HashSet<int>(bridges |> List.map (fun (x, y) -> idx x y)) + let walkable x y = tiles.[idx x y] <> int GroundTile.Water || bridgeSet.Contains(idx x y) let flood startX startY = let visited = Array.create (w * h) false let queue = System.Collections.Generic.Queue<int>() @@ -202,25 +286,14 @@ module MapGen = queue.Enqueue ni visited - let carve (sx: int) (sy: int) = - let mutable x = sx - while x <> cx do - x <- x + sign (cx - x) - if tiles.[idx x sy] = int GroundTile.Water then tiles.[idx x sy] <- int GroundTile.Grass - let mutable y = sy - while y <> cy do - y <- y + sign (cy - y) - if tiles.[idx x y] = int GroundTile.Water then tiles.[idx x y] <- int GroundTile.Grass - - let mutable visited = flood cx cy - let unreachable = spawns |> List.filter (fun (x, y) -> not visited.[idx x y]) - for spawn in unreachable do - carve (fst spawn) (snd spawn) - if not unreachable.IsEmpty then - visited <- flood cx cy - + let visited = flood (fst spawns.Head) (snd spawns.Head) + let spawnsOk = spawns |> List.forall (fun (x, y) -> visited.[idx x y]) + let doorsOk = buildings |> List.forall (fun b -> visited.[idx b.DoorX b.DoorY]) + let bridgesOk = bridges |> List.forall (fun (x, y) -> visited.[idx x y]) + let crossingsOk = + bridgeColumns + |> List.forall (fun (river, bx) -> visited.[idx bx (river.CenterY - 1)] && visited.[idx bx (river.CenterY + river.Width)]) let reachableTiles = visited |> Array.filter id |> Array.length - let reachabilityOk = spawns |> List.forall (fun (x, y) -> visited.[idx x y]) { Width = w Height = h @@ -228,12 +301,47 @@ module MapGen = Tiles = tiles Core = core Spawns = spawns + Rivers = riverBands + Bridges = bridges + Paths = paths + Buildings = buildings ReachableTiles = reachableTiles - ReachabilityOk = reachabilityOk } + ReachabilityOk = spawnsOk && doorsOk && bridgesOk + BridgeCrossingsOk = crossingsOk } let generateWithSize (width: int) (height: int) (seed: uint64) : Result = generate { defaultParams seed with Width = width; Height = height } + /// 可行走判定:非水,或位于桥面上(桥面仍标记为水但可通行)。 + let isWalkable (map: Result) (x: int) (y: int) : bool = + if x < 0 || x >= map.Width || y < 0 || y >= map.Height then + false + else + map.Tiles.[y * map.Width + x] <> int GroundTile.Water + || (map.Bridges |> List.exists (fun (bx, by) -> bx = x && by = y)) + + /// 从给定起点做 4 邻接洪泛(承认桥面),返回逐瓦片可达标记。 + let floodFill (map: Result) (startX: int) (startY: int) : bool array = + let visited = Array.create (map.Width * map.Height) false + let queue = System.Collections.Generic.Queue<int>() + if isWalkable map startX startY then + let start = startY * map.Width + startX + visited.[start] <- true + queue.Enqueue start + while queue.Count > 0 do + let cur = queue.Dequeue() + let x = cur % map.Width + let y = cur / map.Width + for dx, dy in [ (1, 0); (-1, 0); (0, 1); (0, -1) ] do + let nx = x + dx + let ny = y + dy + if isWalkable map nx ny then + let ni = ny * map.Width + nx + if not visited.[ni] then + visited.[ni] <- true + queue.Enqueue ni + visited + // ---- 视口裁剪(纯函数):只绘制可见瓦片,与 drawWorld 现有窗口一致 ---- /// 返回含端点的可见瓦片范围 (x0, y0, x1, y1);空视口返回 (0,0,-1,-1)。 |
