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Diffstat (limited to 'src/LivingVillage.Desktop/MapGen.fs')
| -rw-r--r-- | src/LivingVillage.Desktop/MapGen.fs | 249 |
1 files changed, 249 insertions, 0 deletions
diff --git a/src/LivingVillage.Desktop/MapGen.fs b/src/LivingVillage.Desktop/MapGen.fs new file mode 100644 index 0000000..4f59f84 --- /dev/null +++ b/src/LivingVillage.Desktop/MapGen.fs @@ -0,0 +1,249 @@ +namespace LivingVillage.Desktop + +open LivingVillage.Kernel + +/// P20 第一步:确定性大地图生成器的参数化纯函数片。 +/// 单一入口 `generate`:seed + 尺寸 -> 瓦片网格(0 grass / 1 water / 2 stone / 3 peat)。 +/// 组成:splitmix64 随机游走河道 + 2-3 octave value noise 地形 + 泊松式布点装饰, +/// 核心活动区先整平为草地,再用 BFS 校验 30 个 spawn 全部可达核心(不可达则确定性修整)。 +/// 全部为纯函数:同参两次生成逐字节一致,不含时钟/随机源。 +module MapGen = + + /// 地面码,与既有 ProceduralMap / 渲染映射保持一致。 + type GroundTile = + | Grass = 0 + | Water = 1 + | Stone = 2 + | Peat = 3 + + type Bounds = + { MinX: int + MinY: int + MaxX: int + MaxY: int } + + type Params = + { Width: int + Height: int + Seed: uint64 + RiverCount: int + RiverWidth: int + CoreSide: int + SpawnColumns: int + SpawnRows: int } + + type Result = + { Width: int + Height: int + Seed: uint64 + Tiles: int array + Core: Bounds + Spawns: (int * int) list + ReachableTiles: int + ReachabilityOk: 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 = + { Width = 64 + Height = 48 + Seed = seed + RiverCount = 2 + RiverWidth = 3 + CoreSide = 14 + SpawnColumns = 5 + SpawnRows = 6 } + + // ---- splitmix64 与 value noise(无外部依赖、无时钟) ---- + + 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)) + snd (splitmix base_) + + let private valueNoise (fx: float32) (fy: float32) (seed: uint64) (scale: float32) : float32 = + let xf = fx / scale + let yf = fy / 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 + + /// 2-3 octave 叠加;特征尺度随地图宽度等比缩放,保证小图/大图观感一致。 + let private multiOctave (widthScale: float32) (x: int) (y: int) (seed: uint64) : float32 = + let xf = float32 x + let yf = float32 y + let a = valueNoise xf yf seed (96.0f * widthScale) + let b = valueNoise xf yf (seed + 1UL) (38.0f * widthScale) + let c = valueNoise xf yf (seed + 2UL) (13.0f * widthScale) + 0.55f * a + 0.3f * b + 0.15f * c + + // ---- 生成 ---- + + let private index (width: int) (x: int) (y: int) : int = y * width + x + + let tileAt (result: Result) (x: int) (y: int) : GroundTile = + enum<GroundTile> result.Tiles.[index result.Width x y] + + /// 参数化生成。尺寸下限 8x8;核心区始终先整平为草地,再 BFS 校验可达性。 + let generate (p: Params) : Result = + let w = max 8 p.Width + let h = max 8 p.Height + let tiles = Array.zeroCreate<int> (w * h) // 0 = Grass + let idx x y = index w x y + + let side = max 6 (min (min w h) p.CoreSide) + let cx = w / 2 + let cy = h / 2 + let core = + { MinX = max 1 (cx - side / 2) + MinY = max 1 (cy - side / 2) + MaxX = min (w - 2) (cx + side / 2) + MaxY = min (h - 2) (cy + side / 2) } + let inCore x y = + x >= core.MinX && x <= core.MaxX && y >= core.MinY && y <= core.MaxY + + // 1) 多八度噪声:低洼草地转泥炭(跳过核心区)。 + let widthScale = float32 w / 64.0f + for y in 0 .. h - 1 do + for x in 0 .. w - 1 do + 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 + + // 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 + for x in core.MinX .. core.MaxX do + tiles.[idx x y] <- int GroundTile.Grass + + // 4) 泊松式布点:最小间距随尺寸缩放,只在草地打石头装饰(跳过核心区)。 + let minDist = max 3 (w / 24) + let minSq = minDist * minDist + let attempts = max 100 ((w * h) / 16) + let mutable placed: (int * int) list = [] + let mutable scatterRng = rng + for _ in 1 .. attempts do + let nextState, raw = splitmix scatterRng + scatterRng <- nextState + let x = int (raw % uint64 w) + let y = int ((raw >>> 20) % uint64 h) + let far = + placed + |> List.forall (fun (px, py) -> + let dx = px - x + let dy = py - y + dx * dx + dy * dy > minSq) + if far && not (inCore x y) && tiles.[idx x y] = int GroundTile.Grass then + tiles.[idx x y] <- int GroundTile.Stone + placed <- (x, y) :: placed + + // 5) 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) + let spanY = max 1 (core.MaxY - core.MinY - 2) + let spawns = + [ for r in 0 .. sr - 1 do + for c in 0 .. sc - 1 do + yield + (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 + let flood startX startY = + let visited = Array.create (w * h) false + let queue = System.Collections.Generic.Queue<int>() + if walkable startX startY then + let start = idx startX startY + visited.[start] <- true + queue.Enqueue start + while queue.Count > 0 do + let cur = queue.Dequeue() + let x = cur % w + let y = cur / w + for dx, dy in [ (1, 0); (-1, 0); (0, 1); (0, -1) ] do + let nx = x + dx + let ny = y + dy + if nx >= 0 && nx < w && ny >= 0 && ny < h then + let ni = idx nx ny + if not visited.[ni] && walkable nx ny then + visited.[ni] <- true + 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 reachableTiles = visited |> Array.filter id |> Array.length + let reachabilityOk = spawns |> List.forall (fun (x, y) -> visited.[idx x y]) + + { Width = w + Height = h + Seed = p.Seed + Tiles = tiles + Core = core + Spawns = spawns + ReachableTiles = reachableTiles + ReachabilityOk = reachabilityOk } + + let generateWithSize (width: int) (height: int) (seed: uint64) : Result = + generate { defaultParams seed with Width = width; Height = height } + + // ---- 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)。 + let visibleTileRange (mapWidth: int) (mapHeight: int) (cameraX: int) (cameraY: int) (viewportWidth: int) (viewportHeight: int) : int * int * int * int = + let x0 = max 0 (cameraX / Sim.tilePixels) + let y0 = max 0 (cameraY / Sim.tilePixels) + let x1 = min (mapWidth - 1) ((cameraX + viewportWidth) / Sim.tilePixels + 1) + let y1 = min (mapHeight - 1) ((cameraY + viewportHeight) / Sim.tilePixels + 1) + if mapWidth <= 0 || mapHeight <= 0 || x1 < x0 || y1 < y0 then (0, 0, -1, -1) else (x0, y0, x1, y1) + + let visibleTileCount (mapWidth: int) (mapHeight: int) (cameraX: int) (cameraY: int) (viewportWidth: int) (viewportHeight: int) : int = + let x0, y0, x1, y1 = visibleTileRange mapWidth mapHeight cameraX cameraY viewportWidth viewportHeight + if x1 < x0 || y1 < y0 then 0 else (x1 - x0 + 1) * (y1 - y0 + 1) |
