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 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 (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() 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)