Fix detection of intersections, still need to check if passing any point in move, but result is already okayish
unit uLandGenTemplateBased;
interface
uses uLandTemplates;
procedure GenTemplated(var Template: TEdgeTemplate);
implementation
uses uVariables, uConsts, uFloat, uLandOutline, uLandUtils, uRandom, SDLh, math;
procedure SetPoints(var Template: TEdgeTemplate; var pa: TPixAr; fps: PPointArray);
var i: LongInt;
begin
with Template do
begin
pa.Count:= BasePointsCount;
for i:= 0 to pred(pa.Count) do
begin
pa.ar[i].x:= BasePoints^[i].x + LongInt(GetRandom(BasePoints^[i].w));
if pa.ar[i].x <> NTPX then
pa.ar[i].x:= pa.ar[i].x + ((LAND_WIDTH - Template.TemplateWidth) div 2);
pa.ar[i].y:= BasePoints^[i].y + LongInt(GetRandom(BasePoints^[i].h)) + LAND_HEIGHT - LongInt(Template.TemplateHeight)
end;
if canMirror then
if getrandom(2) = 0 then
begin
for i:= 0 to pred(BasePointsCount) do
if pa.ar[i].x <> NTPX then
pa.ar[i].x:= LAND_WIDTH - 1 - pa.ar[i].x;
for i:= 0 to pred(FillPointsCount) do
fps^[i].x:= LAND_WIDTH - 1 - fps^[i].x;
end;
(* Experiment in making this option more useful
if ((not isNegative) and (cTemplateFilter = 4)) or
(canFlip and (getrandom(2) = 0)) then
begin
for i:= 0 to pred(BasePointsCount) do
begin
pa.ar[i].y:= LAND_HEIGHT - 1 - pa.ar[i].y + (LAND_HEIGHT - TemplateHeight) * 2;
if pa.ar[i].y > LAND_HEIGHT - 1 then
pa.ar[i].y:= LAND_HEIGHT - 1;
end;
for i:= 0 to pred(FillPointsCount) do
begin
FillPoints^[i].y:= LAND_HEIGHT - 1 - FillPoints^[i].y + (LAND_HEIGHT - TemplateHeight) * 2;
if FillPoints^[i].y > LAND_HEIGHT - 1 then
FillPoints^[i].y:= LAND_HEIGHT - 1;
end;
end;
end
*)
// template recycling. Pull these off the floor a bit
if (not isNegative) and (cTemplateFilter = 4) then
begin
for i:= 0 to pred(BasePointsCount) do
begin
dec(pa.ar[i].y, 100);
if pa.ar[i].y < 0 then
pa.ar[i].y:= 0;
end;
for i:= 0 to pred(FillPointsCount) do
begin
dec(fps^[i].y, 100);
if fps^[i].y < 0 then
fps^[i].y:= 0;
end;
end;
if (canFlip and (getrandom(2) = 0)) then
begin
for i:= 0 to pred(BasePointsCount) do
pa.ar[i].y:= LAND_HEIGHT - 1 - pa.ar[i].y;
for i:= 0 to pred(FillPointsCount) do
fps^[i].y:= LAND_HEIGHT - 1 - fps^[i].y;
end;
end
end;
procedure Distort1(var Template: TEdgeTemplate; var pa: TPixAr);
var i: Longword;
begin
for i:= 1 to Template.BezierizeCount do
begin
BezierizeEdge(pa, _0_5);
RandomizePoints(pa);
RandomizePoints(pa)
end;
for i:= 1 to Template.RandPassesCount do
RandomizePoints(pa);
BezierizeEdge(pa, _0_1);
end;
procedure FindPoint(si: LongInt; var newPoint: TPoint; var pa: TPixAr);
const mapBorderMargin = 30;
minDistance = 20;
var p1, p2, mp: TPoint;
i, t1, t2, a, b, p, q, iy, ix, aqpb: LongInt;
dab, d, distL, distR: LongInt;
begin
// [p1, p2] is segment we're trying to divide
p1:= pa.ar[si];
p2:= pa.ar[si + 1];
writeln('====================== ', p1.x, '; ', p1.y, ' --- ', p2.x, '; ', p2.y);
// perpendicular vector
a:= p2.y - p1.y;
b:= p1.x - p2.x;
dab:= DistanceI(a, b).Round;
if (p1.x = NTPX) or (p2.x = NTPX) or (dab < minDistance * 3) then
begin
newPoint:= p1;
exit;
end;
// its middle point
mp.x:= (p1.x + p2.x) div 2;
mp.y:= (p1.y + p2.y) div 2;
// find distances to map borders
if a <> 0 then
begin
// left border
iy:= (mapBorderMargin - mp.x) * b div a + mp.y;
d:= DistanceI(mp.x - mapBorderMargin, mp.y - iy).Round;
t1:= a * (mp.x - mapBorderMargin) + b * (mp.y - iy);
if t1 > 0 then distL:= d else distR:= d;
// right border
iy:= (LAND_WIDTH - mapBorderMargin - mp.x) * b div a + mp.y;
d:= DistanceI(mp.x - LAND_WIDTH + mapBorderMargin, mp.y - iy).Round;
if t1 > 0 then distR:= d else distL:= d;
end;
if b <> 0 then
begin
// top border
ix:= (mapBorderMargin - mp.y) * a div b + mp.x;
d:= DistanceI(mp.y - mapBorderMargin, mp.x - ix).Round;
t2:= b * (mp.y - mapBorderMargin) + a * (mp.x - ix);
if t2 > 0 then distL:= min(d, distL) else distR:= min(d, distR);
// bottom border
ix:= (LAND_HEIGHT - mapBorderMargin - mp.y) * a div b + mp.x;
d:= DistanceI(mp.y - LAND_HEIGHT + mapBorderMargin, mp.x - ix).Round;
if t2 > 0 then distR:= min(d, distR) else distL:= min(d, distL);
end;
// now go through all other segments
for i:= 0 to pa.Count - 2 do
if (i <> si) and (pa.ar[i].x <> NTPX) and (pa.ar[i + 1].x <> NTPX) then
begin
// check if it intersects
t1:= (mp.x - pa.ar[i].x) * b - a * (mp.y - pa.ar[i].y);
t2:= (mp.x - pa.ar[i + 1].x) * b - a * (mp.y - pa.ar[i + 1].y);
if (t1 > 0) <> (t2 > 0) then // yes it does, hard arith follows
begin
p:= pa.ar[i + 1].x - pa.ar[i].x;
q:= pa.ar[i + 1].y - pa.ar[i].y;
aqpb:= a * q - p * b;
if (aqpb <> 0) then
begin
// (ix; iy) is intersection point
iy:= (((pa.ar[i].x - mp.x) * b + mp.y * a) * q - pa.ar[i].y * p * b) div aqpb;
if abs(b) > abs(q) then
ix:= (iy - mp.y) * a div b + mp.x
else
ix:= (iy - pa.ar[i].y) * p div q + pa.ar[i].x;
d:= DistanceI(mp.y - iy, mp.x - ix).Round;
t1:= b * (mp.y - iy) + a * (mp.x - ix);
if t1 > 0 then distL:= min(d, distL) else distR:= min(d, distR);
end;
end;
end;
// don't move new point for more than 3/4 length of initial segment
d:= dab * 3 div 4;
if distL > d then distL:= d;
if distR > d then distR:= d;
if distR + distL < minDistance * 2 then
begin
// limits are too narrow, leave point alone
newPoint:= p1
end
else
begin
// select distance within [-distL; distR]
d:= -distL + minDistance + GetRandom(distR + distL - minDistance * 2);
//d:= distR - minDistance;
// calculate new point
newPoint.x:= mp.x + a * d div dab;
newPoint.y:= mp.y + b * d div dab;
writeln('New Point ', newPoint.x, '; ', newPoint.y);
end;
end;
procedure DivideEdges(var pa: TPixAr);
var npa: TPixAr;
i: LongInt;
newPoint: TPoint;
begin
i:= 0;
npa.Count:= 0;
while i < pa.Count do
begin
npa.ar[npa.Count]:= pa.ar[i];
inc(npa.Count);
if i < pa.Count - 1 then
begin
FindPoint(i, newPoint, pa);
if (newPoint.x <> pa.ar[i].x) or (newPoint.y <> pa.ar[i].y) then
begin
npa.ar[npa.Count]:= newPoint;
inc(npa.Count)
end;
end;
inc(i)
end;
pa:= npa;
end;
procedure Distort2(var Template: TEdgeTemplate; var pa: TPixAr);
var i: Longword;
begin
for i:= 1 to Template.BezierizeCount do
DivideEdges(pa);
{for i:= 1 to Template.BezierizeCount do
begin
BezierizeEdge(pa, _0_5);
RandomizePoints(pa);
RandomizePoints(pa)
end;
for i:= 1 to Template.RandPassesCount do
RandomizePoints(pa);}
BezierizeEdge(pa, _0_1);
end;
procedure GenTemplated(var Template: TEdgeTemplate);
var pa: TPixAr;
i: Longword;
y, x: Longword;
fps: TPointArray;
begin
fps:=Template.FillPoints^;
ResizeLand(Template.TemplateWidth, Template.TemplateHeight);
for y:= 0 to LAND_HEIGHT - 1 do
for x:= 0 to LAND_WIDTH - 1 do
Land[y, x]:= lfBasic;
{$HINTS OFF}
SetPoints(Template, pa, @fps);
{$HINTS ON}
Distort1(Template, pa);
DrawEdge(pa, 0);
with Template do
for i:= 0 to pred(FillPointsCount) do
with fps[i] do
FillLand(x, y, 0, 0);
DrawEdge(pa, lfBasic);
MaxHedgehogs:= Template.MaxHedgehogs;
hasGirders:= Template.hasGirders;
playHeight:= Template.TemplateHeight;
playWidth:= Template.TemplateWidth;
leftX:= ((LAND_WIDTH - playWidth) div 2);
rightX:= (playWidth + ((LAND_WIDTH - playWidth) div 2)) - 1;
topY:= LAND_HEIGHT - playHeight;
// HACK: force to only cavern even if a cavern map is invertable if cTemplateFilter = 4 ?
if (cTemplateFilter = 4)
or (Template.canInvert and (getrandom(2) = 0))
or (not Template.canInvert and Template.isNegative) then
begin
hasBorder:= true;
for y:= 0 to LAND_HEIGHT - 1 do
for x:= 0 to LAND_WIDTH - 1 do
if (y < topY) or (x < leftX) or (x > rightX) then
Land[y, x]:= 0
else
begin
if Land[y, x] = 0 then
Land[y, x]:= lfBasic
else if Land[y, x] = lfBasic then
Land[y, x]:= 0;
end;
end;
end;
end.