package tools import "tui-ascii-mapper/internal/model" func Brush(m *model.Map, center model.Point, terrain int, size int, palette []model.Terrain) { half := size / 2 for dy := -half; dy <= half; dy++ { for dx := -half; dx <= half; dx++ { color := "" if terrain >= 0 && terrain < len(palette) { color = palette[terrain].PickColor() } m.SetCell(model.Point{X: center.X + dx, Y: center.Y + dy}, terrain, color) } } } func ThickenPoints(pts []model.Point, size int) []model.Point { if size <= 1 { return pts } half := size / 2 seen := make(map[model.Point]bool) var result []model.Point for _, p := range pts { for dy := -half; dy <= half; dy++ { for dx := -half; dx <= half; dx++ { np := model.Point{X: p.X + dx, Y: p.Y + dy} if !seen[np] { seen[np] = true result = append(result, np) } } } } return result } func FloodFill(m *model.Map, start model.Point, terrain int, palette []model.Terrain) { if !m.InBounds(start) { return } target := m.CellAt(start).Terrain if target == terrain { return } color := "" if terrain >= 0 && terrain < len(palette) { color = palette[terrain].PickColor() } type pt struct{ x, y int } stack := []pt{{start.X, start.Y}} visited := make([][]bool, m.Height) for i := range visited { visited[i] = make([]bool, m.Width) } for len(stack) > 0 { p := stack[len(stack)-1] stack = stack[:len(stack)-1] if !m.InBounds(model.Point{X: p.x, Y: p.y}) || visited[p.y][p.x] { continue } if m.Grid[p.y][p.x].Terrain != target { continue } visited[p.y][p.x] = true m.SetCell(model.Point{X: p.x, Y: p.y}, terrain, color) stack = append(stack, pt{p.x + 1, p.y}, pt{p.x - 1, p.y}, pt{p.x, p.y + 1}, pt{p.x, p.y - 1}) } } func BresenhamLine(a, b model.Point) []model.Point { var pts []model.Point x0, y0 := a.X, a.Y x1, y1 := b.X, b.Y dx := iabs(x1 - x0) dy := -iabs(y1 - y0) sx, sy := 1, 1 if x0 > x1 { sx = -1 } if y0 > y1 { sy = -1 } err := dx + dy for { pts = append(pts, model.Point{X: x0, Y: y0}) if x0 == x1 && y0 == y1 { break } e2 := 2 * err if e2 >= dy { err += dy x0 += sx } if e2 <= dx { err += dx y0 += sy } } return pts } func iabs(x int) int { if x < 0 { return -x } return x } func DrawRect(a, b model.Point, filled bool) []model.Point { x0, x1 := a.X, b.X y0, y1 := a.Y, b.Y if x0 > x1 { x0, x1 = x1, x0 } if y0 > y1 { y0, y1 = y1, y0 } var pts []model.Point if filled { for y := y0; y <= y1; y++ { for x := x0; x <= x1; x++ { pts = append(pts, model.Point{X: x, Y: y}) } } return pts } for x := x0; x <= x1; x++ { pts = append(pts, model.Point{X: x, Y: y0}, model.Point{X: x, Y: y1}) } for y := y0 + 1; y < y1; y++ { pts = append(pts, model.Point{X: x0, Y: y}, model.Point{X: x1, Y: y}) } return pts } func DrawCircle(center, edge model.Point, filled bool) []model.Point { r2 := (edge.X-center.X)*(edge.X-center.X) + (edge.Y-center.Y)*(edge.Y-center.Y) r := r2 if r < 0 { return nil } radius := IntSqrt(r) var pts []model.Point for dy := -radius; dy <= radius; dy++ { for dx := -radius; dx <= radius; dx++ { dist2 := dx*dx + dy*dy if filled { if dist2 <= r { pts = append(pts, model.Point{X: center.X + dx, Y: center.Y + dy}) } } else { if dist2 <= r && dist2 > (radius-1)*(radius-1) { pts = append(pts, model.Point{X: center.X + dx, Y: center.Y + dy}) } } } } return pts } func DrawOval(f1, f2 model.Point, filled bool) []model.Point { dx := f2.X - f1.X dy := f2.Y - f1.Y dist := IntSqrt(dx*dx + dy*dy) if dist == 0 { return nil } a := dist * 3 / 2 if a < 1 { a = 1 } a2 := a * a c2 := dist * dist / 4 b2 := a2 - c2 if b2 < 0 { b2 = 0 } cx := (f1.X + f2.X) / 2 cy := (f1.Y + f2.Y) / 2 minX := cx - a - 1 maxX := cx + a + 1 minY := cy - a - 1 maxY := cy + a + 1 var pts []model.Point for py := minY; py <= maxY; py++ { for px := minX; px <= maxX; px++ { d1 := distSq(px, py, f1.X, f1.Y) d2 := distSq(px, py, f2.X, f2.Y) sum := IntSqrt(d1) + IntSqrt(d2) if filled { if sum <= 2*a { pts = append(pts, model.Point{X: px, Y: py}) } } else { if sum >= 2*a-1 && sum <= 2*a+1 { pts = append(pts, model.Point{X: px, Y: py}) } } } } return pts } func distSq(x1, y1, x2, y2 int) int { dx := x1 - x2 dy := y1 - y2 return dx*dx + dy*dy } func IntSqrt(n int) int { if n <= 0 { return 0 } lo, hi := 0, n for lo < hi { mid := (lo + hi + 1) / 2 if mid*mid <= n { lo = mid } else { hi = mid - 1 } } return lo } func ApplyPoints(m *model.Map, pts []model.Point, terrain int, palette []model.Terrain) { color := "" if terrain >= 0 && terrain < len(palette) { color = palette[terrain].PickColor() } for _, p := range pts { m.SetCell(p, terrain, color) } } func PlaceTextLabel(m *model.Map, start model.Point, text string, color string) { RemoveTextLabel(m, start) tl := model.TextLabel{Text: text, Start: start, Color: color} m.TextLabels = append(m.TextLabels, tl) runes := []rune(text) for i, r := range runes { p := model.Point{X: start.X + i, Y: start.Y} if m.InBounds(p) { m.Grid[p.Y][p.X].Text = string(r) } } } func RemoveTextLabel(m *model.Map, start model.Point) { for i, tl := range m.TextLabels { if tl.Start == start { m.TextLabels = append(m.TextLabels[:i], m.TextLabels[i+1:]...) break } } for y := range m.Grid { for x := range m.Grid[y] { if m.Grid[y][x].Text == "" { continue } found := false for _, tl := range m.TextLabels { runes := []rune(tl.Text) for i := range runes { if tl.Start.X+i == x && tl.Start.Y == y { found = true break } } if found { break } } if !found { m.Grid[y][x].Text = "" } } } } func FindTextLabelAt(m *model.Map, p model.Point) int { for i, tl := range m.TextLabels { runes := []rune(tl.Text) for j := range runes { if tl.Start.X+j == p.X && tl.Start.Y == p.Y { return i } } } return -1 } func MoveTextLabel(m *model.Map, oldStart, newStart model.Point) { for i, tl := range m.TextLabels { if tl.Start == oldStart { for _, p := range LabelPositions(tl) { if m.InBounds(p) { m.Grid[p.Y][p.X].Text = "" } } m.TextLabels[i].Start = newStart runes := []rune(tl.Text) for j, r := range runes { p := model.Point{X: newStart.X + j, Y: newStart.Y} if m.InBounds(p) { m.Grid[p.Y][p.X].Text = string(r) } } return } } } func LabelPositions(tl model.TextLabel) []model.Point { var pts []model.Point runes := []rune(tl.Text) for i := range runes { pts = append(pts, model.Point{X: tl.Start.X + i, Y: tl.Start.Y}) } return pts }