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Refactor layers rendering (#1120)
* feat: render states - use global fn * feat: render states - separate pole detection from layer render * feat: render provinces * chore: unify drawFillWithGap * refactor: drawIce * refactor: drawBorders * refactor: drawHeightmap * refactor: drawTemperature * refactor: drawBiomes * refactor: drawPrec * refactor: drawPrecipitation * refactor: drawPopulation * refactor: drawCells * refactor: geColor * refactor: drawMarkers * refactor: drawScaleBar * refactor: drawScaleBar * refactor: drawMilitary * refactor: pump version to 1.104.00 * refactor: pump version to 1.104.00 * refactor: drawCoastline and createDefaultRuler * refactor: drawCoastline * refactor: Features module start * refactor: features - define distance fields * feat: drawFeatures * feat: drawIce don't hide * feat: detect coastline - fix issue with border feature * feat: separate labels rendering from generation process * feat: auto-update and restore layers * refactor - change layers * refactor - sort layers * fix: regenerate burgs to re-render layers * fix: getColor is not defined * fix: burgs overview - don't auto-show labels on hover * fix: redraw population on change * refactor: improve tooltip logic for burg labels and icons * chore: pump version to 1.104.0 * fefactor: edit coastline and lake * fix: minot fixes * fix: submap --------- Co-authored-by: Azgaar <azgaar.fmg@yandex.com>
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52 changed files with 2473 additions and 2713 deletions
174
modules/lakes.js
174
modules/lakes.js
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@ -1,98 +1,87 @@
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"use strict";
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window.Lakes = (function () {
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const setClimateData = function (h) {
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const cells = pack.cells;
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const lakeOutCells = new Uint16Array(cells.i.length);
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const LAKE_ELEVATION_DELTA = 0.1;
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pack.features.forEach(f => {
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if (f.type !== "lake") return;
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// check if lake can be potentially open (not in deep depression)
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const detectCloseLakes = h => {
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const {cells} = pack;
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const ELEVATION_LIMIT = +byId("lakeElevationLimitOutput").value;
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// default flux: sum of precipitation around lake
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f.flux = f.shoreline.reduce((acc, c) => acc + grid.cells.prec[cells.g[c]], 0);
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pack.features.forEach(feature => {
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if (feature.type !== "lake") return;
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delete feature.closed;
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// temperature and evaporation to detect closed lakes
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f.temp =
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f.cells < 6
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? grid.cells.temp[cells.g[f.firstCell]]
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: rn(d3.mean(f.shoreline.map(c => grid.cells.temp[cells.g[c]])), 1);
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const height = (f.height - 18) ** heightExponentInput.value; // height in meters
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const evaporation = ((700 * (f.temp + 0.006 * height)) / 50 + 75) / (80 - f.temp); // based on Penman formula, [1-11]
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f.evaporation = rn(evaporation * f.cells);
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// no outlet for lakes in depressed areas
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if (f.closed) return;
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// lake outlet cell
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f.outCell = f.shoreline[d3.scan(f.shoreline, (a, b) => h[a] - h[b])];
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lakeOutCells[f.outCell] = f.i;
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});
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return lakeOutCells;
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};
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// get array of land cells aroound lake
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const getShoreline = function (lake) {
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const uniqueCells = new Set();
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if (!lake.vertices) lake.vertices = [];
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lake.vertices.forEach(v => pack.vertices.c[v].forEach(c => pack.cells.h[c] >= 20 && uniqueCells.add(c)));
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lake.shoreline = [...uniqueCells];
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};
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const prepareLakeData = h => {
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const cells = pack.cells;
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const ELEVATION_LIMIT = +document.getElementById("lakeElevationLimitOutput").value;
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pack.features.forEach(f => {
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if (f.type !== "lake") return;
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delete f.flux;
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delete f.inlets;
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delete f.outlet;
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delete f.height;
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delete f.closed;
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!f.shoreline && Lakes.getShoreline(f);
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// lake surface height is as lowest land cells around
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const min = f.shoreline.sort((a, b) => h[a] - h[b])[0];
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f.height = h[min] - 0.1;
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// check if lake can be open (not in deep depression)
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if (ELEVATION_LIMIT === 80) {
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f.closed = false;
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const MAX_ELEVATION = feature.height + ELEVATION_LIMIT;
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if (MAX_ELEVATION > 99) {
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feature.closed = false;
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return;
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}
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let deep = true;
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const threshold = f.height + ELEVATION_LIMIT;
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const queue = [min];
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let isDeep = true;
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const lowestShorelineCell = feature.shoreline.sort((a, b) => h[a] - h[b])[0];
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const queue = [lowestShorelineCell];
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const checked = [];
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checked[min] = true;
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checked[lowestShorelineCell] = true;
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// check if elevated lake can potentially pour to another water body
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while (deep && queue.length) {
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const q = queue.pop();
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while (queue.length && isDeep) {
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const cellId = queue.pop();
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for (const n of cells.c[q]) {
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if (checked[n]) continue;
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if (h[n] >= threshold) continue;
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for (const neibCellId of cells.c[cellId]) {
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if (checked[neibCellId]) continue;
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if (h[neibCellId] >= MAX_ELEVATION) continue;
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if (h[n] < 20) {
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const nFeature = pack.features[cells.f[n]];
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if (nFeature.type === "ocean" || f.height > nFeature.height) {
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deep = false;
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break;
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}
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if (h[neibCellId] < 20) {
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const nFeature = pack.features[cells.f[neibCellId]];
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if (nFeature.type === "ocean" || feature.height > nFeature.height) isDeep = false;
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}
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checked[n] = true;
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queue.push(n);
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checked[neibCellId] = true;
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queue.push(neibCellId);
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}
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}
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f.closed = deep;
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feature.closed = isDeep;
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});
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};
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const defineClimateData = function (heights) {
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const {cells, features} = pack;
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const lakeOutCells = new Uint16Array(cells.i.length);
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features.forEach(feature => {
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if (feature.type !== "lake") return;
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feature.flux = getFlux(feature);
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feature.temp = getLakeTemp(feature);
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feature.evaporation = getLakeEvaporation(feature);
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if (feature.closed) return; // no outlet for lakes in depressed areas
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feature.outCell = getLowestShoreCell(feature);
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lakeOutCells[feature.outCell] = feature.i;
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});
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return lakeOutCells;
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function getFlux(lake) {
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return lake.shoreline.reduce((acc, c) => acc + grid.cells.prec[cells.g[c]], 0);
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}
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function getLakeTemp(lake) {
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if (lake.cells < 6) return grid.cells.temp[cells.g[lake.firstCell]];
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return rn(d3.mean(lake.shoreline.map(c => grid.cells.temp[cells.g[c]])), 1);
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}
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function getLakeEvaporation(lake) {
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const height = (lake.height - 18) ** heightExponentInput.value; // height in meters
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const evaporation = ((700 * (lake.temp + 0.006 * height)) / 50 + 75) / (80 - lake.temp); // based on Penman formula, [1-11]
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return rn(evaporation * lake.cells);
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}
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function getLowestShoreCell(lake) {
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return lake.shoreline.sort((a, b) => heights[a] - heights[b])[0];
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}
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};
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const cleanupLakeData = function () {
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for (const feature of pack.features) {
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if (feature.type !== "lake") continue;
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@ -111,23 +100,10 @@ window.Lakes = (function () {
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}
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};
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const defineGroup = function () {
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for (const feature of pack.features) {
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if (feature.type !== "lake") continue;
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const lakeEl = lakes.select(`[data-f="${feature.i}"]`).node();
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if (!lakeEl) continue;
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feature.group = getGroup(feature);
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document.getElementById(feature.group).appendChild(lakeEl);
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}
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};
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const generateName = function () {
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Math.random = aleaPRNG(seed);
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for (const feature of pack.features) {
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if (feature.type !== "lake") continue;
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feature.name = getName(feature);
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}
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const getHeight = function (feature) {
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const heights = pack.cells.h;
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const minShoreHeight = d3.min(feature.shoreline.map(cellId => heights[cellId])) || 20;
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return rn(minShoreHeight - LAKE_ELEVATION_DELTA, 2);
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};
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const getName = function (feature) {
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@ -136,19 +112,5 @@ window.Lakes = (function () {
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return Names.getCulture(culture);
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};
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function getGroup(feature) {
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if (feature.temp < -3) return "frozen";
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if (feature.height > 60 && feature.cells < 10 && feature.firstCell % 10 === 0) return "lava";
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if (!feature.inlets && !feature.outlet) {
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if (feature.evaporation > feature.flux * 4) return "dry";
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if (feature.cells < 3 && feature.firstCell % 10 === 0) return "sinkhole";
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}
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if (!feature.outlet && feature.evaporation > feature.flux) return "salt";
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return "freshwater";
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}
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return {setClimateData, cleanupLakeData, prepareLakeData, defineGroup, generateName, getName, getShoreline};
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return {defineClimateData, cleanupLakeData, detectCloseLakes, getHeight, getName};
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})();
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