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https://github.com/Azgaar/Fantasy-Map-Generator.git
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refactor: drawCoastline and createDefaultRuler
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parent
2ebc2e9733
commit
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12 changed files with 207 additions and 180 deletions
143
main.js
143
main.js
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@ -638,7 +638,9 @@ async function generate(options) {
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generatePrecipitation();
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reGraph();
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reMarkFeatures();
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drawCoastline();
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createDefaultRuler();
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Rivers.generate();
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Lakes.defineGroup();
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@ -1220,146 +1222,6 @@ function reGraph() {
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TIME && console.timeEnd("reGraph");
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}
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// Detect and draw the coastline
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function drawCoastline() {
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TIME && console.time("drawCoastline");
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reMarkFeatures();
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const cells = pack.cells,
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vertices = pack.vertices,
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n = cells.i.length,
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features = pack.features;
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const used = new Uint8Array(features.length); // store connected features
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const largestLand = d3.scan(
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features.map(f => (f.land ? f.cells : 0)),
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(a, b) => b - a
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);
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const landMask = defs.select("#land");
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const waterMask = defs.select("#water");
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lineGen.curve(d3.curveBasisClosed);
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for (const i of cells.i) {
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const startFromEdge = !i && cells.h[i] >= 20;
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if (!startFromEdge && cells.t[i] !== -1 && cells.t[i] !== 1) continue; // non-edge cell
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const f = cells.f[i];
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if (used[f]) continue; // already connected
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if (features[f].type === "ocean") continue; // ocean cell
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const type = features[f].type === "lake" ? 1 : -1; // type value to search for
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const start = findStart(i, type);
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if (start === -1) continue; // cannot start here
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let vchain = connectVertices(start, type);
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if (features[f].type === "lake") relax(vchain, 1.2);
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used[f] = 1;
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let points = clipPoly(
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vchain.map(v => vertices.p[v]),
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1
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);
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const area = d3.polygonArea(points); // area with lakes/islands
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if (area > 0 && features[f].type === "lake") {
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points = points.reverse();
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vchain = vchain.reverse();
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}
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features[f].area = Math.abs(area);
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features[f].vertices = vchain;
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const path = round(lineGen(points));
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if (features[f].type === "lake") {
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landMask
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.append("path")
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.attr("d", path)
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.attr("fill", "black")
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.attr("id", "land_" + f);
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// waterMask.append("path").attr("d", path).attr("fill", "white").attr("id", "water_"+id); // uncomment to show over lakes
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lakes
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.select("#freshwater")
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.append("path")
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.attr("d", path)
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.attr("id", "lake_" + f)
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.attr("data-f", f); // draw the lake
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} else {
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landMask
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.append("path")
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.attr("d", path)
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.attr("fill", "white")
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.attr("id", "land_" + f);
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waterMask
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.append("path")
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.attr("d", path)
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.attr("fill", "black")
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.attr("id", "water_" + f);
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const g = features[f].group === "lake_island" ? "lake_island" : "sea_island";
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coastline
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.select("#" + g)
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.append("path")
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.attr("d", path)
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.attr("id", "island_" + f)
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.attr("data-f", f); // draw the coastline
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}
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// draw ruler to cover the biggest land piece
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if (f === largestLand) {
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const from = points[d3.scan(points, (a, b) => a[0] - b[0])];
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const to = points[d3.scan(points, (a, b) => b[0] - a[0])];
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rulers.create(Ruler, [from, to]);
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}
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}
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// find cell vertex to start path detection
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function findStart(i, t) {
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if (t === -1 && cells.b[i]) return cells.v[i].find(v => vertices.c[v].some(c => c >= n)); // map border cell
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const filtered = cells.c[i].filter(c => cells.t[c] === t);
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const index = cells.c[i].indexOf(d3.min(filtered));
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return index === -1 ? index : cells.v[i][index];
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}
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// connect vertices to chain
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function connectVertices(start, t) {
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const chain = []; // vertices chain to form a path
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for (let i = 0, current = start; i === 0 || (current !== start && i < 50000); i++) {
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const prev = chain[chain.length - 1]; // previous vertex in chain
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chain.push(current); // add current vertex to sequence
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const c = vertices.c[current]; // cells adjacent to vertex
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const v = vertices.v[current]; // neighboring vertices
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const c0 = c[0] >= n || cells.t[c[0]] === t;
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const c1 = c[1] >= n || cells.t[c[1]] === t;
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const c2 = c[2] >= n || cells.t[c[2]] === t;
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if (v[0] !== prev && c0 !== c1) current = v[0];
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else if (v[1] !== prev && c1 !== c2) current = v[1];
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else if (v[2] !== prev && c0 !== c2) current = v[2];
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if (current === chain[chain.length - 1]) {
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ERROR && console.error("Next vertex is not found");
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break;
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}
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}
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return chain;
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}
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// move vertices that are too close to already added ones
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function relax(vchain, r) {
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const p = vertices.p,
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tree = d3.quadtree();
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for (let i = 0; i < vchain.length; i++) {
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const v = vchain[i];
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let [x, y] = [p[v][0], p[v][1]];
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if (i && vchain[i + 1] && tree.find(x, y, r) !== undefined) {
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const v1 = vchain[i - 1],
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v2 = vchain[i + 1];
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const [x1, y1] = [p[v1][0], p[v1][1]];
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const [x2, y2] = [p[v2][0], p[v2][1]];
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[x, y] = [(x1 + x2) / 2, (y1 + y2) / 2];
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p[v] = [x, y];
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}
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tree.add([x, y]);
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}
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}
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TIME && console.timeEnd("drawCoastline");
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}
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// Re-mark features (ocean, lakes, islands)
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function reMarkFeatures() {
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TIME && console.time("reMarkFeatures");
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@ -1540,6 +1402,5 @@ function undraw() {
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.forEach(el => el.remove());
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byId("coas").innerHTML = ""; // remove auto-generated emblems
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notes = [];
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rulers = new Rulers();
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unfog();
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}
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