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https://github.com/Azgaar/Fantasy-Map-Generator.git
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refactor(es modules): move all files to src, try vite 3.0
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119 changed files with 8218 additions and 139 deletions
278
src/modules/routes-generator.js
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278
src/modules/routes-generator.js
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import {TIME} from "/src/config/logging";
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import {findCell} from "/src/utils/graphUtils";
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import {last} from "/src/utils/arrayUtils";
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import {round} from "/src/utils/stringUtils";
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window.Routes = (function () {
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const getRoads = function () {
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TIME && console.time("generateMainRoads");
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const cells = pack.cells;
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const burgs = pack.burgs.filter(b => b.i && !b.removed);
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const capitals = burgs.filter(b => b.capital).sort((a, b) => a.population - b.population);
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if (capitals.length < 2) return []; // not enough capitals to build main roads
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const paths = []; // array to store path segments
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for (const b of capitals) {
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const connect = capitals.filter(c => c.feature === b.feature && c !== b);
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for (const t of connect) {
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const [from, exit] = findLandPath(b.cell, t.cell, true);
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const segments = restorePath(b.cell, exit, "main", from);
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segments.forEach(s => paths.push(s));
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}
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}
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cells.i.forEach(i => (cells.s[i] += cells.road[i] / 2)); // add roads to suitability score
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TIME && console.timeEnd("generateMainRoads");
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return paths;
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};
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const getTrails = function () {
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TIME && console.time("generateTrails");
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const cells = pack.cells;
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const burgs = pack.burgs.filter(b => b.i && !b.removed);
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if (burgs.length < 2) return []; // not enough burgs to build trails
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let paths = []; // array to store path segments
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for (const f of pack.features.filter(f => f.land)) {
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const isle = burgs.filter(b => b.feature === f.i); // burgs on island
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if (isle.length < 2) continue;
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isle.forEach(function (b, i) {
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let path = [];
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if (!i) {
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// build trail from the first burg on island
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// to the farthest one on the same island or the closest road
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const farthest = d3.scan(
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isle,
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(a, c) => (c.y - b.y) ** 2 + (c.x - b.x) ** 2 - ((a.y - b.y) ** 2 + (a.x - b.x) ** 2)
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);
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const to = isle[farthest].cell;
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if (cells.road[to]) return;
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const [from, exit] = findLandPath(b.cell, to, true);
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path = restorePath(b.cell, exit, "small", from);
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} else {
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// build trail from all other burgs to the closest road on the same island
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if (cells.road[b.cell]) return;
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const [from, exit] = findLandPath(b.cell, null, true);
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if (exit === null) return;
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path = restorePath(b.cell, exit, "small", from);
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}
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if (path) paths = paths.concat(path);
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});
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}
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TIME && console.timeEnd("generateTrails");
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return paths;
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};
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const getSearoutes = function () {
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TIME && console.time("generateSearoutes");
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const {cells, burgs, features} = pack;
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const allPorts = burgs.filter(b => b.port > 0 && !b.removed);
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if (!allPorts.length) return [];
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const bodies = new Set(allPorts.map(b => b.port)); // water features with ports
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let paths = []; // array to store path segments
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const connected = []; // store cell id of connected burgs
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bodies.forEach(f => {
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const ports = allPorts.filter(b => b.port === f); // all ports on the same feature
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if (!ports.length) return;
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if (features[f]?.border) addOverseaRoute(f, ports[0]);
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// get inner-map routes
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for (let s = 0; s < ports.length; s++) {
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const source = ports[s].cell;
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if (connected[source]) continue;
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for (let t = s + 1; t < ports.length; t++) {
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const target = ports[t].cell;
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if (connected[target]) continue;
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const [from, exit, passable] = findOceanPath(target, source, true);
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if (!passable) continue;
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const path = restorePath(target, exit, "ocean", from);
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paths = paths.concat(path);
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connected[source] = 1;
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connected[target] = 1;
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}
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}
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});
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function addOverseaRoute(f, port) {
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const {x, y, cell: source} = port;
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const dist = p => Math.abs(p[0] - x) + Math.abs(p[1] - y);
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const [x1, y1] = [
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[0, y],
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[x, 0],
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[graphWidth, y],
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[x, graphHeight]
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].sort((a, b) => dist(a) - dist(b))[0];
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const target = findCell(x1, y1);
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if (cells.f[target] === f && cells.h[target] < 20) {
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const [from, exit, passable] = findOceanPath(target, source, true);
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if (passable) {
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const path = restorePath(target, exit, "ocean", from);
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paths = paths.concat(path);
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last(path).push([x1, y1]);
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}
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}
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}
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TIME && console.timeEnd("generateSearoutes");
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return paths;
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};
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const draw = function (main, small, water) {
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TIME && console.time("drawRoutes");
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const {cells, burgs} = pack;
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const {burg, p} = cells;
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const getBurgCoords = b => [burgs[b].x, burgs[b].y];
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const getPathPoints = cells => cells.map(i => (Array.isArray(i) ? i : burg[i] ? getBurgCoords(burg[i]) : p[i]));
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const getPath = segment => round(lineGen(getPathPoints(segment)), 1);
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const getPathsHTML = (paths, type) =>
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paths.map((path, i) => `<path id="${type}${i}" d="${getPath(path)}" />`).join("");
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lineGen.curve(d3.curveCatmullRom.alpha(0.1));
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roads.html(getPathsHTML(main, "road"));
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trails.html(getPathsHTML(small, "trail"));
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lineGen.curve(d3.curveBundle.beta(1));
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searoutes.html(getPathsHTML(water, "searoute"));
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TIME && console.timeEnd("drawRoutes");
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};
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const regenerate = function () {
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routes.selectAll("path").remove();
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pack.cells.road = new Uint16Array(pack.cells.i.length);
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pack.cells.crossroad = new Uint16Array(pack.cells.i.length);
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const main = getRoads();
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const small = getTrails();
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const water = getSearoutes();
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draw(main, small, water);
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};
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return {getRoads, getTrails, getSearoutes, draw, regenerate};
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// Find a land path to a specific cell (exit), to a closest road (toRoad), or to all reachable cells (null, null)
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function findLandPath(start, exit = null, toRoad = null) {
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const cells = pack.cells;
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const queue = new PriorityQueue({comparator: (a, b) => a.p - b.p});
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const cost = [],
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from = [];
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queue.queue({e: start, p: 0});
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while (queue.length) {
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const next = queue.dequeue(),
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n = next.e,
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p = next.p;
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if (toRoad && cells.road[n]) return [from, n];
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for (const c of cells.c[n]) {
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if (cells.h[c] < 20) continue; // ignore water cells
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const stateChangeCost = cells.state && cells.state[c] !== cells.state[n] ? 400 : 0; // trails tend to lay within the same state
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const habitability = biomesData.habitability[cells.biome[c]];
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if (!habitability) continue; // avoid inhabitable cells (eg. lava, glacier)
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const habitedCost = habitability ? Math.max(100 - habitability, 0) : 400; // routes tend to lay within populated areas
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const heightChangeCost = Math.abs(cells.h[c] - cells.h[n]) * 10; // routes tend to avoid elevation changes
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const heightCost = cells.h[c] > 80 ? cells.h[c] : 0; // routes tend to avoid mountainous areas
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const cellCoast = 10 + stateChangeCost + habitedCost + heightChangeCost + heightCost;
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const totalCost = p + (cells.road[c] || cells.burg[c] ? cellCoast / 3 : cellCoast);
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if (from[c] || totalCost >= cost[c]) continue;
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from[c] = n;
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if (c === exit) return [from, exit];
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cost[c] = totalCost;
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queue.queue({e: c, p: totalCost});
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}
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}
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return [from, exit];
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}
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function restorePath(start, end, type, from) {
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const cells = pack.cells;
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const path = []; // to store all segments;
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let segment = [],
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current = end,
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prev = end;
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const score = type === "main" ? 5 : 1; // to increase road score at cell
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if (type === "ocean" || !cells.road[prev]) segment.push(end);
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if (!cells.road[prev]) cells.road[prev] = score;
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for (let i = 0, limit = 1000; i < limit; i++) {
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if (!from[current]) break;
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current = from[current];
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if (cells.road[current]) {
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if (segment.length) {
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segment.push(current);
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path.push(segment);
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if (segment[0] !== end) {
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cells.road[segment[0]] += score;
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cells.crossroad[segment[0]] += score;
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}
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if (current !== start) {
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cells.road[current] += score;
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cells.crossroad[current] += score;
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}
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}
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segment = [];
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prev = current;
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} else {
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if (prev) segment.push(prev);
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prev = null;
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segment.push(current);
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}
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cells.road[current] += score;
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if (current === start) break;
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}
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if (segment.length > 1) path.push(segment);
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return path;
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}
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// find water paths
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function findOceanPath(start, exit = null, toRoute = null) {
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const cells = pack.cells,
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temp = grid.cells.temp;
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const queue = new PriorityQueue({comparator: (a, b) => a.p - b.p});
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const cost = [],
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from = [];
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queue.queue({e: start, p: 0});
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while (queue.length) {
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const next = queue.dequeue(),
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n = next.e,
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p = next.p;
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if (toRoute && n !== start && cells.road[n]) return [from, n, true];
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for (const c of cells.c[n]) {
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if (c === exit) {
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from[c] = n;
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return [from, exit, true];
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}
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if (cells.h[c] >= 20) continue; // ignore land cells
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if (temp[cells.g[c]] <= -5) continue; // ignore cells with term <= -5
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const dist2 = (cells.p[c][1] - cells.p[n][1]) ** 2 + (cells.p[c][0] - cells.p[n][0]) ** 2;
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const totalCost = p + (cells.road[c] ? 1 + dist2 / 2 : dist2 + (cells.t[c] ? 1 : 100));
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if (from[c] || totalCost >= cost[c]) continue;
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(from[c] = n), (cost[c] = totalCost);
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queue.queue({e: c, p: totalCost});
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}
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}
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return [from, exit, false];
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}
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})();
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