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Refactor: migrate ice (#1308)
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* refactor: migrate ice module * chore: lint * refactor: enhance rand function documentation for clarity on argument usage * refactor: reorganize imports in probabilityUtils test file for clarity
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5 changed files with 448 additions and 64 deletions
175
src/modules/ice.ts
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175
src/modules/ice.ts
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@ -0,0 +1,175 @@
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import Alea from "alea";
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import { min } from "d3";
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import {
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clipPoly,
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getGridPolygon,
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getIsolines,
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lerp,
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minmax,
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normalize,
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P,
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ra,
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rand,
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rn,
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} from "../utils";
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import type { Point } from "./voronoi";
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declare global {
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var Ice: IceModule;
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}
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class IceModule {
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// Find next available id for new ice element idealy filling gaps
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private getNextId() {
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if (pack.ice.length === 0) return 0;
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// find gaps in existing ids
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const existingIds = pack.ice.map((e) => e.i).sort((a, b) => a - b);
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for (let id = 0; id < existingIds[existingIds.length - 1]; id++) {
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if (!existingIds.includes(id)) return id;
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}
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return existingIds[existingIds.length - 1] + 1;
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}
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// Clear all ice
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private clear() {
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pack.ice = [];
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}
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// Generate glaciers and icebergs based on temperature and height
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public generate() {
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this.clear();
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const { cells, features } = grid;
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const { temp, h } = cells;
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Math.random = Alea(seed);
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const ICEBERG_MAX_TEMP = 0;
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const GLACIER_MAX_TEMP = -8;
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const minMaxTemp = min<number>(temp)!;
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// Generate glaciers on cold land
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{
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const type = "iceShield";
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const getType = (cellId: number) =>
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h[cellId] >= 20 && temp[cellId] <= GLACIER_MAX_TEMP ? type : null;
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const isolines = getIsolines(grid, getType, { polygons: true });
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if (isolines[type]?.polygons) {
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isolines[type].polygons.forEach((points: Point[]) => {
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const clipped = clipPoly(points, graphWidth, graphHeight);
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pack.ice.push({
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i: this.getNextId(),
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points: clipped,
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type: "glacier",
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});
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});
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}
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}
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// Generate icebergs on cold water
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for (const cellId of grid.cells.i) {
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const t = temp[cellId];
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if (h[cellId] >= 20) continue; // no icebergs on land
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if (t > ICEBERG_MAX_TEMP) continue; // too warm: no icebergs
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if (features[cells.f[cellId]].type === "lake") continue; // no icebergs on lakes
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if (P(0.8)) continue; // skip most of eligible cells
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const randomFactor = 0.8 + rand() * 0.4; // random size factor
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let baseSize = (1 - normalize(t, minMaxTemp, 1)) * 0.8; // size: 0 = zero, 1 = full
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if (cells.t[cellId] === -1) baseSize /= 1.3; // coastline: smaller icebergs
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const size = minmax(rn(baseSize * randomFactor, 2), 0.1, 1);
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const [cx, cy] = grid.points[cellId];
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const points = getGridPolygon(cellId, grid).map(([x, y]: Point) => [
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rn(lerp(cx, x, size), 2),
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rn(lerp(cy, y, size), 2),
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]);
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pack.ice.push({
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i: this.getNextId(),
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points,
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type: "iceberg",
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cellId,
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size,
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});
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}
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}
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addIceberg(cellId: number, size: number) {
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const [cx, cy] = grid.points[cellId];
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const points = getGridPolygon(cellId, grid).map(([x, y]: Point) => [
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rn(lerp(cx, x, size), 2),
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rn(lerp(cy, y, size), 2),
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]);
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const id = this.getNextId();
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pack.ice.push({
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i: id,
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points,
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type: "iceberg",
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cellId,
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size,
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});
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redrawIceberg(id);
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}
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removeIce(id: number) {
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const index = pack.ice.findIndex((element) => element.i === id);
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if (index !== -1) {
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const type = pack.ice.find((element) => element.i === id).type;
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pack.ice.splice(index, 1);
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if (type === "glacier") {
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redrawGlacier(id);
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} else {
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redrawIceberg(id);
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}
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}
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}
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randomizeIcebergShape(id: number) {
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const iceberg = pack.ice.find((element) => element.i === id);
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if (!iceberg) return;
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const cellId = iceberg.cellId;
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const size = iceberg.size;
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const [cx, cy] = grid.points[cellId];
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// Get a different random cell for the polygon template
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const i = ra(grid.cells.i);
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const cn = grid.points[i];
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const poly = getGridPolygon(i, grid).map((p: Point) => [
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p[0] - cn[0],
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p[1] - cn[1],
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]);
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const points = poly.map((p: Point) => [
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rn(cx + p[0] * size, 2),
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rn(cy + p[1] * size, 2),
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]);
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iceberg.points = points;
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}
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changeIcebergSize(id: number, newSize: number) {
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const iceberg = pack.ice.find((element) => element.i === id);
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if (!iceberg) return;
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const cellId = iceberg.cellId;
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const [cx, cy] = grid.points[cellId];
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const oldSize = iceberg.size;
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const flat = iceberg.points.flat();
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const pairs = [];
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while (flat.length) pairs.push(flat.splice(0, 2));
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const poly = pairs.map((p) => [
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(p[0] - cx) / oldSize,
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(p[1] - cy) / oldSize,
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]);
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const points = poly.map((p) => [
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rn(cx + p[0] * newSize, 2),
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rn(cy + p[1] * newSize, 2),
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]);
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iceberg.points = points;
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iceberg.size = newSize;
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}
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}
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window.Ice = new IceModule();
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@ -13,3 +13,4 @@ import "./states-generator";
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import "./zones-generator";
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import "./religions-generator";
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import "./provinces-generator";
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import "./ice";
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