mirror of
https://github.com/Azgaar/Fantasy-Map-Generator.git
synced 2025-12-16 17:31:24 +01:00
feat: move biomes code to a separate module, reduce deserts amount
This commit is contained in:
parent
71cc739b4d
commit
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9 changed files with 185 additions and 135 deletions
13
index.html
13
index.html
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@ -7943,6 +7943,7 @@
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<script src="modules/ocean-layers.js?v=1.91.02"></script>
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<script src="modules/river-generator.js?v=1.89.13"></script>
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<script src="modules/lakes.js"></script>
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<script src="modules/biomes.js"></script>
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<script src="modules/names-generator.js?v=1.87.14"></script>
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<script src="modules/cultures-generator.js?v=1.89.10"></script>
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<script src="modules/burgs-and-states.js?v=1.89.37"></script>
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@ -7951,7 +7952,7 @@
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<script src="modules/military-generator.js"></script>
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<script src="modules/markers-generator.js?v=1.89.34"></script>
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<script src="modules/coa-generator.js?v=1.91.00"></script>
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<script src="modules/submap.js?v=1.88.05"></script>
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<script src="modules/submap.js?v=1.91.05"></script>
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<script src="libs/polylabel.min.js"></script>
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<script src="libs/lineclip.min.js"></script>
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<script src="libs/alea.min.js"></script>
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@ -7962,16 +7963,16 @@
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<script src="modules/ui/general.js?v=1.87.03"></script>
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<script src="modules/ui/options.js?v=1.91.00"></script>
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<script src="main.js?v=1.90.00"></script>
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<script src="main.js?v=1.91.05"></script>
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<script defer src="modules/relief-icons.js"></script>
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<script defer src="modules/ui/style.js"></script>
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<script defer src="modules/ui/editors.js?v=1.91.00"></script>
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<script defer src="modules/ui/tools.js?v=1.90.00"></script>
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<script defer src="modules/ui/world-configurator.js?v=1.90.00"></script>
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<script defer src="modules/ui/heightmap-editor.js?v=1.90.04"></script>
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<script defer src="modules/ui/world-configurator.js?v=1.91.05"></script>
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<script defer src="modules/ui/heightmap-editor.js?v=1.91.05"></script>
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<script defer src="modules/ui/provinces-editor.js?v=1.89.00"></script>
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<script defer src="modules/ui/biomes-editor.js"></script>
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<script defer src="modules/ui/biomes-editor.js?v=1.91.05"></script>
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<script defer src="modules/ui/namesbase-editor.js?v=1.89.26"></script>
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<script defer src="modules/ui/elevation-profile.js"></script>
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<script defer src="modules/ui/temperature-graph.js?v=1.90.03"></script>
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@ -8005,7 +8006,7 @@
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<script defer src="libs/jquery.ui.touch-punch.min.js"></script>
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<script defer src="modules/io/save.js?v=1.91.04"></script>
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<script defer src="modules/io/load.js?v=1.91.04"></script>
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<script defer src="modules/io/load.js?v=1.91.05"></script>
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<script defer src="modules/io/cloud.js"></script>
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<script defer src="modules/io/export.js?v=1.89.36"></script>
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<script defer src="modules/io/formats.js"></script>
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116
main.js
116
main.js
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@ -159,7 +159,7 @@ let notes = [];
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let rulers = new Rulers();
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let customization = 0;
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let biomesData = applyDefaultBiomesSystem();
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let biomesData = Biomes.getDefault();
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let nameBases = Names.getNameBases(); // cultures-related data
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let color = d3.scaleSequential(d3.interpolateSpectral); // default color scheme
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@ -425,79 +425,6 @@ function findBurgForMFCG(params) {
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tip("Here stands the glorious city of " + b.name, true, "success", 15000);
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}
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// apply default biomes data
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function applyDefaultBiomesSystem() {
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const name = [
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"Marine",
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"Hot desert",
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"Cold desert",
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"Savanna",
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"Grassland",
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"Tropical seasonal forest",
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"Temperate deciduous forest",
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"Tropical rainforest",
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"Temperate rainforest",
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"Taiga",
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"Tundra",
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"Glacier",
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"Wetland"
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];
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const color = [
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"#466eab",
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"#fbe79f",
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"#b5b887",
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"#d2d082",
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"#c8d68f",
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"#b6d95d",
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"#29bc56",
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"#7dcb35",
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"#409c43",
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"#4b6b32",
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"#96784b",
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"#d5e7eb",
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"#0b9131"
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];
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const habitability = [0, 4, 10, 22, 30, 50, 100, 80, 90, 12, 4, 0, 12];
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const iconsDensity = [0, 3, 2, 120, 120, 120, 120, 150, 150, 100, 5, 0, 150];
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const icons = [
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{},
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{dune: 3, cactus: 6, deadTree: 1},
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{dune: 9, deadTree: 1},
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{acacia: 1, grass: 9},
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{grass: 1},
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{acacia: 8, palm: 1},
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{deciduous: 1},
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{acacia: 5, palm: 3, deciduous: 1, swamp: 1},
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{deciduous: 6, swamp: 1},
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{conifer: 1},
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{grass: 1},
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{},
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{swamp: 1}
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];
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const cost = [10, 200, 150, 60, 50, 70, 70, 80, 90, 200, 1000, 5000, 150]; // biome movement cost
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const biomesMartix = [
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// hot ↔ cold [>19°C; <-4°C]; dry ↕ wet
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new Uint8Array([1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 10]),
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new Uint8Array([1, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 9, 9, 9, 9, 10, 10, 10]),
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new Uint8Array([5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 9, 9, 9, 9, 9, 10, 10, 10]),
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new Uint8Array([5, 6, 6, 6, 6, 6, 6, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 9, 10, 10, 10]),
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new Uint8Array([7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 9, 9, 10, 10])
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];
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// parse icons weighted array into a simple array
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for (let i = 0; i < icons.length; i++) {
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const parsed = [];
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for (const icon in icons[i]) {
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for (let j = 0; j < icons[i][icon]; j++) {
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parsed.push(icon);
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}
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}
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icons[i] = parsed;
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}
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return {i: d3.range(0, name.length), name, color, biomesMartix, habitability, iconsDensity, icons, cost};
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}
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function handleZoom(isScaleChanged, isPositionChanged) {
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viewbox.attr("transform", `translate(${viewX} ${viewY}) scale(${scale})`);
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@ -708,7 +635,7 @@ async function generate(options) {
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Rivers.generate();
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drawRivers();
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Lakes.defineGroup();
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defineBiomes();
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Biomes.define();
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rankCells();
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Cultures.generate();
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@ -1499,45 +1426,6 @@ function isWetLand(moisture, temperature, height) {
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return false;
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}
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// assign biome id for each cell
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function defineBiomes() {
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TIME && console.time("defineBiomes");
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const {cells} = pack;
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const {temp, prec} = grid.cells;
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cells.biome = new Uint8Array(cells.i.length); // biomes array
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for (const i of cells.i) {
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const temperature = temp[cells.g[i]];
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const height = cells.h[i];
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const moisture = height < 20 ? 0 : calculateMoisture(i);
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cells.biome[i] = getBiomeId(moisture, temperature, height);
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}
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function calculateMoisture(i) {
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let moist = prec[cells.g[i]];
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if (cells.r[i]) moist += Math.max(cells.fl[i] / 20, 2);
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const n = cells.c[i]
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.filter(isLand)
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.map(c => prec[cells.g[c]])
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.concat([moist]);
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return rn(4 + d3.mean(n));
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}
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TIME && console.timeEnd("defineBiomes");
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}
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// assign biome id to a cell
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function getBiomeId(moisture, temperature, height) {
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if (height < 20) return 0; // marine biome: all water cells
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if (temperature < -5) return 11; // permafrost biome
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if (isWetLand(moisture, temperature, height)) return 12; // wetland biome
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const moistureBand = Math.min((moisture / 5) | 0, 4); // [0-4]
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const temperatureBand = Math.min(Math.max(20 - temperature, 0), 25); // [0-25]
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return biomesData.biomesMartix[moistureBand][temperatureBand];
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}
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// assess cells suitability to calculate population and rand cells for culture center and burgs placement
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function rankCells() {
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TIME && console.time("rankCells");
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144
modules/biomes.js
Normal file
144
modules/biomes.js
Normal file
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@ -0,0 +1,144 @@
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"use strict";
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const MIN_LAND_HEIGHT = 20;
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const names = [
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"Marine",
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"Hot desert",
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"Cold desert",
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"Savanna",
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"Grassland",
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"Tropical seasonal forest",
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"Temperate deciduous forest",
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"Tropical rainforest",
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"Temperate rainforest",
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"Taiga",
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"Tundra",
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"Glacier",
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"Wetland"
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];
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window.Biomes = (function () {
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const getDefault = () => {
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const name = [
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"Marine",
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"Hot desert",
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"Cold desert",
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"Savanna",
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"Grassland",
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"Tropical seasonal forest",
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"Temperate deciduous forest",
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"Tropical rainforest",
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"Temperate rainforest",
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"Taiga",
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"Tundra",
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"Glacier",
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"Wetland"
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];
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const color = [
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"#466eab",
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"#fbe79f",
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"#b5b887",
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"#d2d082",
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"#c8d68f",
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"#b6d95d",
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"#29bc56",
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"#7dcb35",
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"#409c43",
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"#4b6b32",
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"#96784b",
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"#d5e7eb",
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"#0b9131"
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];
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const habitability = [0, 4, 10, 22, 30, 50, 100, 80, 90, 12, 4, 0, 12];
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const iconsDensity = [0, 3, 2, 120, 120, 120, 120, 150, 150, 100, 5, 0, 150];
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const icons = [
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{},
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{dune: 3, cactus: 6, deadTree: 1},
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{dune: 9, deadTree: 1},
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{acacia: 1, grass: 9},
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{grass: 1},
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{acacia: 8, palm: 1},
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{deciduous: 1},
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{acacia: 5, palm: 3, deciduous: 1, swamp: 1},
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{deciduous: 6, swamp: 1},
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{conifer: 1},
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{grass: 1},
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{},
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{swamp: 1}
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];
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const cost = [10, 200, 150, 60, 50, 70, 70, 80, 90, 200, 1000, 5000, 150]; // biome movement cost
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const biomesMartix = [
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// hot ↔ cold [>19°C; <-4°C]; dry ↕ wet
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new Uint8Array([1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 10]),
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new Uint8Array([3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 9, 9, 9, 9, 10, 10, 10]),
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new Uint8Array([5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 9, 9, 9, 9, 9, 10, 10, 10]),
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new Uint8Array([5, 6, 6, 6, 6, 6, 6, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 9, 10, 10, 10]),
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new Uint8Array([7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 9, 9, 10, 10])
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];
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// parse icons weighted array into a simple array
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for (let i = 0; i < icons.length; i++) {
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const parsed = [];
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for (const icon in icons[i]) {
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for (let j = 0; j < icons[i][icon]; j++) {
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parsed.push(icon);
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}
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}
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icons[i] = parsed;
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}
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return {i: d3.range(0, name.length), name, color, biomesMartix, habitability, iconsDensity, icons, cost};
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};
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// assign biome id for each cell
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function define() {
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TIME && console.time("defineBiomes");
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const {fl: flux, r: riverIds, h: heights, c: neighbors, g: gridReference} = pack.cells;
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const {temp, prec} = grid.cells;
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pack.cells.biome = new Uint8Array(pack.cells.i.length); // biomes array
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for (let cellId = 0; cellId < heights.length; cellId++) {
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const height = heights[cellId];
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const moisture = height < MIN_LAND_HEIGHT ? 0 : calculateMoisture(cellId);
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const temperature = temp[gridReference[cellId]];
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pack.cells.biome[cellId] = getId(moisture, temperature, height, Boolean(riverIds[cellId]));
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}
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function calculateMoisture(cellId) {
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let moisture = prec[gridReference[cellId]];
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if (riverIds[cellId]) moisture += Math.max(flux[cellId] / 10, 2);
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const moistAround = neighbors[cellId]
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.filter(neibCellId => heights[neibCellId] >= MIN_LAND_HEIGHT)
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.map(c => prec[gridReference[c]])
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.concat([moisture]);
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return rn(4 + d3.mean(moistAround));
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}
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TIME && console.timeEnd("defineBiomes");
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}
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function getId(moisture, temperature, height, hasRiver) {
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if (height < 20) return 0; // all water cells: marine biome
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if (temperature < -5) return 11; // too cold: permafrost biome
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if (temperature >= 25 && !hasRiver && moisture < 8) return 1; // too hot and dry: hot desert biome
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if (isWetland(moisture, temperature, height)) return 12; // too wet: wetland biome
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// in other cases use biome matrix
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const moistureBand = Math.min((moisture / 5) | 0, 4); // [0-4]
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const temperatureBand = Math.min(Math.max(20 - temperature, 0), 25); // [0-25]
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return biomesData.biomesMartix[moistureBand][temperatureBand];
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}
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function isWetland(moisture, temperature, height) {
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if (temperature <= -2) return false; // too cold
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if (moisture > 40 && height < 25) return true; // near coast
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if (moisture > 24 && height > 24 && height < 60) return true; // off coast
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return false;
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}
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return {getDefault, define, getId};
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})();
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@ -257,7 +257,7 @@ async function parseLoadedData(data) {
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}
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const biomes = data[3].split("|");
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biomesData = applyDefaultBiomesSystem();
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biomesData = Biomes.getDefault();
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biomesData.color = biomes[0].split(",");
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biomesData.habitability = biomes[1].split(",").map(h => +h);
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biomesData.name = biomes[2].split(",");
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@ -215,7 +215,7 @@ window.Submap = (function () {
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// biome calculation based on (resampled) grid.cells.temp and prec
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// it's safe to recalculate.
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stage("Regenerating Biome.");
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defineBiomes();
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Biomes.define();
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// recalculate suitability and population
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// TODO: normalize according to the base-map
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rankCells();
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@ -88,7 +88,9 @@ function editBiomes() {
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const rural = b.rural[i] * populationRate;
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const urban = b.urban[i] * populationRate * urbanization;
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const population = rn(rural + urban);
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const populationTip = `Total population: ${si(population)}; Rural population: ${si(rural)}; Urban population: ${si(urban)}`;
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const populationTip = `Total population: ${si(population)}; Rural population: ${si(
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rural
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)}; Urban population: ${si(urban)}`;
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totalArea += area;
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totalPopulation += population;
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@ -104,7 +106,9 @@ function editBiomes() {
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data-color=${b.color[i]}
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>
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<fill-box fill="${b.color[i]}"></fill-box>
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<input data-tip="Biome name. Click and type to change" class="biomeName" value="${b.name[i]}" autocorrect="off" spellcheck="false" />
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<input data-tip="Biome name. Click and type to change" class="biomeName" value="${
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b.name[i]
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}" autocorrect="off" spellcheck="false" />
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<span data-tip="Biome habitability percent" class="hide">%</span>
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<input
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data-tip="Biome habitability percent. Click and set new value to change"
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@ -121,7 +125,11 @@ function editBiomes() {
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<span data-tip="${populationTip}" class="icon-male hide"></span>
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<div data-tip="${populationTip}" class="biomePopulation hide">${si(population)}</div>
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<span data-tip="Open Wikipedia article about the biome" class="icon-info-circled pointer hide"></span>
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${i > 12 && !b.cells[i] ? '<span data-tip="Remove the custom biome" class="icon-trash-empty hide"></span>' : ""}
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${
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i > 12 && !b.cells[i]
|
||||
? '<span data-tip="Remove the custom biome" class="icon-trash-empty hide"></span>'
|
||||
: ""
|
||||
}
|
||||
</div>
|
||||
`;
|
||||
}
|
||||
|
|
@ -403,7 +411,14 @@ function editBiomes() {
|
|||
|
||||
// change of append new element
|
||||
if (exists.size()) exists.attr("data-biome", biomeNew).attr("fill", color).attr("stroke", color);
|
||||
else temp.append("polygon").attr("data-cell", i).attr("data-biome", biomeNew).attr("points", getPackPolygon(i)).attr("fill", color).attr("stroke", color);
|
||||
else
|
||||
temp
|
||||
.append("polygon")
|
||||
.attr("data-cell", i)
|
||||
.attr("data-biome", biomeNew)
|
||||
.attr("points", getPackPolygon(i))
|
||||
.attr("fill", color)
|
||||
.attr("stroke", color);
|
||||
});
|
||||
}
|
||||
|
||||
|
|
@ -449,8 +464,8 @@ function editBiomes() {
|
|||
}
|
||||
|
||||
function restoreInitialBiomes() {
|
||||
biomesData = applyDefaultBiomesSystem();
|
||||
defineBiomes();
|
||||
biomesData = Biomes.getDefault();
|
||||
Biomes.define();
|
||||
drawBiomes();
|
||||
recalculatePopulation();
|
||||
refreshBiomesEditor();
|
||||
|
|
|
|||
|
|
@ -239,7 +239,7 @@ function editHeightmap(options) {
|
|||
|
||||
drawRivers();
|
||||
Lakes.defineGroup();
|
||||
defineBiomes();
|
||||
Biomes.define();
|
||||
rankCells();
|
||||
|
||||
Cultures.generate();
|
||||
|
|
@ -373,10 +373,6 @@ function editHeightmap(options) {
|
|||
const g = pack.cells.g[i];
|
||||
const isLand = pack.cells.h[i] >= 20;
|
||||
|
||||
// check biome
|
||||
pack.cells.biome[i] =
|
||||
isLand && biome[g] ? biome[g] : getBiomeId(grid.cells.prec[g], grid.cells.temp[g], pack.cells.h[i]);
|
||||
|
||||
// rivers data
|
||||
if (!erosionAllowed) {
|
||||
pack.cells.r[i] = r[g];
|
||||
|
|
@ -384,6 +380,12 @@ function editHeightmap(options) {
|
|||
pack.cells.fl[i] = fl[g];
|
||||
}
|
||||
|
||||
// check biome
|
||||
pack.cells.biome[i] =
|
||||
isLand && biome[g]
|
||||
? biome[g]
|
||||
: Biomes.getId(grid.cells.prec[g], grid.cells.temp[g], pack.cells.h[i], Boolean(pack.cells.r[i]));
|
||||
|
||||
if (!isLand) continue;
|
||||
pack.cells.culture[i] = culture[g];
|
||||
pack.cells.pop[i] = pop[g];
|
||||
|
|
|
|||
|
|
@ -85,7 +85,7 @@ function editWorld() {
|
|||
Lakes.defineGroup();
|
||||
Rivers.specify();
|
||||
pack.cells.h = new Float32Array(heights);
|
||||
defineBiomes();
|
||||
Biomes.define();
|
||||
|
||||
if (layerIsOn("toggleTemp")) drawTemp();
|
||||
if (layerIsOn("togglePrec")) drawPrec();
|
||||
|
|
|
|||
|
|
@ -1,7 +1,7 @@
|
|||
"use strict";
|
||||
|
||||
// version and caching control
|
||||
const version = "1.91.04"; // generator version, update each time
|
||||
const version = "1.91.05"; // generator version, update each time
|
||||
|
||||
{
|
||||
document.title += " v" + version;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue