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refactor: Biomes.define - partial
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7 changed files with 72 additions and 59 deletions
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@ -1,4 +1,5 @@
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import {clipPoly} from "utils/lineUtils";
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import {TIME} from "config/logging";
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export function drawBiomes() {
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TIME && console.time("drawBiomes");
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@ -6,6 +7,7 @@ export function drawBiomes() {
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const {cells, vertices} = pack;
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const n = cells.i.length;
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const used = new Uint8Array(cells.i.length);
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const paths = new Array(biomesData.i.length).fill("");
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@ -1,6 +1,6 @@
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import {pick} from "utils/functionUtils";
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export function drawRivers(pack: IPack) {
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export function drawRivers() {
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rivers.selectAll("*").remove();
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const {addMeandering, getRiverPath} = window.Rivers;
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@ -1,8 +1,8 @@
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import * as d3 from "d3";
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import {TIME} from "config/logging";
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import {isLand} from "utils/graphUtils";
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import {rn} from "utils/numberUtils";
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import {MIN_LAND_HEIGHT} from "config/generation";
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window.Biomes = (function () {
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const getDefault = () => {
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@ -78,40 +78,40 @@ window.Biomes = (function () {
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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({temp, prec, flux, riverIds, heights, neighbors, gridReference}) {
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TIME && console.time("defineBiomes");
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const biome = new Uint8Array(heights.length); // biomes array
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for (let cellId = 0; cellId < heights.length; cellId++) {
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const temperature = temp[gridReference[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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biome[cellId] = getId(moisture, temperature, height);
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}
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function calculateMoisture(cellId) {
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let moist = prec[gridReference[cellId]];
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if (riverIds[cellId]) moist += Math.max(flux[cellId] / 20, 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([moist]);
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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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return biome;
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}
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function isWetLand(moisture, temperature, height) {
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if (moisture > 40 && temperature > -2 && height < 25) return true; //near coast
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if (moisture > 24 && temperature > -2 && height > 24 && height < 60) return true; //off coast
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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 define(pack, grid) {
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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] = getId(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 getId(moisture, temperature, height) {
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if (height < 20) return 0; // marine biome: all water cells
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@ -65,7 +65,8 @@ async function generate(options?: IGenerationOptions) {
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// renderLayer("cells");
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renderLayer("features");
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renderLayer("heightmap");
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renderLayer("rivers", pack);
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renderLayer("rivers");
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// renderLayer("biomes");
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WARN && console.warn(`TOTAL: ${rn((performance.now() - timeStart) / 1000, 2)}s`);
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// showStatistics();
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@ -15,9 +15,10 @@ import {rn} from "utils/numberUtils";
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import {generateRivers} from "./rivers";
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const {LAND_COAST, WATER_COAST, DEEPER_WATER} = DISTANCE_FIELD;
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// const {Lakes, OceanLayers, Biomes, Cultures, BurgsAndStates, Religions, Military, Markers, Names} = window;
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const {Biomes} = window;
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export function createPack(grid: IGrid): IPack {
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const {temp, prec} = grid.cells;
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const {vertices, cells} = repackGrid(grid);
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const {features, featureIds, distanceField, haven, harbor} = markupPackFeatures(
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@ -29,18 +30,26 @@ export function createPack(grid: IGrid): IPack {
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const {
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heights,
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flux,
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r,
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riverIds,
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conf,
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rivers: rawRivers,
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mergedFeatures
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} = generateRivers(
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{...pick(cells, "i", "c", "b", "g", "h", "p"), f: featureIds, t: distanceField, haven},
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features,
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grid.cells.prec,
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grid.cells.temp
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prec,
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temp
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);
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// Biomes.define(newPack, grid);
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const biome: IPack["cells"]["biome"] = Biomes.define({
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temp,
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prec,
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flux,
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riverIds,
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heights,
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neighbors: cells.c,
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gridReference: cells.g
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});
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// const rankCellsData = pick(newPack.cells, "i", "f", "fl", "conf", "r", "h", "area", "biome", "haven", "harbor");
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// rankCells(newPack.features!, rankCellsData);
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@ -79,8 +88,9 @@ export function createPack(grid: IGrid): IPack {
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haven,
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harbor,
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fl: flux,
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r,
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conf
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r: riverIds,
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conf,
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biome
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},
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features: mergedFeatures,
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rivers: rawRivers
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@ -40,19 +40,19 @@ export function generateRivers(
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const cellsNumberModifier = (points / 10000) ** 0.25;
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const {flux, lakeData} = drainWater();
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const {r, conf, rivers} = defineRivers();
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const {riverIds, conf, rivers} = defineRivers();
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const heights = downcutRivers(currentCellHeights);
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const mergedFeatures = mergeLakeData(features, lakeData, rivers);
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TIME && console.timeEnd("generateRivers");
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return {heights, flux, r, conf, rivers, mergedFeatures};
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return {heights, flux, riverIds, conf, rivers, mergedFeatures};
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function drainWater() {
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const MIN_FLUX_TO_FORM_RIVER = 30;
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const riverIds = new Uint16Array(cellsNumber);
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const tempRiverIds = new Uint16Array(cellsNumber);
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const confluence = new Uint8Array(cellsNumber);
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const flux = new Uint16Array(cellsNumber);
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@ -82,20 +82,20 @@ export function generateRivers(
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flux[lakeCell] += Math.max(lake.flux - lake.evaporation, 0); // not evaporated lake water drains to outlet
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// allow to chain lakes to keep river identity
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if (riverIds[lakeCell] !== lake.river) {
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const sameRiver = cells.c[lakeCell].some(c => riverIds[c] === lake.river);
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if (tempRiverIds[lakeCell] !== lake.river) {
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const sameRiver = cells.c[lakeCell].some(c => tempRiverIds[c] === lake.river);
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if (lake.river && sameRiver) {
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riverIds[lakeCell] = lake.river;
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tempRiverIds[lakeCell] = lake.river;
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addCellToRiver(lakeCell, lake.river);
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} else {
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riverIds[lakeCell] = nextRiverId;
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tempRiverIds[lakeCell] = nextRiverId;
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addCellToRiver(lakeCell, nextRiverId);
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nextRiverId++;
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}
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}
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lake.outlet = riverIds[lakeCell];
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lake.outlet = tempRiverIds[lakeCell];
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flowDown(cellId, flux[lakeCell], lake.outlet);
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}
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@ -111,7 +111,7 @@ export function generateRivers(
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}
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// near-border cell: pour water out of the screen
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if (cells.b[cellId] && riverIds[cellId]) return addCellToRiver(-1, riverIds[cellId]);
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if (cells.b[cellId] && tempRiverIds[cellId]) return addCellToRiver(-1, tempRiverIds[cellId]);
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// downhill cell (make sure it's not in the source lake)
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let min = null;
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@ -136,20 +136,20 @@ export function generateRivers(
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}
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// create a new river
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if (!riverIds[cellId]) {
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riverIds[cellId] = nextRiverId;
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if (!tempRiverIds[cellId]) {
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tempRiverIds[cellId] = nextRiverId;
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addCellToRiver(cellId, nextRiverId);
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nextRiverId++;
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}
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flowDown(min, flux[cellId], riverIds[cellId]);
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flowDown(min, flux[cellId], tempRiverIds[cellId]);
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});
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return {flux, lakeData};
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function flowDown(toCell: number, fromFlux: number, riverId: number) {
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const toFlux = flux[toCell] - confluence[toCell];
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const toRiver = riverIds[toCell];
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const toRiver = tempRiverIds[toCell];
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if (toRiver) {
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// downhill cell already has river assigned
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@ -159,7 +159,7 @@ export function generateRivers(
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// min river is a tributary of current river
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riverParents[toRiver] = riverId;
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}
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riverIds[toCell] = riverId; // re-assign river if downhill part has less flux
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tempRiverIds[toCell] = riverId; // re-assign river if downhill part has less flux
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} else {
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confluence[toCell] += fromFlux; // mark confluence
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if (currentCellHeights[toCell] >= MIN_LAND_HEIGHT) {
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@ -167,7 +167,7 @@ export function generateRivers(
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riverParents[riverId] = toRiver;
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}
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}
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} else riverIds[toCell] = riverId; // assign the river to the downhill cell
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} else tempRiverIds[toCell] = riverId; // assign the river to the downhill cell
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if (currentCellHeights[toCell] < MIN_LAND_HEIGHT) {
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// pour water to the water body
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@ -197,7 +197,7 @@ export function generateRivers(
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}
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function defineRivers() {
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const r = new Uint16Array(cellsNumber);
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const riverIds = new Uint16Array(cellsNumber);
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const conf = new Uint16Array(cellsNumber);
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const rivers: Omit<IRiver, "name" | "basin" | "type">[] = [];
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@ -213,8 +213,8 @@ export function generateRivers(
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if (cell < 0 || cells.h[cell] < MIN_LAND_HEIGHT) continue;
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// mark confluences and assign river to cells
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if (r[cell]) conf[cell] = 1;
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else r[cell] = riverId;
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if (riverIds[cell]) conf[cell] = 1;
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else riverIds[cell] = riverId;
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}
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const source = riverCells[0];
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@ -246,13 +246,13 @@ export function generateRivers(
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if (!conf[i]) continue;
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const sortedInflux = cells.c[i]
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.filter(c => r[c] && currentCellHeights[c] > currentCellHeights[i])
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.filter(c => riverIds[c] && currentCellHeights[c] > currentCellHeights[i])
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.map(c => flux[c])
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.sort((a, b) => b - a);
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conf[i] = sortedInflux.reduce((acc, flux, index) => (index ? acc + flux : acc), 0);
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}
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return {r, conf, rivers};
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return {riverIds, conf, rivers};
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}
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function downcutRivers(heights: Float32Array) {
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2
src/types/pack/pack.d.ts
vendored
2
src/types/pack/pack.d.ts
vendored
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@ -20,7 +20,7 @@ interface IPackCells {
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fl: Uint16Array; // flux volume, defined by drainWater() in river-generator.ts
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r: Uint16Array; // river id, defined by defineRivers() in river-generator.ts
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conf: Uint16Array; // conluence, defined by defineRivers() in river-generator.ts
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biome: UintArray;
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biome: Uint8Array;
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area: UintArray;
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state: UintArray;
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culture: UintArray;
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