mirror of
https://github.com/Azgaar/Fantasy-Map-Generator.git
synced 2025-12-17 01:41:22 +01:00
fix add river on click
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parent
820cb22463
commit
2162c043c9
3 changed files with 63 additions and 67 deletions
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@ -37,6 +37,55 @@
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lake.shoreline = [...uniqueCells];
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};
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const prepareLakeData = h => {
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const cells = pack.cells;
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const ELEVATION_LIMIT = 10;
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pack.features.forEach(f => {
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if (f.type !== "lake") return;
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delete f.flux;
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delete f.inlets;
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delete f.outlet;
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delete f.height;
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delete f.closed;
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!f.shoreline && Lakes.getShoreline(f);
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// lake surface height is as lowest land cells around
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const min = f.shoreline.sort((a, b) => h[a] - h[b])[0];
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f.height = h[min] - 0.1;
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// check if lake can be open (not in deep depression)
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let deep = true;
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const treshold = f.height + ELEVATION_LIMIT;
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const queue = [min];
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const checked = [];
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checked[min] = true;
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// check if elevated lake can potentially pour to another water body
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while (deep && queue.length) {
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const q = queue.pop();
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for (const n of cells.c[q]) {
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if (checked[n]) continue;
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if (h[n] >= treshold) continue;
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if (h[n] < 20) {
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const nFeature = pack.features[cells.f[n]];
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if (nFeature.type === "ocean" || f.height > nFeature.height) {
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deep = false;
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break;
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}
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}
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checked[n] = true;
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queue.push(n);
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}
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}
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f.closed = deep;
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});
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};
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const cleanupLakeData = function () {
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for (const feature of pack.features) {
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if (feature.type !== "lake") continue;
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@ -95,5 +144,5 @@
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return "freshwater";
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}
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return {setClimateData, cleanupLakeData, defineGroup, generateName, getName, getShoreline};
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return {setClimateData, cleanupLakeData, prepareLakeData, defineGroup, generateName, getName, getShoreline};
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});
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@ -16,7 +16,7 @@
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let riverNext = 1; // first river id is 1
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const h = alterHeights();
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prepareLakeData();
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Lakes.prepareLakeData(h);
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resolveDepressions(h, 200);
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drainWater();
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defineRivers();
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@ -26,54 +26,6 @@
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TIME && console.timeEnd("generateRivers");
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function prepareLakeData() {
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const ELEVATION_LIMIT = 10;
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features.forEach(f => {
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if (f.type !== "lake") return;
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delete f.flux;
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delete f.inlets;
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delete f.outlet;
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delete f.height;
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delete f.closed;
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!f.shoreline && Lakes.getShoreline(f);
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// lake surface height is as lowest land cells around
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const min = f.shoreline.sort((a, b) => h[a] - h[b])[0];
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f.height = h[min] - 0.1;
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// check if lake can be open (not in deep depression)
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let deep = true;
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const treshold = f.height + ELEVATION_LIMIT;
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const queue = [min];
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const checked = [];
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checked[min] = true;
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// check if elevated lake can potentially pour to another water body
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while (deep && queue.length) {
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const q = queue.pop();
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for (const n of cells.c[q]) {
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if (checked[n]) continue;
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if (h[n] >= treshold) continue;
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if (h[n] < 20) {
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const nFeature = features[cells.f[n]];
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if (nFeature.type === "ocean" || f.height > nFeature.height) {
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deep = false;
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break;
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}
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}
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checked[n] = true;
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queue.push(n);
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}
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}
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f.closed = deep;
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});
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}
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function drainWater() {
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const MIN_FLUX_TO_FORM_RIVER = 30;
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const land = cells.i.filter(i => h[i] >= 20).sort((a, b) => h[b] - h[a]);
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@ -223,13 +175,13 @@
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};
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// add distance to water value to land cells to make map less depressed
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function alterHeights() {
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const alterHeights = () => {
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const cells = pack.cells;
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return Array.from(cells.h).map((h, i) => {
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if (h < 20 || cells.t[i] < 1) return h;
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return h + cells.t[i] / 100 + d3.mean(cells.c[i].map(c => cells.t[c])) / 10000;
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});
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}
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};
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// depression filling algorithm (for a correct water flux modeling)
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const resolveDepressions = function (h, maxIterations) {
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@ -426,5 +378,5 @@
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return getBasin(parent);
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};
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return {generate, resolveDepressions, addMeandering, getPath, specify, getName, getBasin, remove};
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return {generate, alterHeights, resolveDepressions, addMeandering, getPath, specify, getName, getBasin, remove};
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});
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@ -539,25 +539,19 @@ function addRiverOnClick() {
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let river = +getNextId("river").slice(5); // river id
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cells.fl[i] = grid.cells.prec[cells.g[i]]; // initial flux
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// height with added t value to make map less depressed
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const h = Array.from(cells.h)
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.map((h, i) => (h < 20 || cells.t[i] < 1 ? h : h + cells.t[i] / 100))
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.map((h, i) => (h < 20 || cells.t[i] < 1 ? h : h + d3.mean(cells.c[i].map(c => cells.t[c])) / 10000));
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const h = Rivers.alterHeights();
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Lakes.prepareLakeData(h);
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Rivers.resolveDepressions(h, 200);
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while (i) {
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cells.r[i] = river;
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const x = cells.p[i][0],
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y = cells.p[i][1];
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const [x, y] = cells.p[i];
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dataRiver.push({x, y, cell: i});
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const min = cells.c[i][d3.scan(cells.c[i], (a, b) => h[a] - h[b])]; // downhill cell
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if (h[i] <= h[min]) {
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tip(`Cell ${i} is depressed, river cannot flow further`, false, "error");
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return;
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}
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const tx = cells.p[min][0],
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ty = cells.p[min][1];
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const min = cells.c[i].sort((a, b) => h[a] - h[b])[0]; // downhill cell
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if (h[i] <= h[min]) return tip(`Cell ${i} is depressed, river cannot flow further`, false, "error");
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const [tx, ty] = cells.p[min];
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if (h[min] < 20) {
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// pour to water body
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@ -572,7 +566,7 @@ function addRiverOnClick() {
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continue;
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}
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// hadnle case when lowest cell already has a river
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// handle case when lowest cell already has a river
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const r = cells.r[min];
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const riverCells = cells.i.filter(i => cells.r[i] === r);
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const riverCellsUpper = riverCells.filter(i => h[i] > h[min]);
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@ -625,6 +619,7 @@ function addRiverOnClick() {
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}
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if (d3.event.shiftKey === false) {
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Lakes.cleanupLakeData();
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unpressClickToAddButton();
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document.getElementById("addNewRiver").classList.remove("pressed");
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if (addNewRiver.offsetParent) riversOverviewRefresh.click();
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