fix add river on click

This commit is contained in:
Azgaar 2021-06-10 20:23:45 +03:00
parent 820cb22463
commit 2162c043c9
3 changed files with 63 additions and 67 deletions

View file

@ -37,6 +37,55 @@
lake.shoreline = [...uniqueCells];
};
const prepareLakeData = h => {
const cells = pack.cells;
const ELEVATION_LIMIT = 10;
pack.features.forEach(f => {
if (f.type !== "lake") return;
delete f.flux;
delete f.inlets;
delete f.outlet;
delete f.height;
delete f.closed;
!f.shoreline && Lakes.getShoreline(f);
// lake surface height is as lowest land cells around
const min = f.shoreline.sort((a, b) => h[a] - h[b])[0];
f.height = h[min] - 0.1;
// check if lake can be open (not in deep depression)
let deep = true;
const treshold = f.height + ELEVATION_LIMIT;
const queue = [min];
const checked = [];
checked[min] = true;
// check if elevated lake can potentially pour to another water body
while (deep && queue.length) {
const q = queue.pop();
for (const n of cells.c[q]) {
if (checked[n]) continue;
if (h[n] >= treshold) continue;
if (h[n] < 20) {
const nFeature = pack.features[cells.f[n]];
if (nFeature.type === "ocean" || f.height > nFeature.height) {
deep = false;
break;
}
}
checked[n] = true;
queue.push(n);
}
}
f.closed = deep;
});
};
const cleanupLakeData = function () {
for (const feature of pack.features) {
if (feature.type !== "lake") continue;
@ -95,5 +144,5 @@
return "freshwater";
}
return {setClimateData, cleanupLakeData, defineGroup, generateName, getName, getShoreline};
return {setClimateData, cleanupLakeData, prepareLakeData, defineGroup, generateName, getName, getShoreline};
});

View file

@ -16,7 +16,7 @@
let riverNext = 1; // first river id is 1
const h = alterHeights();
prepareLakeData();
Lakes.prepareLakeData(h);
resolveDepressions(h, 200);
drainWater();
defineRivers();
@ -26,54 +26,6 @@
TIME && console.timeEnd("generateRivers");
function prepareLakeData() {
const ELEVATION_LIMIT = 10;
features.forEach(f => {
if (f.type !== "lake") return;
delete f.flux;
delete f.inlets;
delete f.outlet;
delete f.height;
delete f.closed;
!f.shoreline && Lakes.getShoreline(f);
// lake surface height is as lowest land cells around
const min = f.shoreline.sort((a, b) => h[a] - h[b])[0];
f.height = h[min] - 0.1;
// check if lake can be open (not in deep depression)
let deep = true;
const treshold = f.height + ELEVATION_LIMIT;
const queue = [min];
const checked = [];
checked[min] = true;
// check if elevated lake can potentially pour to another water body
while (deep && queue.length) {
const q = queue.pop();
for (const n of cells.c[q]) {
if (checked[n]) continue;
if (h[n] >= treshold) continue;
if (h[n] < 20) {
const nFeature = features[cells.f[n]];
if (nFeature.type === "ocean" || f.height > nFeature.height) {
deep = false;
break;
}
}
checked[n] = true;
queue.push(n);
}
}
f.closed = deep;
});
}
function drainWater() {
const MIN_FLUX_TO_FORM_RIVER = 30;
const land = cells.i.filter(i => h[i] >= 20).sort((a, b) => h[b] - h[a]);
@ -223,13 +175,13 @@
};
// add distance to water value to land cells to make map less depressed
function alterHeights() {
const alterHeights = () => {
const cells = pack.cells;
return Array.from(cells.h).map((h, i) => {
if (h < 20 || cells.t[i] < 1) return h;
return h + cells.t[i] / 100 + d3.mean(cells.c[i].map(c => cells.t[c])) / 10000;
});
}
};
// depression filling algorithm (for a correct water flux modeling)
const resolveDepressions = function (h, maxIterations) {
@ -426,5 +378,5 @@
return getBasin(parent);
};
return {generate, resolveDepressions, addMeandering, getPath, specify, getName, getBasin, remove};
return {generate, alterHeights, resolveDepressions, addMeandering, getPath, specify, getName, getBasin, remove};
});

View file

@ -539,25 +539,19 @@ function addRiverOnClick() {
let river = +getNextId("river").slice(5); // river id
cells.fl[i] = grid.cells.prec[cells.g[i]]; // initial flux
// height with added t value to make map less depressed
const h = Array.from(cells.h)
.map((h, i) => (h < 20 || cells.t[i] < 1 ? h : h + cells.t[i] / 100))
.map((h, i) => (h < 20 || cells.t[i] < 1 ? h : h + d3.mean(cells.c[i].map(c => cells.t[c])) / 10000));
const h = Rivers.alterHeights();
Lakes.prepareLakeData(h);
Rivers.resolveDepressions(h, 200);
while (i) {
cells.r[i] = river;
const x = cells.p[i][0],
y = cells.p[i][1];
const [x, y] = cells.p[i];
dataRiver.push({x, y, cell: i});
const min = cells.c[i][d3.scan(cells.c[i], (a, b) => h[a] - h[b])]; // downhill cell
if (h[i] <= h[min]) {
tip(`Cell ${i} is depressed, river cannot flow further`, false, "error");
return;
}
const tx = cells.p[min][0],
ty = cells.p[min][1];
const min = cells.c[i].sort((a, b) => h[a] - h[b])[0]; // downhill cell
if (h[i] <= h[min]) return tip(`Cell ${i} is depressed, river cannot flow further`, false, "error");
const [tx, ty] = cells.p[min];
if (h[min] < 20) {
// pour to water body
@ -572,7 +566,7 @@ function addRiverOnClick() {
continue;
}
// hadnle case when lowest cell already has a river
// handle case when lowest cell already has a river
const r = cells.r[min];
const riverCells = cells.i.filter(i => cells.r[i] === r);
const riverCellsUpper = riverCells.filter(i => h[i] > h[min]);
@ -625,6 +619,7 @@ function addRiverOnClick() {
}
if (d3.event.shiftKey === false) {
Lakes.cleanupLakeData();
unpressClickToAddButton();
document.getElementById("addNewRiver").classList.remove("pressed");
if (addNewRiver.offsetParent) riversOverviewRefresh.click();