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https://github.com/Azgaar/Fantasy-Map-Generator.git
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v1.3.14a
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parent
aae37eb702
commit
29117db1cf
8 changed files with 45 additions and 58 deletions
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@ -141,7 +141,37 @@
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const specifyBurgs = function() {
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console.time("specifyBurgs");
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const cells = pack.cells, vertices = pack.vertices, features = pack.features;
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checkAccessibility();
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// separate arctic seas for correct searoutes generation
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void function checkAccessibility() {
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const oceanCells = cells.i.filter(i => cells.h[i] < 20 && features[cells.f[i]].type === "ocean");
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const marked = [];
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let firstCell = oceanCells.find(i => !marked[i]);
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while (firstCell !== undefined) {
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const queue = [firstCell];
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const f = features[cells.f[firstCell]]; // old feature
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const i = last(features).i+1; // new feature id to assign
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const biome = cells.biome[firstCell];
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marked[firstCell] = 1;
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let cellNumber = 1;
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while (queue.length) {
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for (const c of cells.c[queue.pop()]) {
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if (cells.biome[c] !== biome || cells.h[c] >= 20) continue;
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if (marked[c]) continue;
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queue.push(c);
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cells.f[c] = i;
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marked[c] = 1;
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cellNumber++;
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}
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}
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const group = biome ? "frozen " + f.group : f.group;
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features.push({i, parent:f.i, land:false, border:f.border, type:"ocean", cells: cellNumber, firstCell, group});
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firstCell = oceanCells.find(i => !marked[i]);
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}
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}()
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for (const b of pack.burgs) {
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if (!b.i) continue;
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@ -154,7 +184,6 @@
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// port is a capital with any harbor OR town with good harbor
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const port = features[f].cells > 1 && ((b.capital && cells.harbor[i]) || cells.harbor[i] === 1);
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b.port = port ? f : 0; // port is defined by water body id it lays on
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if (port) {features[f].ports += 1; features[b.feature].ports += 1;}
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} else b.port = 0;
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// define burg population (keep urbanization at about 10% rate)
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@ -180,43 +209,11 @@
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}
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// de-assign port status if it's the only one on feature
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const ports = pack.burgs.filter(b => !b.removed && b.port > 0);
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for (const f of features) {
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if (!f.i || f.land || f.ports !== 1) continue;
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const port = pack.burgs.find(b => b.port === f.i);
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port.port = 0;
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f.port = 0;
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features[port.feature].ports -= 1;
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}
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// separate arctic seas for correct searoutes generation
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function checkAccessibility() {
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const oceanCells = cells.i.filter(i => cells.h[i] < 20 && features[cells.f[i]].type === "ocean");
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const marked = [];
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let firstCell = oceanCells.find(i => !marked[i]);
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while (firstCell !== undefined) {
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const queue = [firstCell];
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const f = features[cells.f[firstCell]]; // old feature
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const i = last(features).i+1; // new feature id to assign
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const biome = cells.biome[firstCell];
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marked[firstCell] = 1;
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let cellNumber = 1;
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while (queue.length) {
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for (const c of cells.c[queue.pop()]) {
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if (cells.biome[c] !== biome || cells.h[c] >= 20) continue;
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if (marked[c]) continue;
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queue.push(c);
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cells.f[c] = i;
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marked[c] = 1;
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cellNumber++;
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}
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}
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const group = biome ? "frozen " + f.group : f.group;
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features.push({i, parent:f.i, land:false, border:true, type:"ocean", cells: cellNumber, firstCell, group, ports:0});
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firstCell = oceanCells.find(i => !marked[i]);
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}
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if (!f.i || f.land || f.border) continue;
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const featurePorts = ports.filter(b => b.port === f.i);
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if (featurePorts.length === 1) featurePorts[0].port = 0;
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}
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console.timeEnd("specifyBurgs");
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