experimental submapping feature

This commit is contained in:
Mészáros Gergely 2021-08-13 16:22:04 +02:00
parent 468d17da4e
commit 36248e36b5
4 changed files with 395 additions and 4 deletions

159
modules/submap.js Normal file
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"use strict";
/*
Experimental submaping module
*/
window.Submap = (function () {
function resample(baseState, projection, monitor=null) {
// resample original map instead of regenerating
// based on a parent map (baseState)
// projection: map function from old to new coordinates: f(x,y) -> [x2,y2]
// monitor: progress signaling object. MUST have at least 2 properties:
// stage: function (string) dispatched at state change
// progress: function (float) dispatched at progress change (@long process)
const stage = s => monitor && monitor.stage && monitor.stage(s)
const progress = p => monitor && monitor.progress && monitor.progress(p)
const timeStart = performance.now();
invokeActiveZooming();
// copy seed
seed = baseState.seed;
Math.random = aleaPRNG(seed);
INFO && console.group("SubMap with seed: " + seed);
// create new grid
applyMapSize();
placePoints();
calculateVoronoi(grid, grid.points);
drawScaleBar();
const resampler = (points, qtree, f) => {
for(const [i,[x, y]] of points.entries()) {
const [tx, ty] = projection(x, y);
const oldid = qtree.find(tx,ty,Infinity)[2];
f(i, oldid);
}
}
stage("Resampling heightmap, temperature and precipitation.")
// resample heightmap from old WorldState
const n = grid.points.length;
grid.cells.h = new Uint8Array(n); // heightmap
grid.cells.temp = new Int8Array(n); // temperature
grid.cells.prec = new Int8Array(n); // precipitation
const gridCells = baseState.grid.cells;
resampler(grid.points, baseState.pack.cells.q, (id, oldid) => {
const cid = baseState.pack.cells.g[oldid]
grid.cells.h[id] = gridCells.h[cid];
grid.cells.temp[id] = gridCells.temp[cid];
grid.cells.prec[id] = gridCells.prec[cid];
id%50 || progress(id * 100.0 / grid.points.length)
})
// TODO: add smooth/noise function for h, temp, prec n times
stage("Detect features, ocean and generating lakes.")
markFeatures();
markupGridOcean();
addLakesInDeepDepressions();
// openNearSeaLakes();
OceanLayers();
// defineMapSize(); // not needed (not random)
// TODO: update UI inputs before calculating according to new boundaries.
calculateMapCoordinates();
// calculateTemperatures();
// generatePrecipitation();
stage("Cleaning cell network.")
reGraph();
drawCoastline();
// resample packed graph
const packCells = baseState.pack.cells;
const reverseMap = new Map(); // cellmap from new -> oldcell
const forwardMap = baseState.pack.cells.p.map(_=>[]); // old -> [newcelllist]
const pn = pack.cells.i.length;
pack.cells.culture = new Uint16Array(pn);
pack.cells.state = new Uint16Array(pn);
pack.cells.burg = new Uint16Array(pn);
pack.cells.religion = new Uint16Array(pn);
pack.cells.road = new Uint16Array(pn);
pack.cells.crossroad = new Uint16Array(pn);
stage("Resampling culture, state and religion map.")
resampler(pack.cells.p, packCells.q, (id, oldid) => {
pack.cells.culture[id] = packCells.culture[oldid];
pack.cells.state[id] = packCells.state[oldid];
pack.cells.religion[id] = packCells.religion[oldid];
reverseMap.set(id, oldid)
forwardMap[oldid].push(id)
})
console.log('reversemap:',forwardMap)
console.log('forwardmap:',reverseMap)
Rivers.generate();
drawRivers();
Lakes.defineGroup();
// biome calculation based on (resampled) grid.cells.temp and prec
// it's safe to recalculate.
defineBiomes();
// recalculate suitability and population
// TODO: normalize according to the base-map
rankCells();
// transfer basemap cultures
pack.cultures = baseState.pack.cultures
// Cultures.generate();
// Cultures.expand();
// TODO: update culture centers
// transfer states and burgs. filter states without land
const validStates = new Set(pack.cells.state)
console.log(validStates);
pack.states = baseState.pack.states;
console.log(pack.states)
pack.validStates = pack.states.filter(s => validStates.has(s.i))
// BurgsAndStates.generate();
// Religions.generate();
// BurgsAndStates.defineStateForms();
BurgsAndStates.generateProvinces();
// BurgsAndStates.defineBurgFeatures();
// update burg list
//const validBurgs = new Set(pack.cells.burgs);
pack.burgs = baseState.pack.burgs
// .filter(b => validBurgs.has(b.i))
// remap burgs to the best new cell
pack.burgs.forEach((b, i) => {
[b.x, b.y] = projection(b.x, b.y);
b.cell = findCell(b.x, b.y);
pack.cells.burg[b.cell] = i;
// TODO: move port burgs to coast b.x, b.y,
});
drawStates();
drawBorders();
BurgsAndStates.drawStateLabels();
Rivers.specify();
Lakes.generateName();
Military.generate();
addMarkers();
addZones();
Names.getMapName();
WARN && console.warn(`TOTAL: ${rn((performance.now() - timeStart) / 1000, 2)}s`);
showStatistics();
INFO && console.groupEnd("Generated Map " + seed);
}
return { resample }
})();

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modules/ui/submap.js Normal file
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"use strict";
/*
UI elements for submap generation
*/
function openSubmapOptions() {
$("#submapOptionsDialog").dialog({
title: "Submap options",
resizable: false,
width: fitContent(),
position: {my: "right top", at: "right-10 top+10", of: "svg", collision: "fit"}
});
}
const generateSubmap = debounce(function (x, y, w, h) {
// Create submap from the current map
// x,y -> top left corner of desired submap
// w,h -> width and height of the submap
WARN && console.warn("Resampling current map");
closeDialogs("#worldConfigurator, #options3d");
const stageUI = document.getElementById("submapStage");
const progressUI = document.getElementById("submapProgress");
const monitor = {
stage: s => stageUI.innerHTML = s,
progress: p => progressUI.innerHTML = p,
}
const projection = (x, y) => {
const [[x0, y0], [x1, y1]] = getViewBoxExtent();
return [x * (x1-x0) / graphWidth + x0, y * (y1-y0) / graphHeight + y0]
}
customization = 0;
undraw();
resetZoom(1000);
let oldstate = {
grid: _.cloneDeep(grid),
pack: _.cloneDeep(pack),
seed,
graphWidth,
graphHeight,
}
try {
Submap.resample(oldstate, projection, monitor);
} catch (error) {
generateSubmapErrorHandler(error);
}
oldstate = null; // destroy old state to free memory
restoreLayers();
if (ThreeD.options.isOn) ThreeD.redraw();
if ($("#worldConfigurator").is(":visible")) editWorld();
}, 1000);
function generateSubmapErrorHandler(error) {
ERROR && console.error(error);
clearMainTip();
alertMessage.innerHTML = `An error is occured on map resampling. Please retry.
<br>If error is critical, clear the stored data and try again.
<p id="errorBox">${parseError(error)}</p>`;
$("#alert").dialog({
resizable: false,
title: "Generation error",
width: "32em",
buttons: {
"Clear data": function () {
localStorage.clear();
localStorage.setItem("version", version);
},
Regenerate: function () {
generateSubmap();
$(this).dialog("close");
},
Ignore: function () {
$(this).dialog("close");
}
},
position: {my: "center", at: "center", of: "svg"}
});
}