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experimental submapping feature
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4 changed files with 395 additions and 4 deletions
159
modules/submap.js
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159
modules/submap.js
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"use strict";
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/*
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Experimental submaping module
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*/
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window.Submap = (function () {
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function resample(baseState, projection, monitor=null) {
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// resample original map instead of regenerating
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// based on a parent map (baseState)
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// projection: map function from old to new coordinates: f(x,y) -> [x2,y2]
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// monitor: progress signaling object. MUST have at least 2 properties:
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// stage: function (string) dispatched at state change
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// progress: function (float) dispatched at progress change (@long process)
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const stage = s => monitor && monitor.stage && monitor.stage(s)
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const progress = p => monitor && monitor.progress && monitor.progress(p)
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const timeStart = performance.now();
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invokeActiveZooming();
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// copy seed
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seed = baseState.seed;
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Math.random = aleaPRNG(seed);
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INFO && console.group("SubMap with seed: " + seed);
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// create new grid
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applyMapSize();
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placePoints();
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calculateVoronoi(grid, grid.points);
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drawScaleBar();
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const resampler = (points, qtree, f) => {
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for(const [i,[x, y]] of points.entries()) {
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const [tx, ty] = projection(x, y);
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const oldid = qtree.find(tx,ty,Infinity)[2];
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f(i, oldid);
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}
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}
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stage("Resampling heightmap, temperature and precipitation.")
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// resample heightmap from old WorldState
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const n = grid.points.length;
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grid.cells.h = new Uint8Array(n); // heightmap
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grid.cells.temp = new Int8Array(n); // temperature
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grid.cells.prec = new Int8Array(n); // precipitation
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const gridCells = baseState.grid.cells;
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resampler(grid.points, baseState.pack.cells.q, (id, oldid) => {
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const cid = baseState.pack.cells.g[oldid]
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grid.cells.h[id] = gridCells.h[cid];
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grid.cells.temp[id] = gridCells.temp[cid];
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grid.cells.prec[id] = gridCells.prec[cid];
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id%50 || progress(id * 100.0 / grid.points.length)
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})
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// TODO: add smooth/noise function for h, temp, prec n times
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stage("Detect features, ocean and generating lakes.")
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markFeatures();
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markupGridOcean();
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addLakesInDeepDepressions();
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// openNearSeaLakes();
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OceanLayers();
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// defineMapSize(); // not needed (not random)
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// TODO: update UI inputs before calculating according to new boundaries.
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calculateMapCoordinates();
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// calculateTemperatures();
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// generatePrecipitation();
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stage("Cleaning cell network.")
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reGraph();
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drawCoastline();
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// resample packed graph
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const packCells = baseState.pack.cells;
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const reverseMap = new Map(); // cellmap from new -> oldcell
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const forwardMap = baseState.pack.cells.p.map(_=>[]); // old -> [newcelllist]
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const pn = pack.cells.i.length;
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pack.cells.culture = new Uint16Array(pn);
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pack.cells.state = new Uint16Array(pn);
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pack.cells.burg = new Uint16Array(pn);
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pack.cells.religion = new Uint16Array(pn);
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pack.cells.road = new Uint16Array(pn);
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pack.cells.crossroad = new Uint16Array(pn);
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stage("Resampling culture, state and religion map.")
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resampler(pack.cells.p, packCells.q, (id, oldid) => {
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pack.cells.culture[id] = packCells.culture[oldid];
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pack.cells.state[id] = packCells.state[oldid];
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pack.cells.religion[id] = packCells.religion[oldid];
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reverseMap.set(id, oldid)
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forwardMap[oldid].push(id)
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})
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console.log('reversemap:',forwardMap)
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console.log('forwardmap:',reverseMap)
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Rivers.generate();
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drawRivers();
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Lakes.defineGroup();
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// biome calculation based on (resampled) grid.cells.temp and prec
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// it's safe to recalculate.
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defineBiomes();
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// recalculate suitability and population
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// TODO: normalize according to the base-map
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rankCells();
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// transfer basemap cultures
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pack.cultures = baseState.pack.cultures
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// Cultures.generate();
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// Cultures.expand();
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// TODO: update culture centers
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// transfer states and burgs. filter states without land
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const validStates = new Set(pack.cells.state)
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console.log(validStates);
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pack.states = baseState.pack.states;
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console.log(pack.states)
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pack.validStates = pack.states.filter(s => validStates.has(s.i))
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// BurgsAndStates.generate();
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// Religions.generate();
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// BurgsAndStates.defineStateForms();
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BurgsAndStates.generateProvinces();
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// BurgsAndStates.defineBurgFeatures();
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// update burg list
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//const validBurgs = new Set(pack.cells.burgs);
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pack.burgs = baseState.pack.burgs
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// .filter(b => validBurgs.has(b.i))
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// remap burgs to the best new cell
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pack.burgs.forEach((b, i) => {
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[b.x, b.y] = projection(b.x, b.y);
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b.cell = findCell(b.x, b.y);
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pack.cells.burg[b.cell] = i;
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// TODO: move port burgs to coast b.x, b.y,
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});
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drawStates();
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drawBorders();
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BurgsAndStates.drawStateLabels();
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Rivers.specify();
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Lakes.generateName();
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Military.generate();
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addMarkers();
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addZones();
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Names.getMapName();
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WARN && console.warn(`TOTAL: ${rn((performance.now() - timeStart) / 1000, 2)}s`);
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showStatistics();
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INFO && console.groupEnd("Generated Map " + seed);
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}
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return { resample }
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})();
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