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https://github.com/Azgaar/Fantasy-Map-Generator.git
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refactor: addLakesInDeepDepressions
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16 changed files with 250 additions and 266 deletions
309
src/scripts/generation/markup.ts
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309
src/scripts/generation/markup.ts
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import * as d3 from "d3";
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import {DISTANCE_FIELD, MIN_LAND_HEIGHT} from "config/generation";
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import {TIME} from "config/logging";
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import {INT8_MAX} from "config/constants";
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import {aleaPRNG} from "scripts/aleaPRNG";
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import {getFeatureVertices} from "scripts/connectVertices";
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import {createTypedArray, unique} from "utils/arrayUtils";
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import {dist2} from "utils/functionUtils";
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import {clipPoly} from "utils/lineUtils";
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import {rn} from "utils/numberUtils";
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const {UNMARKED, LAND_COAST, WATER_COAST, LANDLOCKED, DEEPER_WATER} = DISTANCE_FIELD;
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// define features (oceans, lakes, islands)
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export function markupGridFeatures(neighbors: IGraphCells["c"], borderCells: IGraphCells["b"], heights: Uint8Array) {
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TIME && console.time("markupGridFeatures");
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Math.random = aleaPRNG(seed); // get the same result on heightmap edit in Erase mode
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const gridCellsNumber = borderCells.length;
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const featureIds = new Uint16Array(gridCellsNumber); // starts from 1
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const distanceField = new Int8Array(gridCellsNumber);
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const features: TGridFeatures = [0];
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const queue = [0];
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for (let featureId = 1; queue[0] !== -1; featureId++) {
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const firstCell = queue[0];
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featureIds[firstCell] = featureId;
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const land = heights[firstCell] >= MIN_LAND_HEIGHT;
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let border = false; // set true if feature touches map edge
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while (queue.length) {
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const cellId = queue.pop()!;
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if (borderCells[cellId]) border = true;
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for (const neighborId of neighbors[cellId]) {
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const isNeibLand = heights[neighborId] >= MIN_LAND_HEIGHT;
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if (land === isNeibLand && featureIds[neighborId] === UNMARKED) {
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featureIds[neighborId] = featureId;
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queue.push(neighborId);
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} else if (land && !isNeibLand) {
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distanceField[cellId] = LAND_COAST;
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distanceField[neighborId] = WATER_COAST;
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}
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}
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}
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const type = land ? "island" : border ? "ocean" : "lake";
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features.push({i: featureId, land, border, type});
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queue[0] = featureIds.findIndex(f => f === UNMARKED); // find unmarked cell
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}
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// markup deep ocean cells
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const dfOceanMarked = markup({distanceField, neighbors, start: DEEPER_WATER, increment: -1, limit: -10});
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TIME && console.timeEnd("markupGridFeatures");
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return {featureIds, distanceField: dfOceanMarked, features};
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}
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// define features (oceans, lakes, islands) add related details
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export function markupPackFeatures(
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grid: IGrid,
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vertices: IGraphVertices,
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cells: Pick<IPack["cells"], "c" | "v" | "b" | "p" | "h">
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) {
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TIME && console.time("markupPackFeatures");
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const gridCellsNumber = grid.cells.h.length;
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const packCellsNumber = cells.c.length;
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const features: TPackFeatures = [0];
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const featureIds = new Uint16Array(packCellsNumber); // ids of features, starts from 1
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const distanceField = new Int8Array(packCellsNumber); // distance from coast; 1 = land along coast; -1 = water along coast
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const haven = createTypedArray({maxValue: packCellsNumber, length: packCellsNumber}); // haven (opposite water cell)
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const harbor = new Uint8Array(packCellsNumber); // harbor (number of adjacent water cells)
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const defineHaven = (cellId: number) => {
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const waterCells = cells.c[cellId].filter(c => cells.h[c] < MIN_LAND_HEIGHT);
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const distances = waterCells.map(c => dist2(cells.p[cellId], cells.p[c]));
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const closest = distances.indexOf(Math.min.apply(Math, distances));
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haven[cellId] = waterCells[closest];
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harbor[cellId] = waterCells.length;
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};
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const queue = [0];
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for (let featureId = 1; queue[0] !== -1; featureId++) {
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const firstCell = queue[0];
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featureIds[firstCell] = featureId; // assign feature number
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const land = cells.h[firstCell] >= MIN_LAND_HEIGHT;
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let border = false; // true if feature touches map border
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let cellNumber = 1; // count cells in a feature
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while (queue.length) {
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const cellId = queue.pop()!;
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if (cells.b[cellId]) border = true;
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for (const neighborId of cells.c[cellId]) {
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const isNeibLand = cells.h[neighborId] >= MIN_LAND_HEIGHT;
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if (land && !isNeibLand) {
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distanceField[cellId] = LAND_COAST;
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distanceField[neighborId] = WATER_COAST;
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if (!haven[cellId]) defineHaven(cellId);
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} else if (land && isNeibLand) {
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if (distanceField[neighborId] === UNMARKED && distanceField[cellId] === LAND_COAST)
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distanceField[neighborId] = LANDLOCKED;
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else if (distanceField[cellId] === UNMARKED && distanceField[neighborId] === LAND_COAST)
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distanceField[cellId] = LANDLOCKED;
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}
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if (!featureIds[neighborId] && land === isNeibLand) {
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queue.push(neighborId);
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featureIds[neighborId] = featureId;
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cellNumber++;
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}
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}
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}
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const featureVertices = getFeatureVertices({firstCell, vertices, cells, featureIds, featureId});
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const points = clipPoly(featureVertices.map(vertex => vertices.p[vertex]));
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const area = d3.polygonArea(points); // feature perimiter area
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const feature = addFeature({
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vertices,
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heights: cells.h,
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features,
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featureIds,
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firstCell,
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land,
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border,
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featureVertices,
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featureId,
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cellNumber,
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gridCellsNumber,
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area
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});
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features.push(feature);
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queue[0] = featureIds.findIndex(f => f === UNMARKED); // find unmarked cell
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}
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// markup pack land cells
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const dfLandMarked = markup({distanceField, neighbors: cells.c, start: LANDLOCKED + 1, increment: 1});
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TIME && console.timeEnd("markupPackFeatures");
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return {features, featureIds, distanceField: dfLandMarked, haven, harbor};
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}
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function addFeature({
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vertices,
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heights,
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features,
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featureIds,
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firstCell,
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land,
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border,
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featureVertices,
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featureId,
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cellNumber,
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gridCellsNumber,
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area
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}: {
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vertices: IGraphVertices;
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heights: Uint8Array;
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features: TPackFeatures;
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featureIds: Uint16Array;
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firstCell: number;
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land: boolean;
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border: boolean;
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featureVertices: number[];
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featureId: number;
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cellNumber: number;
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gridCellsNumber: number;
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area: number;
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}) {
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const OCEAN_MIN_SIZE = gridCellsNumber / 25;
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const SEA_MIN_SIZE = gridCellsNumber / 1000;
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const CONTINENT_MIN_SIZE = gridCellsNumber / 10;
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const ISLAND_MIN_SIZE = gridCellsNumber / 1000;
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const absArea = Math.abs(rn(area));
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if (land) return addIsland();
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if (border) return addOcean();
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return addLake();
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function addIsland() {
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const group = defineIslandGroup();
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const feature: IPackFeatureIsland = {
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i: featureId,
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type: "island",
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group,
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land: true,
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border,
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cells: cellNumber,
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firstCell,
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vertices: featureVertices,
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area: absArea
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};
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return feature;
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}
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function addOcean() {
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const group = defineOceanGroup();
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const feature: IPackFeatureOcean = {
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i: featureId,
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type: "ocean",
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group,
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land: false,
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border: false,
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cells: cellNumber,
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firstCell,
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vertices: featureVertices,
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area: absArea
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};
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return feature;
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}
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function addLake() {
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const group = "freshwater"; // temp, to be defined later
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const name = ""; // temp, to be defined later
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// ensure lake ring is clockwise (to form a hole)
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const lakeVertices = area > 0 ? featureVertices.reverse() : featureVertices;
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const shoreline = getShoreline(); // land cells around lake
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const height = getLakeElevation();
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function getShoreline() {
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const isLand = (cellId: number) => heights[cellId] >= MIN_LAND_HEIGHT;
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const cellsAround = lakeVertices.map(vertex => vertices.c[vertex].filter(isLand)).flat();
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return unique(cellsAround);
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}
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function getLakeElevation() {
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const MIN_ELEVATION_DELTA = 0.1;
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const minShoreHeight = d3.min(shoreline.map(cellId => heights[cellId])) || MIN_LAND_HEIGHT;
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return rn(minShoreHeight - MIN_ELEVATION_DELTA, 2);
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}
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const feature: IPackFeatureLake = {
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i: featureId,
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type: "lake",
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group,
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name,
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land: false,
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border: false,
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cells: cellNumber,
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firstCell,
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vertices: lakeVertices,
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shoreline: shoreline,
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height,
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area: absArea
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};
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return feature;
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}
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function defineOceanGroup() {
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if (cellNumber > OCEAN_MIN_SIZE) return "ocean";
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if (cellNumber > SEA_MIN_SIZE) return "sea";
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return "gulf";
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}
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function defineIslandGroup() {
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const prevFeature = features[featureIds[firstCell - 1]];
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if (prevFeature && prevFeature.type === "lake") return "lake_island";
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if (cellNumber > CONTINENT_MIN_SIZE) return "continent";
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if (cellNumber > ISLAND_MIN_SIZE) return "island";
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return "isle";
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}
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}
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// calculate distance to coast for every cell
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function markup({
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distanceField,
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neighbors,
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start,
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increment,
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limit = INT8_MAX
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}: {
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distanceField: Int8Array;
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neighbors: number[][];
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start: number;
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increment: number;
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limit?: number;
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}) {
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for (let distance = start, marked = Infinity; marked > 0 && distance > limit; distance += increment) {
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marked = 0;
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const prevDistance = distance - increment;
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for (let cellId = 0; cellId < neighbors.length; cellId++) {
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if (distanceField[cellId] !== prevDistance) continue;
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for (const neighborId of neighbors[cellId]) {
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if (distanceField[neighborId] !== UNMARKED) continue;
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distanceField[neighborId] = distance;
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marked++;
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}
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}
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}
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return distanceField;
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}
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