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https://github.com/Azgaar/Fantasy-Map-Generator.git
synced 2025-12-22 20:11:24 +01:00
fixed 0 index burg bug, more accurate coast detection for burgs
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3 changed files with 100 additions and 75 deletions
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@ -3509,6 +3509,10 @@
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be automatically updated according to the current scale factor. If you'd like
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to generate a new parent-map, <b>don't forget to reset them!</b> Options are interpreted as usual.</p>
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<hr />
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<div data-tip="Copy burgs from old map. Regenerate burgs if not checked." >
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<input id="submapCopyBurgs" class="checkbox" type="checkbox" checked>
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<label for="submapCopyBurgs" class="checkbox-label">Copy cities</label>
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</div>
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<div data-tip="All small cities of the parent map will be promoted to Capitals." >
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<input id="submapPromoteTown" class="checkbox" type="checkbox">
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<label for="submapPromoteTown" class="checkbox-label">Promote towns to cities.</label>
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@ -4,9 +4,9 @@ Experimental submaping module
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*/
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window.Submap = (function () {
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function resample(baseState, projection, options) {
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// generate new map based on (resampling) existing one (baseState)
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// baseState: {seed, grid, pack} from original map
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function resample(parentMap, projection, options) {
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// generate new map based on (resampling) existing one (parentMap)
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// parentMap: {seed, grid, pack} from original map
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// projection: map function from old to new coordinates or backwards
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// prj(x,y,direction:bool) -> [x',y']
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@ -15,7 +15,7 @@ window.Submap = (function () {
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invokeActiveZooming();
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// copy seed
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seed = baseState.seed;
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seed = parentMap.seed;
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Math.random = aleaPRNG(seed);
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INFO && console.group("SubMap with seed: " + seed);
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DEBUG && console.log("Using Options:", options);
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@ -42,10 +42,10 @@ window.Submap = (function () {
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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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const forwardGridMap = baseState.grid.points.map(_=>[]); // old -> [newcelllist]
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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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const gridCells = parentMap.grid.cells;
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const forwardGridMap = parentMap.grid.points.map(_=>[]); // old -> [newcelllist]
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resampler(grid.points, parentMap.pack.cells.q, (id, oldid) => {
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const cid = parentMap.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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@ -61,14 +61,10 @@ window.Submap = (function () {
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const rbeds = new Uint16Array(grid.cells.i.length);
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// and erode riverbeds
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baseState.pack.rivers.forEach(r =>
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parentMap.pack.rivers.forEach(r =>
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r.cells.forEach(oldc => {
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const targetCells = forwardGridMap[oldc];
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if (!targetCells) {
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console.error('Targetcells is empty');
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console.log("oldc,gridmap", oldc, forwardGridMap);
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return;
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}
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if (!targetCells) throw "TargetCell shouldn't be empty.";
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targetCells.forEach(c => {
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if (grid.cells.t[c]<1) return;
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rbeds[c] = 1;
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@ -101,9 +97,9 @@ window.Submap = (function () {
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drawCoastline();
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// resample packed graph
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const oldCells = baseState.pack.cells;
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const oldCells = parentMap.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 forwardMap = parentMap.pack.cells.p.map(_=>[]); // old -> [newcelllist]
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const pn = pack.cells.i.length;
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const cells = pack.cells;
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@ -148,17 +144,16 @@ window.Submap = (function () {
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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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stage("Regenerating Biome.")
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stage("Regenerating Biome.");
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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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pack.cultures = parentMap.pack.cultures;
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// fix culture centers
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const validCultures = new Set(pack.cells.culture);
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console.log('cultures',validCultures);
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pack.cultures.forEach((c, i) => {
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if (!validCultures.has(i)) {
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c.removed = true;
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@ -173,8 +168,8 @@ window.Submap = (function () {
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// transfer states, mark states without land as removed.
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const validStates = new Set(pack.cells.state);
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stage("Porting states.")
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pack.states = baseState.pack.states;
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stage("Porting states.");
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pack.states = parentMap.pack.states;
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// keep valid states and neighbors only
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pack.states.forEach((s, i) => {
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if (!validStates.has(i)) s.removed=true;
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@ -191,62 +186,15 @@ window.Submap = (function () {
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// BurgsAndStates.defineStateForms();
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// BurgsAndStates.defineBurgFeatures();
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stage("Porting and locking burgs.")
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pack.burgs = baseState.pack.burgs
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const [[xmin, ymin], [xmax, ymax]] = getViewBoxExtent();
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const inMap = (x,y) => x>xmin && x<xmax && y>ymin && y<ymax;
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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] = inverseProjection(b.x, b.y);
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[b.x,b.y] = projection(b.x, b.y, false);
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if (!inMap(b.x,b.y)) {
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// disable out-of-map (removed) burgs
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b.removed = true;
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b.cell = undefined;
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return;
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}
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let bestCell = findCell(b.x, b.y);
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// move burgs out of water
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if (cells.t[bestCell] == -1) {
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const coasts = cells.c[bestCell].filter(c=>cells.t[c] == 1);
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if (!coasts.length) {
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WARN && console.warn(`Burg ${b.name} sank like Atlantis. Unable to find coastal cells nearby. Try to reduce resample zoom level.`);
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b.removed = true;
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return;
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}
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bestCell = coasts[0]; // TODO: closest instead?
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}
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b.cell = bestCell;
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b.lock = true;
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pack.cells.burg[b.cell] = i;
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if (options.promoteTown) b.capital = 1;
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// find water body id for ports
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if (b.port) {
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const water = cells.c[b.cell].filter(c=>cells.t[c] == -1);
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if (water.length) {
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b.port = cells.f[water[0]];
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[b.x, b.y] = getMiddlePoint(b.cell, water[0]);
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} else {
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WARN && console.warn(`Can't find water near port ${b.name}. :-/`);
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b.port = 0;
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}
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} else {
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[b.x, b.y] = cells.p[b.cell];
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}
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// TODO: move port burgs to coast b.x, b.y,
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});
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stage("Porting and locking burgs.");
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if (options.copyBurgs) copyBurgs(parentMap, projection);
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else BurgsAndStates.regenerateBurgs();
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BurgsAndStates.drawBurgs();
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stage("Regenerating road network.")
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stage("Regenerating road network.");
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Routes.regenerate();
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stage("Regenerating provinces.")
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stage("Regenerating provinces.");
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BurgsAndStates.generateProvinces();
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drawStates();
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@ -256,18 +204,90 @@ window.Submap = (function () {
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Rivers.specify();
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Lakes.generateName();
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stage("Modelling military.")
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stage("Modelling military.");
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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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stage("Submap done.")
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stage("Submap done.");
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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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/* find the nearest cell having at least one *neighbor*
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* fulfilling filter f, up to cell-distance `max`
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* returns [cellid, neighbor] tuple or undefined if no such cell.
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*/
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const findNearest = (f, max=3) => centerId => {
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const met = new Set([centerId]); // f might be expensive
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const kernel = (c, dist) => {
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const ncs = pack.cells.c[c].filter(nc => !met.has(nc));
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const n = ncs.find(f);
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if (n) return [c, n];
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if (dist >= max || !ncs.length) return undefined;
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ncs.forEach(i => met.add(i));
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let answer;
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while (ncs.length && !answer) answer = kernel(ncs.shift(), dist+1);
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return answer;
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}
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return kernel(centerId, 1);
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}
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function copyBurgs(parentMap, projection) {
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const [[xmin, ymin], [xmax, ymax]] = getViewBoxExtent();
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const inMap = (x,y) => x>xmin && x<xmax && y>ymin && y<ymax;
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const cells = pack.cells;
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pack.burgs = parentMap.pack.burgs;
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// remap burgs to the best new cell
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pack.burgs.forEach( (b, id) => {
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if (id == 0) return; // skip empty city of neturals
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[b.x, b.y] = projection(b.x, b.y, false);
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// disable out-of-map (removed) burgs
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if (!inMap(b.x,b.y)) {
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b.removed = true;
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b.cell = undefined;
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return;
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}
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let cityCell = findCell(b.x, b.y);
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// pull sunken burgs out of water
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if (cells.t[cityCell] <= 0) {
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const searchPlace = findNearest(c => cells.t[c] === 1);
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const res = searchPlace(cityCell)
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if (!res) {
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WARN && console.warn(`Burg ${b.name} sank like Atlantis. Unable to find coastal cells nearby. Try to reduce resample zoom level.`);
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b.removed = true;
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return;
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}
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const [water, coast] = res;
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[b.x, b.y] = b.port? getMiddlePoint(coast, water): cells.p[coast];
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b.cell = coast;
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} if (b.port) {
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// find coast for ports on land
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const searchPortCell = findNearest(c => cells.t[c] === -1);
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const res = searchPortCell(cityCell);
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if (res) {
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const [coast, water] = res;
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[b.x, b.y] = getMiddlePoint(coast, water);
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b.cell = coast;
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} else {
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WARN && console.warn(`Can't find water near port ${b.name}. :-/`);
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b.port = 0;
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}
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} else {
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[b.x, b.y] = cells.p[b.cell];
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}
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b.lock = true;
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pack.cells.burg[b.cell] = id;
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if (options.promoteTown) b.capital = 1;
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});
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}
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// export
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return { resample }
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})();
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@ -22,6 +22,7 @@ const generateSubmap = debounce(async function () {
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const settings = {
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promoteTown: Boolean(document.getElementById("submapPromoteTown").checked),
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depressRivers: Boolean(document.getElementById("submapDepressRivers").checked),
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copyBurgs: Boolean(document.getElementById("submapCopyBurgs").checked),
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addLakesInDepressions: Boolean(document.getElementById("submapAddLakeInDepression").checked),
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}
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