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https://github.com/Azgaar/Fantasy-Map-Generator.git
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refactor: Remove river-generator.js reference and add biomes module
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3 changed files with 54 additions and 34 deletions
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@ -8470,7 +8470,6 @@
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<script defer src="config/heightmap-templates.js"></script>
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<script defer src="config/precreated-heightmaps.js"></script>
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<script defer src="modules/lakes.js?v=1.99.00"></script>
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<script defer src="modules/biomes.js?v=1.99.00"></script>
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<script defer src="modules/names-generator.js?v=1.106.0"></script>
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<script defer src="modules/cultures-generator.js?v=1.106.0"></script>
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<script defer src="modules/burgs-generator.js?v=1.109.5"></script>
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@ -1,10 +1,30 @@
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"use strict";
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import { range, mean } from "d3";
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import { rn } from "../utils";
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window.Biomes = (function () {
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const MIN_LAND_HEIGHT = 20;
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declare global {
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var Biomes: BiomesModule;
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const getDefault = () => {
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const name = [
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var pack: any;
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var grid: any;
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var TIME: boolean;
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var biomesData: {
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i: number[];
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name: string[];
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color: string[];
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biomesMartix: Uint8Array[];
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habitability: number[];
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iconsDensity: number[];
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icons: string[][];
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cost: number[];
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};
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}
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class BiomesModule {
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private MIN_LAND_HEIGHT = 20;
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getDefault() {
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const name: string[] = [
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"Marine",
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"Hot desert",
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"Cold desert",
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@ -20,7 +40,7 @@ window.Biomes = (function () {
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"Wetland"
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];
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const color = [
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const color: string[] = [
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"#466eab",
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"#fbe79f",
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"#b5b887",
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@ -35,9 +55,9 @@ window.Biomes = (function () {
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"#d5e7eb",
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"#0b9131"
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];
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const habitability = [0, 4, 10, 22, 30, 50, 100, 80, 90, 12, 4, 0, 12];
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const iconsDensity = [0, 3, 2, 120, 120, 120, 120, 150, 150, 100, 5, 0, 250];
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const icons = [
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const habitability: number[] = [0, 4, 10, 22, 30, 50, 100, 80, 90, 12, 4, 0, 12];
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const iconsDensity: number[] = [0, 3, 2, 120, 120, 120, 120, 150, 150, 100, 5, 0, 250];
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const icons: Array<{[key: string]: number}> = [
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{},
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{dune: 3, cactus: 6, deadTree: 1},
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{dune: 9, deadTree: 1},
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@ -52,8 +72,8 @@ window.Biomes = (function () {
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{},
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{swamp: 1}
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];
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const cost = [10, 200, 150, 60, 50, 70, 70, 80, 90, 200, 1000, 5000, 150]; // biome movement cost
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const biomesMartix = [
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const cost: number[] = [10, 200, 150, 60, 50, 70, 70, 80, 90, 200, 1000, 5000, 150]; // biome movement cost
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const biomesMartix: Uint8Array[] = [
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// hot ↔ cold [>19°C; <-4°C]; dry ↕ wet
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new Uint8Array([1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 10]),
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new Uint8Array([3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 9, 9, 9, 9, 10, 10, 10]),
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@ -63,53 +83,53 @@ window.Biomes = (function () {
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];
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// parse icons weighted array into a simple array
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const parsedIcons: string[][] = [];
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for (let i = 0; i < icons.length; i++) {
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const parsed = [];
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const parsed: string[] = [];
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for (const icon in icons[i]) {
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for (let j = 0; j < icons[i][icon]; j++) {
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parsed.push(icon);
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}
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}
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icons[i] = parsed;
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parsedIcons[i] = parsed;
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}
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return {i: d3.range(0, name.length), name, color, biomesMartix, habitability, iconsDensity, icons, cost};
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return {i: range(0, name.length), name, color, biomesMartix, habitability, iconsDensity, icons: parsedIcons, cost};
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};
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// assign biome id for each cell
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function define() {
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define() {
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TIME && console.time("defineBiomes");
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const {fl: flux, r: riverIds, h: heights, c: neighbors, g: gridReference} = pack.cells;
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const {temp, prec} = grid.cells;
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pack.cells.biome = new Uint8Array(pack.cells.i.length); // biomes array
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for (let cellId = 0; cellId < heights.length; cellId++) {
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const height = heights[cellId];
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const moisture = height < MIN_LAND_HEIGHT ? 0 : calculateMoisture(cellId);
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const temperature = temp[gridReference[cellId]];
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pack.cells.biome[cellId] = getId(moisture, temperature, height, Boolean(riverIds[cellId]));
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}
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function calculateMoisture(cellId) {
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const calculateMoisture = (cellId: number) => {
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let moisture = prec[gridReference[cellId]];
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if (riverIds[cellId]) moisture += Math.max(flux[cellId] / 10, 2);
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const moistAround = neighbors[cellId]
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.filter(neibCellId => heights[neibCellId] >= MIN_LAND_HEIGHT)
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.map(c => prec[gridReference[c]])
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.filter((neibCellId: number) => heights[neibCellId] >= this.MIN_LAND_HEIGHT)
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.map((c: number) => prec[gridReference[c]])
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.concat([moisture]);
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return rn(4 + d3.mean(moistAround));
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return rn(4 + (mean(moistAround) as number));
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}
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for (let cellId = 0; cellId < heights.length; cellId++) {
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const height = heights[cellId];
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const moisture = height < this.MIN_LAND_HEIGHT ? 0 : calculateMoisture(cellId);
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const temperature = temp[gridReference[cellId]];
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pack.cells.biome[cellId] = this.getId(moisture, temperature, height, Boolean(riverIds[cellId]));
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}
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TIME && console.timeEnd("defineBiomes");
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}
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function getId(moisture, temperature, height, hasRiver) {
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getId(moisture: number, temperature: number, height: number, hasRiver: boolean) {
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if (height < 20) return 0; // all water cells: marine biome
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if (temperature < -5) return 11; // too cold: permafrost biome
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if (temperature >= 25 && !hasRiver && moisture < 8) return 1; // too hot and dry: hot desert biome
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if (isWetland(moisture, temperature, height)) return 12; // too wet: wetland biome
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if (this.isWetland(moisture, temperature, height)) return 12; // too wet: wetland biome
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// in other cases use biome matrix
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const moistureBand = Math.min((moisture / 5) | 0, 4); // [0-4]
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@ -117,12 +137,12 @@ window.Biomes = (function () {
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return biomesData.biomesMartix[moistureBand][temperatureBand];
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}
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function isWetland(moisture, temperature, height) {
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private isWetland(moisture: number, temperature: number, height: number) {
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if (temperature <= -2) return false; // too cold
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if (moisture > 40 && height < 25) return true; // near coast
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if (moisture > 24 && height > 24 && height < 60) return true; // off coast
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return false;
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}
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}
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return {getDefault, define, getId};
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})();
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window.Biomes = new BiomesModule();
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@ -2,4 +2,5 @@ import "./voronoi";
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import "./heightmap-generator";
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import "./features";
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import "./ocean-layers";
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import "./river-generator";
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import "./river-generator";
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import "./biomes"
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