refactor: Remove river-generator.js reference and add biomes module

This commit is contained in:
Marc Emmanuel 2026-01-21 22:34:30 +01:00
parent 2ba8bd12b8
commit 49e7e5c533
3 changed files with 54 additions and 34 deletions

View file

@ -8470,7 +8470,6 @@
<script defer src="config/heightmap-templates.js"></script>
<script defer src="config/precreated-heightmaps.js"></script>
<script defer src="modules/lakes.js?v=1.99.00"></script>
<script defer src="modules/biomes.js?v=1.99.00"></script>
<script defer src="modules/names-generator.js?v=1.106.0"></script>
<script defer src="modules/cultures-generator.js?v=1.106.0"></script>
<script defer src="modules/burgs-generator.js?v=1.109.5"></script>

View file

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

View file

@ -2,4 +2,5 @@ import "./voronoi";
import "./heightmap-generator";
import "./features";
import "./ocean-layers";
import "./river-generator";
import "./river-generator";
import "./biomes"