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https://github.com/Azgaar/Fantasy-Map-Generator.git
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refactor: submap - start
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8 changed files with 486 additions and 522 deletions
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@ -2,75 +2,51 @@
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window.Submap = (function () {
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const isWater = (pack, id) => pack.cells.h[id] < 20;
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const inMap = (x, y) => x > 0 && x < graphWidth && y > 0 && y < graphHeight;
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const inMap = (x, y) => x => 0 && x <= graphWidth && y >= 0 && y <= graphHeight;
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/*
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generate new map based on an existing one (resampling parentMap)
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parentMap: {seed, grid, pack} from original map
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parentMap: {grid, pack, notes} from original map
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options = {
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projection: f(Number,Number)->[Number, Number]
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projection: f(Number, Number) -> [Number, Number]
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function to calculate new coordinates
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inverse: g(Number,Number)->[Number, Number]
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inverse: g(Number, Number) -> [Number, Number]
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inverse of f
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depressRivers: Bool carve out riverbeds?
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depressRivers: Bool carve out riverbeds
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smoothHeightMap: Bool run smooth filter on heights
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addLakesInDepressions: call FMG original funtion on heightmap
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lockMarkers: Bool Auto lock all copied markers
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lockBurgs: Bool Auto lock all copied burgs
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}
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*/
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function resample(parentMap, options) {
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const projection = options.projection;
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const inverse = options.inverse;
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const stage = s => INFO && console.info("SUBMAP:", s);
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const timeStart = performance.now();
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invokeActiveZooming();
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const {grid: parentGrid, pack: parentPack} = parentMap;
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const {projection, inverse} = options;
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// copy 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.info("Using Options:", options);
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applyGraphSize();
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grid = generateGrid();
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drawScaleBar(scaleBar, scale);
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fitScaleBar(scaleBar, svgWidth, svgHeight);
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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] = inverse(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 Uint8Array(n); // precipitation
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const reverseGridMap = new Uint32Array(n); // cellmap from new -> oldcell
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const forwardGridMap = parentGrid.points.map(_ => []); // old -> [newcelllist]
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const oldGrid = parentMap.grid;
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// build cache old -> [newcelllist]
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const forwardGridMap = parentMap.grid.points.map(_ => []);
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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] = oldGrid.cells.h[cid];
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grid.cells.temp[id] = oldGrid.cells.temp[cid];
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grid.cells.prec[id] = oldGrid.cells.prec[cid];
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if (options.depressRivers) forwardGridMap[cid].push(id);
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reverseGridMap[id] = cid;
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});
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// TODO: add smooth/noise function for h, temp, prec n times
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for (const [gridId, [x, y]] of grid.points.entries()) {
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const [parentX, parentY] = inverse(x, y);
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const parentPackId = parentPack.cells.q.find(parentX, parentY, Infinity)[2];
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const parentGridId = parentPack.cells.g[parentPackId];
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// smooth heightmap
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// smoothing should never change cell type (land->water or water->land)
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grid.cells.h[gridId] = parentGrid.cells.h[parentGridId];
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grid.cells.temp[gridId] = parentGrid.cells.temp[parentGridId];
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grid.cells.prec[gridId] = parentGrid.cells.prec[parentGridId];
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if (options.depressRivers) forwardGridMap[parentGridId].push(gridId);
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reverseGridMap[gridId] = parentGridId;
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}
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// smoothing should not change cell type (land -> water or vice versa)
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if (options.smoothHeightMap) {
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const gcells = grid.cells;
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gcells.h.forEach((h, i) => {
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@ -81,7 +57,6 @@ window.Submap = (function () {
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}
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if (options.depressRivers) {
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stage("Generating riverbeds");
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const rbeds = new Uint16Array(grid.cells.i.length);
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// and erode riverbeds
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@ -97,6 +72,7 @@ window.Submap = (function () {
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});
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})
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);
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// raise every land cell a bit except riverbeds
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grid.cells.h.forEach((h, i) => {
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if (rbeds[i] || h < 20) return;
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@ -104,7 +80,6 @@ window.Submap = (function () {
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});
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}
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stage("Detect features, ocean and generating lakes");
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Features.markupGrid();
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addLakesInDeepDepressions();
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@ -115,11 +90,8 @@ window.Submap = (function () {
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calculateMapCoordinates();
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calculateTemperatures();
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generatePrecipitation();
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stage("Cell cleanup");
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reGraph();
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// remove misclassified cells
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stage("Define coastline");
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Features.markupPack();
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createDefaultRuler();
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@ -135,7 +107,6 @@ window.Submap = (function () {
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cells.religion = new Uint16Array(pn);
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cells.province = new Uint16Array(pn);
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stage("Resampling culture, state and religion map");
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for (const [id, gridCellId] of cells.g.entries()) {
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const oldGridId = reverseGridMap[gridCellId];
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if (oldGridId === undefined) {
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@ -148,8 +119,8 @@ window.Submap = (function () {
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if (!oldChildren.length) {
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// it *must* be a (deleted) deep ocean cell
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if (!oldGrid.cells.h[oldGridId] < 20) {
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console.error(`Warning, ${gridCellId} should be water cell, not ${oldGrid.cells.h[oldGridId]}`);
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if (!parentGrid.cells.h[oldGridId] < 20) {
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console.error(`Warning, ${gridCellId} should be water cell, not ${parentGrid.cells.h[oldGridId]}`);
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continue;
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}
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// find replacement: closest water cell
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@ -166,9 +137,9 @@ window.Submap = (function () {
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let d = Infinity;
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oldChildren.forEach(oid => {
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// this should be always true, unless some algo modded the height!
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if (isWater(parentMap.pack, oid) !== isWater(pack, id)) {
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if (isWater(parentMap.pack, oid) !== isWater(pack, id))
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console.warn(`cell sank because of addLakesInDepressions: ${oid}`);
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}
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const [oldpx, oldpy] = oldCells.p[oid];
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const nd = distance(projection(oldpx, oldpy));
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if (isNaN(nd)) {
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@ -194,18 +165,15 @@ window.Submap = (function () {
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forwardMap[oldid].push(id);
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}
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stage("Regenerating river network");
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Rivers.generate();
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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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Biomes.define();
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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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stage("Porting 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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@ -220,11 +188,9 @@ window.Submap = (function () {
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c.center = newCenters.length ? newCenters[0] : pack.cells.culture.findIndex(x => x === i);
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});
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stage("Porting and locking burgs");
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copyBurgs(parentMap, projection, options);
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// transfer states, mark states without land as removed.
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stage("Porting states");
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const validStates = new Set(pack.cells.state);
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pack.states = parentMap.pack.states;
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// keep valid states and neighbors only
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@ -241,7 +207,6 @@ window.Submap = (function () {
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BurgsAndStates.getPoles();
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// transfer provinces, mark provinces without land as removed.
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stage("Porting provinces");
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const validProvinces = new Set(pack.cells.province);
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pack.provinces = parentMap.pack.provinces;
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// mark uneccesary provinces
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@ -255,14 +220,11 @@ window.Submap = (function () {
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p.center = newCenters.length ? newCenters[0] : pack.cells.province.findIndex(x => x === i);
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});
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Provinces.getPoles();
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stage("Regenerating routes network");
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regenerateRoutes();
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Rivers.specify();
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Features.specify();
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stage("Porting military");
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for (const s of pack.states) {
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if (!s.military) continue;
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for (const m of s.military) {
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@ -274,7 +236,6 @@ window.Submap = (function () {
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s.military = s.military.filter(m => m.cell).map((m, i) => ({...m, i}));
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}
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stage("Copying markers");
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for (const m of pack.markers) {
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const [x, y] = projection(m.x, m.y);
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if (!inMap(x, y)) {
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@ -288,16 +249,11 @@ window.Submap = (function () {
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}
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if (layerIsOn("toggleMarkers")) drawMarkers();
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stage("Regenerating Zones");
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Zones.generate();
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Names.getMapName();
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stage("Restoring Notes");
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notes = parentMap.notes;
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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 accepted by filter f *and* having at
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@ -403,6 +359,5 @@ window.Submap = (function () {
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return [x, y];
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}
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// export
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return {resample, findNearest};
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return {resample};
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})();
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