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[Draft] Submap refactoring (#1153)
* refactor: submap - start * refactor: submap - continue * Merge branch 'master' of https://github.com/Azgaar/Fantasy-Map-Generator into submap-refactoring * refactor: submap - relocate burgs * refactor: submap - restore routes * refactor: submap - restore lake names * refactor: submap - UI update * refactor: submap - restore river and biome data * refactor: submap - simplify options * refactor: submap - restore rivers * refactor: submap - recalculateMapSize * refactor: submap - add middle points * refactor: submap - don't add middle points, unified findPath fn * chore: update version * feat: submap - relocate out of map regiments * feat: submap - fix route gen * feat: submap - allow custom number of cells * feat: submap - add checkbox submapRescaleBurgStyles * feat: submap - update version hash * chore: supporters update --------- Co-authored-by: Azgaar <azgaar.fmg@yandex.com>
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18 changed files with 1043 additions and 745 deletions
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@ -86,10 +86,16 @@ function editRiver(id) {
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}
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function updateRiverWidth(river) {
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const {addMeandering, getWidth, getOffset} = Rivers;
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const {cells, discharge, widthFactor, sourceWidth} = river;
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const meanderedPoints = addMeandering(cells);
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river.width = getWidth(getOffset(discharge, meanderedPoints.length, widthFactor, sourceWidth));
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const meanderedPoints = Rivers.addMeandering(cells);
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river.width = Rivers.getWidth(
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Rivers.getOffset({
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flux: discharge,
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pointIndex: meanderedPoints.length,
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widthFactor,
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startingWidth: sourceWidth
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})
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);
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const width = `${rn(river.width * distanceScale, 3)} ${distanceUnitInput.value}`;
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byId("riverWidth").value = width;
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@ -158,11 +164,9 @@ function editRiver(id) {
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river.points = debug.selectAll("#controlPoints > *").data();
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river.cells = river.points.map(([x, y]) => findCell(x, y));
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const {widthFactor, sourceWidth} = river;
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const meanderedPoints = Rivers.addMeandering(river.cells, river.points);
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lineGen.curve(d3.curveCatmullRom.alpha(0.1));
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const path = Rivers.getRiverPath(meanderedPoints, widthFactor, sourceWidth);
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const meanderedPoints = Rivers.addMeandering(river.cells, river.points);
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const path = Rivers.getRiverPath(meanderedPoints, river.widthFactor, river.sourceWidth);
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elSelected.attr("d", path);
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updateRiverLength(river);
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