mirror of
https://github.com/Azgaar/Fantasy-Map-Generator.git
synced 2025-12-17 01:41:22 +01:00
state only borders + watercolor style
This commit is contained in:
parent
44b3911e65
commit
687dedfe1b
9 changed files with 279 additions and 191 deletions
14
index.css
14
index.css
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@ -171,11 +171,18 @@ a {
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#statesBody,
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#provincesBody {
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stroke-width: 2;
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stroke-width: 3;
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stroke-linejoin: round;
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fill-rule: evenodd;
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mask: url(#land);
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}
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#statesHalo {
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fill: none;
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stroke-linecap: round;
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stroke-linejoin: round;
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}
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#relig,
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#biomes,
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#cults {
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@ -183,11 +190,6 @@ a {
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mask: url(#land);
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}
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#statesHalo {
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fill: none;
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filter: url(#blur5);
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}
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#borders {
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stroke-linejoin: round;
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fill: none;
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58
index.html
58
index.html
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@ -322,6 +322,7 @@
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<option value="styleAncient" data-system=1>Ancient</option>
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<option value="styleGloom" data-system=1>Gloom</option>
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<option value="styleClean" data-system=1>Clean</option>
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<option value="styleWatercolor" data-system=1>Watercolor</option>
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<option value="styleMonochrome" data-system=1>Monochrome (for heightmap)</option>
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</select>
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<button id="addStyleButton" data-tip="Click to save current style as a new preset" class="icon-plus styleButton" style="display: inline-block" onclick="addStylePreset()"></button>
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@ -363,16 +364,15 @@
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<option value="compass">Wind Rose</option>
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<option value="zones">Zones</option>
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</select>
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<!-- <button id="restoreStyle" data-tip="Click to restore default style for all elements" class="icon-ccw styleButton" onclick="askToRestoreDefaultStyle()"></button> -->
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<table id="styleElements">
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<caption id="styleIsOff" data-tip="The selected layer is not visible. See the buttons above to toggle it on">Please ensure the element is toggled on!</caption>
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<caption id="styleIsOff" data-tip="The selected layer is not visible. Toogle it on to see style changes effect">Ensure the element visibility is toggled on!</caption>
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<tbody id="styleGroup">
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<tr data-tip="Select element group">
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<td><b>Group</b></td>
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<td>
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<select id="styleGroupSelect"><option value="regions">regions</option></select>
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<select id="styleGroupSelect"></select>
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</td>
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</tr>
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</tbody>
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@ -387,24 +387,6 @@
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</tr>
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</tbody>
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<tbody id="styleStates" style="display: block">
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<tr data-tip="Set states halo effect width">
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<td>Halo width</td>
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<td>
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<input id="styleStatesHaloWidth" type="range" min=0 max=30 step=.1 value=10>
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<output id="styleStatesHaloWidthOutput">10</output>
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</td>
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</tr>
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<tr data-tip="Set states halo effect opacity. 0: invisible, 1: solid">
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<td>Halo opacity</td>
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<td>
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<input id="styleStatesHaloOpacity" type="range" min=0 max=1 step=0.01 value=1>
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<output id="styleStatesHaloOpacityOutput">1</output>
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</td>
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</tr>
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</tbody>
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<tbody id="styleLegend">
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<tr data-tip="Set maximum number of items in one column">
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<td>Column items</td>
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@ -757,6 +739,40 @@
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</tr>
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</tbody>
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<tbody id="styleStates" style="display: block">
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<tr data-tip="Set states fill opacity. 0: invisible, 1: solid">
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<td>Body opacity</td>
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<td>
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<input id="styleStatesBodyOpacity" type="range" min=0 max=1 step=0.01>
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<output id="styleStatesBodyOpacityOutput"></output>
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</td>
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</tr>
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<tr data-tip="Set states halo effect width">
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<td>Halo width</td>
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<td>
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<input id="styleStatesHaloWidth" type="range" min=0 max=30 step=.1 value=10>
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<output id="styleStatesHaloWidthOutput">10</output>
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</td>
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</tr>
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<tr data-tip="Set states halo effect opacity. 0: invisible, 1: solid">
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<td>Halo opacity</td>
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<td>
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<input id="styleStatesHaloOpacity" type="range" min=0 max=1 step=0.01 value=1>
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<output id="styleStatesHaloOpacityOutput">1</output>
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</td>
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</tr>
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<tr data-tip="Select halo effect power (blur). Set to 0 to make it solid line">
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<td>Halo blur</td>
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<td>
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<input id="styleStatesHaloBlur" type="range" min=0 max=10 step=0.01 value=4>
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<output id="styleStatesHaloBlurOutput">4</output>
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</td>
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</tr>
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</tbody>
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<tbody id="styleHeightmap">
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<tr data-tip="Select color scheme for the element">
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<td>Color scheme</td>
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9
main.js
9
main.js
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@ -2,7 +2,7 @@
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// https://github.com/Azgaar/Fantasy-Map-Generator
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"use strict";
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const version = "1.63"; // generator version
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const version = "1.64"; // generator version
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document.title += " v" + version;
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// Switches to disable/enable logging features
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@ -506,13 +506,14 @@ function invokeActiveZooming() {
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// change states halo width
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if (!customization) {
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const haloSize = rn(statesHalo.attr("data-width") / scale, 1);
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statesHalo.attr("stroke-width", haloSize).style("display", haloSize > 3 ? "block" : "none");
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const desired = +statesHalo.attr("data-width");
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const haloSize = rn(desired / scale ** 0.8, 2);
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statesHalo.attr("stroke-width", haloSize).style("display", haloSize > 0.1 ? "block" : "none");
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}
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// rescale map markers
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if (+markers.attr("rescale") && markers.style("display") !== "none") {
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markers.selectAll("use").each(function (d) {
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markers.selectAll("use").each(function () {
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const x = +this.dataset.x,
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y = +this.dataset.y,
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desired = +this.dataset.size;
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@ -10,8 +10,8 @@
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pack.features.forEach(f => {
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if (f.type !== "lake") return;
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// default flux: sum of precipition around lake first cell
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f.flux = rn(d3.sum(f.shoreline.map(c => grid.cells.prec[cells.g[c]])) / 2);
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// default flux: sum of precipitation around lake
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f.flux = f.shoreline.reduce((acc, c) => acc + grid.cells.prec[cells.g[c]], 0);
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// temperature and evaporation to detect closed lakes
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f.temp = f.cells < 6 ? grid.cells.temp[cells.g[f.firstCell]] : rn(d3.mean(f.shoreline.map(c => grid.cells.temp[cells.g[c]])), 1);
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@ -96,7 +96,6 @@
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if (feature.type !== "lake") continue;
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delete feature.river;
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delete feature.enteringFlux;
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delete feature.shoreline;
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delete feature.outCell;
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delete feature.closed;
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feature.height = rn(feature.height, 3);
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@ -140,7 +139,7 @@
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if (feature.height > 60 && feature.cells < 10 && feature.firstCell % 10 === 0) return "lava";
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if (!feature.inlets && !feature.outlet) {
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if (feature.evaporation / 2 > feature.flux) return "dry";
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if (feature.evaporation > feature.flux * 4) return "dry";
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if (feature.cells < 3 && feature.firstCell % 10 === 0) return "sinkhole";
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}
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@ -681,7 +681,7 @@ function parseLoadedData(data) {
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}
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if (version < 1.63) {
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// v.1.63 change ocean pattern opacity element
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// v.1.63 changed ocean pattern opacity element
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const oceanPattern = document.getElementById("oceanPattern");
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if (oceanPattern) oceanPattern.removeAttribute("opacity");
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const oceanicPattern = document.getElementById("oceanicPattern");
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@ -693,6 +693,14 @@ function parseLoadedData(data) {
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labels.select("#states").style("text-shadow", "white 0 0 4px");
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labels.select("#addedLabels").style("text-shadow", "white 0 0 4px");
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}
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if (version < 1.64) {
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// v.1.64 change states style
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const bodyOpacity = regions.attr("opacity");
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statesBody.attr("opacity", bodyOpacity);
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statesHalo.attr("opacity", bodyOpacity).attr("filter", "blur(5px)");
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regions.removeAttribute("opacity");
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}
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})();
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void (function checkDataIntegrity() {
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@ -600,10 +600,7 @@ function getRiverPoints(node) {
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}
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async function quickSave() {
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if (customization) {
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tip("Map cannot be saved when edit mode is active, please exit the mode and retry", false, "error");
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return;
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}
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if (customization) return tip("Map cannot be saved when edit mode is active, please exit the mode and retry", false, "error");
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const blob = await getMapData();
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if (blob) ldb.set("lastMap", blob); // auto-save map
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tip("Map is saved to browser memory. Please also save as .map file to secure progress", true, "success", 2000);
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@ -22,7 +22,7 @@ document.getElementById("exitCustomization").addEventListener("mousemove", showD
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/**
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* @param {string} tip Tooltip text
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* @param {boolean} main Show above other tooltips
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* @param {string} type Message type (color): error, warn, success
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* @param {string} type Message type (color): error / warn / success
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* @param {number} time Timeout to auto hide, ms
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*/
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function tip(tip = "Tip is undefined", main, type, time) {
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@ -880,30 +880,83 @@ function drawStates() {
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TIME && console.time("drawStates");
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regions.selectAll("path").remove();
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const cells = pack.cells,
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vertices = pack.vertices,
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states = pack.states,
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n = cells.i.length;
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const {cells, vertices, features} = pack;
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const states = pack.states;
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const n = cells.i.length;
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const used = new Uint8Array(cells.i.length);
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const vArray = new Array(states.length); // store vertices array
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const body = new Array(states.length).fill(""); // store path around each state
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const gap = new Array(states.length).fill(""); // store path along water for each state to fill the gaps
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const body = new Array(states.length).fill(""); // path around each state
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const gap = new Array(states.length).fill(""); // path along water for each state to fill the gaps
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const halo = new Array(states.length).fill(""); // path around states, but not lakes
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// helper functions
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const isLand = i => i[1] === "land";
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const nextIsLand = (ar, i) => ar[i + 1]?.[1] === "land";
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const prevIsLand = (ar, i) => ar[i - 1]?.[1] === "land";
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const getStringPoint = v => vertices.p[v[0]].join(",");
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// define inner-state lakes to omit on border render
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const innerLakes = features.map(feature => {
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if (feature.type !== "lake") return false;
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if (!feature.shoreline) Lakes.getShoreline(feature);
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const states = feature.shoreline.map(i => cells.state[i]);
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return new Set(states).size > 1 ? false : true;
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});
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for (const i of cells.i) {
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if (!cells.state[i] || used[i]) continue;
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const s = cells.state[i];
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const onborder = cells.c[i].some(n => cells.state[n] !== s);
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const state = cells.state[i];
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// if (state !== 5) continue;
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const onborder = cells.c[i].some(n => cells.state[n] !== state);
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if (!onborder) continue;
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const borderWith = cells.c[i].map(c => cells.state[c]).find(n => n !== s);
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const borderWith = cells.c[i].map(c => cells.state[c]).find(n => n !== state);
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const vertex = cells.v[i].find(v => vertices.c[v].some(i => cells.state[i] === borderWith));
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const chain = connectVertices(vertex, s, borderWith);
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const chain = connectVertices(vertex, state);
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if (chain.length < 3) continue;
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const points = chain.map(v => vertices.p[v[0]]);
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if (!vArray[s]) vArray[s] = [];
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vArray[s].push(points);
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body[s] += "M" + points.join("L");
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gap[s] += "M" + vertices.p[chain[0][0]] + chain.reduce((r, v, i, d) => (!i ? r : !v[2] ? r + "L" + vertices.p[v[0]] : d[i + 1] && !d[i + 1][2] ? r + "M" + vertices.p[v[0]] : r), "");
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// get path around state
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const points = chain.filter(v => v[1] !== "innerLake").map(v => vertices.p[v[0]]);
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if (!vArray[state]) vArray[state] = [];
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if (points.length) {
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vArray[state].push(points);
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body[state] += "M" + points.join("L");
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}
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// connect path for halo
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let discontinued = true;
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halo[state] += chain
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.map((v, i) => {
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if (isLand(v) || nextIsLand(chain, i) || prevIsLand(chain, i)) {
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const operation = discontinued ? "M" : "L";
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discontinued = false;
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return `${operation}${getStringPoint(v)}`;
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}
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discontinued = true;
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return "";
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})
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.join("");
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// connect gaps between state and water into a single path
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discontinued = true;
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gap[state] += chain
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.map(v => {
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if (isLand(v)) {
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discontinued = true;
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return "";
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}
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const operation = discontinued ? "M" : "L";
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discontinued = false;
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return `${operation}${getStringPoint(v)}`;
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})
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.join("");
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}
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// find state visual center
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@ -912,54 +965,56 @@ function drawStates() {
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states[i].pole = polylabel(sorted, 1.0); // pole of inaccessibility
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});
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const bodyData = body.map((p, i) => [p.length > 10 ? p : null, i, states[i].color]).filter(d => d[0]);
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const gapData = gap.map((p, i) => [p.length > 10 ? p : null, i, states[i].color]).filter(d => d[0]);
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const bodyData = body.map((p, s) => [p.length > 10 ? p : null, s, states[s].color]).filter(d => d[0]);
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const gapData = gap.map((p, s) => [p.length > 10 ? p : null, s, states[s].color]).filter(d => d[0]);
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const haloData = halo.map((p, s) => [p.length > 10 ? p : null, s, states[s].color]).filter(d => d[0]);
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const bodyString = bodyData.map(d => `<path id="state${d[1]}" d="${d[0]}" fill="${d[2]}" stroke="none"/>`).join("");
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const gapString = gapData.map(d => `<path id="state-gap${d[1]}" d="${d[0]}" fill="none" stroke="${d[2]}"/>`).join("");
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const clipString = bodyData.map(d => `<clipPath id="state-clip${d[1]}"><use href="#state${d[1]}"/></clipPath>`).join("");
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const haloString = bodyData.map(d => `<path id="state-border${d[1]}" d="${d[0]}" clip-path="url(#state-clip${d[1]})" stroke="${d3.color(d[2]) ? d3.color(d[2]).darker().hex() : "#666666"}"/>`).join("");
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const haloString = haloData.map(d => `<path id="state-border${d[1]}" d="${d[0]}" clip-path="url(#state-clip${d[1]})" stroke="${d3.color(d[2]) ? d3.color(d[2]).darker().hex() : "#666666"}"/>`).join("");
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statesBody.html(bodyString + gapString);
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defs.select("#statePaths").html(clipString);
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statesHalo.html(haloString);
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// connect vertices to chain
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function connectVertices(start, t, state) {
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function connectVertices(start, state) {
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const chain = []; // vertices chain to form a path
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let land = vertices.c[start].some(c => cells.h[c] >= 20 && cells.state[c] !== t);
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function check(i) {
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state = cells.state[i];
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land = cells.h[i] >= 20;
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}
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const getType = c => {
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const waterCell = c.find(i => cells.h[i] < 20);
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if (!waterCell) return "land";
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if (innerLakes[cells.f[waterCell]]) return "innerLake";
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return features[cells.f[waterCell]].type;
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};
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for (let i = 0, current = start; i === 0 || (current !== start && i < 20000); i++) {
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const prev = chain[chain.length - 1] ? chain[chain.length - 1][0] : -1; // previous vertex in chain
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chain.push([current, state, land]); // add current vertex to sequence
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const prev = chain.length ? chain[chain.length - 1][0] : -1; // previous vertex in chain
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const c = vertices.c[current]; // cells adjacent to vertex
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c.filter(c => cells.state[c] === t).forEach(c => (used[c] = 1));
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const c0 = c[0] >= n || cells.state[c[0]] !== t;
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const c1 = c[1] >= n || cells.state[c[1]] !== t;
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const c2 = c[2] >= n || cells.state[c[2]] !== t;
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chain.push([current, getType(c)]); // add current vertex to sequence
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c.filter(c => cells.state[c] === state).forEach(c => (used[c] = 1));
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const c0 = c[0] >= n || cells.state[c[0]] !== state;
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const c1 = c[1] >= n || cells.state[c[1]] !== state;
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const c2 = c[2] >= n || cells.state[c[2]] !== state;
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const v = vertices.v[current]; // neighboring vertices
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if (v[0] !== prev && c0 !== c1) {
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current = v[0];
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check(c0 ? c[0] : c[1]);
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} else if (v[1] !== prev && c1 !== c2) {
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current = v[1];
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check(c1 ? c[1] : c[2]);
|
||||
} else if (v[2] !== prev && c0 !== c2) {
|
||||
current = v[2];
|
||||
check(c2 ? c[2] : c[0]);
|
||||
}
|
||||
if (current === chain[chain.length - 1][0]) {
|
||||
|
||||
if (v[0] !== prev && c0 !== c1) current = v[0];
|
||||
else if (v[1] !== prev && c1 !== c2) current = v[1];
|
||||
else if (v[2] !== prev && c0 !== c2) current = v[2];
|
||||
|
||||
if (current === prev) {
|
||||
ERROR && console.error("Next vertex is not found");
|
||||
break;
|
||||
}
|
||||
}
|
||||
chain.push([start, state, land]); // add starting vertex to sequence to close the path
|
||||
|
||||
if (chain.length) chain.push(chain[0]);
|
||||
return chain;
|
||||
}
|
||||
|
||||
invokeActiveZooming();
|
||||
TIME && console.timeEnd("drawStates");
|
||||
}
|
||||
|
|
|
|||
File diff suppressed because one or more lines are too long
Loading…
Add table
Add a link
Reference in a new issue