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https://github.com/Azgaar/Fantasy-Map-Generator.git
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feat: generate less water ice, v1.108.3
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4 changed files with 17 additions and 19 deletions
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@ -8088,7 +8088,7 @@
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<script src="config/precreated-heightmaps.js"></script>
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<script src="modules/heightmap-generator.js?v=1.99.00"></script>
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<script src="modules/features.js?v=1.104.0"></script>
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<script src="modules/ocean-layers.js?v=1.108.1"></script>
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<script src="modules/ocean-layers.js?v=1.108.3"></script>
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<script src="modules/river-generator.js?v=1.106.7"></script>
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<script src="modules/lakes.js?v=1.99.00"></script>
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<script src="modules/biomes.js?v=1.99.00"></script>
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@ -424,13 +424,14 @@ function drawIce() {
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const {temp, h} = cells;
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Math.random = aleaPRNG(seed);
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const ICEBERG_MAX_TEMP = 1;
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const ICE_SHIELD_MAX_TEMP = -8;
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const ICEBERG_MAX_TEMP = 0;
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const GLACIER_MAX_TEMP = -8;
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const minMaxTemp = d3.min(temp);
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// very cold: draw ice shields
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// cold land: draw glaciers
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{
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const type = "iceShield";
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const getType = cellId => (temp[cellId] <= ICE_SHIELD_MAX_TEMP ? type : null);
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const getType = cellId => (h[cellId] >= 20 && temp[cellId] <= GLACIER_MAX_TEMP ? type : null);
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const isolines = getIsolines(grid, getType, {polygons: true});
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isolines[type]?.polygons?.forEach(points => {
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const clipped = clipPoly(points);
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@ -438,21 +439,18 @@ function drawIce() {
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});
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}
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// mildly cold: draw icebergs
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// cold water: draw icebergs
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for (const cellId of grid.cells.i) {
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const t = temp[cellId];
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if (t > ICEBERG_MAX_TEMP) continue; // too warm: no icebergs
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if (t <= ICE_SHIELD_MAX_TEMP) continue; // already drawn as ice shield
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if (h[cellId] >= 20) continue; // no icebergs on land
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if (t > ICEBERG_MAX_TEMP) continue; // too warm: no icebergs
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if (features[cells.f[cellId]].type === "lake") continue; // no icebers on lakes
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if (P(0.8)) continue; // skip most of eligible cells
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const tNormalized = normalize(t, -8, 2);
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const randomFactor = t > -5 ? 0.4 + rand() * 1.2 : 1;
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if (P(tNormalized ** 0.5 * randomFactor)) continue; // cold: skip some cells
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let defaultSize = 1 - tNormalized; // iceberg size: 0 = zero size, 1 = full size
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if (cells.t[cellId] === -1) defaultSize /= 1.3; // coasline: smaller icebergs
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const size = minmax(rn(defaultSize * randomFactor, 2), 0.08, 1);
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const randomFactor = 0.8 + rand() * 0.4; // random size factor
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let baseSize = (1 - normalize(t, minMaxTemp, 1)) * 0.8; // size: 0 = zero size, 1 = full size
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if (cells.t[cellId] === -1) baseSize /= 1.3; // coasline: smaller icebergs
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const size = minmax(rn(baseSize * randomFactor, 2), 0.1, 1);
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const [cx, cy] = grid.points[cellId];
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const points = getGridPolygon(cellId).map(([x, y]) => [rn(lerp(cx, x, size), 2), rn(lerp(cy, y, size), 2)]);
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@ -248,10 +248,10 @@
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},
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"#ice": {
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"opacity": 0.9,
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"fill": "#e8f0f6",
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"fill": "#f1f8fe",
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"stroke": "#e8f0f6",
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"stroke-width": 1,
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"filter": "url(#dropShadow05)"
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"stroke-width": 0.5,
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"filter": "url(#dropShadow01)"
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},
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"#emblems": {
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"opacity": 0.9,
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@ -13,7 +13,7 @@
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* Example: 1.102.2 -> Major version 1, Minor version 102, Patch version 2
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*/
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const VERSION = "1.108.2";
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const VERSION = "1.108.3";
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if (parseMapVersion(VERSION) !== VERSION) alert("versioning.js: Invalid format or parsing function");
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{
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