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https://github.com/Azgaar/Fantasy-Map-Generator.git
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refactor: Remove legacy ocean-layers.js and migrate functionality to ocean-layers.ts
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4 changed files with 123 additions and 94 deletions
121
src/modules/ocean-layers.ts
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121
src/modules/ocean-layers.ts
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import { line, curveBasisClosed } from 'd3';
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import type { Selection } from 'd3';
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import { clipPoly,P,rn,round } from '../utils';
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declare global {
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interface Window {
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OceanLayers: any;
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}
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var TIME: boolean;
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var ERROR: boolean;
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var grid: any;
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var oceanLayers: Selection<SVGGElement, unknown, null, undefined>;
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}
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class OceanModule {
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private cells: any;
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private vertices: any;
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private pointsN: any;
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private used: any;
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private lineGen = line().curve(curveBasisClosed);
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private oceanLayers: Selection<SVGGElement, unknown, null, undefined>;
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constructor(oceanLayers: Selection<SVGGElement, unknown, null, undefined>) {
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this.oceanLayers = oceanLayers;
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}
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get grid(): any {
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return grid;
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}
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randomizeOutline() {
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const limits = [];
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let odd = 0.2;
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for (let l = -9; l < 0; l++) {
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if (P(odd)) {
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odd = 0.2;
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limits.push(l);
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} else {
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odd *= 2;
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}
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}
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return limits;
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}
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// connect vertices to chain
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connectVertices(start: number, t: number) {
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const chain = []; // vertices chain to form a path
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for (let i = 0, current = start; i === 0 || (current !== start && i < 10000); i++) {
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const prev = chain[chain.length - 1]; // previous vertex in chain
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chain.push(current); // add current vertex to sequence
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const c = this.vertices.c[current]; // cells adjacent to vertex
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c.filter((c: number) => this.cells.t[c] === t).forEach((c: number) => (this.used[c] = 1));
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const v = this.vertices.v[current]; // neighboring vertices
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const c0 = !this.cells.t[c[0]] || this.cells.t[c[0]] === t - 1;
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const c1 = !this.cells.t[c[1]] || this.cells.t[c[1]] === t - 1;
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const c2 = !this.cells.t[c[2]] || this.cells.t[c[2]] === t - 1;
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if (v[0] !== undefined && v[0] !== prev && c0 !== c1) current = v[0];
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else if (v[1] !== undefined && v[1] !== prev && c1 !== c2) current = v[1];
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else if (v[2] !== undefined && v[2] !== prev && c0 !== c2) current = v[2];
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if (current === chain[chain.length - 1]) {
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ERROR && console.error("Next vertex is not found");
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break;
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}
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}
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chain.push(chain[0]); // push first vertex as the last one
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return chain;
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}
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// find eligible cell vertex to start path detection
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findStart(i: number, t: number) {
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if (this.cells.b[i]) return this.cells.v[i].find((v: number) => this.vertices.c[v].some((c: number) => c >= this.pointsN)); // map border cell
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return this.cells.v[i][this.cells.c[i].findIndex((c: number)=> this.cells.t[c] < t || !this.cells.t[c])];
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}
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draw() {
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const outline = this.oceanLayers.attr("layers");
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if (outline === "none") return;
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TIME && console.time("drawOceanLayers");
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this.cells = grid.cells;
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this.pointsN = grid.cells.i.length;
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this.vertices = grid.vertices;
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const limits = outline === "random" ? this.randomizeOutline() : outline.split(",").map((s: string) => +s);
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const chains: [number, any[]][] = [];
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const opacity = rn(0.4 / limits.length, 2);
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this.used = new Uint8Array(this.pointsN); // to detect already passed cells
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for (const i of this.cells.i) {
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const t = this.cells.t[i];
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if (t > 0) continue;
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if (this.used[i] || !limits.includes(t)) continue;
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const start = this.findStart(i, t);
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if (!start) continue;
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this.used[i] = 1;
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const chain = this.connectVertices(start, t); // vertices chain to form a path
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if (chain.length < 4) continue;
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const relax = 1 + t * -2; // select only n-th point
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const relaxed = chain.filter((v, i) => !(i % relax) || this.vertices.c[v].some((c: number) => c >= this.pointsN));
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if (relaxed.length < 4) continue;
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const points = clipPoly(
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relaxed.map(v => this.vertices.p[v]),
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undefined,
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undefined,
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1
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);
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chains.push([t, points]);
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}
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for (const t of limits) {
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const layer = chains.filter((c: [number, any[]]) => c[0] === t);
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let path = layer.map((c: [number, any[]]) => round(this.lineGen(c[1]) || "")).join("");
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if (path) this.oceanLayers.append("path").attr("d", path).attr("fill", "#ecf2f9").attr("fill-opacity", opacity);
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}
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TIME && console.timeEnd("drawOceanLayers");
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}
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}
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window.OceanLayers = () => new OceanModule(oceanLayers).draw();
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