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https://github.com/Azgaar/Fantasy-Map-Generator.git
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refactor: Features module start
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9 changed files with 315 additions and 160 deletions
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@ -202,7 +202,7 @@ export function resolveVersionConflicts(mapVersion) {
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coastline.selectAll("path").remove();
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lakes.selectAll("path").remove();
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reMarkFeatures();
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Features.markupPack();
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drawCoastline();
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createDefaultRuler();
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}
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142
modules/features.js
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142
modules/features.js
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@ -0,0 +1,142 @@
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"use strict";
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window.Features = (function () {
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// calculate cell-distance_to_coast for each cell
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function markup(cells, start, increment, limit) {
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for (let t = start, count = Infinity; count > 0 && t > limit; t += increment) {
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count = 0;
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const prevT = t - increment;
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for (let i = 0; i < cells.i.length; i++) {
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if (cells.t[i] !== prevT) continue;
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for (const c of cells.c[i]) {
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if (cells.t[c]) continue;
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cells.t[c] = t;
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count++;
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}
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}
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}
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}
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// mark features (ocean, lakes, islands) and calculate distance field
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function markupGrid() {
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TIME && console.time("markupGrid");
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Math.random = aleaPRNG(seed); // get the same result on heightmap edit in Erase mode
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const cells = grid.cells;
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const heights = grid.cells.h;
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cells.f = new Uint16Array(cells.i.length); // cell feature number
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cells.t = new Int8Array(cells.i.length); // cell type: 1 = land coast; -1 = water near coast
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grid.features = [0];
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for (let i = 1, queue = [0]; queue[0] !== -1; i++) {
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cells.f[queue[0]] = i; // feature number
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const land = heights[queue[0]] >= 20;
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let border = false; // true if feature touches map border
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while (queue.length) {
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const q = queue.pop();
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if (cells.b[q]) border = true;
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cells.c[q].forEach(c => {
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const cLand = heights[c] >= 20;
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if (land === cLand && !cells.f[c]) {
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cells.f[c] = i;
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queue.push(c);
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} else if (land && !cLand) {
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cells.t[q] = 1;
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cells.t[c] = -1;
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}
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});
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}
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const type = land ? "island" : border ? "ocean" : "lake";
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grid.features.push({i, land, border, type});
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queue[0] = cells.f.findIndex(f => !f); // find unmarked cell
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}
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markup(grid.cells, -2, -1, -10); // markup grid water
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TIME && console.timeEnd("markupGrid");
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}
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// define Pack features (oceans, lakes, islands) add related details
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function markupPack() {
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TIME && console.time("markupPack");
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const {cells} = pack;
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const features = [0];
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cells.f = new Uint16Array(cells.i.length); // cell feature number
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cells.t = new Int8Array(cells.i.length); // cell type: 1 = land along coast; -1 = water along coast;
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cells.haven = cells.i.length < 65535 ? new Uint16Array(cells.i.length) : new Uint32Array(cells.i.length); // cell haven (opposite water cell);
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cells.harbor = new Uint8Array(cells.i.length); // cell harbor (number of adjacent water cells);
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if (!cells.i.length) return; // no cells -> there is nothing to do
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for (let i = 1, queue = [0]; queue[0] !== -1; i++) {
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const start = queue[0]; // first cell
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cells.f[start] = i; // assign feature number
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const land = cells.h[start] >= 20;
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let border = false; // true if feature touches map border
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let cellNumber = 1; // to count cells number in a feature
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while (queue.length) {
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const q = queue.pop();
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if (cells.b[q]) border = true;
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cells.c[q].forEach(function (e) {
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const eLand = cells.h[e] >= 20;
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if (land && !eLand) {
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cells.t[q] = 1;
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cells.t[e] = -1;
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if (!cells.haven[q]) defineHaven(q);
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} else if (land && eLand) {
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if (!cells.t[e] && cells.t[q] === 1) cells.t[e] = 2;
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else if (!cells.t[q] && cells.t[e] === 1) cells.t[q] = 2;
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}
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if (!cells.f[e] && land === eLand) {
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queue.push(e);
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cells.f[e] = i;
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cellNumber++;
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}
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});
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}
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const type = land ? "island" : border ? "ocean" : "lake";
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let group;
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if (type === "ocean") group = defineOceanGroup(cellNumber);
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else if (type === "island") group = defineIslandGroup(start, cellNumber);
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features.push({i, land, border, type, cells: cellNumber, firstCell: start, group});
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queue[0] = cells.f.findIndex(f => !f); // find unmarked cell
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}
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function defineHaven(i) {
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const water = cells.c[i].filter(c => cells.h[c] < 20);
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const dist2 = water.map(c => (cells.p[i][0] - cells.p[c][0]) ** 2 + (cells.p[i][1] - cells.p[c][1]) ** 2);
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const closest = water[dist2.indexOf(Math.min.apply(Math, dist2))];
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cells.haven[i] = closest;
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cells.harbor[i] = water.length;
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}
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function defineOceanGroup(number) {
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if (number > grid.cells.i.length / 25) return "ocean";
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if (number > grid.cells.i.length / 100) return "sea";
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return "gulf";
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}
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function defineIslandGroup(cell, number) {
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if (cell && features[cells.f[cell - 1]].type === "lake") return "lake_island";
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if (number > grid.cells.i.length / 10) return "continent";
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if (number > grid.cells.i.length / 1000) return "island";
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return "isle";
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}
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pack.features = features;
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markup(pack.cells, 3, 1, 0); // markup pack land
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markup(pack.cells, -2, -1, -10); // markup pack water
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TIME && console.timeEnd("markupPack");
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}
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return {markupGrid, markupPack};
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})();
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@ -369,7 +369,7 @@ async function parseLoadedData(data, mapVersion) {
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void (function parsePackData() {
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reGraph();
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reMarkFeatures();
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Features.markupPack();
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pack.features = JSON.parse(data[12]);
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pack.cultures = JSON.parse(data[13]);
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pack.states = JSON.parse(data[14]);
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@ -109,3 +109,57 @@ function drawCoastline() {
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TIME && console.timeEnd("drawCoastline");
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}
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function drawFeatures() {
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TIME && console.time("drawFeatures");
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const {vertices, features} = pack;
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const landMask = defs.select("#land");
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const waterMask = defs.select("#water");
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const lineGen = d3.line().curve(d3.curveBasisClosed);
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for (const feature of features) {
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if (!feature || feature.type === "ocean") continue;
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const points = feature.vertices.map(vertex => vertices.p[vertex]);
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const simplifiedPoints = simplify(points, 0.3);
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const clippedPoints = clipPoly(simplifiedPoints, 1);
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const path = round(lineGen(clippedPoints));
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if (feature.type === "lake") {
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landMask
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.append("path")
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.attr("d", path)
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.attr("fill", "black")
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.attr("id", "land_" + feature.i);
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lakes
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.select(`#${feature.group}`)
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.append("path")
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.attr("d", path)
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.attr("id", "lake_" + feature.i)
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.attr("data-f", feature.i);
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} else {
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landMask
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.append("path")
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.attr("d", path)
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.attr("fill", "white")
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.attr("id", "land_" + feature.i);
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waterMask
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.append("path")
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.attr("d", path)
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.attr("fill", "black")
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.attr("id", "water_" + feature.i);
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coastline
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.select(`#${feature.group}`)
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.append("path")
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.attr("d", path)
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.attr("id", "island_" + feature.i)
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.attr("data-f", feature.i);
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}
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}
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TIME && console.timeEnd("drawFeatures");
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}
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@ -111,14 +111,10 @@ window.Submap = (function () {
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}
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stage("Detect features, ocean and generating lakes");
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markFeatures();
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markupGridOcean();
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Features.markupGrid();
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// Warning: addLakesInDeepDepressions can be very slow!
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if (options.addLakesInDepressions) {
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addLakesInDeepDepressions();
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openNearSeaLakes();
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}
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addLakesInDeepDepressions();
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openNearSeaLakes();
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OceanLayers();
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@ -130,7 +126,7 @@ window.Submap = (function () {
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// remove misclassified cells
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stage("Define coastline");
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reMarkFeatures();
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Features.markupPack();
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drawCoastline();
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createDefaultRuler();
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@ -215,8 +215,7 @@ function editHeightmap(options) {
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pack.religions = [];
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const erosionAllowed = allowErosion.checked;
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markFeatures();
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markupGridOcean();
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Features.markupGrid();
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if (erosionAllowed) {
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addLakesInDeepDepressions();
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openNearSeaLakes();
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@ -225,7 +224,7 @@ function editHeightmap(options) {
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calculateTemperatures();
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generatePrecipitation();
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reGraph();
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reMarkFeatures();
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Features.markupPack();
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drawCoastline();
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Rivers.generate(erosionAllowed);
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@ -337,14 +336,13 @@ function editHeightmap(options) {
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zone.selectAll("*").remove();
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});
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markFeatures();
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markupGridOcean();
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Features.markupGrid();
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if (erosionAllowed) addLakesInDeepDepressions();
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OceanLayers();
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calculateTemperatures();
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generatePrecipitation();
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reGraph();
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reMarkFeatures();
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Features.markupPack();
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drawCoastline();
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if (erosionAllowed) Rivers.generate(true);
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