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https://github.com/Azgaar/Fantasy-Map-Generator.git
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refactor: ckeanup
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parent
fe4d4eac86
commit
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6 changed files with 23 additions and 93 deletions
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@ -9,7 +9,7 @@ import {byId} from "utils/shorthands";
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import {ERROR} from "../config/logging";
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import {lim, minmax} from "../utils/numberUtils";
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import {aleaPRNG} from "scripts/aleaPRNG";
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import {openNearSeaLakes, addLakesInDeepDepressions} from "scripts/generation/grid/lakes";
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import {addLakesInDeepDepressions} from "scripts/generation/grid/lakes";
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window.HeightmapGenerator = (function () {
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let grid = null;
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@ -78,14 +78,7 @@ window.HeightmapGenerator = (function () {
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Math.random = aleaPRNG(seed);
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const rawHeights = id in heightmapTemplates ? fromTemplate(graph, id) : await fromPrecreated(graph, id);
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const removedLakesHeights = openNearSeaLakes(rawHeights, graph.cells.c, graph.cells.i, graph.cells.b);
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const addedLakesHeights = addLakesInDeepDepressions(
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removedLakesHeights,
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graph.cells.c,
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graph.cells.v,
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graph.vertices,
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graph.cells.i
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);
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const addedLakesHeights = addLakesInDeepDepressions(rawHeights, graph.cells.c, graph.cells.i);
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TIME && console.timeEnd("defineHeightmap");
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@ -6,7 +6,7 @@ import {getMiddlePoint} from "utils/lineUtils";
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import {rn} from "utils/numberUtils";
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import {aleaPRNG} from "scripts/aleaPRNG";
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import {renderLayer} from "layers";
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import {markupGridFeatures} from "modules/markup";
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import {markupGridFeatures} from "scripts/generation/markup";
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import {generateGrid} from "scripts/generation/graph";
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window.Submap = (function () {
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@ -64,8 +64,8 @@ async function generate(options?: IGenerationOptions) {
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// temp rendering for debug
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// renderLayer("cells");
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renderLayer("features");
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// renderLayer("heightmap");
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// renderLayer("rivers", pack);
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renderLayer("heightmap");
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renderLayer("rivers", pack);
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WARN && console.warn(`TOTAL: ${rn((performance.now() - timeStart) / 1000, 2)}s`);
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// showStatistics();
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@ -1,77 +1,10 @@
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import {TIME} from "config/logging";
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import {getInputNumber, getInputValue} from "utils/nodeUtils";
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import {DISTANCE_FIELD, MAX_HEIGHT, MIN_LAND_HEIGHT} from "config/generation";
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import {drawPolygon} from "utils/debugUtils";
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const {LAND_COAST, WATER_COAST} = DISTANCE_FIELD;
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// near sea lakes usually get a lot of water inflow
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// most of them would brake threshold and flow out to sea (see Ancylus Lake)
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// connect these type of lakes to the main water body to improve the heightmap
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export function openNearSeaLakes(
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heights: Uint8Array,
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neighbours: number[][],
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indexes: UintArray,
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borderCells: IGraphCells["b"]
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) {
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if (getInputValue("templateInput") === "Atoll") return; // no need for Atolls
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TIME && console.time("openNearSeaLakes");
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const MAX_BREACHABLE_HEIGHT = 22; // max height that can be breached by water
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const features: Dict<"ocean" | "lake"> = {};
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const featureIds: Dict<number> = {};
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let featureId = 0;
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const lakeCoastalCells: Dict<number[]> = {};
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for (const cellId of indexes) {
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if (featureIds[cellId]) continue;
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if (heights[cellId] >= MIN_LAND_HEIGHT) continue;
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featureId += 1;
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const breachableCoastalCells: number[] = [];
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let isLake = true; // lakes are features surrounded by land cells
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const queue = [cellId];
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featureIds[cellId] = featureId;
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while (queue.length) {
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const nextCellId = queue.pop()!;
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for (const neighborId of neighbours[nextCellId]) {
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if (isLake && borderCells[neighborId]) isLake = false;
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if (featureIds[neighborId]) continue;
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const height = heights[neighborId];
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if (height < MIN_LAND_HEIGHT) {
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featureIds[neighborId] = featureId;
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queue.push(neighborId);
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} else if (isLake && height <= MAX_BREACHABLE_HEIGHT) {
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breachableCoastalCells.push(neighborId);
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}
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}
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}
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features[featureId] = isLake ? "lake" : "ocean";
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if (isLake) lakeCoastalCells[featureId] = breachableCoastalCells;
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}
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console.log(featureIds, features, lakeCoastalCells);
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TIME && console.timeEnd("openNearSeaLakes");
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return heights;
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}
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import {getInputNumber} from "utils/nodeUtils";
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import {MAX_HEIGHT, MIN_LAND_HEIGHT} from "config/generation";
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// some deeply depressed areas may not be resolved on river generation
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// this areas tend to collect precipitation, so we can add a lake there to help the resolver
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export function addLakesInDeepDepressions(
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heights: Uint8Array,
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neighbours: number[][],
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cellVertices: number[][],
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vertices: IGraphVertices,
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indexes: UintArray
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) {
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export function addLakesInDeepDepressions(heights: Uint8Array, neighbours: number[][], indexes: UintArray) {
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const ELEVATION_LIMIT = getInputNumber("lakeElevationLimitOutput");
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if (ELEVATION_LIMIT === MAX_HEIGHT - MIN_LAND_HEIGHT) return heights; // any depression can be resolved
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@ -114,9 +47,6 @@ export function addLakesInDeepDepressions(
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if (inDeepDepression) {
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currentHeights[cellId] = MIN_LAND_HEIGHT - 1;
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console.log(`ⓘ Added lake at deep depression. Cell: ${cellId}`);
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const polygon = cellVertices[cellId].map(vertex => vertices.p[vertex]);
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drawPolygon(polygon, {stroke: "red", strokeWidth: 1, fill: "none"});
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}
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}
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@ -26,11 +26,18 @@ export function createPack(grid: IGrid): IPack {
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pick(cells, "v", "c", "b", "p", "h")
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);
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const {heights, flux, r, conf, rivers, mergedFeatures} = generateRivers(
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grid.cells.prec,
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grid.cells.temp,
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const {
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heights,
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flux,
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r,
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conf,
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rivers: rawRivers,
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mergedFeatures
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} = generateRivers(
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{...pick(cells, "i", "c", "b", "g", "h", "p"), f: featureIds, t: distanceField, haven},
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features
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features,
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grid.cells.prec,
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grid.cells.temp
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);
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// Biomes.define(newPack, grid);
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@ -76,7 +83,7 @@ export function createPack(grid: IGrid): IPack {
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conf
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},
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features: mergedFeatures,
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rivers
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rivers: rawRivers
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};
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return pack;
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@ -13,10 +13,10 @@ const {Rivers} = window;
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const {LAND_COAST} = DISTANCE_FIELD;
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export function generateRivers(
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precipitation: IGrid["cells"]["prec"],
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temperature: IGrid["cells"]["temp"],
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cells: Pick<IPack["cells"], "i" | "c" | "p" | "b" | "g" | "t" | "h" | "f" | "haven">,
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features: TPackFeatures
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features: TPackFeatures,
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precipitation: IGrid["cells"]["prec"],
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temperature: IGrid["cells"]["temp"]
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) {
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TIME && console.time("generateRivers");
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