refactor: ckeanup

This commit is contained in:
max 2022-07-24 18:06:55 +03:00
parent fe4d4eac86
commit bb78d5168b
6 changed files with 23 additions and 93 deletions

View file

@ -9,7 +9,7 @@ import {byId} from "utils/shorthands";
import {ERROR} from "../config/logging";
import {lim, minmax} from "../utils/numberUtils";
import {aleaPRNG} from "scripts/aleaPRNG";
import {openNearSeaLakes, addLakesInDeepDepressions} from "scripts/generation/grid/lakes";
import {addLakesInDeepDepressions} from "scripts/generation/grid/lakes";
window.HeightmapGenerator = (function () {
let grid = null;
@ -78,14 +78,7 @@ window.HeightmapGenerator = (function () {
Math.random = aleaPRNG(seed);
const rawHeights = id in heightmapTemplates ? fromTemplate(graph, id) : await fromPrecreated(graph, id);
const removedLakesHeights = openNearSeaLakes(rawHeights, graph.cells.c, graph.cells.i, graph.cells.b);
const addedLakesHeights = addLakesInDeepDepressions(
removedLakesHeights,
graph.cells.c,
graph.cells.v,
graph.vertices,
graph.cells.i
);
const addedLakesHeights = addLakesInDeepDepressions(rawHeights, graph.cells.c, graph.cells.i);
TIME && console.timeEnd("defineHeightmap");

View file

@ -6,7 +6,7 @@ import {getMiddlePoint} from "utils/lineUtils";
import {rn} from "utils/numberUtils";
import {aleaPRNG} from "scripts/aleaPRNG";
import {renderLayer} from "layers";
import {markupGridFeatures} from "modules/markup";
import {markupGridFeatures} from "scripts/generation/markup";
import {generateGrid} from "scripts/generation/graph";
window.Submap = (function () {

View file

@ -64,8 +64,8 @@ async function generate(options?: IGenerationOptions) {
// temp rendering for debug
// renderLayer("cells");
renderLayer("features");
// renderLayer("heightmap");
// renderLayer("rivers", pack);
renderLayer("heightmap");
renderLayer("rivers", pack);
WARN && console.warn(`TOTAL: ${rn((performance.now() - timeStart) / 1000, 2)}s`);
// showStatistics();

View file

@ -1,77 +1,10 @@
import {TIME} from "config/logging";
import {getInputNumber, getInputValue} from "utils/nodeUtils";
import {DISTANCE_FIELD, MAX_HEIGHT, MIN_LAND_HEIGHT} from "config/generation";
import {drawPolygon} from "utils/debugUtils";
const {LAND_COAST, WATER_COAST} = DISTANCE_FIELD;
// near sea lakes usually get a lot of water inflow
// most of them would brake threshold and flow out to sea (see Ancylus Lake)
// connect these type of lakes to the main water body to improve the heightmap
export function openNearSeaLakes(
heights: Uint8Array,
neighbours: number[][],
indexes: UintArray,
borderCells: IGraphCells["b"]
) {
if (getInputValue("templateInput") === "Atoll") return; // no need for Atolls
TIME && console.time("openNearSeaLakes");
const MAX_BREACHABLE_HEIGHT = 22; // max height that can be breached by water
const features: Dict<"ocean" | "lake"> = {};
const featureIds: Dict<number> = {};
let featureId = 0;
const lakeCoastalCells: Dict<number[]> = {};
for (const cellId of indexes) {
if (featureIds[cellId]) continue;
if (heights[cellId] >= MIN_LAND_HEIGHT) continue;
featureId += 1;
const breachableCoastalCells: number[] = [];
let isLake = true; // lakes are features surrounded by land cells
const queue = [cellId];
featureIds[cellId] = featureId;
while (queue.length) {
const nextCellId = queue.pop()!;
for (const neighborId of neighbours[nextCellId]) {
if (isLake && borderCells[neighborId]) isLake = false;
if (featureIds[neighborId]) continue;
const height = heights[neighborId];
if (height < MIN_LAND_HEIGHT) {
featureIds[neighborId] = featureId;
queue.push(neighborId);
} else if (isLake && height <= MAX_BREACHABLE_HEIGHT) {
breachableCoastalCells.push(neighborId);
}
}
}
features[featureId] = isLake ? "lake" : "ocean";
if (isLake) lakeCoastalCells[featureId] = breachableCoastalCells;
}
console.log(featureIds, features, lakeCoastalCells);
TIME && console.timeEnd("openNearSeaLakes");
return heights;
}
import {getInputNumber} from "utils/nodeUtils";
import {MAX_HEIGHT, MIN_LAND_HEIGHT} from "config/generation";
// some deeply depressed areas may not be resolved on river generation
// this areas tend to collect precipitation, so we can add a lake there to help the resolver
export function addLakesInDeepDepressions(
heights: Uint8Array,
neighbours: number[][],
cellVertices: number[][],
vertices: IGraphVertices,
indexes: UintArray
) {
export function addLakesInDeepDepressions(heights: Uint8Array, neighbours: number[][], indexes: UintArray) {
const ELEVATION_LIMIT = getInputNumber("lakeElevationLimitOutput");
if (ELEVATION_LIMIT === MAX_HEIGHT - MIN_LAND_HEIGHT) return heights; // any depression can be resolved
@ -114,9 +47,6 @@ export function addLakesInDeepDepressions(
if (inDeepDepression) {
currentHeights[cellId] = MIN_LAND_HEIGHT - 1;
console.log(`ⓘ Added lake at deep depression. Cell: ${cellId}`);
const polygon = cellVertices[cellId].map(vertex => vertices.p[vertex]);
drawPolygon(polygon, {stroke: "red", strokeWidth: 1, fill: "none"});
}
}

View file

@ -26,11 +26,18 @@ export function createPack(grid: IGrid): IPack {
pick(cells, "v", "c", "b", "p", "h")
);
const {heights, flux, r, conf, rivers, mergedFeatures} = generateRivers(
grid.cells.prec,
grid.cells.temp,
const {
heights,
flux,
r,
conf,
rivers: rawRivers,
mergedFeatures
} = generateRivers(
{...pick(cells, "i", "c", "b", "g", "h", "p"), f: featureIds, t: distanceField, haven},
features
features,
grid.cells.prec,
grid.cells.temp
);
// Biomes.define(newPack, grid);
@ -76,7 +83,7 @@ export function createPack(grid: IGrid): IPack {
conf
},
features: mergedFeatures,
rivers
rivers: rawRivers
};
return pack;

View file

@ -13,10 +13,10 @@ const {Rivers} = window;
const {LAND_COAST} = DISTANCE_FIELD;
export function generateRivers(
precipitation: IGrid["cells"]["prec"],
temperature: IGrid["cells"]["temp"],
cells: Pick<IPack["cells"], "i" | "c" | "p" | "b" | "g" | "t" | "h" | "f" | "haven">,
features: TPackFeatures
features: TPackFeatures,
precipitation: IGrid["cells"]["prec"],
temperature: IGrid["cells"]["temp"]
) {
TIME && console.time("generateRivers");