mirror of
https://github.com/Azgaar/Fantasy-Map-Generator.git
synced 2025-12-17 17:51:24 +01:00
refactor: rankCells
This commit is contained in:
parent
3184a29449
commit
d1208b12ec
3 changed files with 74 additions and 34 deletions
|
|
@ -1,9 +1,13 @@
|
|||
import * as d3 from "d3";
|
||||
|
||||
import {TIME} from "config/logging";
|
||||
import {normalize} from "utils/numberUtils";
|
||||
import {normalize, rn} from "utils/numberUtils";
|
||||
import {isWater, isCoastal} from "utils/graphUtils";
|
||||
|
||||
// assess cells suitability to calculate population and rand cells for culture center and burgs placement
|
||||
const FLUX_MAX_BONUS = 250;
|
||||
const SUITABILITY_FACTOR = 5;
|
||||
|
||||
// assess cells suitability for population and rank cells for culture centers and burgs placement
|
||||
export function rankCells() {
|
||||
TIME && console.time("rankCells");
|
||||
const {cells, features} = pack;
|
||||
|
|
@ -11,36 +15,66 @@ export function rankCells() {
|
|||
cells.s = new Int16Array(cells.i.length); // cell suitability array
|
||||
cells.pop = new Float32Array(cells.i.length); // cell population array
|
||||
|
||||
const flMean = d3.median(cells.fl.filter(f => f)) || 0;
|
||||
const flMax = d3.max(cells.fl) + d3.max(cells.conf); // to normalize flux
|
||||
const areaMean = d3.mean(cells.area); // to adjust population by cell area
|
||||
const meanFlux = d3.median(cells.fl.filter(f => f)) || 0;
|
||||
const maxFlux = (d3.max(cells.fl) || 0) + (d3.max(cells.conf) || 0); // to normalize flux
|
||||
const meanArea = d3.mean(cells.area) || 0; // to adjust population by cell area
|
||||
|
||||
for (const i of cells.i) {
|
||||
if (cells.h[i] < 20) continue; // no population in water
|
||||
let s = +biomesData.habitability[cells.biome[i]]; // base suitability derived from biome habitability
|
||||
if (!s) continue; // uninhabitable biomes has 0 suitability
|
||||
if (flMean) s += normalize(cells.fl[i] + cells.conf[i], flMean, flMax) * 250; // big rivers and confluences are valued
|
||||
s -= (cells.h[i] - 50) / 5; // low elevation is valued, high is not;
|
||||
for (const cellId of cells.i) {
|
||||
if (isWater(cellId)) continue; // no population in water
|
||||
|
||||
if (cells.t[i] === 1) {
|
||||
if (cells.r[i]) s += 15; // estuary is valued
|
||||
const feature = features[cells.f[cells.haven[i]]];
|
||||
if (feature.type === "lake") {
|
||||
if (feature.group === "freshwater") s += 30;
|
||||
else if (feature.group == "salt") s += 10;
|
||||
else if (feature.group == "frozen") s += 1;
|
||||
else if (feature.group == "dry") s -= 5;
|
||||
else if (feature.group == "sinkhole") s -= 5;
|
||||
else if (feature.group == "lava") s -= 30;
|
||||
} else {
|
||||
s += 5; // ocean coast is valued
|
||||
if (cells.harbor[i] === 1) s += 20; // safe sea harbor is valued
|
||||
}
|
||||
}
|
||||
const habitabilityBonus = getHabitabilityBonus(cellId); // [0, 100]
|
||||
if (!habitabilityBonus) continue; // uninhabitable biomes are excluded
|
||||
|
||||
const riverBonus = getFluxBonus(cellId); // [0, 250]
|
||||
const elevationBonus = getElevationBonus(cellId); // [-10, 6]
|
||||
const coastBonus = getCoastBonus(cellId); // [-30, 30]
|
||||
const estuaryBonus = getEstuaryBonus(cellId); // [0, 15]
|
||||
|
||||
const suitability =
|
||||
(habitabilityBonus + riverBonus + elevationBonus + coastBonus + estuaryBonus) / SUITABILITY_FACTOR; // [-30, 311]
|
||||
|
||||
cells.s[i] = s / 5; // general population rate
|
||||
// cell rural population is suitability adjusted by cell area
|
||||
cells.pop[i] = cells.s[i] > 0 ? (cells.s[i] * cells.area[i]) / areaMean : 0;
|
||||
const population = suitability > 0 ? suitability * (cells.area[cellId] / meanArea) : 0;
|
||||
|
||||
cells.pop[cellId] = population;
|
||||
cells.s[cellId] = suitability;
|
||||
}
|
||||
|
||||
function getHabitabilityBonus(cellId: number) {
|
||||
return biomesData.habitability[cells.biome[cellId]];
|
||||
}
|
||||
|
||||
function getFluxBonus(cellId: number) {
|
||||
if (!cells.fl[cellId]) return 0;
|
||||
return normalize(cells.fl[cellId] + cells.conf[cellId], meanFlux, maxFlux) * FLUX_MAX_BONUS;
|
||||
}
|
||||
|
||||
function getElevationBonus(cellId: number) {
|
||||
return (50 - cells.h[cellId]) / 5;
|
||||
}
|
||||
|
||||
function getCoastBonus(cellId: number) {
|
||||
if (!isCoastal(cellId)) return 0;
|
||||
|
||||
const havenCell = cells.haven[cellId];
|
||||
const {group} = features[cells.f[havenCell]];
|
||||
|
||||
// lake coast
|
||||
if (group === "freshwater") return 30;
|
||||
if (group == "salt") return 10;
|
||||
if (group == "frozen") return 1;
|
||||
if (group == "dry") return 1;
|
||||
if (group == "sinkhole") return 3;
|
||||
if (group == "lava") return -30;
|
||||
|
||||
// ocean coast
|
||||
if (cells.harbor[cellId] === 1) return 25; // safe harbor
|
||||
return 5; // unsafe harbor
|
||||
}
|
||||
|
||||
// estuary bonus is [0, 15]
|
||||
function getEstuaryBonus(cellId: number) {
|
||||
return cells.r[cellId] && isCoastal(cellId) ? 15 : 0;
|
||||
}
|
||||
|
||||
TIME && console.timeEnd("rankCells");
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue