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https://github.com/Azgaar/Fantasy-Map-Generator.git
synced 2025-12-16 17:31:24 +01:00
v 0.8.32b
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4 changed files with 87 additions and 14 deletions
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@ -1010,10 +1010,10 @@
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<button id="regenerateStateLabels" data-tip="Click to update state labels placement based on current borders">State labels</button>
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<button id="regenerateReliefIcons" data-tip="Click to regenerate all relief icons based on current cell biome and elevation">Relief icons</button>
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<button id="regenerateRoutes" data-tip="Click to regenerate all routes">Routes</button>
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<button id="regenerateRivers" data-tip="Click to regenerate all rivers. Please note map heights can be changed by water flow">Rivers</button>
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<button id="regenerateRivers" data-tip="Click to regenerate all rivers">Rivers</button>
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<button id="regeneratePopulation" data-tip="Click to recalculate rural and urban population">Population</button>
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<button id="regenerateBurgs" data-tip="Click to regenerate all burgs and routes">Burgs</button>
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<!-- <button id="regenerateStates" data-tip="Click to regenerate states">States</button> -->
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<button id="regenerateBurgs" data-tip="Click to regenerate all burgs and routes. States will remain as they are">Burgs</button>
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<button id="regenerateStates" data-tip="Click to select new capitals and regenerate states. Burgs will remain as they are">States</button>
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</div>
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<div id="addFeature">
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@ -112,24 +112,30 @@
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}
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// depression filling algorithm (for a correct water flux modeling)
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function resolveDepressions() {
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const resolveDepressions = function() {
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console.time('resolveDepressions');
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const cells = pack.cells;
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const land = cells.i.filter(i => cells.h[i] >= 20 && cells.h[i] < 95 && !cells.b[i]); // exclude near-border cells
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land.sort(highest); // highest cells go first
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let depressed = false;
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for (let l = 0, depression = Infinity; depression > 1 && l < 100; l++) {
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depression = 0;
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for (const i of land) {
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const minHeight = d3.min(cells.c[i].map(c => cells.h[c]));
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if (minHeight === 100) continue; // already max height
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if (cells.h[i] <= minHeight) {cells.h[i] = minHeight + 1; depression++;}
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if (cells.h[i] <= minHeight) {
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cells.h[i] = minHeight + 1;
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depression++;
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depressed = true;
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}
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}
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}
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console.timeEnd('resolveDepressions');
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//const depressed = cells.i.filter(i => cells.h[i] >= 20 && cells.h[i] < 95 && !cells.b[i] && cells.h[i] <= d3.min(cells.c[i].map(c => cells.h[c])));
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//debug.selectAll(".deps").data(depressed).enter().append("circle").attr("r", 0.8).attr("cx", d => cells.p[d][0]).attr("cy", d => cells.p[d][1]);
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return depressed;
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}
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// add more river points on 1/3 and 2/3 of length
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@ -221,6 +227,6 @@
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return round(right + left, 2);
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}
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return {generate, addMeandring, getPath};
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return {generate, resolveDepressions, addMeandring, getPath};
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})));
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@ -17,7 +17,7 @@ function editBurgs() {
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});
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// add listeners
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document.getElementById("burgsEditorRefresh").addEventListener("click", burgsEditorAddLines);
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document.getElementById("burgsEditorRefresh").addEventListener("click", refreshBurgsEditor);
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document.getElementById("burgsFilterState").addEventListener("change", burgsEditorAddLines);
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document.getElementById("burgsFilterCulture").addEventListener("change", burgsEditorAddLines);
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document.getElementById("regenerateBurgNames").addEventListener("click", regenerateNames);
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@ -27,6 +27,11 @@ function editBurgs() {
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document.getElementById("burgsListToLoad").addEventListener("change", importBurgNames);
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document.getElementById("burgsRemoveAll").addEventListener("click", triggerAllBurgsRemove);
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function refreshBurgsEditor() {
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updateFilter();
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burgsEditorAddLines();
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}
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function updateFilter() {
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const stateFilter = document.getElementById("burgsFilterState");
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const selectedState = stateFilter.value || 1;
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@ -95,10 +95,55 @@ function regenerateBurgs() {
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BurgsAndStates.specifyBurgs();
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BurgsAndStates.drawBurgs();
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Routes.regenerate();
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document.getElementById("statesBodySection").innerHTML = "<i>Please refresh the editor!</i>";
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document.getElementById("burgsBody").innerHTML = "<i>Please refresh the editor!</i>";
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document.getElementById("burgsFilterState").options.length = 0;
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document.getElementById("burgsFilterCulture").options.length = 0;
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}
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function regenerateStates() {
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const burgs = pack.burgs.filter(b => b.i && !b.removed), states = pack.states.filter(s => s.i && !s.removed);
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const capitalsTree = d3.quadtree();
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let spacing = (graphWidth + graphHeight) / 2 / states.length; // min distance between capitals
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// turn all old capitals into towns
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states.forEach(s => {
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moveBurgToGroup(s.capital, "towns");
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s.capital = 0;
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});
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states.forEach(s => {
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let newCapital = 0, x = 0, y = 0;
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while (!newCapital) {
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newCapital = burgs[biased(1, burgs.length-1, 3)];
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x = newCapital.x, y = newCapital.y;
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if (capitalsTree.find(x, y, spacing) !== undefined) {
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spacing -= 1;
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if (spacing < 1) spacing = 1;
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newCapital = 0;
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}
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}
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capitalsTree.add([x, y]);
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s.capital = newCapital.i;
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s.center = newCapital.cell;
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s.culture = newCapital.culture;
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s.expansionism = rn(Math.random() * powerInput.value / 2 + 1, 1);
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const basename = newCapital.name.length < 9 && newCapital.cell%5 === 0 ? newCapital.name : Names.getCulture(s.culture, 3, 6, "", 0);
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s.name = Names.getState(basename, s.culture);
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moveBurgToGroup(newCapital.i, "cities");
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document.getElementById("statesBodySection").innerHTML = "<i>Please refresh the editor!</i>";
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document.getElementById("burgsBody").innerHTML = "<i>Please refresh the editor!</i>";
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document.getElementById("burgsFilterState").options.length = 0;
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document.getElementById("burgsFilterCulture").options.length = 0;
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});
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BurgsAndStates.expandStates();
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if (!layerIsOn("toggleStates")) toggleStates(); else drawStatesWithBorders();
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BurgsAndStates.drawStateLabels();
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}
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function unpressClickToAddButton() {
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@ -172,19 +217,20 @@ function addRiverOnClick() {
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const dataRiver = []; // to store river points
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const river = +getNextId("river").slice(5); // river id
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cells.fl[i] = grid.cells.prec[cells.g[i]]; // initial flux
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let render = true;
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let depressed = false;
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const heights = new Uint8Array(pack.cells.h); // initial heights
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while (i) {
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cells.r[i] = river;
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const x = cells.p[i][0], y = cells.p[i][1];
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dataRiver.push({x, y, cell:i});
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const min = cells.c[i][d3.scan(cells.c[i], (a, b) => cells.h[a] - cells.h[b])]; // downhill cell
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let min = cells.c[i][d3.scan(cells.c[i], (a, b) => cells.h[a] - cells.h[b])]; // downhill cell
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if (cells.h[i] <= cells.h[min]) {
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tip(`Clicked cell is depressed! To resolve edit the heightmap and allow system to change heights`, false, "error");
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render = false;
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break;
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if (depressed) {tip("The heightmap is too depressed, please try again", false, "error"); return;}
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depressed = Rivers.resolveDepressions();
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min = cells.c[i][d3.scan(cells.c[i], (a, b) => cells.h[a] - cells.h[b])];
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}
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const tx = cells.p[min][0], ty = cells.p[min][1];
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@ -224,13 +270,29 @@ function addRiverOnClick() {
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i = min;
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}
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if (!render) return;
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const points = Rivers.addMeandring(dataRiver, Math.random() * .5 + .1);
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const width = Math.random() * .5 + .9;
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const increment = Math.random() * .4 + .8;
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const d = Rivers.getPath(points, width, increment);
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rivers.append("path").attr("d", d).attr("id", "river"+river).attr("data-width", width).attr("data-increment", increment);
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if (depressed) {
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if (layerIsOn("toggleHeight")) drawHeightmap();
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alertMessage.innerHTML = `<p>Heightmap is depressed and the system had to change the heightmap to allow water flux.</p>
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Would you like to <i>keep</i> the changes or <i>restore</i> the initial heightmap?`;
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$("#alert").dialog({resizable: false, title: "Heightmap is changed", width: 300, modal: true,
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buttons: {
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Keep: function() {$(this).dialog("close");},
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Restore: function() {
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$(this).dialog("close");
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pack.cells.h = new Uint8Array(heights);
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if (layerIsOn("toggleHeight")) drawHeightmap();
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}
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}
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});
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}
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if (d3.event.shiftKey === false) unpressClickToAddButton();
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}
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