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https://github.com/Azgaar/Fantasy-Map-Generator.git
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Submap with options
This commit is contained in:
parent
6f97864962
commit
e6e12a01fa
5 changed files with 168 additions and 65 deletions
15
index.html
15
index.html
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@ -3503,10 +3503,17 @@
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<div id="tileStatus" style="background-color: #33333310; font-style: italic"></div>
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</div>
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<div id="submapOptionsDialog" style="display: none" class="dialog">
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<p style="font-style: italic; color: red">Original map will be destroyed! Don't forget to save your work!</p>
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<div id="submapStage"></div>
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<div id="submapProgress"></div>
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<div id="submapOptionsDialog" style="display: none; max-width:300px;" class="dialog">
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<p style="font-style: italic; color: red; font-weight:bold;">Original map will be destroyed! Don't forget to save your work!</p>
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<p>Population rate (Units editor -> population) and map pixel size will
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be automatically update according to the current scale factor. Options are interpreted as usual.</p>
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<hl />
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<div data-tip="All small cities of the parent map will be promoted to Capitals." >
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<input id="submapPromoteTown" class="checkbox" type="checkbox">
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<label for="submapPromoteTown" class="checkbox-label">Promote towns to cities.</label>
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<input id="submapDepressRivers" class="checkbox" type="checkbox">
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<label for="submapDepressRivers" class="checkbox-label">Errode riverbeds.</label>
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</div>
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<button id="start" data-tip="Start submap resampling" class="options glow" onclick="generateSubmap()">Generate</button>
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</div>
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12
main.js
12
main.js
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@ -762,6 +762,7 @@ function markupGridOcean() {
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TIME && console.timeEnd("markupGridOcean");
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}
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// Calculate cell-distance to coast for every 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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@ -1690,11 +1691,11 @@ function addZones(number = 1) {
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}
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function addRebels() {
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const state = ra(states.filter(s => s.i && s.neighbors.some(n => n)));
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const state = ra(states.filter(s => s.i && !s.removed && s.neighbors.some(n => n)));
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if (!state) return;
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const neib = ra(state.neighbors.filter(n => n));
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const cell = cells.i.find(i => cells.state[i] === state.i && cells.c[i].some(c => cells.state[c] === neib));
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const neib = ra(state.neighbors.filter(n => n && !states[n].removed));
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const cell = cells.i.find(i => cells.state[i] === state.i && !state.removed && cells.c[i].some(c => cells.state[c] === neib));
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const cellsArray = [],
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queue = [cell],
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power = rand(10, 30);
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@ -1704,6 +1705,7 @@ function addZones(number = 1) {
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cellsArray.push(q);
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if (cellsArray.length > power) break;
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try {
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cells.c[q].forEach(e => {
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if (used[e]) return;
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if (cells.state[e] !== state.i) return;
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@ -1711,6 +1713,10 @@ function addZones(number = 1) {
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if (e % 4 !== 0 && !cells.c[e].some(c => cells.state[c] === neib)) return;
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queue.push(e);
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});
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} catch (er) {
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console.log('WTF: ', q, cellsArray);
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throw er;
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}
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}
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const rebels = rw({Rebels: 5, Insurgents: 2, Mutineers: 1, Rioters: 1, Separatists: 1, Secessionists: 1, Insurrection: 2, Rebellion: 1, Conspiracy: 2});
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@ -114,7 +114,7 @@ window.Military = (function () {
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for (const u of options.military) {
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if (u.type === "naval" && !b.port) continue; // only ports produce naval units
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const perc = +u.urban;
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if (isNaN(perc) || perc <= 0 || !s.temp[u.name]) continue;
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if (isNaN(perc) || perc <= 0 || !s.temp || !s.temp[u.name]) continue;
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const mod = type === "generic" ? 1 : burgTypeModifier[type][u.type]; // cell specific modifier
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const army = m * perc * mod; // urban cell army
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@ -4,16 +4,13 @@ Experimental submaping module
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*/
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window.Submap = (function () {
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function resample(baseState, projection, monitor=null) {
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// resample original map instead of regenerating
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// based on a parent map (baseState)
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// projection: map function from old to new coordinates: f(x,y) -> [x2,y2]
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// monitor: progress signaling object. MUST have at least 2 properties:
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// stage: function (string) dispatched at state change
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// progress: function (float) dispatched at progress change (@long process)
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function resample(baseState, projection, options) {
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// generate new map based on (resampling) existing one (baseState)
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// baseState: {seed, grid, pack} from original map
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// projection: map function from old to new coordinates or backwards
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// prj(x,y,direction:bool) -> [x',y']
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const stage = s => monitor && monitor.stage && monitor.stage(s)
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const progress = p => monitor && monitor.progress && monitor.progress(p)
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const stage = s => INFO && console.log('SUBMAP:', s)
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const timeStart = performance.now();
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invokeActiveZooming();
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@ -21,6 +18,7 @@ window.Submap = (function () {
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seed = baseState.seed;
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Math.random = aleaPRNG(seed);
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INFO && console.group("SubMap with seed: " + seed);
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DEBUG && console.log("Using Options:", options);
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// create new grid
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applyMapSize();
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@ -31,7 +29,7 @@ window.Submap = (function () {
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const resampler = (points, qtree, f) => {
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for(const [i,[x, y]] of points.entries()) {
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const [tx, ty] = projection(x, y);
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const [tx, ty] = projection(x, y, true);
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const oldid = qtree.find(tx,ty,Infinity)[2];
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f(i, oldid);
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}
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@ -45,17 +43,40 @@ window.Submap = (function () {
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grid.cells.prec = new Int8Array(n); // precipitation
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const gridCells = baseState.grid.cells;
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const forwardGridMap = baseState.grid.points.map(_=>[]); // old -> [newcelllist]
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resampler(grid.points, baseState.pack.cells.q, (id, oldid) => {
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const cid = baseState.pack.cells.g[oldid]
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grid.cells.h[id] = gridCells.h[cid];
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grid.cells.temp[id] = gridCells.temp[cid];
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grid.cells.prec[id] = gridCells.prec[cid];
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id%50 || progress(id * 100.0 / grid.points.length);
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if (options.depressRivers) forwardGridMap[oldid].push(id);
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})
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// TODO: add smooth/noise function for h, temp, prec n times
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stage("Detect features, ocean and generating lakes.")
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markFeatures();
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if (options.depressRivers) {
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stage("Generating riverbeds.")
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const rbeds = new Uint16Array(grid.cells.i.length);
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// and erode riverbeds
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baseState.pack.rivers.forEach(r =>
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r.cells.forEach(oldc => {
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const targetCells = forwardGridMap[oldc];
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targetCells.forEach(c => {
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if (grid.cells.t[c]<1) return;
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rbeds[c] = 1;
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});
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})
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);
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// raise every land cell a bit
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grid.cells.h.forEach((h, i) => {
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if (!rbeds[i] || grid.cells.t[i]<1) return;
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grid.cells.h[i] = Math.min(grid.cells.h[i] * 1.1, 255);
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});
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}
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markupGridOcean();
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addLakesInDeepDepressions();
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// openNearSeaLakes();
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@ -65,42 +86,63 @@ window.Submap = (function () {
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calculateMapCoordinates();
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// calculateTemperatures();
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// generatePrecipitation();
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stage("Cleaning cell network.")
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stage("Cell cleanup.")
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reGraph();
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// remove misclassified cells
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stage("Define coastline.")
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drawCoastline();
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// resample packed graph
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const packCells = baseState.pack.cells;
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const oldCells = baseState.pack.cells;
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const reverseMap = new Map(); // cellmap from new -> oldcell
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const forwardMap = baseState.pack.cells.p.map(_=>[]); // old -> [newcelllist]
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const pn = pack.cells.i.length;
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pack.cells.culture = new Uint16Array(pn);
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pack.cells.state = new Uint16Array(pn);
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pack.cells.burg = new Uint16Array(pn);
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pack.cells.religion = new Uint16Array(pn);
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pack.cells.road = new Uint16Array(pn);
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pack.cells.crossroad = new Uint16Array(pn);
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const cells = pack.cells;
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cells.culture = new Uint16Array(pn);
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cells.state = new Uint16Array(pn);
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cells.burg = new Uint16Array(pn);
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cells.religion = new Uint16Array(pn);
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cells.road = new Uint16Array(pn);
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cells.crossroad = new Uint16Array(pn);
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stage("Resampling culture, state and religion map.")
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resampler(pack.cells.p, packCells.q, (id, oldid) => {
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pack.cells.culture[id] = packCells.culture[oldid];
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pack.cells.state[id] = packCells.state[oldid];
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pack.cells.religion[id] = packCells.religion[oldid];
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resampler(cells.p, oldCells.q, (id, oldid) => {
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if (cells.t[id] * oldCells.t[oldid] < 0) {
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// missmaped cell: water instead of land or vice versa
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WARN && console.warn('Type discrepancy detected:', id, oldid, `${pack.cells.t[id]} != ${oldCells.t[oldid]}`);
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const aid = cells.t[id]<0
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? cells.c[id].find(c=>cells.t[c]<0)
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: cells.c[id].find(c=>cells.t[c]>0);
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const [x, y] = cells.p[aid];
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const [tx, ty] = projection(x, y, true);
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oldid = oldCells.q.find(tx,ty,Infinity)[2];
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WARN && console.warn(`using cell ${aid}->${oldid} instead`);
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}
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cells.culture[id] = oldCells.culture[oldid];
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cells.state[id] = oldCells.state[oldid];
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cells.religion[id] = oldCells.religion[oldid];
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reverseMap.set(id, oldid)
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forwardMap[oldid].push(id)
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})
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console.log('reversemap:',forwardMap)
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console.log('forwardmap:',reverseMap)
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DEBUG && console.log('reversemap:',forwardMap)
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DEBUG && console.log('forwardmap:',reverseMap)
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// TODO: errode riverbeds
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stage("Regenerating river network.")
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Rivers.generate();
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drawRivers();
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Lakes.defineGroup();
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// biome calculation based on (resampled) grid.cells.temp and prec
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// it's safe to recalculate.
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stage("Regenerating Biome.")
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defineBiomes();
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// recalculate suitability and population
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// TODO: normalize according to the base-map
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@ -112,40 +154,82 @@ window.Submap = (function () {
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// Cultures.expand();
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// TODO: update culture centers
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// transfer states and burgs. mark states without land as removed.
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// transfer states, mark states without land as removed.
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const validStates = new Set(pack.cells.state);
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pack.states = baseState.pack.states
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pack.states.forEach(s => {
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if (!validStates.has(s.i)) s.removed=true;
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stage("Porting states.")
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pack.states = baseState.pack.states;
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// keep valid states and neighbors only
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pack.states.forEach((s, i) => {
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if (!validStates.has(i)) s.removed=true;
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s.neighbors = s.neighbors.filter(n => validStates.has(n));
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});
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// fix extra coastline cells without state.
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const newCoastCells = cells.t.reduce(
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(a,c,i) => c === -1 && !cells.state[i] ? a.push(i) && a: a, []
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);
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// BurgsAndStates.generate();
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// Religions.generate();
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// BurgsAndStates.defineStateForms();
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// BurgsAndStates.defineBurgFeatures();
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// remove non-existent burgs
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stage("Porting and locking burgs.")
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pack.burgs = baseState.pack.burgs
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const [[xmin, ymin], [xmax, ymax]] = getViewBoxExtent();
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const inMap = (x,y) => x>xmin && x<xmax && y>ymin && y<ymax;
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// remap burgs to the best new cell
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pack.burgs.forEach((b, i) => {
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[b.x,b.y] = projection(b.x, b.y);
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// [b.x,b.y] = inverseProjection(b.x, b.y);
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[b.x,b.y] = projection(b.x, b.y, false);
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if (!inMap(b.x,b.y)) {
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// out-of-map (removed) burgs' cell will be undefined
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console.log('burg is out of map:', b)
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// disable out-of-map (removed) burgs
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b.removed = true;
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b.cell = undefined;
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return;
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}
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b.cell = findCell(b.x, b.y);
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let bestCell = findCell(b.x, b.y);
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// move burgs out of water
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if (cells.t[bestCell] == -1) {
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const coasts = cells.c[bestCell].filter(c=>cells.t[c] == 1);
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if (!coasts.length) {
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WARN && console.warn(`Burg ${b.name} sank like Atlantis. Unable to find coastal cells nearby. Try to reduce resample zoom level.`);
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b.removed = true;
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return;
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}
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bestCell = coasts[0]; // TODO: closest instead?
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}
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b.cell = bestCell;
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b.lock = true;
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pack.cells.burg[b.cell] = i;
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if (options.promoteTown) b.capital = 1;
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// find water body id for ports
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if (b.port) {
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const water = cells.c[b.cell].filter(c=>cells.t[c] == -1);
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if (water.length) {
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b.port = cells.f[water[0]];
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[b.x, b.y] = getMiddlePoint(b.cell, water[0]);
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} else {
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WARN && console.warn(`Can't find water near port ${b.name}. :-/`);
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b.port = 0;
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}
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} else {
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[b.x, b.y] = cells.p[b.cell];
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}
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// TODO: move port burgs to coast b.x, b.y,
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});
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BurgsAndStates.drawBurgs();
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stage("Regenerating road network.")
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Routes.regenerate();
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stage("Regenerating provinces.")
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BurgsAndStates.generateProvinces();
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drawStates();
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@ -155,10 +239,12 @@ window.Submap = (function () {
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Rivers.specify();
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Lakes.generateName();
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stage("Modelling military.")
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Military.generate();
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addMarkers();
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addZones();
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Names.getMapName();
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stage("Submap done.")
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WARN && console.warn(`TOTAL: ${rn((performance.now() - timeStart) / 1000, 2)}s`);
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showStatistics();
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@ -13,42 +13,46 @@ function openSubmapOptions() {
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});
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}
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const generateSubmap = debounce(function (x, y, w, h) {
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const generateSubmap = debounce(async function () {
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// Create submap from the current map
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// x,y -> top left corner of desired submap
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// w,h -> width and height of the submap
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// submap limits defined by the current window size (canvas viewport)
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WARN && console.warn("Resampling current map");
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closeDialogs("#worldConfigurator, #options3d");
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const stageUI = document.getElementById("submapStage");
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const progressUI = document.getElementById("submapProgress");
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const monitor = {
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stage: s => stageUI.innerHTML = s,
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progress: p => progressUI.innerHTML = p,
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const settings = {
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promoteTown: Boolean(document.getElementById("submapPromoteTown").checked),
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depressRivers: Boolean(document.getElementById("submapDepressRivers").checked),
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}
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// Create projection func from current zoom extents
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const [[x0, y0], [x1, y1]] = getViewBoxExtent();
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const projection = (x, y) => {
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return [x * (x1-x0) / graphWidth + x0, y * (y1-y0) / graphHeight + y0]
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const projection = (x, y, inverse=false) => {
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return inverse
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? [x * (x1-x0) / graphWidth + x0, y * (y1-y0) / graphHeight + y0]
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: [(x-x0) * graphWidth / (x1-x0), (y-y0) * graphHeight / (y1-y0)];
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}
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// fix scale
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distanceScaleInput.value = distanceScaleOutput.value = distanceScaleOutput.value / scale;
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populationRateInput.value = populationRateOutput.value = populationRateOutput.value / scale;
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customization = 0;
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undraw();
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resetZoom(1000);
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let oldstate = {
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grid: _.cloneDeep(grid),
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pack: _.cloneDeep(pack),
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seed,
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graphWidth,
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graphHeight,
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}
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};
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try {
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Submap.resample(oldstate, projection, monitor);
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await Submap.resample(oldstate, projection, settings);
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} catch (error) {
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generateSubmapErrorHandler(error);
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}
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oldstate = null; // destroy old state to free memory
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restoreLayers();
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