chore: modularize main.js

This commit is contained in:
Azgaar 2022-07-03 15:45:51 +03:00
parent 51df2f90b0
commit e739698346
24 changed files with 1775 additions and 1706 deletions

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@ -94,3 +94,18 @@ export function invokeActiveZooming() {
ruler.selectAll("text").attr("font-size", size);
}
}
async function renderGroupCOAs(g) {
const [group, type] =
g.id === "burgEmblems"
? [pack.burgs, "burg"]
: g.id === "provinceEmblems"
? [pack.provinces, "province"]
: [pack.states, "state"];
for (let use of g.children) {
const i = +use.dataset.i;
const id = type + "COA" + i;
COArenderer.trigger(id, group[i].coa);
use.setAttribute("href", "#" + id);
}
}

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@ -1,3 +1,7 @@
import {TIME} from "config/logging";
import {isLand} from "utils/graphUtils";
import {rn} from "utils/numberUtils";
window.Biomes = (function () {
const getDefault = () => {
const name = [
@ -72,5 +76,50 @@ window.Biomes = (function () {
return {i: d3.range(0, name.length), name, color, biomesMartix, habitability, iconsDensity, icons, cost};
};
return {getDefault};
function isWetLand(moisture, temperature, height) {
if (moisture > 40 && temperature > -2 && height < 25) return true; //near coast
if (moisture > 24 && temperature > -2 && height > 24 && height < 60) return true; //off coast
return false;
}
// assign biome id for each cell
function define() {
TIME && console.time("defineBiomes");
const {cells} = pack;
const {temp, prec} = grid.cells;
cells.biome = new Uint8Array(cells.i.length); // biomes array
for (const i of cells.i) {
const temperature = temp[cells.g[i]];
const height = cells.h[i];
const moisture = height < 20 ? 0 : calculateMoisture(i);
cells.biome[i] = getId(moisture, temperature, height);
}
function calculateMoisture(i) {
let moist = prec[cells.g[i]];
if (cells.r[i]) moist += Math.max(cells.fl[i] / 20, 2);
const n = cells.c[i]
.filter(isLand)
.map(c => prec[cells.g[c]])
.concat([moist]);
return rn(4 + d3.mean(n));
}
TIME && console.timeEnd("defineBiomes");
}
// assign biome id to a cell
function getId(moisture, temperature, height) {
if (height < 20) return 0; // marine biome: all water cells
if (temperature < -5) return 11; // permafrost biome
if (isWetLand(moisture, temperature, height)) return 12; // wetland biome
const moistureBand = Math.min((moisture / 5) | 0, 4); // [0-4]
const temperatureBand = Math.min(Math.max(20 - temperature, 0), 25); // [0-25]
return biomesData.biomesMartix[moistureBand][temperatureBand];
}
return {getDefault, define, getId};
})();

144
src/modules/coastline.js Normal file
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@ -0,0 +1,144 @@
import {ERROR, TIME} from "config/logging";
import {reMarkFeatures} from "modules/markup";
import {clipPoly} from "utils/lineUtils";
import {round} from "utils/stringUtils";
import {Ruler} from "modules/measurers";
// Detect and draw the coastline
export function drawCoastline() {
TIME && console.time("drawCoastline");
reMarkFeatures();
const {cells, vertices, features} = pack;
const n = cells.i.length;
const used = new Uint8Array(features.length); // store connected features
const largestLand = d3.scan(
features.map(f => (f.land ? f.cells : 0)),
(a, b) => b - a
);
const landMask = defs.select("#land");
const waterMask = defs.select("#water");
const lineGen = d3.line().curve(d3.curveBasisClosed);
for (const i of cells.i) {
const startFromEdge = !i && cells.h[i] >= 20;
if (!startFromEdge && cells.t[i] !== -1 && cells.t[i] !== 1) continue; // non-edge cell
const f = cells.f[i];
if (used[f]) continue; // already connected
if (features[f].type === "ocean") continue; // ocean cell
const type = features[f].type === "lake" ? 1 : -1; // type value to search for
const start = findStart(i, type);
if (start === -1) continue; // cannot start here
let vchain = connectVertices(start, type);
if (features[f].type === "lake") relax(vchain, 1.2);
used[f] = 1;
let points = clipPoly(
vchain.map(v => vertices.p[v]),
1
);
const area = d3.polygonArea(points); // area with lakes/islands
if (area > 0 && features[f].type === "lake") {
points = points.reverse();
vchain = vchain.reverse();
}
features[f].area = Math.abs(area);
features[f].vertices = vchain;
const path = round(lineGen(points));
if (features[f].type === "lake") {
landMask
.append("path")
.attr("d", path)
.attr("fill", "black")
.attr("id", "land_" + f);
// waterMask.append("path").attr("d", path).attr("fill", "white").attr("id", "water_"+id); // uncomment to show over lakes
lakes
.select("#freshwater")
.append("path")
.attr("d", path)
.attr("id", "lake_" + f)
.attr("data-f", f); // draw the lake
} else {
landMask
.append("path")
.attr("d", path)
.attr("fill", "white")
.attr("id", "land_" + f);
waterMask
.append("path")
.attr("d", path)
.attr("fill", "black")
.attr("id", "water_" + f);
const g = features[f].group === "lake_island" ? "lake_island" : "sea_island";
coastline
.select("#" + g)
.append("path")
.attr("d", path)
.attr("id", "island_" + f)
.attr("data-f", f); // draw the coastline
}
// draw ruler to cover the biggest land piece
if (f === largestLand) {
const from = points[d3.scan(points, (a, b) => a[0] - b[0])];
const to = points[d3.scan(points, (a, b) => b[0] - a[0])];
rulers.create(Ruler, [from, to]);
}
}
// find cell vertex to start path detection
function findStart(i, t) {
if (t === -1 && cells.b[i]) return cells.v[i].find(v => vertices.c[v].some(c => c >= n)); // map border cell
const filtered = cells.c[i].filter(c => cells.t[c] === t);
const index = cells.c[i].indexOf(d3.min(filtered));
return index === -1 ? index : cells.v[i][index];
}
// connect vertices to chain
function connectVertices(start, t) {
const chain = []; // vertices chain to form a path
for (let i = 0, current = start; i === 0 || (current !== start && i < 50000); i++) {
const prev = chain[chain.length - 1]; // previous vertex in chain
chain.push(current); // add current vertex to sequence
const c = vertices.c[current]; // cells adjacent to vertex
const v = vertices.v[current]; // neighboring vertices
const c0 = c[0] >= n || cells.t[c[0]] === t;
const c1 = c[1] >= n || cells.t[c[1]] === t;
const c2 = c[2] >= n || cells.t[c[2]] === t;
if (v[0] !== prev && c0 !== c1) current = v[0];
else if (v[1] !== prev && c1 !== c2) current = v[1];
else if (v[2] !== prev && c0 !== c2) current = v[2];
if (current === chain[chain.length - 1]) {
ERROR && console.error("Next vertex is not found");
break;
}
}
return chain;
}
// move vertices that are too close to already added ones
function relax(vchain, r) {
const p = vertices.p,
tree = d3.quadtree();
for (let i = 0; i < vchain.length; i++) {
const v = vchain[i];
let [x, y] = [p[v][0], p[v][1]];
if (i && vchain[i + 1] && tree.find(x, y, r) !== undefined) {
const v1 = vchain[i - 1];
const v2 = vchain[i + 1];
const [x1, y1] = [p[v1][0], p[v1][1]];
const [x2, y2] = [p[v2][0], p[v2][1]];
[x, y] = [(x1 + x2) / 2, (y1 + y2) / 2];
p[v] = [x, y];
}
tree.add([x, y]);
}
}
TIME && console.timeEnd("drawCoastline");
}

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@ -0,0 +1,75 @@
import {byId} from "utils/shorthands";
import {gauss, P} from "utils/probabilityUtils";
import {locked} from "scripts/options/lock";
import {rn} from "utils/numberUtils";
// define map size and position based on template and random factor
export function defineMapSize() {
const [size, latitude] = getSizeAndLatitude();
const randomize = new URL(window.location.href).searchParams.get("options") === "default"; // ignore stored options
if (randomize || !locked("mapSize")) mapSizeOutput.value = mapSizeInput.value = rn(size);
if (randomize || !locked("latitude")) latitudeOutput.value = latitudeInput.value = rn(latitude);
function getSizeAndLatitude() {
const template = byId("templateInput").value; // heightmap template
if (template === "africa-centric") return [45, 53];
if (template === "arabia") return [20, 35];
if (template === "atlantics") return [42, 23];
if (template === "britain") return [7, 20];
if (template === "caribbean") return [15, 40];
if (template === "east-asia") return [11, 28];
if (template === "eurasia") return [38, 19];
if (template === "europe") return [20, 16];
if (template === "europe-accented") return [14, 22];
if (template === "europe-and-central-asia") return [25, 10];
if (template === "europe-central") return [11, 22];
if (template === "europe-north") return [7, 18];
if (template === "greenland") return [22, 7];
if (template === "hellenica") return [8, 27];
if (template === "iceland") return [2, 15];
if (template === "indian-ocean") return [45, 55];
if (template === "mediterranean-sea") return [10, 29];
if (template === "middle-east") return [8, 31];
if (template === "north-america") return [37, 17];
if (template === "us-centric") return [66, 27];
if (template === "us-mainland") return [16, 30];
if (template === "world") return [78, 27];
if (template === "world-from-pacific") return [75, 32];
const part = grid.features.some(f => f.land && f.border); // if land goes over map borders
const max = part ? 80 : 100; // max size
const lat = () => gauss(P(0.5) ? 40 : 60, 15, 25, 75); // latitude shift
if (!part) {
if (template === "Pangea") return [100, 50];
if (template === "Shattered" && P(0.7)) return [100, 50];
if (template === "Continents" && P(0.5)) return [100, 50];
if (template === "Archipelago" && P(0.35)) return [100, 50];
if (template === "High Island" && P(0.25)) return [100, 50];
if (template === "Low Island" && P(0.1)) return [100, 50];
}
if (template === "Pangea") return [gauss(70, 20, 30, max), lat()];
if (template === "Volcano") return [gauss(20, 20, 10, max), lat()];
if (template === "Mediterranean") return [gauss(25, 30, 15, 80), lat()];
if (template === "Peninsula") return [gauss(15, 15, 5, 80), lat()];
if (template === "Isthmus") return [gauss(15, 20, 3, 80), lat()];
if (template === "Atoll") return [gauss(5, 10, 2, max), lat()];
return [gauss(30, 20, 15, max), lat()]; // Continents, Archipelago, High Island, Low Island
}
}
// calculate map position on globe
export function calculateMapCoordinates() {
const size = +byId("mapSizeOutput").value;
const latShift = +byId("latitudeOutput").value;
const latT = rn((size / 100) * 180, 1);
const latN = rn(90 - ((180 - latT) * latShift) / 100, 1);
const latS = rn(latN - latT, 1);
const lon = rn(Math.min(((graphWidth / graphHeight) * latT) / 2, 180));
return {latT, latN, latS, lonT: lon * 2, lonW: -lon, lonE: lon};
}

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@ -7,6 +7,55 @@ import {parseError} from "utils/errorUtils";
import {calculateVoronoi, findCell} from "utils/graphUtils";
import {link} from "utils/linkUtils";
import {minmax, rn} from "utils/numberUtils";
import {regenerateMap} from "scripts/generation";
import {reMarkFeatures} from "modules/markup";
// add drag to upload logic, pull request from @evyatron
export function addDragToUpload() {
document.addEventListener("dragover", function (e) {
e.stopPropagation();
e.preventDefault();
byId("mapOverlay").style.display = null;
});
document.addEventListener("dragleave", function (e) {
byId("mapOverlay").style.display = "none";
});
document.addEventListener("drop", function (e) {
e.stopPropagation();
e.preventDefault();
const overlay = byId("mapOverlay");
overlay.style.display = "none";
if (e.dataTransfer.items == null || e.dataTransfer.items.length !== 1) return; // no files or more than one
const file = e.dataTransfer.items[0].getAsFile();
if (file.name.indexOf(".map") == -1) {
// not a .map file
alertMessage.innerHTML = "Please upload a <b>.map</b> file you have previously downloaded";
$("#alert").dialog({
resizable: false,
title: "Invalid file format",
position: {my: "center", at: "center", of: "svg"},
buttons: {
Close: function () {
$(this).dialog("close");
}
}
});
return;
}
// all good - show uploading text and load the map
overlay.style.display = null;
overlay.innerHTML = "Uploading<span>.</span><span>.</span><span>.</span>";
if (closeDialogs) closeDialogs();
uploadMap(file, () => {
overlay.style.display = "none";
overlay.innerHTML = "Drop a .map file to open";
});
});
}
function quickLoad() {
ldb.get("lastMap", blob => {
@ -83,7 +132,7 @@ function loadMapPrompt(blob) {
}
}
function loadMapFromURL(maplink, random) {
export function loadMapFromURL(maplink, random) {
const URL = decodeURIComponent(maplink);
fetch(URL, {method: "GET", mode: "cors"})

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@ -1,5 +1,7 @@
import {TIME} from "config/logging";
import {rn} from "utils/numberUtils";
import {aleaPRNG} from "scripts/aleaPRNG";
import {byId} from "utils/shorthands";
window.Lakes = (function () {
const setClimateData = function (h) {
@ -150,5 +152,113 @@ window.Lakes = (function () {
return "freshwater";
}
return {setClimateData, cleanupLakeData, prepareLakeData, defineGroup, generateName, getName, getShoreline};
function addLakesInDeepDepressions() {
TIME && console.time("addLakesInDeepDepressions");
const {cells, features} = grid;
const {c, h, b} = cells;
const ELEVATION_LIMIT = +byId("lakeElevationLimitOutput").value;
if (ELEVATION_LIMIT === 80) return;
for (const i of cells.i) {
if (b[i] || h[i] < 20) continue;
const minHeight = d3.min(c[i].map(c => h[c]));
if (h[i] > minHeight) continue;
let deep = true;
const threshold = h[i] + ELEVATION_LIMIT;
const queue = [i];
const checked = [];
checked[i] = true;
// check if elevated cell can potentially pour to water
while (deep && queue.length) {
const q = queue.pop();
for (const n of c[q]) {
if (checked[n]) continue;
if (h[n] >= threshold) continue;
if (h[n] < 20) {
deep = false;
break;
}
checked[n] = true;
queue.push(n);
}
}
// if not, add a lake
if (deep) {
const lakeCells = [i].concat(c[i].filter(n => h[n] === h[i]));
addLake(lakeCells);
}
}
function addLake(lakeCells) {
const f = features.length;
lakeCells.forEach(i => {
cells.h[i] = 19;
cells.t[i] = -1;
cells.f[i] = f;
c[i].forEach(n => !lakeCells.includes(n) && (cells.t[c] = 1));
});
features.push({i: f, land: false, border: false, type: "lake"});
}
TIME && console.timeEnd("addLakesInDeepDepressions");
}
// near sea lakes usually get a lot of water inflow, most of them should brake threshold and flow out to sea (see Ancylus Lake)
function openNearSeaLakes() {
if (byId("templateInput").value === "Atoll") return; // no need for Atolls
const cells = grid.cells;
const features = grid.features;
if (!features.find(f => f.type === "lake")) return; // no lakes
TIME && console.time("openLakes");
const LIMIT = 22; // max height that can be breached by water
for (const i of cells.i) {
const lake = cells.f[i];
if (features[lake].type !== "lake") continue; // not a lake cell
check_neighbours: for (const c of cells.c[i]) {
if (cells.t[c] !== 1 || cells.h[c] > LIMIT) continue; // water cannot brake this
for (const n of cells.c[c]) {
const ocean = cells.f[n];
if (features[ocean].type !== "ocean") continue; // not an ocean
removeLake(c, lake, ocean);
break check_neighbours;
}
}
}
function removeLake(threshold, lake, ocean) {
cells.h[threshold] = 19;
cells.t[threshold] = -1;
cells.f[threshold] = ocean;
cells.c[threshold].forEach(function (c) {
if (cells.h[c] >= 20) cells.t[c] = 1; // mark as coastline
});
features[lake].type = "ocean"; // mark former lake as ocean
}
TIME && console.timeEnd("openLakes");
}
return {
setClimateData,
cleanupLakeData,
prepareLakeData,
defineGroup,
generateName,
getName,
getShoreline,
addLakesInDeepDepressions,
openNearSeaLakes
};
})();

143
src/modules/markup.js Normal file
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@ -0,0 +1,143 @@
import {TIME} from "config/logging";
import {aleaPRNG} from "scripts/aleaPRNG";
// Mark features (ocean, lakes, islands) and calculate distance field
export function markFeatures() {
TIME && console.time("markFeatures");
Math.random = aleaPRNG(seed); // get the same result on heightmap edit in Erase mode
const cells = grid.cells;
const heights = grid.cells.h;
cells.f = new Uint16Array(cells.i.length); // cell feature number
cells.t = new Int8Array(cells.i.length); // cell type: 1 = land coast; -1 = water near coast
grid.features = [0];
for (let i = 1, queue = [0]; queue[0] !== -1; i++) {
cells.f[queue[0]] = i; // feature number
const land = heights[queue[0]] >= 20;
let border = false; // true if feature touches map border
while (queue.length) {
const q = queue.pop();
if (cells.b[q]) border = true;
cells.c[q].forEach(c => {
const cLand = heights[c] >= 20;
if (land === cLand && !cells.f[c]) {
cells.f[c] = i;
queue.push(c);
} else if (land && !cLand) {
cells.t[q] = 1;
cells.t[c] = -1;
}
});
}
const type = land ? "island" : border ? "ocean" : "lake";
grid.features.push({i, land, border, type});
queue[0] = cells.f.findIndex(f => !f); // find unmarked cell
}
TIME && console.timeEnd("markFeatures");
}
export function markupGridOcean() {
TIME && console.time("markupGridOcean");
markup(grid.cells, -2, -1, -10);
TIME && console.timeEnd("markupGridOcean");
}
// Calculate cell-distance to coast for every cell
export function markup(cells, start, increment, limit) {
for (let t = start, count = Infinity; count > 0 && t > limit; t += increment) {
count = 0;
const prevT = t - increment;
for (let i = 0; i < cells.i.length; i++) {
if (cells.t[i] !== prevT) continue;
for (const c of cells.c[i]) {
if (cells.t[c]) continue;
cells.t[c] = t;
count++;
}
}
}
}
// Re-mark features (ocean, lakes, islands)
export function reMarkFeatures() {
TIME && console.time("reMarkFeatures");
const {cells} = pack;
const features = [0];
cells.f = new Uint16Array(cells.i.length); // cell feature number
cells.t = new Int8Array(cells.i.length); // cell type: 1 = land along coast; -1 = water along coast;
cells.haven = cells.i.length < 65535 ? new Uint16Array(cells.i.length) : new Uint32Array(cells.i.length); // cell haven (opposite water cell);
cells.harbor = new Uint8Array(cells.i.length); // cell harbor (number of adjacent water cells);
const defineHaven = i => {
const water = cells.c[i].filter(c => cells.h[c] < 20);
const dist2 = water.map(c => (cells.p[i][0] - cells.p[c][0]) ** 2 + (cells.p[i][1] - cells.p[c][1]) ** 2);
const closest = water[dist2.indexOf(Math.min.apply(Math, dist2))];
cells.haven[i] = closest;
cells.harbor[i] = water.length;
};
if (!cells.i.length) return; // no cells -> there is nothing to do
for (let i = 1, queue = [0]; queue[0] !== -1; i++) {
const start = queue[0]; // first cell
cells.f[start] = i; // assign feature number
const land = cells.h[start] >= 20;
let border = false; // true if feature touches map border
let cellNumber = 1; // to count cells number in a feature
while (queue.length) {
const q = queue.pop();
if (cells.b[q]) border = true;
cells.c[q].forEach(function (e) {
const eLand = cells.h[e] >= 20;
if (land && !eLand) {
cells.t[q] = 1;
cells.t[e] = -1;
if (!cells.haven[q]) defineHaven(q);
} else if (land && eLand) {
if (!cells.t[e] && cells.t[q] === 1) cells.t[e] = 2;
else if (!cells.t[q] && cells.t[e] === 1) cells.t[q] = 2;
}
if (!cells.f[e] && land === eLand) {
queue.push(e);
cells.f[e] = i;
cellNumber++;
}
});
}
const type = land ? "island" : border ? "ocean" : "lake";
let group;
if (type === "ocean") group = defineOceanGroup(cellNumber);
else if (type === "island") group = defineIslandGroup(start, cellNumber);
features.push({i, land, border, type, cells: cellNumber, firstCell: start, group});
queue[0] = cells.f.findIndex(f => !f); // find unmarked cell
}
// markupPackLand
markup(pack.cells, 3, 1, 0);
function defineOceanGroup(number) {
if (number > grid.cells.i.length / 25) return "ocean";
if (number > grid.cells.i.length / 100) return "sea";
return "gulf";
}
function defineIslandGroup(cell, number) {
if (cell && features[cells.f[cell - 1]].type === "lake") return "lake_island";
if (number > grid.cells.i.length / 10) return "continent";
if (number > grid.cells.i.length / 1000) return "island";
return "isle";
}
pack.features = features;
TIME && console.timeEnd("reMarkFeatures");
}

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@ -0,0 +1,163 @@
import {TIME} from "config/logging";
import {minmax} from "utils/numberUtils";
import {rand} from "utils/probabilityUtils";
// simplest precipitation model
export function generatePrecipitation() {
TIME && console.time("generatePrecipitation");
prec.selectAll("*").remove();
const {cells, cellsX, cellsY} = grid;
cells.prec = new Uint8Array(cells.i.length); // precipitation array
const cellsNumberModifier = (pointsInput.dataset.cells / 10000) ** 0.25;
const precInputModifier = precInput.value / 100;
const modifier = cellsNumberModifier * precInputModifier;
const westerly = [];
const easterly = [];
let southerly = 0;
let northerly = 0;
// precipitation modifier per latitude band
// x4 = 0-5 latitude: wet through the year (rising zone)
// x2 = 5-20 latitude: wet summer (rising zone), dry winter (sinking zone)
// x1 = 20-30 latitude: dry all year (sinking zone)
// x2 = 30-50 latitude: wet winter (rising zone), dry summer (sinking zone)
// x3 = 50-60 latitude: wet all year (rising zone)
// x2 = 60-70 latitude: wet summer (rising zone), dry winter (sinking zone)
// x1 = 70-85 latitude: dry all year (sinking zone)
// x0.5 = 85-90 latitude: dry all year (sinking zone)
const latitudeModifier = [4, 2, 2, 2, 1, 1, 2, 2, 2, 2, 3, 3, 2, 2, 1, 1, 1, 0.5];
const MAX_PASSABLE_ELEVATION = 85;
// define wind directions based on cells latitude and prevailing winds there
d3.range(0, cells.i.length, cellsX).forEach(function (c, i) {
const lat = mapCoordinates.latN - (i / cellsY) * mapCoordinates.latT;
const latBand = ((Math.abs(lat) - 1) / 5) | 0;
const latMod = latitudeModifier[latBand];
const windTier = (Math.abs(lat - 89) / 30) | 0; // 30d tiers from 0 to 5 from N to S
const {isWest, isEast, isNorth, isSouth} = getWindDirections(windTier);
if (isWest) westerly.push([c, latMod, windTier]);
if (isEast) easterly.push([c + cellsX - 1, latMod, windTier]);
if (isNorth) northerly++;
if (isSouth) southerly++;
});
// distribute winds by direction
if (westerly.length) passWind(westerly, 120 * modifier, 1, cellsX);
if (easterly.length) passWind(easterly, 120 * modifier, -1, cellsX);
const vertT = southerly + northerly;
if (northerly) {
const bandN = ((Math.abs(mapCoordinates.latN) - 1) / 5) | 0;
const latModN = mapCoordinates.latT > 60 ? d3.mean(latitudeModifier) : latitudeModifier[bandN];
const maxPrecN = (northerly / vertT) * 60 * modifier * latModN;
passWind(d3.range(0, cellsX, 1), maxPrecN, cellsX, cellsY);
}
if (southerly) {
const bandS = ((Math.abs(mapCoordinates.latS) - 1) / 5) | 0;
const latModS = mapCoordinates.latT > 60 ? d3.mean(latitudeModifier) : latitudeModifier[bandS];
const maxPrecS = (southerly / vertT) * 60 * modifier * latModS;
passWind(d3.range(cells.i.length - cellsX, cells.i.length, 1), maxPrecS, -cellsX, cellsY);
}
function getWindDirections(tier) {
const angle = options.winds[tier];
const isWest = angle > 40 && angle < 140;
const isEast = angle > 220 && angle < 320;
const isNorth = angle > 100 && angle < 260;
const isSouth = angle > 280 || angle < 80;
return {isWest, isEast, isNorth, isSouth};
}
function passWind(source, maxPrec, next, steps) {
const maxPrecInit = maxPrec;
for (let first of source) {
if (first[0]) {
maxPrec = Math.min(maxPrecInit * first[1], 255);
first = first[0];
}
let humidity = maxPrec - cells.h[first]; // initial water amount
if (humidity <= 0) continue; // if first cell in row is too elevated consider wind dry
for (let s = 0, current = first; s < steps; s++, current += next) {
if (cells.temp[current] < -5) continue; // no flux in permafrost
if (cells.h[current] < 20) {
// water cell
if (cells.h[current + next] >= 20) {
cells.prec[current + next] += Math.max(humidity / rand(10, 20), 1); // coastal precipitation
} else {
humidity = Math.min(humidity + 5 * modifier, maxPrec); // wind gets more humidity passing water cell
cells.prec[current] += 5 * modifier; // water cells precipitation (need to correctly pour water through lakes)
}
continue;
}
// land cell
const isPassable = cells.h[current + next] <= MAX_PASSABLE_ELEVATION;
const precipitation = isPassable ? getPrecipitation(humidity, current, next) : humidity;
cells.prec[current] += precipitation;
const evaporation = precipitation > 1.5 ? 1 : 0; // some humidity evaporates back to the atmosphere
humidity = isPassable ? minmax(humidity - precipitation + evaporation, 0, maxPrec) : 0;
}
}
}
function getPrecipitation(humidity, i, n) {
const normalLoss = Math.max(humidity / (10 * modifier), 1); // precipitation in normal conditions
const diff = Math.max(cells.h[i + n] - cells.h[i], 0); // difference in height
const mod = (cells.h[i + n] / 70) ** 2; // 50 stands for hills, 70 for mountains
return minmax(normalLoss + diff * mod, 1, humidity);
}
void (function drawWindDirection() {
const wind = prec.append("g").attr("id", "wind");
d3.range(0, 6).forEach(function (t) {
if (westerly.length > 1) {
const west = westerly.filter(w => w[2] === t);
if (west && west.length > 3) {
const from = west[0][0],
to = west[west.length - 1][0];
const y = (grid.points[from][1] + grid.points[to][1]) / 2;
wind.append("text").attr("x", 20).attr("y", y).text("\u21C9");
}
}
if (easterly.length > 1) {
const east = easterly.filter(w => w[2] === t);
if (east && east.length > 3) {
const from = east[0][0],
to = east[east.length - 1][0];
const y = (grid.points[from][1] + grid.points[to][1]) / 2;
wind
.append("text")
.attr("x", graphWidth - 52)
.attr("y", y)
.text("\u21C7");
}
}
});
if (northerly)
wind
.append("text")
.attr("x", graphWidth / 2)
.attr("y", 42)
.text("\u21CA");
if (southerly)
wind
.append("text")
.attr("x", graphWidth / 2)
.attr("y", graphHeight - 20)
.text("\u21C8");
})();
TIME && console.timeEnd("generatePrecipitation");
}

View file

@ -114,8 +114,8 @@ window.Submap = (function () {
// Warning: addLakesInDeepDepressions can be very slow!
if (options.addLakesInDepressions) {
addLakesInDeepDepressions();
openNearSeaLakes();
Lakes.addLakesInDeepDepressions();
Lakes.openNearSeaLakes();
}
OceanLayers();
@ -214,7 +214,7 @@ window.Submap = (function () {
// biome calculation based on (resampled) grid.cells.temp and prec
// it's safe to recalculate.
stage("Regenerating Biome.");
defineBiomes();
Biomes.define();
// recalculate suitability and population
// TODO: normalize according to the base-map
rankCells();

View file

@ -0,0 +1,33 @@
import {TIME} from "config/logging";
import {minmax, rn} from "utils/numberUtils";
// temperature model
export function calculateTemperatures() {
TIME && console.time("calculateTemperatures");
const cells = grid.cells;
cells.temp = new Int8Array(cells.i.length); // temperature array
const tEq = +temperatureEquatorInput.value;
const tPole = +temperaturePoleInput.value;
const tDelta = tEq - tPole;
const int = d3.easePolyInOut.exponent(0.5); // interpolation function
d3.range(0, cells.i.length, grid.cellsX).forEach(function (r) {
const y = grid.points[r][1];
const lat = Math.abs(mapCoordinates.latN - (y / graphHeight) * mapCoordinates.latT); // [0; 90]
const initTemp = tEq - int(lat / 90) * tDelta;
for (let i = r; i < r + grid.cellsX; i++) {
cells.temp[i] = minmax(initTemp - convertToFriendly(cells.h[i]), -128, 127);
}
});
// temperature decreases by 6.5 degree C per 1km
function convertToFriendly(h) {
if (h < 20) return 0;
const exponent = +heightExponentInput.value;
const height = Math.pow(h - 18, exponent);
return rn((height / 1000) * 6.5);
}
TIME && console.timeEnd("calculateTemperatures");
}

View file

@ -472,7 +472,7 @@ export function editBiomes() {
function restoreInitialBiomes() {
biomesData = applyDefaultBiomesSystem();
defineBiomes();
Biomes.define();
drawBiomes();
recalculatePopulation();
refreshBiomesEditor();

View file

@ -14,6 +14,7 @@ import {restoreDefaultEvents} from "scripts/events";
import {prompt} from "scripts/prompt";
import {clearMainTip, showMainTip, tip} from "scripts/tooltips";
import {aleaPRNG} from "scripts/aleaPRNG";
import {undraw} from "scripts/generation";
export function editHeightmap(options) {
const {mode, tool} = options || {};
@ -203,8 +204,8 @@ export function editHeightmap(options) {
markFeatures();
markupGridOcean();
if (erosionAllowed) {
addLakesInDeepDepressions();
openNearSeaLakes();
Lakes.addLakesInDeepDepressions();
Lakes.openNearSeaLakes();
}
OceanLayers();
calculateTemperatures();
@ -224,7 +225,7 @@ export function editHeightmap(options) {
drawRivers();
Lakes.defineGroup();
defineBiomes();
Biomes.define();
rankCells();
Cultures.generate();
Cultures.expand();
@ -358,7 +359,7 @@ export function editHeightmap(options) {
// check biome
pack.cells.biome[i] =
isLand && biome[g] ? biome[g] : getBiomeId(grid.cells.prec[g], grid.cells.temp[g], pack.cells.h[i]);
isLand && biome[g] ? biome[g] : Biomes.getId(grid.cells.prec[g], grid.cells.temp[g], pack.cells.h[i]);
// rivers data
if (!erosionAllowed) {

View file

@ -7,6 +7,7 @@ import {applyDropdownOption} from "utils/nodeUtils";
import {minmax, rn} from "utils/numberUtils";
import {gauss, P, rand, rw} from "utils/probabilityUtils";
import {byId, stored} from "utils/shorthands";
import {regenerateMap} from "scripts/generation";
$("#optionsContainer").draggable({handle: ".drag-trigger", snap: "svg", snapMode: "both"});
$("#exitCustomization").draggable({handle: "div"});

View file

@ -4,6 +4,7 @@ import {parseError} from "utils/errorUtils";
import {rn, minmax} from "utils/numberUtils";
import {debounce} from "utils/functionUtils";
import {restoreLayers} from "layers";
import {undraw} from "scripts/generation";
window.UISubmap = (function () {
byId("submapPointsInput").addEventListener("input", function () {

View file

@ -62,7 +62,7 @@ export function editWorld() {
Lakes.defineGroup();
Rivers.specify();
pack.cells.h = new Float32Array(heights);
defineBiomes();
Biomes.define();
if (layerIsOn("toggleTemp")) drawTemp();
if (layerIsOn("togglePrec")) drawPrec();

451
src/modules/zones.js Normal file
View file

@ -0,0 +1,451 @@
import FlatQueue from "flatqueue";
import {TIME} from "config/logging";
import {findCell, getPackPolygon} from "utils/graphUtils";
import {getAdjective} from "utils/languageUtils";
import {rn} from "utils/numberUtils";
import {P, ra, rand, rw} from "utils/probabilityUtils";
import {byId} from "utils/shorthands";
// generate zones
export function addZones(number = 1) {
TIME && console.time("addZones");
const {cells, states, burgs} = pack;
const used = new Uint8Array(cells.i.length); // to store used cells
const zonesData = [];
const randomize = modifier => rn(Math.random() * modifier * number);
for (let i = 0; i < randomize(1.8); i++) addInvasion(); // invasion of enemy lands
for (let i = 0; i < randomize(1.6); i++) addRebels(); // rebels along a state border
for (let i = 0; i < randomize(1.6); i++) addProselytism(); // proselitism of organized religion
for (let i = 0; i < randomize(1.6); i++) addCrusade(); // crusade on heresy lands
for (let i = 0; i < randomize(1.8); i++) addDisease(); // disease starting in a random city
for (let i = 0; i < randomize(1.4); i++) addDisaster(); // disaster starting in a random city
for (let i = 0; i < randomize(1.4); i++) addEruption(); // volcanic eruption aroung volcano
for (let i = 0; i < randomize(1.0); i++) addAvalanche(); // avalanche impacting highland road
for (let i = 0; i < randomize(1.4); i++) addFault(); // fault line in elevated areas
for (let i = 0; i < randomize(1.4); i++) addFlood(); // flood on river banks
for (let i = 0; i < randomize(1.2); i++) addTsunami(); // tsunami starting near coast
drawZones();
function addInvasion() {
const atWar = states.filter(s => s.diplomacy && s.diplomacy.some(d => d === "Enemy"));
if (!atWar.length) return;
const invader = ra(atWar);
const target = invader.diplomacy.findIndex(d => d === "Enemy");
const cell = ra(
cells.i.filter(i => cells.state[i] === target && cells.c[i].some(c => cells.state[c] === invader.i))
);
if (!cell) return;
const cellsArray = [],
queue = [cell],
power = rand(5, 30);
while (queue.length) {
const q = P(0.4) ? queue.shift() : queue.pop();
cellsArray.push(q);
if (cellsArray.length > power) break;
cells.c[q].forEach(e => {
if (used[e]) return;
if (cells.state[e] !== target) return;
used[e] = 1;
queue.push(e);
});
}
const invasion = rw({
Invasion: 4,
Occupation: 3,
Raid: 2,
Conquest: 2,
Subjugation: 1,
Foray: 1,
Skirmishes: 1,
Incursion: 2,
Pillaging: 1,
Intervention: 1
});
const name = getAdjective(invader.name) + " " + invasion;
zonesData.push({name, type: "Invasion", cells: cellsArray, fill: "url(#hatch1)"});
}
function addRebels() {
const state = ra(states.filter(s => s.i && !s.removed && s.neighbors.some(n => n)));
if (!state) return;
const neib = ra(state.neighbors.filter(n => n && !states[n].removed));
if (!neib) return;
const cell = cells.i.find(
i => cells.state[i] === state.i && !state.removed && cells.c[i].some(c => cells.state[c] === neib)
);
const cellsArray = [];
const queue = [];
if (cell) queue.push(cell);
const power = rand(10, 30);
while (queue.length) {
const q = queue.shift();
cellsArray.push(q);
if (cellsArray.length > power) break;
cells.c[q].forEach(e => {
if (used[e]) return;
if (cells.state[e] !== state.i) return;
used[e] = 1;
if (e % 4 !== 0 && !cells.c[e].some(c => cells.state[c] === neib)) return;
queue.push(e);
});
}
const rebels = rw({
Rebels: 5,
Insurgents: 2,
Mutineers: 1,
Rioters: 1,
Separatists: 1,
Secessionists: 1,
Insurrection: 2,
Rebellion: 1,
Conspiracy: 2
});
const name = getAdjective(states[neib].name) + " " + rebels;
zonesData.push({name, type: "Rebels", cells: cellsArray, fill: "url(#hatch3)"});
}
function addProselytism() {
const organized = ra(pack.religions.filter(r => r.type === "Organized"));
if (!organized) return;
const cell = ra(
cells.i.filter(
i =>
cells.religion[i] &&
cells.religion[i] !== organized.i &&
cells.c[i].some(c => cells.religion[c] === organized.i)
)
);
if (!cell) return;
const target = cells.religion[cell];
const cellsArray = [],
queue = [cell],
power = rand(10, 30);
while (queue.length) {
const q = queue.shift();
cellsArray.push(q);
if (cellsArray.length > power) break;
cells.c[q].forEach(e => {
if (used[e]) return;
if (cells.religion[e] !== target) return;
if (cells.h[e] < 20) return;
used[e] = 1;
//if (e%2 !== 0 && !cells.c[e].some(c => cells.state[c] === neib)) return;
queue.push(e);
});
}
const name = getAdjective(organized.name.split(" ")[0]) + " Proselytism";
zonesData.push({name, type: "Proselytism", cells: cellsArray, fill: "url(#hatch6)"});
}
function addCrusade() {
const heresy = ra(pack.religions.filter(r => r.type === "Heresy"));
if (!heresy) return;
const cellsArray = cells.i.filter(i => !used[i] && cells.religion[i] === heresy.i);
if (!cellsArray.length) return;
cellsArray.forEach(i => (used[i] = 1));
const name = getAdjective(heresy.name.split(" ")[0]) + " Crusade";
zonesData.push({name, type: "Crusade", cells: cellsArray, fill: "url(#hatch6)"});
}
function addDisease() {
const burg = ra(burgs.filter(b => !used[b.cell] && b.i && !b.removed)); // random burg
if (!burg) return;
const cellsArray = [];
const costs = [];
const power = rand(20, 37);
const queue = new FlatQueue();
queue.push(burg.cell, 0);
while (queue.length) {
const priority = queue.peekValue();
const next = queue.pop();
if (cells.burg[next] || cells.pop[next]) cellsArray.push(next);
used[next] = 1;
cells.c[next].forEach(neibCellId => {
const roadValue = cells.road[next];
const cost = roadValue ? Math.max(10 - roadValue, 1) : 100;
const totalPriority = priority + cost;
if (totalPriority > power) return;
if (!costs[neibCellId] || totalPriority < costs[neibCellId]) {
costs[neibCellId] = totalPriority;
queue.push(neibCellId, totalPriority);
}
});
}
const adjective = () =>
ra(["Great", "Silent", "Severe", "Blind", "Unknown", "Loud", "Deadly", "Burning", "Bloody", "Brutal", "Fatal"]);
const animal = () =>
ra([
"Ape",
"Bear",
"Boar",
"Cat",
"Cow",
"Dog",
"Pig",
"Fox",
"Bird",
"Horse",
"Rat",
"Raven",
"Sheep",
"Spider",
"Wolf"
]);
const color = () =>
ra([
"Golden",
"White",
"Black",
"Red",
"Pink",
"Purple",
"Blue",
"Green",
"Yellow",
"Amber",
"Orange",
"Brown",
"Grey"
]);
const type = rw({
Fever: 5,
Pestilence: 2,
Flu: 2,
Pox: 2,
Smallpox: 2,
Plague: 4,
Cholera: 2,
Dropsy: 1,
Leprosy: 2
});
const name = rw({[color()]: 4, [animal()]: 2, [adjective()]: 1}) + " " + type;
zonesData.push({name, type: "Disease", cells: cellsArray, fill: "url(#hatch12)"});
}
function addDisaster() {
const burg = ra(burgs.filter(b => !used[b.cell] && b.i && !b.removed)); // random burg
if (!burg) return;
const cellsArray = [];
const costs = [];
const power = rand(5, 25);
const queue = new FlatQueue();
queue.push(burg.cell, 0);
while (queue.length) {
const priority = queue.peekValue();
const next = queue.pop();
if (cells.burg[next] || cells.pop[next]) cellsArray.push(next);
used[next] = 1;
cells.c[next].forEach(neibCellId => {
const cost = rand(1, 10);
const totalPriority = priority + cost;
if (totalPriority > power) return;
if (!costs[neibCellId] || totalPriority < costs[neibCellId]) {
costs[neibCellId] = totalPriority;
queue.push(neibCellId, totalPriority);
}
});
}
const type = rw({Famine: 5, Dearth: 1, Drought: 3, Earthquake: 3, Tornadoes: 1, Wildfires: 1});
const name = getAdjective(burg.name) + " " + type;
zonesData.push({name, type: "Disaster", cells: cellsArray, fill: "url(#hatch5)"});
}
function addEruption() {
const volcano = byId("markers").querySelector("use[data-id='#marker_volcano']");
if (!volcano) return;
const x = +volcano.dataset.x,
y = +volcano.dataset.y,
cell = findCell(x, y);
const id = volcano.id;
const note = notes.filter(n => n.id === id);
if (note[0]) note[0].legend = note[0].legend.replace("Active volcano", "Erupting volcano");
const name = note[0] ? note[0].name.replace(" Volcano", "") + " Eruption" : "Volcano Eruption";
const cellsArray = [];
const queue = [cell];
const power = rand(10, 30);
while (queue.length) {
const q = P(0.5) ? queue.shift() : queue.pop();
cellsArray.push(q);
if (cellsArray.length > power) break;
cells.c[q].forEach(e => {
if (used[e] || cells.h[e] < 20) return;
used[e] = 1;
queue.push(e);
});
}
zonesData.push({name, type: "Disaster", cells: cellsArray, fill: "url(#hatch7)"});
}
function addAvalanche() {
const roads = cells.i.filter(i => !used[i] && cells.road[i] && cells.h[i] >= 70);
if (!roads.length) return;
const cell = +ra(roads);
const cellsArray = [];
const queue = [cell];
const power = rand(3, 15);
while (queue.length) {
const q = P(0.3) ? queue.shift() : queue.pop();
cellsArray.push(q);
if (cellsArray.length > power) break;
cells.c[q].forEach(e => {
if (used[e] || cells.h[e] < 65) return;
used[e] = 1;
queue.push(e);
});
}
const proper = getAdjective(Names.getCultureShort(cells.culture[cell]));
const name = proper + " Avalanche";
zonesData.push({name, type: "Disaster", cells: cellsArray, fill: "url(#hatch5)"});
}
function addFault() {
const elevated = cells.i.filter(i => !used[i] && cells.h[i] > 50 && cells.h[i] < 70);
if (!elevated.length) return;
const cell = ra(elevated);
const cellsArray = [];
const queue = [cell];
const power = rand(3, 15);
while (queue.length) {
const q = queue.pop();
if (cells.h[q] >= 20) cellsArray.push(q);
if (cellsArray.length > power) break;
cells.c[q].forEach(e => {
if (used[e] || cells.r[e]) return;
used[e] = 1;
queue.push(e);
});
}
const proper = getAdjective(Names.getCultureShort(cells.culture[cell]));
const name = proper + " Fault";
zonesData.push({name, type: "Disaster", cells: cellsArray, fill: "url(#hatch2)"});
}
function addFlood() {
const fl = cells.fl.filter(fl => fl),
meanFlux = d3.mean(fl),
maxFlux = d3.max(fl),
flux = (maxFlux - meanFlux) / 2 + meanFlux;
const rivers = cells.i.filter(
i => !used[i] && cells.h[i] < 50 && cells.r[i] && cells.fl[i] > flux && cells.burg[i]
);
if (!rivers.length) return;
const cell = +ra(rivers),
river = cells.r[cell];
const cellsArray = [];
const queue = [cell];
const power = rand(5, 30);
while (queue.length) {
const q = queue.pop();
cellsArray.push(q);
if (cellsArray.length > power) break;
cells.c[q].forEach(e => {
if (used[e] || cells.h[e] < 20 || cells.r[e] !== river || cells.h[e] > 50 || cells.fl[e] < meanFlux) return;
used[e] = 1;
queue.push(e);
});
}
const name = getAdjective(burgs[cells.burg[cell]].name) + " Flood";
zonesData.push({name, type: "Disaster", cells: cellsArray, fill: "url(#hatch13)"});
}
function addTsunami() {
const coastal = cells.i.filter(i => !used[i] && cells.t[i] === -1 && pack.features[cells.f[i]].type !== "lake");
if (!coastal.length) return;
const cell = +ra(coastal);
const cellsArray = [];
const queue = [cell];
const power = rand(10, 30);
while (queue.length) {
const q = queue.shift();
if (cells.t[q] === 1) cellsArray.push(q);
if (cellsArray.length > power) break;
cells.c[q].forEach(e => {
if (used[e]) return;
if (cells.t[e] > 2) return;
if (pack.features[cells.f[e]].type === "lake") return;
used[e] = 1;
queue.push(e);
});
}
const proper = getAdjective(Names.getCultureShort(cells.culture[cell]));
const name = proper + " Tsunami";
zonesData.push({name, type: "Disaster", cells: cellsArray, fill: "url(#hatch13)"});
}
function drawZones() {
zones
.selectAll("g")
.data(zonesData)
.enter()
.append("g")
.attr("id", (d, i) => "zone" + i)
.attr("data-description", d => d.name)
.attr("data-type", d => d.type)
.attr("data-cells", d => d.cells.join(","))
.attr("fill", d => d.fill)
.selectAll("polygon")
.data(d => d.cells)
.enter()
.append("polygon")
.attr("points", d => getPackPolygon(d))
.attr("id", function (d) {
return this.parentNode.id + "_" + d;
});
}
TIME && console.timeEnd("addZones");
}