Elevated Lakes (#554)

Fix #465 (river/lake) by @CanisArtorus 
* Give lake features a height attribute
* Outflow changes
* Outlets afterwards
* Fix river identities
* Pathfind big river across small-basin lakes.
* Scrap pathing, too ambitious
* Delete extraneous (de-)elevateLakes
* Code cleanup
* Attempt drawing improvements
* Make outflows a river again.
* Edge Cases. Explore drawing width.
* Pretty up. River initial width.
This commit is contained in:
Alexander James 2021-02-04 06:33:08 -07:00 committed by GitHub
parent 40e5930571
commit ed33864e07
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5 changed files with 120 additions and 70 deletions

View file

@ -25,7 +25,7 @@
.map((h, i) => h < 20 || cells.t[i] < 1 ? h : h + d3.mean(cells.c[i].map(c => cells.t[c])) / 10000);
resolveDepressions(h);
features.forEach(f => {delete f.river; delete f.flux;});
features.forEach(f => {delete f.river; delete f.flux; delete f.inlets});
const riversData = []; // rivers data
cells.fl = new Uint16Array(cells.i.length); // water flux array
@ -35,10 +35,95 @@
void function drainWater() {
const land = cells.i.filter(i => h[i] >= 20).sort((a,b) => h[b] - h[a]);
const outlets = new Uint32Array(features.length);
// enumerate lake outlet positions
features.filter(f => f.type === "lake" && (f.group === "freshwater" || f.group === "frozen")).forEach(l => {
let outlet = 0;
if (l.shoreline) {
outlet = l.shoreline[d3.scan(l.shoreline, (a,b) => h[a] - h[b])];
} else { // in case it got missed or deleted
WARN && console.warn('Re-scanning shoreline of a lake');
const shallows = cells.i.filter(j => cells.t[j] === -1 && cells.f[j] === l.i);
let shoreline = [];
shallows.map(w => cells.c[w]).forEach(cList => cList.forEach(s => shoreline.push(s)));
outlet = shoreline[d3.scan(shoreline, (a,b) => h[a] - h[b])];
}
outlets[l.i] = outlet;
delete l.shoreline // cleanup temp data once used
});
const flowDown = function(min, mFlux, iFlux, ri, i = 0){
if (cells.r[min]) { // downhill cell already has river assigned
if (mFlux < iFlux) {
cells.conf[min] = cells.fl[min]; // mark confluence
if (h[min] >= 20) riversData.find(r => r.river === cells.r[min]).parent = ri; // min river is a tributary of current river
cells.r[min] = ri; // re-assign river if downhill part has less flux
} else {
cells.conf[min] += iFlux; // mark confluence
if (h[min] >= 20) riversData.find(r => r.river === ri).parent = cells.r[min]; // current river is a tributary of min river
}
} else cells.r[min] = ri; // assign the river to the downhill cell
if (h[min] < 20) {
// pour water to the sea haven
const oh = i ? cells.haven[i] : min;
riversData.push({river: ri, cell: oh, x: p[min][0], y: p[min][1]});
const mf = features[cells.f[min]]; // feature of min cell
if (mf.type === "lake") {
if (!mf.river || iFlux > mf.flux) {
mf.river = ri; // pour water to temporaly elevated lake
mf.flux = iFlux; // entering flux
}
mf.totalFlux += iFlux;
if (mf.inlets) {
mf.inlets.push(ri);
} else {
mf.inlets = [ri];
}
}
} else {
cells.fl[min] += iFlux; // propagate flux
riversData.push({river: ri, cell: min, x: p[min][0], y: p[min][1]}); // add next River segment
}
}
land.forEach(function(i) {
cells.fl[i] += grid.cells.prec[cells.g[i]]; // flux from precipitation
const x = p[i][0], y = p[i][1];
// lake outlets draw from lake
let n = -1, out2 = 0;
while (outlets.includes(i, n+1)) {
n = outlets.indexOf(i, n+1);
const l = features[n];
if ( ! l ) {continue;}
const j = cells.haven[i];
// allow chain lakes to retain identity
if(cells.r[j] !== l.river) {
let touch = false;
for (const c of cells.c[j]){
if (cells.r[c] === l.river) {
touch = true;
break;
}
}
if (touch) {
cells.r[j] = l.river;
riversData.push({river: l.river, cell: j, x: p[j][0], y: p[j][1]});
} else {
cells.r[j] = riverNext;
riversData.push({river: riverNext, cell: j, x: p[j][0], y: p[j][1]});
riverNext++;
}
}
cells.fl[j] = l.totalFlux; // signpost river size
flowDown(i, cells.fl[i], l.totalFlux, cells.r[j]);
// prevent dropping imediately back into the lake
out2 = cells.c[i].filter(c => (h[c] >= 20 || cells.f[c] !== cells.f[j])).sort((a,b) => h[a] - h[b])[0]; // downhill cell not in the source lake
// assign all to outlet basin
if (l.inlets) l.inlets.forEach(fork => riversData.find(r => r.river === fork).parent = cells.r[j]);
}
// near-border cell: pour out of the screen
if (cells.b[i]) {
if (cells.r[i]) {
@ -53,14 +138,7 @@
return;
}
//const min = cells.c[i][d3.scan(cells.c[i], (a, b) => h[a] - h[b])]; // downhill cell
let min = cells.c[i][d3.scan(cells.c[i], (a, b) => h[a] - h[b])]; // downhill cell
// allow only one river can flow through a lake
const cf = features[cells.f[i]]; // current cell feature
if (cf.river && cf.river !== cells.r[i]) {
cells.fl[i] = 0;
}
const min = out2 ? out2 : cells.c[i][d3.scan(cells.c[i], (a, b) => h[a] - h[b])]; // downhill cell
if (cells.fl[i] < 30) {
if (h[min] >= 20) cells.fl[min] += cells.fl[i];
@ -74,32 +152,7 @@
riverNext++;
}
if (cells.r[min]) { // downhill cell already has river assigned
if (cells.fl[min] < cells.fl[i]) {
cells.conf[min] = cells.fl[min]; // mark confluence
if (h[min] >= 20) riversData.find(r => r.river === cells.r[min]).parent = cells.r[i]; // min river is a tributary of current river
cells.r[min] = cells.r[i]; // re-assign river if downhill part has less flux
} else {
cells.conf[min] += cells.fl[i]; // mark confluence
if (h[min] >= 20) riversData.find(r => r.river === cells.r[i]).parent = cells.r[min]; // current river is a tributary of min river
}
} else cells.r[min] = cells.r[i]; // assign the river to the downhill cell
const nx = p[min][0], ny = p[min][1];
if (h[min] < 20) {
// pour water to the sea haven
riversData.push({river: cells.r[i], cell: cells.haven[i], x: nx, y: ny});
} else {
const mf = features[cells.f[min]]; // feature of min cell
if (mf.type === "lake") {
if (!mf.river || cells.fl[i] > mf.flux) {
mf.river = cells.r[i]; // pour water to temporaly elevated lake
mf.flux = cells.fl[i]; // entering flux
}
}
cells.fl[min] += cells.fl[i]; // propagate flux
riversData.push({river: cells.r[i], cell: min, x: nx, y: ny}); // add next River segment
}
flowDown(min, cells.fl[min], cells.fl[i], cells.r[i], i);
});
}()
@ -112,12 +165,12 @@
const riverSegments = riversData.filter(d => d.river === r);
if (riverSegments.length > 2) {
const riverEnhanced = addMeandring(riverSegments);
const width = rn(.8 + Math.random() * .4, 1); // river width modifier
const increment = rn(.8 + Math.random() * .6, 1); // river bed widening modifier
const [path, length] = getPath(riverEnhanced, width, increment);
riverPaths.push([r, path, width, increment]);
const source = riverSegments[0], mouth = riverSegments[riverSegments.length-2];
const riverEnhanced = addMeandring(riverSegments);
let width = rn(.8 + Math.random() * .4, 1); // river width modifier [.2, 10]
let increment = rn(.8 + Math.random() * .6, 1); // river bed widening modifier [.01, 3]
const [path, length] = getPath(riverEnhanced, width, increment, cells.h[source.cell] >= 20 ? .1 : .6);
riverPaths.push([r, path, width, increment]);
const parent = source.parent || 0;
pack.rivers.push({i:r, parent, length, source:source.cell, mouth:mouth.cell});
} else {
@ -143,13 +196,37 @@
const resolveDepressions = function(h) {
const cells = pack.cells;
const land = cells.i.filter(i => h[i] >= 20 && h[i] < 100 && !cells.b[i]); // exclude near-border cells
const lakes = pack.features.filter(f => f.type === "lake" && (f.group === "freshwater" || f.group === "frozen")); // to keep lakes flat
lakes.forEach(l => {
l.shoreline = [];
l.height = 21;
l.totalFlux = grid.cells.prec[cells.g[l.firstCell]];
});
for (let i of land.filter(i => cells.t[i] === 1)) { // select shoreline cells
cells.c[i].map(c => pack.features[cells.f[c]]).forEach(cf => {
if (lakes.includes(cf) && !cf.shoreline.includes(i)) {
cf.shoreline.push(i);
}
})
}
land.sort((a,b) => h[b] - h[a]); // highest cells go first
let depressed = false;
for (let l = 0, depression = Infinity; depression && l < 100; l++) {
depression = 0;
for (const l of lakes) {
const minHeight = d3.min(l.shoreline.map(s => h[s]));
if (minHeight === 100) continue; // already max height
if (l.height <= minHeight) {
l.height = Math.min(minHeight + 1, 100);
depression++;
depressed = true;
}
}
for (const i of land) {
const minHeight = d3.min(cells.c[i].map(c => h[c]));
const minHeight = d3.min(cells.c[i].map(c => cells.t[c] > 0 ? h[c] :
pack.features[cells.f[c]].height || h[c] // NB undefined is falsy (a || b is short for a ? a : b)
));
if (minHeight === 100) continue; // already max height
if (h[i] <= minHeight) {
h[i] = Math.min(minHeight + 1, 100);
@ -200,8 +277,8 @@
return riverEnhanced;
}
const getPath = function(points, width = 1, increment = 1) {
let offset, extraOffset = .1; // starting river width (to make river source visible)
const getPath = function(points, width = 1, increment = 1, starting = .1) {
let offset, extraOffset = starting; // starting river width (to make river source visible)
const riverLength = points.reduce((s, v, i, p) => s + (i ? Math.hypot(v[0] - p[i-1][0], v[1] - p[i-1][1]) : 0), 0); // summ of segments length
const widening = rn((1000 + (riverLength * 30)) * increment);
const riverPointsLeft = [], riverPointsRight = []; // store points on both sides to build a valid polygon

View file

@ -176,7 +176,6 @@ function editHeightmap() {
reGraph();
drawCoastline();
elevateLakes();
Rivers.generate(change);
if (!change) {
@ -289,7 +288,6 @@ function editHeightmap() {
drawCoastline();
if (changeHeights.checked) {
elevateLakes();
Rivers.generate(changeHeights.checked);
}
@ -314,7 +312,6 @@ function editHeightmap() {
for (const i of pack.cells.i) {
const g = pack.cells.g[i];
if (pack.features[pack.cells.f[i]].group === "freshwater") pack.cells.h[i] = 19; // de-elevate lakes
const land = pack.cells.h[i] >= 20;
// check biome

View file

@ -72,12 +72,7 @@ function processFeatureRegeneration(event, button) {
}
function regenerateRivers() {
elevateLakes();
Rivers.generate();
for (const i of pack.cells.i) {
const f = pack.features[pack.cells.f[i]]; // feature
if (f.group === "freshwater") pack.cells.h[i] = 19; // de-elevate lakes
}
Rivers.specify();
if (!layerIsOn("toggleRivers")) toggleRivers();
}

View file

@ -45,7 +45,6 @@ function editWorld() {
updateGlobePosition();
calculateTemperatures();
generatePrecipitation();
elevateLakes();
const heights = new Uint8Array(pack.cells.h);
Rivers.generate();
Rivers.specify();