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refactor: generate states cleanup
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16 changed files with 98 additions and 64 deletions
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@ -7,24 +7,31 @@ import {gauss} from "utils/probabilityUtils";
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const {Names} = window;
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export function createTowns(scoredCellIds: UintArray, burgIds: Uint16Array) {
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export function createTowns(
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burgIds: Uint16Array,
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cultures: TCultures,
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cells: Pick<IPack["cells"], "p" | "i" | "f" | "s" | "culture">
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) {
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TIME && console.time("createTowns");
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const townsNumber = getTownsNumber();
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if (townsNumber === 0) return [];
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// randomize cells score a bit for more natural towns placement
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const randomizeScore = (suitability: number) => suitability * gauss(1, 3, 0, 20, 3);
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const scores = new Int16Array(cells.s.map(randomizeScore));
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// take populated cells without capitals
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const scoredCellsIds = cells.i.filter(i => scores[i] > 0 && cells.culture[i] && !burgIds[i]);
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scoredCellsIds.sort((a, b) => scores[b] - scores[a]); // sort by randomized suitability score
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const scoredCellIds = cells.i.filter(i => scores[i] > 0 && cells.culture[i] && !burgIds[i]);
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scoredCellIds.sort((a, b) => scores[b] - scores[a]); // sort by randomized suitability score
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const towns = placeTowns(townsNumber, scoredCellIds).map((cellId, index) => {
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const townsNumber = getTownsNumber();
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if (townsNumber === 0) return [];
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const townCells = placeTowns(townsNumber, scoredCellIds, cells.p);
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const towns = townCells.map((cellId, index) => {
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const id = index + 1;
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const cultureId = cells.culture[cellId];
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const name: string = Names.getCulture(cultureId);
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const namesbase = cultures[cultureId].base;
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const name: string = Names.getBase(namesbase);
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const featureId = cells.f[cellId];
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return {i: id, cell: cellId, culture: cultureId, name, feature: featureId, capital: 0 as Logical};
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@ -40,13 +47,13 @@ export function createTowns(scoredCellIds: UintArray, burgIds: Uint16Array) {
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function getTownsNumber() {
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const inputTownsNumber = getInputNumber("manorsInput");
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const shouldAutoDefine = inputTownsNumber === 1000;
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const desiredTownsNumber = shouldAutoDefine ? rn(scoredCellsIds.length / 5 ** 0.8) : inputTownsNumber;
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const desiredTownsNumber = shouldAutoDefine ? rn(scoredCellIds.length / 5 ** 0.8) : inputTownsNumber;
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return Math.min(desiredTownsNumber, scoredCellsIds.length);
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return Math.min(desiredTownsNumber, scoredCellIds.length);
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}
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}
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function placeTowns(townsNumber: number, scoredCellIds: UintArray) {
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function placeTowns(townsNumber: number, scoredCellIds: UintArray, points: TPoints) {
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function attemptToPlaceTowns(spacing: number): number[] {
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const townCells: number[] = [];
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const townsQuadtree = d3.quadtree();
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@ -54,7 +61,7 @@ function placeTowns(townsNumber: number, scoredCellIds: UintArray) {
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const randomizeScaping = (spacing: number) => spacing * gauss(1, 0.3, 0.2, 2, 2);
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for (const cellId of scoredCellIds) {
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const [x, y] = cells.p[cellId];
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const [x, y] = points[cellId];
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// randomize min spacing a bit to make placement not that uniform
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const currentSpacing = randomizeScaping(spacing);
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