"use strict"; /* Experimental submaping module */ window.Submap = (function () { function resample(baseState, projection, monitor=null) { // resample original map instead of regenerating // based on a parent map (baseState) // projection: map function from old to new coordinates: f(x,y) -> [x2,y2] // monitor: progress signaling object. MUST have at least 2 properties: // stage: function (string) dispatched at state change // progress: function (float) dispatched at progress change (@long process) const stage = s => monitor && monitor.stage && monitor.stage(s) const progress = p => monitor && monitor.progress && monitor.progress(p) const timeStart = performance.now(); invokeActiveZooming(); // copy seed seed = baseState.seed; Math.random = aleaPRNG(seed); INFO && console.group("SubMap with seed: " + seed); // create new grid applyMapSize(); placePoints(); calculateVoronoi(grid, grid.points); drawScaleBar(); const resampler = (points, qtree, f) => { for(const [i,[x, y]] of points.entries()) { const [tx, ty] = projection(x, y); const oldid = qtree.find(tx,ty,Infinity)[2]; f(i, oldid); } } stage("Resampling heightmap, temperature and precipitation.") // resample heightmap from old WorldState const n = grid.points.length; grid.cells.h = new Uint8Array(n); // heightmap grid.cells.temp = new Int8Array(n); // temperature grid.cells.prec = new Int8Array(n); // precipitation const gridCells = baseState.grid.cells; resampler(grid.points, baseState.pack.cells.q, (id, oldid) => { const cid = baseState.pack.cells.g[oldid] grid.cells.h[id] = gridCells.h[cid]; grid.cells.temp[id] = gridCells.temp[cid]; grid.cells.prec[id] = gridCells.prec[cid]; id%50 || progress(id * 100.0 / grid.points.length) }) // TODO: add smooth/noise function for h, temp, prec n times stage("Detect features, ocean and generating lakes.") markFeatures(); markupGridOcean(); addLakesInDeepDepressions(); // openNearSeaLakes(); OceanLayers(); // defineMapSize(); // not needed (not random) // TODO: update UI inputs before calculating according to new boundaries. calculateMapCoordinates(); // calculateTemperatures(); // generatePrecipitation(); stage("Cleaning cell network.") reGraph(); drawCoastline(); // resample packed graph const packCells = baseState.pack.cells; const reverseMap = new Map(); // cellmap from new -> oldcell const forwardMap = baseState.pack.cells.p.map(_=>[]); // old -> [newcelllist] const pn = pack.cells.i.length; pack.cells.culture = new Uint16Array(pn); pack.cells.state = new Uint16Array(pn); pack.cells.burg = new Uint16Array(pn); pack.cells.religion = new Uint16Array(pn); pack.cells.road = new Uint16Array(pn); pack.cells.crossroad = new Uint16Array(pn); stage("Resampling culture, state and religion map.") resampler(pack.cells.p, packCells.q, (id, oldid) => { pack.cells.culture[id] = packCells.culture[oldid]; pack.cells.state[id] = packCells.state[oldid]; pack.cells.religion[id] = packCells.religion[oldid]; reverseMap.set(id, oldid) forwardMap[oldid].push(id) }) console.log('reversemap:',forwardMap) console.log('forwardmap:',reverseMap) Rivers.generate(); drawRivers(); Lakes.defineGroup(); // biome calculation based on (resampled) grid.cells.temp and prec // it's safe to recalculate. defineBiomes(); // recalculate suitability and population // TODO: normalize according to the base-map rankCells(); // transfer basemap cultures pack.cultures = baseState.pack.cultures // Cultures.generate(); // Cultures.expand(); // TODO: update culture centers // transfer states and burgs. filter states without land const validStates = new Set(pack.cells.state) console.log(validStates); pack.states = baseState.pack.states; console.log(pack.states) pack.validStates = pack.states.filter(s => validStates.has(s.i)) // BurgsAndStates.generate(); // Religions.generate(); // BurgsAndStates.defineStateForms(); BurgsAndStates.generateProvinces(); // BurgsAndStates.defineBurgFeatures(); // update burg list //const validBurgs = new Set(pack.cells.burgs); pack.burgs = baseState.pack.burgs // .filter(b => validBurgs.has(b.i)) // remap burgs to the best new cell pack.burgs.forEach((b, i) => { [b.x, b.y] = projection(b.x, b.y); b.cell = findCell(b.x, b.y); pack.cells.burg[b.cell] = i; // TODO: move port burgs to coast b.x, b.y, }); drawStates(); drawBorders(); BurgsAndStates.drawStateLabels(); Rivers.specify(); Lakes.generateName(); Military.generate(); addMarkers(); addZones(); Names.getMapName(); WARN && console.warn(`TOTAL: ${rn((performance.now() - timeStart) / 1000, 2)}s`); showStatistics(); INFO && console.groupEnd("Generated Map " + seed); } return { resample } })();