// Fantasy Map Generator main script // Azgaar (azgaar.fmg@yandex.by). Minsk, 2017-2019 // https://github.com/Azgaar/Fantasy-Map-Generator // MIT License // I don't mind of any help with programming. // See also https://github.com/Azgaar/Fantasy-Map-Generator/issues/153 "use strict"; const version = "1.1"; // generator version document.title += " v" + version; // if map version is not stored, clear localStorage and show a message if (localStorage.getItem("version") != version) { localStorage.clear(); setTimeout(showWelcomeMessage, 8000); } // append svg layers (in default order) let svg = d3.select("#map"); let defs = svg.select("#deftemp"); let viewbox = svg.select("#viewbox"); let scaleBar = svg.select("#scaleBar"); let legend = svg.append("g").attr("id", "legend"); let ocean = viewbox.append("g").attr("id", "ocean"); let oceanLayers = ocean.append("g").attr("id", "oceanLayers"); let oceanPattern = ocean.append("g").attr("id", "oceanPattern"); let lakes = viewbox.append("g").attr("id", "lakes"); let landmass = viewbox.append("g").attr("id", "landmass"); let texture = viewbox.append("g").attr("id", "texture"); let terrs = viewbox.append("g").attr("id", "terrs"); let biomes = viewbox.append("g").attr("id", "biomes"); let cells = viewbox.append("g").attr("id", "cells"); let gridOverlay = viewbox.append("g").attr("id", "gridOverlay"); let coordinates = viewbox.append("g").attr("id", "coordinates"); let compass = viewbox.append("g").attr("id", "compass"); let rivers = viewbox.append("g").attr("id", "rivers"); let terrain = viewbox.append("g").attr("id", "terrain"); let relig = viewbox.append("g").attr("id", "relig"); let cults = viewbox.append("g").attr("id", "cults"); let regions = viewbox.append("g").attr("id", "regions"); let statesBody = regions.append("g").attr("id", "statesBody"); let statesHalo = regions.append("g").attr("id", "statesHalo"); let provs = viewbox.append("g").attr("id", "provs"); let zones = viewbox.append("g").attr("id", "zones").attr("display", "none"); let borders = viewbox.append("g").attr("id", "borders"); let stateBorders = borders.append("g").attr("id", "stateBorders"); let provinceBorders = borders.append("g").attr("id", "provinceBorders"); let routes = viewbox.append("g").attr("id", "routes"); let roads = routes.append("g").attr("id", "roads"); let trails = routes.append("g").attr("id", "trails"); let searoutes = routes.append("g").attr("id", "searoutes"); let temperature = viewbox.append("g").attr("id", "temperature"); let coastline = viewbox.append("g").attr("id", "coastline"); let prec = viewbox.append("g").attr("id", "prec").attr("display", "none"); let population = viewbox.append("g").attr("id", "population"); let labels = viewbox.append("g").attr("id", "labels"); let icons = viewbox.append("g").attr("id", "icons"); let burgIcons = icons.append("g").attr("id", "burgIcons"); let anchors = icons.append("g").attr("id", "anchors"); let markers = viewbox.append("g").attr("id", "markers").attr("display", "none"); let fogging = viewbox.append("g").attr("id", "fogging-cont").attr("mask", "url(#fog)") .append("g").attr("id", "fogging").attr("display", "none"); let ruler = viewbox.append("g").attr("id", "ruler").attr("display", "none"); let debug = viewbox.append("g").attr("id", "debug"); // lake and coast groups lakes.append("g").attr("id", "freshwater"); lakes.append("g").attr("id", "salt"); lakes.append("g").attr("id", "sinkhole"); lakes.append("g").attr("id", "frozen"); lakes.append("g").attr("id", "lava"); coastline.append("g").attr("id", "sea_island"); coastline.append("g").attr("id", "lake_island"); labels.append("g").attr("id", "states"); labels.append("g").attr("id", "addedLabels"); let burgLabels = labels.append("g").attr("id", "burgLabels"); burgIcons.append("g").attr("id", "cities"); burgLabels.append("g").attr("id", "cities"); anchors.append("g").attr("id", "cities"); burgIcons.append("g").attr("id", "towns"); burgLabels.append("g").attr("id", "towns"); anchors.append("g").attr("id", "towns"); // population groups population.append("g").attr("id", "rural"); population.append("g").attr("id", "urban"); // fogging fogging.append("rect").attr("x", 0).attr("y", 0).attr("width", "100%").attr("height", "100%"); // assign events separately as not a viewbox child scaleBar.on("mousemove", () => tip("Click to open Units Editor")); legend.on("mousemove", () => tip("Drag to change the position. Click to hide the legend")).on("click", () => clearLegend()); // main data variables let grid = {}; // initial grapg based on jittered square grid and data let pack = {}; // packed graph and data let seed, mapHistory = [], elSelected, modules = {}, notes = []; let customization = 0; // 0 - no; 1 = heightmap draw; 2 - states draw; 3 - add state/burg; 4 - cultures draw let mapCoordinates = {}; // map coordinates on globe let winds = [225, 45, 225, 315, 135, 315]; // default wind directions let biomesData = applyDefaultBiomesSystem(); let nameBases = Names.getNameBases(), nameBase = Names.getNameBase(); // cultures-related data const fonts = ["Almendra+SC", "Georgia", "Arial", "Times+New+Roman", "Comic+Sans+MS", "Lucida+Sans+Unicode", "Courier+New"]; // default web-safe fonts let color = d3.scaleSequential(d3.interpolateSpectral); // default color scheme const lineGen = d3.line().curve(d3.curveBasis); // d3 line generator with default curve interpolation // d3 zoom behavior let scale = 1, viewX = 0, viewY = 0; const zoom = d3.zoom().scaleExtent([1, 20]).on("zoom", zoomed); applyStoredOptions(); let graphWidth = +mapWidthInput.value; // voronoi graph extention, should be stable for each map let graphHeight = +mapHeightInput.value; let svgWidth = graphWidth, svgHeight = graphHeight; // svg canvas resolution, can vary for each map landmass.append("rect").attr("x", 0).attr("y", 0).attr("width", graphWidth).attr("height", graphHeight); oceanPattern.append("rect").attr("fill", "url(#oceanic)").attr("x", 0).attr("y", 0).attr("width", graphWidth).attr("height", graphHeight); oceanLayers.append("rect").attr("id", "oceanBase").attr("x", 0).attr("y", 0).attr("width", graphWidth).attr("height", graphHeight); void function removeLoading() { d3.select("#loading").transition().duration(5000).style("opacity", 0).remove(); d3.select("#initial").transition().duration(5000).attr("opacity", 0).remove(); d3.select("#optionsContainer").transition().duration(3000).style("opacity", 1); d3.select("#tooltip").transition().duration(3000).style("opacity", 1); }() // decide which map should be loaded or generated on page load void function checkLoadParameters() { const url = new URL(window.location.href); const params = url.searchParams; // of there is a valid maplink, try to load .map file from URL if (params.get("maplink")) { console.warn("Load map from URL"); const maplink = params.get("maplink"); const pattern = /(ftp|http|https):\/\/(\w+:{0,1}\w*@)?(\S+)(:[0-9]+)?(\/|\/([\w#!:.?+=&%@!\-\/]))?/; const valid = pattern.test(maplink); if (valid) {loadMapFromURL(maplink, 1); return;} else showUploadErrorMessage("Map link is not a valid URL", maplink); } // if there is a seed (user of MFCG provided), generate map for it if (params.get("seed")) { console.warn("Generate map for seed"); generateMapOnLoad(); return; } // open latest map if option is active and map is stored if (onloadMap.value === "saved") { ldb.get("lastMap", blob => { if (blob) { console.warn("Load last saved map"); try { uploadFile(blob); } catch(error) { console.error(error); console.warn("Cannot load stored map, random map to be generated"); generateMapOnLoad(); } } else { console.error("No map stored, random map to be generated"); generateMapOnLoad(); } }); return; } console.warn("Generate random map"); generateMapOnLoad(); }() function loadMapFromURL(maplink, random) { const URL = decodeURIComponent(maplink); fetch(URL, {method: 'GET', mode: 'cors'}) .then(response => { if(response.ok) return response.blob(); throw new Error("Cannot load map from URL"); }).then(blob => uploadFile(blob)) .catch(error => { showUploadErrorMessage(error.message, URL, random); if (random) generateMapOnLoad(); }); } function showUploadErrorMessage(error, URL, random) { console.error(error); alertMessage.innerHTML = ` Cannot load map from the link provided. ${random?`A new random map is generated. `:''} Please ensure the linked file is reachable and CORS is allowed on server side`; $("#alert").dialog({title: "Loading error", width: "32em", buttons: {OK: function() {$(this).dialog("close");}}}); } function generateMapOnLoad() { applyDefaultStyle(); // apply style generate(); // generate map focusOn(); // based on searchParams focus on point, cell or burg from MFCG applyPreset(); // apply saved layers preset } // focus on coordinates, cell or burg provided in searchParams function focusOn() { const url = new URL(window.location.href); const params = url.searchParams; if (params.get("from") === "MFCG") { if (params.get("seed").length === 13) { // show back burg from MFCG params.set("burg", params.get("seed").slice(-4)); } else { // select burg for MFCG findBurgForMFCG(params); return; } } const s = +params.get("scale") || 8; let x = +params.get("x"); let y = +params.get("y"); const c = +params.get("cell"); if (c) { x = pack.cells.p[c][0]; y = pack.cells.p[c][1]; } const b = +params.get("burg"); if (b && pack.burgs[b]) { x = pack.burgs[b].x; y = pack.burgs[b].y; } if (x && y) zoomTo(x, y, s, 1600); } // find burg for MFCG and focus on it function findBurgForMFCG(params) { const cells = pack.cells, burgs = pack.burgs; if (pack.burgs.length < 2) {console.error("Cannot select a burg for MFCG"); return;} const size = +params.get("size"); const name = params.get("name"); let coast = +params.get("coast"); let port = +params.get("port"); let river = +params.get("river"); let selection = defineSelection(coast, port, river); if (!selection.length) selection = defineSelection(coast, !port, !river); if (!selection.length) selection = defineSelection(!coast, 0, !river); if (!selection.length) selection = [burgs[1]]; // select first if nothing is found function defineSelection(coast, port, river) { if (port && river) return burgs.filter(b => b.port && cells.r[b.cell]); if (!port && coast && river) return burgs.filter(b => !b.port && cells.t[b.cell] === 1 && cells.r[b.cell]); if (!coast && !river) return burgs.filter(b => cells.t[b.cell] !== 1 && !cells.r[b.cell]); if (!coast && river) return burgs.filter(b => cells.t[b.cell] !== 1 && cells.r[b.cell]); if (coast && river) return burgs.filter(b => cells.t[b.cell] === 1 && cells.r[b.cell]); return []; } // select a burg with closest population from selection const selected = d3.scan(selection, (a, b) => Math.abs(a.population - size) - Math.abs(b.population - size)); const b = selection[selected].i; if (!b) {console.error("Cannot select a burg for MFCG"); return;} if (size) burgs[b].population = size; if (name) burgs[b].name = name; const label = burgLabels.select("[data-id='" + b + "']"); if (label.size()) { tip("Here stands the glorious city of " + burgs[b].name, true, "success", 12000); label.text(burgs[b].name).classed("drag", true).on("mouseover", function() { d3.select(this).classed("drag", false); label.on("mouseover", null); }); } zoomTo(burgs[b].x, burgs[b].y, 8, 1600); invokeActiveZooming(); } // apply default biomes data function applyDefaultBiomesSystem() { const name = ["Marine","Hot desert","Cold desert","Savanna","Grassland","Tropical seasonal forest","Temperate deciduous forest","Tropical rainforest","Temperate rainforest","Taiga","Tundra","Glacier","Wetland"]; const color = ["#53679f","#fbe79f","#b5b887","#d2d082","#c8d68f","#b6d95d","#29bc56","#7dcb35","#409c43","#4b6b32","#96784b","#d5e7eb","#0b9131"]; const habitability = [0,2,5,20,30,50,100,80,90,10,2,0,12]; const iconsDensity = [0,3,2,120,120,120,120,150,150,100,5,0,150]; const icons = [{},{dune:3, cactus:6, deadTree:1},{dune:9, deadTree:1},{acacia:1, grass:9},{grass:1},{acacia:8, palm:1},{deciduous:1},{acacia:5, palm:3, deciduous:1, swamp:1},{deciduous:6, swamp:1},{conifer:1},{grass:1},{},{swamp:1}]; const cost = [10,200,150,60,50,70,70,80,90,80,100,255,150]; // biome movement cost const biomesMartix = [ // hot ↔ cold; dry ↕ wet new Uint8Array([1,1,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2]), new Uint8Array([3,3,3,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,9,9,9,9,9,10,10]), new Uint8Array([5,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,9,9,9,9,9,10,10,10]), new Uint8Array([5,6,6,6,6,6,6,8,8,8,8,8,8,8,8,8,8,9,9,9,9,9,9,10,10,10]), new Uint8Array([7,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,9,9,9,9,9,9,10,10,10]) ]; // parse icons weighted array into a simple array for (let i=0; i < icons.length; i++) { const parsed = []; for (const icon in icons[i]) { for (let j = 0; j < icons[i][icon]; j++) {parsed.push(icon);} } icons[i] = parsed; } return {i:d3.range(0, name.length), name, color, biomesMartix, habitability, iconsDensity, icons, cost}; } // restore initial style function applyDefaultStyle() { biomes.attr("opacity", null).attr("filter", null); stateBorders.attr("opacity", .8).attr("stroke", "#56566d").attr("stroke-width", 1).attr("stroke-dasharray", "2").attr("stroke-linecap", "butt").attr("filter", null); provinceBorders.attr("opacity", .8).attr("stroke", "#56566d").attr("stroke-width", .2).attr("stroke-dasharray", "1").attr("stroke-linecap", "butt").attr("filter", null); cells.attr("opacity", null).attr("stroke", "#808080").attr("stroke-width", .1).attr("filter", null).attr("mask", null); gridOverlay.attr("opacity", .8).attr("stroke", "#808080").attr("stroke-width", .5).attr("stroke-dasharray", null).attr("transform", null).attr("filter", null).attr("mask", null); coordinates.attr("opacity", 1).attr("data-size", 12).attr("font-size", 12).attr("stroke", "#d4d4d4").attr("stroke-width", 1).attr("stroke-dasharray", 5).attr("filter", null).attr("mask", null); compass.attr("opacity", .8).attr("transform", null).attr("filter", null).attr("mask", "url(#water)").attr("shape-rendering", "optimizespeed"); if (!d3.select("#initial").size()) d3.select("#rose").attr("transform", "translate(80 80) scale(.25)"); relig.attr("opacity", .7).attr("stroke", "#404040").attr("stroke-width", .7).attr("filter", null).attr("fill-rule", "evenodd"); cults.attr("opacity", .6).attr("stroke", "#777777").attr("stroke-width", .5).attr("filter", null).attr("fill-rule", "evenodd"); icons.selectAll("g").attr("opacity", null).attr("fill", "#ffffff").attr("stroke", "#3e3e4b").attr("filter", null).attr("mask", null); landmass.attr("opacity", 1).attr("fill", "#eef6fb").attr("filter", null); markers.attr("opacity", null).attr("filter", "url(#dropShadow01)"); styleRescaleMarkers.checked = true; prec.attr("opacity", null).attr("stroke", "#000000").attr("stroke-width", .1).attr("fill", "#003dff").attr("filter", null); population.attr("opacity", null).attr("stroke-width", 1.6).attr("stroke-dasharray", null).attr("stroke-linecap", "butt").attr("filter", null); population.select("#rural").attr("stroke", "#0000ff"); population.select("#urban").attr("stroke", "#ff0000"); lakes.select("#freshwater").attr("opacity", .5).attr("fill", "#a6c1fd").attr("stroke", "#5f799d").attr("stroke-width", .7).attr("filter", null); lakes.select("#salt").attr("opacity", .5).attr("fill", "#409b8a").attr("stroke", "#388985").attr("stroke-width", .7).attr("filter", null); lakes.select("#sinkhole").attr("opacity", 1).attr("fill", "#5bc9fd").attr("stroke", "#53a3b0").attr("stroke-width", .7).attr("filter", null); lakes.select("#frozen").attr("opacity", .95).attr("fill", "#cdd4e7").attr("stroke", "#cfe0eb").attr("stroke-width", 0).attr("filter", null); lakes.select("#lava").attr("opacity", .7).attr("fill", "#90270d").attr("stroke", "#f93e0c").attr("stroke-width", 2).attr("filter", "url(#crumpled)"); coastline.select("#sea_island").attr("opacity", .5).attr("stroke", "#1f3846").attr("stroke-width", .7).attr("filter", "url(#dropShadow)"); coastline.select("#lake_island").attr("opacity", 1).attr("stroke", "#7c8eaf").attr("stroke-width", .35).attr("filter", null); styleCoastlineAuto.checked = true; terrain.attr("opacity", null).attr("filter", null).attr("mask", null); rivers.attr("opacity", null).attr("fill", "#5d97bb").attr("filter", null); roads.attr("opacity", .9).attr("stroke", "#d06324").attr("stroke-width", .7).attr("stroke-dasharray", "2").attr("stroke-linecap", "butt").attr("filter", null); ruler.attr("opacity", null).attr("filter", null); searoutes.attr("opacity", .8).attr("stroke", "#ffffff").attr("stroke-width", .45).attr("stroke-dasharray", "1 2").attr("stroke-linecap", "round").attr("filter", null); regions.attr("opacity", .4).attr("filter", null); statesHalo.attr("stroke-width", 10).attr("opacity", 1); provs.attr("opacity", .6).attr("filter", null); temperature.attr("opacity", null).attr("fill", "#000000").attr("stroke-width", 1.8).attr("fill-opacity", .3).attr("font-size", "8px").attr("stroke-dasharray", null).attr("filter", null).attr("mask", null); texture.attr("opacity", null).attr("filter", null).attr("mask", "url(#land)"); texture.select("image").attr("x", 0).attr("y", 0); zones.attr("opacity", .6).attr("stroke", "#333333").attr("stroke-width", 0).attr("stroke-dasharray", null).attr("stroke-linecap", "butt").attr("filter", null).attr("mask", null); trails.attr("opacity", .9).attr("stroke", "#d06324").attr("stroke-width", .25).attr("stroke-dasharray", ".8 1.6").attr("stroke-linecap", "butt").attr("filter", null); // ocean and svg default style svg.attr("background-color", "#000000").attr("filter", null); const mapFilter = document.querySelector("#mapFilters .pressed"); if (mapFilter) mapFilter.classList.remove("pressed"); ocean.attr("opacity", null); oceanLayers.select("rect").attr("fill", "#53679f"); oceanLayers.attr("filter", null); oceanPattern.attr("opacity", null); oceanLayers.selectAll("path").attr("display", null); styleOceanPattern.value = "url(#pattern1)"; svg.select("#oceanic rect").attr("filter", "url(#pattern1)"); // heightmap style terrs.attr("opacity", null).attr("filter", null).attr("mask", "url(#land)").attr("stroke", "none"); const changed = styleHeightmapSchemeInput.value !== "bright" || styleHeightmapTerracingInput.value != 0 || styleHeightmapSkipInput.value != 5 || styleHeightmapSimplificationInput.value != 0 || styleHeightmapCurveInput.value != 0; styleHeightmapSchemeInput.value = "bright"; styleHeightmapTerracingInput.value = styleHeightmapTerracingOutput.value = 0; styleHeightmapSkipInput.value = styleHeightmapSkipOutput.value = 5; styleHeightmapSimplificationInput.value = styleHeightmapSimplificationOutput.value = 0; styleHeightmapCurveInput.value = 0; if (changed) drawHeightmap(); // legend legend.attr("font-family", "Almendra SC").attr("data-font", "Almendra+SC").attr("font-size", 13).attr("data-size", 13).attr("data-x", 99).attr("data-y", 93).attr("stroke-width", 2.5).attr("stroke", "#812929").attr("stroke-dasharray", "0 4 10 4").attr("stroke-linecap", "round"); styleLegendBack.value = "#ffffff"; styleLegendOpacity.value = styleLegendOpacityOutput.value = .8; styleLegendColItems.value = styleLegendColItemsOutput.value = 8; if (legend.selectAll("*").size() && window.redrawLegend) redrawLegend(); const citiesSize = Math.max(rn(8 - regionsInput.value / 20), 3); burgLabels.select("#cities").attr("fill", "#3e3e4b").attr("opacity", 1).attr("font-family", "Almendra SC").attr("data-font", "Almendra+SC").attr("font-size", citiesSize).attr("data-size", citiesSize); burgIcons.select("#cities").attr("opacity", 1).attr("size", 1).attr("stroke-width", .24).attr("fill", "#ffffff").attr("stroke", "#3e3e4b").attr("fill-opacity", .7).attr("stroke-dasharray", "").attr("stroke-linecap", "butt"); anchors.select("#cities").attr("opacity", 1).attr("fill", "#ffffff").attr("stroke", "#3e3e4b").attr("stroke-width", 1.2).attr("size", 2); burgLabels.select("#towns").attr("fill", "#3e3e4b").attr("opacity", 1).attr("font-family", "Almendra SC").attr("data-font", "Almendra+SC").attr("font-size", 3).attr("data-size", 4); burgIcons.select("#towns").attr("opacity", 1).attr("size", .5).attr("stroke-width", .12).attr("fill", "#ffffff").attr("stroke", "#3e3e4b").attr("fill-opacity", .7).attr("stroke-dasharray", "").attr("stroke-linecap", "butt"); anchors.select("#towns").attr("opacity", 1).attr("fill", "#ffffff").attr("stroke", "#3e3e4b").attr("stroke-width", 1.2).attr("size", 1); const stateLabelSize = Math.max(rn(24 - regionsInput.value / 6), 6); labels.select("#states").attr("fill", "#3e3e4b").attr("opacity", 1).attr("stroke", "#3a3a3a").attr("stroke-width", 0).attr("font-family", "Almendra SC").attr("data-font", "Almendra+SC").attr("font-size", stateLabelSize).attr("data-size", stateLabelSize).attr("filter", null); labels.select("#addedLabels").attr("fill", "#3e3e4b").attr("opacity", 1).attr("stroke", "#3a3a3a").attr("stroke-width", 0).attr("font-family", "Almendra SC").attr("data-font", "Almendra+SC").attr("font-size", 18).attr("data-size", 18).attr("filter", null); invokeActiveZooming(); fogging.attr("opacity", .8).attr("fill", "#000000").attr("stroke-width", 5); } function showWelcomeMessage() { const link = 'https://www.reddit.com/r/FantasyMapGenerator/comments/daf6g2/update_new_version_is_published_v_11'; // announcement on Reddit alertMessage.innerHTML = `The Fantasy Map Generator is updated up to version ${version}. This version is compatible with previous version, loaded .map files will be auto-updated.
Join our Reddit community and Discord server to ask questions, share maps, discuss the Generator, report bugs and propose new features.
Thanks for all supporters on Patreon!
`; $("#alert").dialog( {resizable: false, title: "Fantasy Map Generator update", width: "28em", buttons: {OK: function() {$(this).dialog("close")}}, position: {my: "center", at: "center", of: "svg"}, close: () => localStorage.setItem("version", version)} ); } function zoomed() { const transform = d3.event.transform; const scaleDiff = scale - transform.k; const positionDiff = viewX - transform.x | viewY - transform.y; scale = transform.k; viewX = transform.x; viewY = transform.y; viewbox.attr("transform", transform); // update grid only if view position if (positionDiff) drawCoordinates(); // rescale only if zoom is changed if (scaleDiff) { invokeActiveZooming(); drawScaleBar(); } } // Zoom to a specific point function zoomTo(x, y, z = 8, d = 2000) { const transform = d3.zoomIdentity.translate(x * -z + graphWidth / 2, y * -z + graphHeight / 2).scale(z); svg.transition().duration(d).call(zoom.transform, transform); } // Reset zoom to initial function resetZoom(d = 1000) { svg.transition().duration(d).call(zoom.transform, d3.zoomIdentity); } // calculate x,y extreme points of viewBox function getViewBoxExtent() { // x = trX / scale * -1 + graphWidth / scale // y = trY / scale * -1 + graphHeight / scale return [[Math.abs(viewX / scale), Math.abs(viewY / scale)], [Math.abs(viewX / scale) + graphWidth / scale, Math.abs(viewY / scale) + graphHeight / scale]]; } // active zooming feature function invokeActiveZooming() { if (styleCoastlineAuto.checked) { // toggle shade/blur filter for coatline on zoom let filter = scale > 2.6 ? "url(#blurFilter)" : "url(#dropShadow)"; if (scale > 1.5 && scale <= 2.6) filter = null; coastline.select("#sea_island").attr("filter", filter); } // rescale lables on zoom if (labels.style("display") !== "none") { labels.selectAll("g").each(function(d) { if (this.id === "burgLabels") return; const desired = +this.dataset.size; const relative = Math.max(rn((desired + desired / scale) / 2, 2), 1); this.getAttribute("font-size", relative); const hidden = hideLabels.checked && (relative * scale < 6 || relative * scale > 50); if (hidden) this.classList.add("hidden"); else this.classList.remove("hidden"); }); } // turn off ocean pattern if scale is big (improves performance) oceanPattern.select("rect").attr("fill", scale > 10 ? "#fff" : "url(#oceanic)").attr("opacity", scale > 10 ? .2 : null); // change states halo width if (!customization) { const haloSize = rn(styleStatesHaloWidth.value / scale, 1); statesHalo.attr("stroke-width", haloSize).style("display", haloSize > 3 ? "block" : "none"); } // rescale map markers if (styleRescaleMarkers.checked && markers.style("display") !== "none") { markers.selectAll("use").each(function(d) { const x = +this.dataset.x, y = +this.dataset.y, desired = +this.dataset.size; const size = Math.max(desired * 5 + 25 / scale, 1); d3.select(this).attr("x", x - size/2).attr("y", y - size).attr("width", size).attr("height", size); }); } // rescale rulers to have always the same size if (ruler.style("display") !== "none") { const size = rn(1 / scale ** .3 * 2, 1); ruler.selectAll("circle").attr("r", 2 * size).attr("stroke-width", .5 * size); ruler.selectAll("rect").attr("stroke-width", .5 * size); ruler.selectAll("text").attr("font-size", 10 * size); ruler.selectAll("line, path").attr("stroke-width", size); } } // Pull request from @evyatron void function addDragToUpload() { document.addEventListener('dragover', function(e) { e.stopPropagation(); e.preventDefault(); $('#map-dragged').show(); }); document.addEventListener('dragleave', function(e) { $('#map-dragged').hide(); }); document.addEventListener('drop', function(e) { e.stopPropagation(); e.preventDefault(); $('#map-dragged').hide(); // no files or more than one if (e.dataTransfer.items == null || e.dataTransfer.items.length != 1) {return;} const file = e.dataTransfer.items[0].getAsFile(); // not a .map file if (file.name.indexOf('.map') == -1) { alertMessage.innerHTML = 'Please upload a .map file you have previously downloaded'; $("#alert").dialog({ resizable: false, title: "Invalid file format", width: "40em", buttons: { Close: function() { $(this).dialog("close"); } }, position: {my: "center", at: "center", of: "svg"} }); return; } // all good - show uploading text and load the map $("#map-dragged > p").text("Uploading..."); closeDialogs(); uploadFile(file, function onUploadFinish() { $("#map-dragged > p").text("Drop to upload"); }); }); }() function generate() { try { const timeStart = performance.now(); invokeActiveZooming(); generateSeed(); console.group("Generated Map " + seed); applyMapSize(); randomizeOptions(); placePoints(); calculateVoronoi(grid, grid.points); drawScaleBar(); HeightmapGenerator.generate(); markFeatures(); openNearSeaLakes(); OceanLayers(); calculateMapCoordinates(); calculateTemperatures(); generatePrecipitation(); reGraph(); drawCoastline(); elevateLakes(); Rivers.generate(); defineBiomes(); rankCells(); Cultures.generate(); Cultures.expand(); BurgsAndStates.generate(); Religions.generate(); drawStates(); drawBorders(); BurgsAndStates.drawStateLabels(); addMarkers(); addZones(); Names.getMapName(); console.warn(`TOTAL: ${rn((performance.now()-timeStart)/1000,2)}s`); showStatistics(); console.groupEnd("Generated Map " + seed); } catch(error) { console.error(error); clearMainTip(); alertMessage.innerHTML = `An error is occured on map generation. Please retry.${parseError(error)}
`; $("#alert").dialog({ resizable: false, title: "Generation error", width:"32em", buttons: { "Clear data": function() {localStorage.clear(); localStorage.setItem("version", version);}, Regenerate: function() {regenerateMap(); $(this).dialog("close");}, Ignore: function() {$(this).dialog("close");} }, position: {my: "center", at: "center", of: "svg"} }); } } // generate map seed (string!) or get it from URL searchParams function generateSeed() { const first = !mapHistory[0]; const url = new URL(window.location.href); const params = url.searchParams; const urlSeed = url.searchParams.get("seed"); if (first && params.get("from") === "MFCG" && urlSeed.length === 13) seed = urlSeed.slice(0,-4); else if (first && urlSeed) seed = urlSeed; else if (optionsSeed.value && optionsSeed.value != seed) seed = optionsSeed.value; else seed = Math.floor(Math.random() * 1e9).toString(); optionsSeed.value = seed; Math.seedrandom(seed); } // Place points to calculate Voronoi diagram function placePoints() { console.time("placePoints"); const cellsDesired = 10000 * densityInput.value; // generate 10k points for each densityInput point const spacing = grid.spacing = rn(Math.sqrt(graphWidth * graphHeight / cellsDesired), 2); // spacing between points before jirrering grid.boundary = getBoundaryPoints(graphWidth, graphHeight, spacing); grid.points = getJitteredGrid(graphWidth, graphHeight, spacing); // jittered square grid grid.cellsX = Math.floor((graphWidth + 0.5 * spacing) / spacing); grid.cellsY = Math.floor((graphHeight + 0.5 * spacing) / spacing); console.timeEnd("placePoints"); } // calculate Delaunay and then Voronoi diagram function calculateVoronoi(graph, points) { console.time("calculateDelaunay"); const n = points.length; const allPoints = points.concat(grid.boundary); const delaunay = Delaunator.from(allPoints); console.timeEnd("calculateDelaunay"); console.time("calculateVoronoi"); const voronoi = Voronoi(delaunay, allPoints, n); graph.cells = voronoi.cells; graph.cells.i = n < 65535 ? Uint16Array.from(d3.range(n)) : Uint32Array.from(d3.range(n)); // array of indexes graph.vertices = voronoi.vertices; console.timeEnd("calculateVoronoi"); } // Mark features (ocean, lakes, islands) function markFeatures() { console.time("markFeatures"); Math.seedrandom(seed); // restart Math.random() to get the same result on heightmap edit in Erase mode const cells = grid.cells, 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(function(e) { const eLand = heights[e] >= 20; //if (eLand) cells.t[e] = 2; if (land === eLand && cells.f[e] === 0) { cells.f[e] = i; queue.push(e); } if (land && !eLand) {cells.t[q] = 1; cells.t[e] = -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 } console.timeEnd("markFeatures"); } // How to handle lakes generated near seas? They can be both open or closed. // As these lakes are usually get a lot of water inflow, most of them should have brake the treshold and flow to sea via river or strait (see Ancylus Lake). // So I will help this process and open these kind of lakes setting a treshold cell heigh below the sea level (=19). function openNearSeaLakes() { if (templateInput.value === "Atoll") return; // no need for Atolls const cells = grid.cells, features = grid.features; if (!features.find(f => f.type === "lake")) return; // no lakes console.time("openLakes"); const limit = 50; // max height that can be breached by water for (let t = 0, removed = true; t < 5 && removed; t++) { removed = false; 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 removed = removeLake(c, lake, ocean); break check_neighbours; } } } } function removeLake(treshold, lake, ocean) { cells.h[treshold] = 19; cells.t[treshold] = -1; cells.f[treshold] = ocean; cells.c[treshold].forEach(function(c) { if (cells.h[c] >= 20) cells.t[c] = 1; // mark as coastline }); features[lake].type = "ocean"; // mark former lake as ocean return true; } console.timeEnd("openLakes"); } // calculate map position on globe function calculateMapCoordinates() { const size = +document.getElementById("mapSizeOutput").value; const latShift = +document.getElementById("latitudeOutput").value; const latT = size / 100 * 180; const latN = 90 - (180 - latT) * latShift / 100; const latS = latN - latT; const lon = Math.min(graphWidth / graphHeight * latT / 2, 180); mapCoordinates = {latT, latN, latS, lonT: lon*2, lonW: -lon, lonE: lon}; } // temperature model function calculateTemperatures() { 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; 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); const initTemp = tEq - lat / 90 * tDelta; for (let i = r; i < r+grid.cellsX; i++) { cells.temp[i] = initTemp - convertToFriendly(cells.h[i]); } }); // 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); } console.timeEnd('calculateTemperatures'); } // simplest precipitation model function generatePrecipitation() { console.time('generatePrecipitation'); prec.selectAll("*").remove(); const cells = grid.cells; cells.prec = new Uint8Array(cells.i.length); // precipitation array const modifier = precInput.value / 100; // user's input const cellsX = grid.cellsX, cellsY = grid.cellsY; let westerly = [], easterly = [], southerly = 0, northerly = 0; {// latitude bands // x4 = 0-5 latitude: wet throught 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 = 70-90 latitude: dry all year (sinking zone) } const lalitudeModifier = [4,2,2,2,1,1,2,2,2,2,3,3,2,2,1,1,1,0.5]; // by 5d step // difine 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 band = (Math.abs(lat) - 1) / 5 | 0; const latMod = lalitudeModifier[band]; const tier = Math.abs(lat - 89) / 30 | 0; // 30d tiers from 0 to 5 from N to S if (winds[tier] > 40 && winds[tier] < 140) westerly.push([c, latMod, tier]); else if (winds[tier] > 220 && winds[tier] < 320) easterly.push([c + cellsX -1, latMod, tier]); if (winds[tier] > 100 && winds[tier] < 260) northerly++; else if (winds[tier] > 280 || winds[tier] < 80) 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(lalitudeModifier) : lalitudeModifier[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(lalitudeModifier) : lalitudeModifier[bandS]; const maxPrecS = southerly / vertT * 60 * modifier * latModS; passWind(d3.range(cells.i.length - cellsX, cells.i.length, 1), maxPrecS, -cellsX, cellsY); } 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 cosdired wind dry for (let s = 0, current = first; s < steps; s++, current += next) { // no flux on permafrost if (cells.temp[current] < -5) continue; // water cell if (cells.h[current] < 20) { 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 precipitation = getPrecipitation(humidity, current, next); cells.prec[current] += precipitation; const evaporation = precipitation > 1.5 ? 1 : 0; // some humidity evaporates back to the atmosphere humidity = Math.min(Math.max(humidity - precipitation + evaporation, 0), maxPrec); } } } function getPrecipitation(humidity, i, n) { if (cells.h[i+n] > 85) return humidity; // 85 is max passable height 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 Math.min(Math.max(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"); }(); console.timeEnd('generatePrecipitation'); } // recalculate Voronoi Graph to pack cells function reGraph() { console.time("reGraph"); let cells = grid.cells, points = grid.points, features = grid.features; const newCells = {p:[], g:[], h:[], t:[], f:[], r:[], biome:[]}; // to store new data const spacing2 = grid.spacing ** 2; for (const i of cells.i) { const height = cells.h[i]; const type = cells.t[i]; if (height < 20 && type !== -1 && type !== -2) continue; // exclude all deep ocean points if (type === -2 && (i%4=== 0 || features[cells.f[i]].type === "lake")) continue; // exclude non-coastal lake points const x = points[i][0], y = points[i][1]; addNewPoint(x, y); // add point to array // add additional points for cells along coast if (type === 1 || type === -1) { if (cells.b[i]) continue; // not for near-border cells cells.c[i].forEach(function(e) { if (i > e) return; if (cells.t[e] === type) { const dist2 = (y - points[e][1]) ** 2 + (x - points[e][0]) ** 2; if (dist2 < spacing2) return; // too close to each other const x1 = rn((x + points[e][0]) / 2, 1); const y1 = rn((y + points[e][1]) / 2, 1); addNewPoint(x1, y1); } }); } function addNewPoint(x, y) { newCells.p.push([x, y]); newCells.g.push(i); newCells.h.push(height); } } calculateVoronoi(pack, newCells.p); cells = pack.cells; cells.p = newCells.p; // points coordinates [x, y] cells.g = grid.cells.i.length < 65535 ? Uint16Array.from(newCells.g) : Uint32Array.from(newCells.g); // reference to initial grid cell cells.q = d3.quadtree(cells.p.map((p, d) => [p[0], p[1], d])); // points quadtree for fast search cells.h = new Uint8Array(newCells.h); // heights cells.area = new Uint16Array(cells.i.length); // cell area cells.i.forEach(i => cells.area[i] = Math.abs(d3.polygonArea(getPackPolygon(i)))); console.timeEnd("reGraph"); } // Detect and draw the coasline function drawCoastline() { console.time('drawCoastline'); reMarkFeatures(); const cells = pack.cells, vertices = pack.vertices, n = cells.i.length, features = pack.features; const used = new Uint8Array(features.length); // store conneted 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"); lineGen.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 = vchain.map(v => vertices.p[v]); 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("#"+features[f].group).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])]; addRuler(from[0], from[1], to[0], to[1]); } } // 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 < 10000; i++) { const prev = chain[chain.length-1]; // previous vertex in chain //d3.select("#labels").append("text").attr("x", vertices.p[current][0]).attr("y", vertices.p[current][1]).text(i).attr("font-size", "1px"); 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]) {console.error("Next vertex is not found"); break;} } //chain.push(chain[0]); // push first vertex as the last one 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], 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]); } } console.timeEnd('drawCoastline'); } // Re-mark features (ocean, lakes, islands) function reMarkFeatures() { console.time("reMarkFeatures"); const cells = pack.cells, features = pack.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 = new Uint16Array(cells.i.length); // cell haven (opposite water cell); cells.harbor = new Uint16Array(cells.i.length); // cell harbor (number of adjacent water cells); 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.f[e] === 0) { cells.f[e] = i; queue.push(e); cellNumber++; } if (land && !eLand) { cells.t[q] = 1; cells.t[e] = -1; cells.harbor[q]++; if (!cells.haven[q]) cells.haven[q] = e; } 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; } }); } const type = land ? "island" : border ? "ocean" : "lake"; let group; if (type === "lake") group = defineLakeGroup(start, cellNumber); else if (type === "ocean") group = "ocean"; 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 } function defineLakeGroup(cell, number) { const temp = grid.cells.temp[cells.g[cell]]; if (temp > 24) return "salt"; if (temp < -3) return "frozen"; const height = d3.max(cells.c[cell].map(c => cells.h[c])); if (height > 69 && number < 3 && cell%5 === 0) return "sinkhole"; if (height > 69 && number < 10 && cell%5 === 0) return "lava"; return "freshwater"; } 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"; } console.timeEnd("reMarkFeatures"); } // temporary elevate some lakes to resolve depressions and flux the water to form an open (exorheic) lake function elevateLakes() { if (templateInput.value === "Atoll") return; // no need for Atolls console.time('elevateLakes'); const cells = pack.cells, features = pack.features; const maxCells = cells.i.length / 100; // size limit; let big lakes be closed (endorheic) const lakes = cells.i .filter(i => features[cells.f[i]].group === "freshwater" && features[cells.f[i]].cells < maxCells) .sort(highest); // highest cells go first for (const i of lakes) { //debug.append("circle").attr("cx", cells.p[i][0]).attr("cy", cells.p[i][1]).attr("r", 1).attr("fill", "blue"); const hs = cells.c[i].filter(isLand).map(c => cells.h[c]); cells.h[i] = Math.max(d3.min(hs) - 5, 20) || 20; } console.timeEnd('elevateLakes'); } // assign biome id for each cell function defineBiomes() { console.time("defineBiomes"); const cells = pack.cells, f = pack.features; cells.biome = new Uint8Array(cells.i.length); // biomes array for (const i of cells.i) { if (f[cells.f[i]].group === "freshwater") cells.h[i] = 19; // de-elevate lakes if (cells.h[i] < 20) continue; // water cells have biome 0 let moist = grid.cells.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 => grid.cells.prec[cells.g[c]]).concat([moist]); moist = rn(4 + d3.mean(n)); const temp = grid.cells.temp[cells.g[i]]; // flux from precipitation cells.biome[i] = getBiomeId(moist, temp, cells.h[i]); } console.timeEnd("defineBiomes"); } function getBiomeId(moisture, temperature, height) { if (temperature < -5) return 11; // permafrost biome if (moisture > 40 && height < 25 || moisture > 24 && height > 24) return 12; // wetland biome const m = Math.min(moisture / 5 | 0, 4); // moisture band from 0 to 4 const t = Math.min(Math.max(20 - temperature, 0), 25); // temparature band from 0 to 25 return biomesData.biomesMartix[m][t]; } // assess cells suitability to calculate population and rand cells for culture center and burgs placement function rankCells() { console.time('rankCells'); const cells = pack.cells, f = pack.features; cells.s = new Int16Array(cells.i.length); // cell suitability array cells.pop = new Uint16Array(cells.i.length); // cell population array const flMean = d3.median(cells.fl.filter(f => f)), flMax = d3.max(cells.fl) + d3.max(cells.conf); // to normalize flux const areaMean = d3.mean(cells.area); // to adjust population by cell area for (const i of cells.i) { let s = +biomesData.habitability[cells.biome[i]]; // base suitability derived from biome habitability if (!s) continue; // uninhabitable biomes has 0 suitability s += normalize(cells.fl[i] + cells.conf[i], flMean, flMax) * 250; // big rivers and confluences are valued s -= (cells.h[i] - 50) / 5; // low elevation is valued, high is not; if (cells.t[i] === 1) { if (cells.r[i]) s += 15; // estuary is valued const type = f[cells.f[cells.haven[i]]].type; const group = f[cells.f[cells.haven[i]]].group; if (type === "lake") { // lake coast is valued if (group === "freshwater") s += 30; else if (group !== "lava") s += 10; } else { s += 5; // ocean coast is valued if (cells.harbor[i] === 1) s += 20; // safe sea harbor is valued } } cells.s[i] = s / 5; // general population rate // cell rural population is suitability adjusted by cell area cells.pop[i] = cells.s[i] > 0 ? cells.s[i] * cells.area[i] / areaMean : 0; } console.timeEnd('rankCells'); } // generate some markers function addMarkers(number = 1) { console.time("addMarkers"); const cells = pack.cells; void function addVolcanoes() { let mounts = Array.from(cells.i).filter(i => cells.h[i] > 70).sort((a, b) => cells.h[b] - cells.h[a]); let count = mounts.length < 10 ? 0 : Math.ceil(mounts.length / 300 * number); if (count) addMarker("volcano", "🌋", 52, 52, 17.5); while (count) { const cell = mounts.splice(biased(0, mounts.length-1, 5), 1); const x = cells.p[cell][0], y = cells.p[cell][1]; const id = getNextId("markerElement"); markers.append("use").attr("id", id).attr("data-cell", cell) .attr("xlink:href", "#marker_volcano").attr("data-id", "#marker_volcano") .attr("data-x", x).attr("data-y", y).attr("x", x - 15).attr("y", y - 30) .attr("data-size", 1).attr("width", 30).attr("height", 30); const height = getFriendlyHeight([x, y]); const proper = Names.getCulture(cells.culture[cell]); const name = Math.random() < .3 ? "Mount " + proper : Math.random() > .3 ? proper + " Volcano" : proper; notes.push({id, name, legend:`Active volcano. Height: ${height}`}); count--; } }() void function addHotSprings() { let springs = Array.from(cells.i).filter(i => cells.h[i] > 50).sort((a, b) => cells.h[b]-cells.h[a]); let count = springs.length < 30 ? 0 : Math.ceil(springs.length / 1000 * number); if (count) addMarker("hot_springs", "♨", 50, 50, 19.5); while (count) { const cell = springs.splice(biased(1, springs.length-1, 3), 1); const x = cells.p[cell][0], y = cells.p[cell][1]; const id = getNextId("markerElement"); markers.append("use").attr("id", id) .attr("xlink:href", "#marker_hot_springs").attr("data-id", "#marker_hot_springs") .attr("data-x", x).attr("data-y", y).attr("x", x - 15).attr("y", y - 30) .attr("data-size", 1).attr("width", 30).attr("height", 30); const proper = Names.getCulture(cells.culture[cell]); const temp = convertTemperature(gauss(30,15,20,100)); notes.push({id, name: proper + " Hot Springs", legend:`A hot springs area. Temperature: ${temp}`}); count--; } }() void function addMines() { let hills = Array.from(cells.i).filter(i => cells.h[i] > 47 && cells.burg[i]); let count = !hills.length ? 0 : Math.ceil(hills.length / 7 * number); if (!count) return; addMarker("mine", "⚒", 50, 50, 20); const resources = {"salt":5, "gold":2, "silver":4, "copper":2, "iron":3, "lead":1, "tin":1}; while (count) { const cell = hills.splice(Math.floor(Math.random() * hills.length), 1); const x = cells.p[cell][0], y = cells.p[cell][1]; const id = getNextId("markerElement"); markers.append("use").attr("id", id) .attr("xlink:href", "#marker_mine").attr("data-id", "#marker_mine") .attr("data-x", x).attr("data-y", y).attr("x", x - 15).attr("y", y - 30) .attr("data-size", 1).attr("width", 30).attr("height", 30); const resource = rw(resources); const burg = pack.burgs[cells.burg[cell]]; const name = `${burg.name} - ${resource} mining town`; const population = rn(burg.population * populationRate.value * urbanization.value); const legend = `${burg.name} is a mining town of ${population} people just nearby the ${resource} mine`; notes.push({id, name, legend}); count--; } }() void function addBridges() { const meanRoad = d3.mean(cells.road.filter(r => r)); const meanFlux = d3.mean(cells.fl.filter(fl => fl)); let bridges = Array.from(cells.i) .filter(i => cells.burg[i] && cells.h[i] >= 20 && cells.r[i] && cells.fl[i] > meanFlux && cells.road[i] > meanRoad) .sort((a, b) => (cells.road[b] + cells.fl[b] / 10) - (cells.road[a] + cells.fl[a] / 10)); let count = !bridges.length ? 0 : Math.ceil(bridges.length / 12 * number); if (count) addMarker("bridge", "🌉", 50, 50, 16.5); while (count) { const cell = bridges.splice(0, 1); const x = cells.p[cell][0], y = cells.p[cell][1]; const id = getNextId("markerElement"); markers.append("use").attr("id", id) .attr("xlink:href", "#marker_bridge").attr("data-id", "#marker_bridge") .attr("data-x", x).attr("data-y", y).attr("x", x - 15).attr("y", y - 30) .attr("data-size", 1).attr("width", 30).attr("height", 30); const burg = pack.burgs[cells.burg[cell]]; const river = Names.getCulture(cells.culture[cell]); // river name const name = Math.random() < .2 ? river : burg.name; notes.push({id, name:`${name} Bridge`, legend:`A stone bridge over the ${river} River near ${burg.name}`}); count--; } }() void function addInns() { const maxRoad = d3.max(cells.road) * .9; let taverns = Array.from(cells.i).filter(i => cells.crossroad[i] && cells.h[i] >= 20 && cells.road[i] > maxRoad); if (!taverns.length) return; const count = Math.ceil(4 * number); addMarker("inn", "🍻", 50, 50, 17.5); const color = ["Dark", "Light", "Bright", "Golden", "White", "Black", "Red", "Pink", "Purple", "Blue", "Green", "Yellow", "Amber", "Orange", "Brown", "Grey"]; const animal = ["Antelope", "Ape", "Badger", "Bear", "Beaver", "Bison", "Boar", "Buffalo", "Cat", "Crane", "Crocodile", "Crow", "Deer", "Dog", "Eagle", "Elk", "Fox", "Goat", "Goose", "Hare", "Hawk", "Heron", "Horse", "Hyena", "Ibis", "Jackal", "Jaguar", "Lark", "Leopard", "Lion", "Mantis", "Marten", "Moose", "Mule", "Narwhal", "Owl", "Panther", "Rat", "Raven", "Rook", "Scorpion", "Shark", "Sheep", "Snake", "Spider", "Swan", "Tiger", "Turtle", "Wolf", "Wolverine", "Camel", "Falcon", "Hound", "Ox"]; const adj = ["New", "Good", "High", "Old", "Great", "Big", "Major", "Happy", "Main", "Huge", "Far", "Beautiful", "Fair", "Prime", "Ancient", "Golden", "Proud", "Lucky", "Fat", "Honest", "Giant", "Distant", "Friendly", "Loud", "Hungry", "Magical", "Superior", "Peaceful", "Frozen", "Divine", "Favorable", "Brave", "Sunny", "Flying"]; for (let i=0; i < taverns.length && i < count; i++) { const cell = taverns.splice(Math.floor(Math.random() * taverns.length), 1); const x = cells.p[cell][0], y = cells.p[cell][1]; const id = getNextId("markerElement"); markers.append("use").attr("id", id) .attr("xlink:href", "#marker_inn").attr("data-id", "#marker_inn") .attr("data-x", x).attr("data-y", y).attr("x", x - 15).attr("y", y - 30) .attr("data-size", 1).attr("width", 30).attr("height", 30); const type = Math.random() > .7 ? "inn" : "tavern"; const name = Math.random() < .5 ? ra(color) + " " + ra(animal) : Math.random() < .6 ? ra(adj) + " " + ra(animal) : ra(adj) + " " + capitalize(type); notes.push({id, name: "The " + name, legend:`A big and famous roadside ${type}`}); } }() void function addLighthouses() { const lands = cells.i.filter(i => cells.harbor[i] > 6 && cells.c[i].some(c => cells.h[c] < 20 && cells.road[c])); const lighthouses = Array.from(lands).map(i => [i, cells.v[i][cells.c[i].findIndex(c => cells.h[c] < 20 && cells.road[c])]]); if (lighthouses.length) addMarker("lighthouse", "🚨", 50, 50, 16); const count = Math.ceil(4 * number); for (let i=0; i < lighthouses.length && i < count; i++) { const cell = lighthouses[i][0], vertex = lighthouses[i][1]; const x = pack.vertices.p[vertex][0], y = pack.vertices.p[vertex][1]; const id = getNextId("markerElement"); markers.append("use").attr("id", id) .attr("xlink:href", "#marker_lighthouse").attr("data-id", "#marker_lighthouse") .attr("data-x", x).attr("data-y", y).attr("x", x - 15).attr("y", y - 30) .attr("data-size", 1).attr("width", 30).attr("height", 30); const proper = cells.burg[cell] ? pack.burgs[cells.burg[cell]].name : Names.getCulture(cells.culture[cell]); notes.push({id, name: getAdjective(proper) + " Lighthouse" + name, legend:`A lighthouse to keep the navigation safe`}); } }() void function addWaterfalls() { const waterfalls = cells.i.filter(i => cells.r[i] && cells.h[i] > 70); if (waterfalls.length) addMarker("waterfall", "⟱", 50, 54, 16.5); const count = Math.ceil(3 * number); for (let i=0; i < waterfalls.length && i < count; i++) { const cell = waterfalls[i]; const x = cells.p[cell][0], y = cells.p[cell][1]; const id = getNextId("markerElement"); markers.append("use").attr("id", id) .attr("xlink:href", "#marker_waterfall").attr("data-id", "#marker_waterfall") .attr("data-x", x).attr("data-y", y).attr("x", x - 15).attr("y", y - 30) .attr("data-size", 1).attr("width", 30).attr("height", 30); const proper = cells.burg[cell] ? pack.burgs[cells.burg[cell]].name : Names.getCulture(cells.culture[cell]); notes.push({id, name: getAdjective(proper) + " Waterfall" + name, legend:`An extremely beautiful waterfall`}); } }() void function addBattlefields() { let battlefields = Array.from(cells.i).filter(i => cells.pop[i] > 2 && cells.h[i] < 50 && cells.h[i] > 25); let count = battlefields.length < 100 ? 0 : Math.ceil(battlefields.length / 500 * number); const era = Names.getCulture(0, 3, 7, "", 0) + " Era"; if (count) addMarker("battlefield", "⚔", 50, 50, 20); while (count) { const cell = battlefields.splice(Math.floor(Math.random() * battlefields.length), 1); const x = cells.p[cell][0], y = cells.p[cell][1]; const id = getNextId("markerElement"); markers.append("use").attr("id", id) .attr("xlink:href", "#marker_battlefield").attr("data-id", "#marker_battlefield") .attr("data-x", x).attr("data-y", y).attr("x", x - 15).attr("y", y - 30) .attr("data-size", 1).attr("width", 30).attr("height", 30); const name = Names.getCulture(cells.culture[cell]) + " Battlefield"; const date = new Date(rand(100, 1000),rand(12),rand(31)).toLocaleDateString("en", {year:'numeric', month:'long', day:'numeric'}) + " " + era; notes.push({id, name, legend:`A historical battlefield spot. \r\nDate: ${date}`}); count--; } }() function addMarker(id, icon, x, y, size) { const markers = svg.select("#defs-markers"); if (markers.select("#marker_"+id).size()) return; const symbol = markers.append("symbol").attr("id", "marker_"+id).attr("viewBox", "0 0 30 30"); symbol.append("path").attr("d", "M6,19 l9,10 L24,19").attr("fill", "#000000").attr("stroke", "none"); symbol.append("circle").attr("cx", 15).attr("cy", 15).attr("r", 10).attr("fill", "#ffffff").attr("stroke", "#000000").attr("stroke-width", 1); symbol.append("text").attr("x", x+"%").attr("y", y+"%").attr("fill", "#000000").attr("stroke", "#3200ff").attr("stroke-width", 0) .attr("font-size", size+"px").attr("dominant-baseline", "central").text(icon); } console.timeEnd("addMarkers"); } // regenerate some zones function addZones(number = 1) { console.time("addZones"); const data = [], cells = pack.cells, states = pack.states, burgs = pack.burgs; const used = new Uint8Array(cells.i.length); // to store used cells for (let i=0; i < rn(Math.random() * 1.8 * number); i++) addInvasion(); // invasion of enemy lands for (let i=0; i < rn(Math.random() * 1.6 * number); i++) addRebels(); // rebels along a state border for (let i=0; i < rn(Math.random() * 1.6 * number); i++) addProselytism(); // proselitism of organized religion for (let i=0; i < rn(Math.random() * 1.6 * number); i++) addCrusade(); // crusade on heresy lands for (let i=0; i < rn(Math.random() * 1.8 * number); i++) addDisease(); // disease starting in a random city for (let i=0; i < rn(Math.random() * 1.4 * number); i++) addDisaster(); // disaster starting in a random city for (let i=0; i < rn(Math.random() * 1.4 * number); i++) addEruption(); // volcanic eruption aroung volcano for (let i=0; i < rn(Math.random() * 1.0 * number); i++) addAvalanche(); // avalanche impacting highland road for (let i=0; i < rn(Math.random() * 1.4 * number); i++) addFault(); // fault line in elevated areas for (let i=0; i < rn(Math.random() * 1.4 * number); i++) addFlood() // flood on river banks for (let i=0; i < rn(Math.random() * 1.2 * number); i++) addTsunami() // tsunami starting near coast 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 = Math.random() < .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, "Irruption":1, "Incursion":2, "Pillage":1, "Intervention":1}); const name = getAdjective(invader.name) + " " + invasion; data.push({name, type:"Invasion", cells:cellsArray, fill:"url(#hatch1)"}); } function addRebels() { const state = ra(states.filter(s => s.i && Array.from(s.neighbors).some(n => n))); if (!state) return; const neib = ra(Array.from(state.neighbors).filter(n => n)); const cell = cells.i.find(i => cells.state[i] === state.i && cells.c[i].some(c => cells.state[c] === neib)); 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.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, "Recusants":1, "Mutineers":1, "Rioters":1, "Dissenters":1, "Secessionists":1, "Insurrection":2, "Rebellion":1, "Conspiracy":2}); const name = getAdjective(states[neib].name) + " " + rebels; data.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"; data.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"; data.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 = [], cost = [], power = rand(20, 37); const queue = new PriorityQueue({comparator: (a, b) => a.p - b.p}); queue.queue({e:burg.cell, p:0}); while (queue.length) { const next = queue.dequeue(); if (cells.burg[next.e] || cells.pop[next.e]) cellsArray.push(next.e); used[next.e] = 1; cells.c[next.e].forEach(function(e) { const r = cells.road[next.e]; const c = r ? Math.max(10 - r, 1) : 100; const p = next.p + c; if (p > power) return; if (!cost[e] || p < cost[e]) { cost[e] = p; queue.queue({e, p}); } }); } 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, "Ague":1, "Dropsy":1, "Leprosy":2}); const name = rw({[color()]:4, [animal()]:2, [adjective()]:1}) + " " + type; data.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 = [], cost = [], power = rand(5, 25); const queue = new PriorityQueue({comparator: (a, b) => a.p - b.p}); queue.queue({e:burg.cell, p:0}); while (queue.length) { const next = queue.dequeue(); if (cells.burg[next.e] || cells.pop[next.e]) cellsArray.push(next.e); used[next.e] = 1; cells.c[next.e].forEach(function(e) { const c = rand(1, 10); const p = next.p + c; if (p > power) return; if (!cost[e] || p < cost[e]) { cost[e] = p; queue.queue({e, p}); } }); } const type = rw({"Famine":5, "Dearth":1, "Drought":3, "Earthquake":3, "Tornadoes":1, "Wildfires":1}); const name = getAdjective(burg.name) + " " + type; data.push({name, type:"Disaster", cells:cellsArray, fill:"url(#hatch5)"}); } function addEruption() { const volcanoes = []; markers.selectAll("use[data-id='#marker_volcano']").each(function() { volcanoes.push(this.dataset.cell); }); if (!volcanoes.length) return; const cell = +ra(volcanoes); const id = markers.select("use[data-cell='"+cell+"']").attr("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 = [], queue = [cell], power = rand(10, 30); while (queue.length) { const q = Math.random() < .5 ? queue.shift() : queue.pop(); cellsArray.push(q); if (cellsArray.length > power) break; cells.c[q].forEach(e => { if (used[e]) return; used[e] = 1; queue.push(e); }); } data.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 = [], queue = [cell], power = rand(3, 15); while (queue.length) { const q = Math.random() < .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"; data.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 = [], queue = [cell], 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"; data.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 = [], queue = [cell], 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"; data.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 = [], queue = [cell], 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.h[e] >= 20 && !cells.t[e]) 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"; data.push({name, type:"Disaster", cells:cellsArray, fill:"url(#hatch13)"}); } void function drawZones() { zones.selectAll("g").data(data).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}); }() console.timeEnd("addZones"); } // show map stats on generation complete function showStatistics() { const template = templateInput.value; const templateRandom = locked("template") ? "" : "(random)"; const stats = ` Seed: ${seed} Size: ${graphWidth}x${graphHeight} Template: ${template} ${templateRandom} Points: ${grid.points.length} Cells: ${pack.cells.i.length} States: ${pack.states.length-1} Provinces: ${pack.provinces.length-1} Burgs: ${pack.burgs.length-1} Religions: ${pack.religions.length-1}`; mapHistory.push({seed, width:graphWidth, height:graphHeight, template, created: Date.now()}); console.log(stats); } const regenerateMap = debounce(function() { console.warn("Generate new random map"); closeDialogs("#worldConfigurator"); customization = 0; undraw(); resetZoom(1000); generate(); restoreLayers(); if ($("#worldConfigurator").is(":visible")) editWorld(); }, 500); // Clear the map function undraw() { viewbox.selectAll("path, circle, polygon, line, text, use, #zones > g, #ruler > g").remove(); defs.selectAll("path, clipPath").remove(); notes = []; unfog(); }