(function (global, factory) { typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() : typeof define === 'function' && define.amd ? define(factory) : (global.Routes = factory()); }(this, (function () {'use strict'; const getRoads = function() { console.time("generateMainRoads"); const cells = pack.cells, burgs = pack.burgs.filter(b => b.i && !b.removed); const capitals = burgs.filter(b => b.capital); if (capitals.length < 2) return []; // not enough capitals to build main roads const paths = []; // array to store path segments for (const b of capitals) { const connect = capitals.filter(c => c.i > b.i && c.feature === b.feature); if (!connect.length) continue; const farthest = d3.scan(connect, (a, c) => ((c.y - b.y) ** 2 + (c.x - b.x) ** 2) - ((a.y - b.y) ** 2 + (a.x - b.x) ** 2)); const [from, exit] = findLandPath(b.cell, connect[farthest].cell, null); const segments = restorePath(b.cell, exit, "main", from); segments.forEach(s => paths.push(s)); } cells.i.forEach(i => cells.s[i] += cells.road[i] / 2); // add roads to suitability score console.timeEnd("generateMainRoads"); return paths; } const getTrails = function() { console.time("generateTrails"); const cells = pack.cells, burgs = pack.burgs.filter(b => b.i && !b.removed); if (burgs.length < 2) return []; // not enough burgs to build trails let paths = []; // array to store path segments for (const f of pack.features.filter(f => f.land)) { const isle = burgs.filter(b => b.feature === f.i); // burgs on island if (isle.length < 2) continue; isle.forEach(function(b, i) { let path = []; if (!i) { // build trail from the first burg on island to the farthest one on the same island const farthest = d3.scan(isle, (a, c) => ((c.y - b.y) ** 2 + (c.x - b.x) ** 2) - ((a.y - b.y) ** 2 + (a.x - b.x) ** 2)); const to = isle[farthest].cell; if (cells.road[to]) return; const [from, exit] = findLandPath(b.cell, to, null); path = restorePath(b.cell, exit, "small", from); } else { // build trail from all other burgs to the closest road on the same island if (cells.road[b.cell]) return; const [from, exit] = findLandPath(b.cell, null, true); if (exit === null) return; path = restorePath(b.cell, exit, "small", from); } if (path) paths = paths.concat(path); }); } console.timeEnd("generateTrails"); return paths; } const getSearoutes = function() { console.time("generateSearoutes"); const allPorts = pack.burgs.filter(b => b.port > 0 && !b.removed); if (allPorts.length < 2) return []; const bodies = new Set(allPorts.map(b => b.port)); // features with ports let paths = []; // array to store path segments const connected = []; // store cell id of connected burgs bodies.forEach(function(f) { const ports = allPorts.filter(b => b.port === f); // all ports on the same feature if (ports.length < 2) return; for (let s=0; s < ports.length; s++) { const source = ports[s].cell; if (connected[source]) continue; for (let t=s+1; t < ports.length; t++) { const target = ports[t].cell; if (connected[target]) continue; const [from, exit, passable] = findOceanPath(target, source, true); if (!passable) continue; const path = restorePath(target, exit, "ocean", from); paths = paths.concat(path); connected[source] = 1; connected[target] = 1; } } }); console.timeEnd("generateSearoutes"); return paths; } const draw = function(main, small, ocean) { console.time("drawRoutes"); const cells = pack.cells, burgs = pack.burgs; lineGen.curve(d3.curveCatmullRom.alpha(0.1)); // main routes roads.selectAll("path").data(main).enter().append("path") .attr("id", (d, i) => "road" + i) .attr("d", d => round(lineGen(d.map(c => { const b = cells.burg[c]; const x = b ? burgs[b].x : cells.p[c][0]; const y = b ? burgs[b].y : cells.p[c][1]; return [x, y]; })), 1)); // small routes trails.selectAll("path").data(small).enter().append("path") .attr("id", (d, i) => "trail" + i) .attr("d", d => round(lineGen(d.map(c => { const b = cells.burg[c]; const x = b ? burgs[b].x : cells.p[c][0]; const y = b ? burgs[b].y : cells.p[c][1]; return [x, y]; })), 1)); // ocean routes lineGen.curve(d3.curveBundle.beta(1)); searoutes.selectAll("path").data(ocean).enter().append("path") .attr("id", (d, i) => "searoute" + i) .attr("d", d => round(lineGen(d.map(c => { const b = cells.burg[c]; const x = b ? burgs[b].x : cells.p[c][0]; const y = b ? burgs[b].y : cells.p[c][1]; return [x, y]; })), 1)); console.timeEnd("drawRoutes"); } const regenerate = function() { routes.selectAll("path").remove(); pack.cells.road = new Uint16Array(pack.cells.i.length); pack.cells.crossroad = new Uint16Array(pack.cells.i.length); const main = getRoads(); const small = getTrails(); const ocean = getSearoutes(); draw(main, small, ocean); } return {getRoads, getTrails, getSearoutes, draw, regenerate}; // Find a land path to a specific cell (exit), to a closest road (toRoad), or to all reachable cells (null, null) function findLandPath(start, exit = null, toRoad = null) { const cells = pack.cells; const queue = new PriorityQueue({comparator: (a, b) => a.p - b.p}); const cost = [], from = []; queue.queue({e: start, p: 0}); while (queue.length) { const next = queue.dequeue(), n = next.e, p = next.p; if (toRoad && cells.road[n]) return [from, n]; for (const c of cells.c[n]) { if (cells.h[c] < 20) continue; // ignore water cells const stateChangeCost = cells.state && cells.state[c] !== cells.state[n] ? 400 : 0; // trails tend to lay within the same state const habitability = biomesData.habitability[cells.biome[c]]; const habitedCost = habitability ? Math.max(100 - habitability, 0) : 400; // routes tend to lay within populated areas const heightChangeCost = Math.abs(cells.h[c] - cells.h[n]) * 10; // routes tend to avoid elevation changes const heightCost = cells.h[c] > 80 ? cells.h[c] : 0; // routes tend to avoid mountainous areas const cellCoast = 10 + stateChangeCost + habitedCost + heightChangeCost + heightCost; const totalCost = p + (cells.road[c] || cells.burg[c] ? cellCoast / 3 : cellCoast); if (from[c] || totalCost >= cost[c]) continue; from[c] = n; if (c === exit) return [from, exit]; cost[c] = totalCost; queue.queue({e: c, p: totalCost}); } } return [from, exit]; } function restorePath(start, end, type, from) { const cells = pack.cells; const path = []; // to store all segments; let segment = [], current = end, prev = end; const score = type === "main" ? 5 : 1; // to incrade road score at cell if (type === "ocean" || !cells.road[prev]) segment.push(end); if (!cells.road[prev]) cells.road[prev] = score; for (let i = 0, limit = 1000; i < limit; i++) { if (!from[current]) break; current = from[current]; if (cells.road[current]) { if (segment.length) { segment.push(current); path.push(segment); if (segment[0] !== end) {cells.road[segment[0]] += score; cells.crossroad[segment[0]] += score;} if (current !== start) {cells.road[current] += score; cells.crossroad[current] += score;} } segment = []; prev = current; } else { if (prev) segment.push(prev); prev = null; segment.push(current); } cells.road[current] += score; if (current === start) break; } if (segment.length > 1) path.push(segment); return path; } // find water paths function findOceanPath(start, exit = null, toRoute = null) { const cells = pack.cells, temp = grid.cells.temp; const queue = new PriorityQueue({comparator: (a, b) => a.p - b.p}); const cost = [], from = []; queue.queue({e: start, p: 0}); while (queue.length) { const next = queue.dequeue(), n = next.e, p = next.p; if (toRoute && n !== start && cells.road[n]) return [from, n, true]; for (const c of cells.c[n]) { if (c === exit) {from[c] = n; return [from, exit, true];} if (cells.h[c] >= 20) continue; // ignore land cells if (temp[cells.g[c]] <= -5) continue; // ignore cells with term <= -5 const dist2 = (cells.p[c][1] - cells.p[n][1]) ** 2 + (cells.p[c][0] - cells.p[n][0]) ** 2; const totalCost = p + (cells.road[c] ? 1 + dist2 / 2 : dist2 + (cells.t[c] ? 1 : 100)); if (from[c] || totalCost >= cost[c]) continue; from[c] = n, cost[c] = totalCost; queue.queue({e: c, p: totalCost}); } } return [from, exit, false]; } })));