import {MIN_LAND_HEIGHT, DISTANCE_FIELD} from "config/generation"; import {TIME} from "config/logging"; import {INT8_MAX} from "constants"; // @ts-expect-error js module import {aleaPRNG} from "scripts/aleaPRNG"; import {createTypedArray} from "utils/arrayUtils"; import {dist2} from "utils/functionUtils"; const {UNMARKED, LAND_COAST, WATER_COAST, LANDLOCKED, DEEPER_WATER} = DISTANCE_FIELD; // define features (oceans, lakes, islands) export function markupGridFeatures(grid: IGridWithHeights) { TIME && console.time("markupGridFeatures"); Math.random = aleaPRNG(seed); // get the same result on heightmap edit in Erase mode if (!grid.cells || !grid.cells.h) { throw new Error("markupGridFeatures: grid.cells.h is required"); } const cells = grid.cells; const heights = cells.h; const n = cells.i.length; const featureIds = new Uint16Array(n); // starts from 1 const distanceField = new Int8Array(n); const features: TGridFeatures = [0]; const queue = [0]; for (let featureId = 1; queue[0] !== -1; featureId++) { const firstCell = queue[0]; featureIds[firstCell] = featureId; const land = heights[firstCell] >= MIN_LAND_HEIGHT; let border = false; // set true if feature touches map edge while (queue.length) { const cellId = queue.pop()!; if (cells.b[cellId]) border = true; for (const neighborId of cells.c[cellId]) { const isNeibLand = heights[neighborId] >= MIN_LAND_HEIGHT; if (land === isNeibLand && featureIds[neighborId] === UNMARKED) { featureIds[neighborId] = featureId; queue.push(neighborId); } else if (land && !isNeibLand) { distanceField[cellId] = LAND_COAST; distanceField[neighborId] = WATER_COAST; } } } const type = land ? "island" : border ? "ocean" : "lake"; features.push({i: featureId, land, border, type}); queue[0] = featureIds.findIndex(f => f === UNMARKED); // find unmarked cell } // markup deep ocean cells const dfOceanMarked = markup({ distanceField, neighbors: grid.cells.c, start: DEEPER_WATER, increment: -1, limit: -10 }); TIME && console.timeEnd("markupGridFeatures"); return {featureIds, distanceField: dfOceanMarked, features}; } // define features (oceans, lakes, islands) add related details export function markupPackFeatures(grid: IGrid, cells: Pick) { TIME && console.time("markupPackFeatures"); const packCellsNumber = cells.h.length; const gridCellsNumber = grid.cells.h.length; const features: TPackFeatures = [0]; const featureIds = new Uint16Array(packCellsNumber); // ids of features, starts from 1 const distanceField = new Int8Array(packCellsNumber); // distance from coast; 1 = land along coast; -1 = water along coast const haven = createTypedArray({maxValue: packCellsNumber, length: packCellsNumber}); // haven (opposite water cell) const harbor = new Uint8Array(packCellsNumber); // harbor (number of adjacent water cells) const defineHaven = (cellId: number) => { const waterCells = cells.c[cellId].filter(c => cells.h[c] < MIN_LAND_HEIGHT); const distances = waterCells.map(c => dist2(cells.p[cellId], cells.p[c])); const closest = distances.indexOf(Math.min.apply(Math, distances)); haven[cellId] = waterCells[closest]; harbor[cellId] = waterCells.length; }; const OCEAN_MIN_SIZE = gridCellsNumber / 25; const SEA_MIN_SIZE = gridCellsNumber / 1000; const CONTINENT_MIN_SIZE = gridCellsNumber / 10; const ISLAND_MIN_SIZE = gridCellsNumber / 1000; function defineOceanGroup(cellsNumber: number) { if (cellsNumber > OCEAN_MIN_SIZE) return "ocean"; if (cellsNumber > SEA_MIN_SIZE) return "sea"; return "gulf"; } function defineIslandGroup(firstCell: number, cellsNumber: number) { const prevCellFeature = features[featureIds[firstCell - 1]]; if (prevCellFeature && prevCellFeature.type === "lake") return "lake_island"; if (cellsNumber > CONTINENT_MIN_SIZE) return "continent"; if (cellsNumber > ISLAND_MIN_SIZE) return "island"; return "isle"; } function addIsland(featureId: number, border: boolean, firstCell: number, cells: number) { const group = defineIslandGroup(firstCell, cells); const feature: IPackFeatureIsland = {i: featureId, type: "island", group, land: true, border, cells, firstCell}; features.push(feature); } function addOcean(featureId: number, firstCell: number, cells: number) { const group = defineOceanGroup(cells); const feature: IPackFeatureOcean = { i: featureId, type: "ocean", group, land: false, border: false, cells, firstCell }; features.push(feature); } function addLake(featureId: number, firstCell: number, cells: number) { const group = "freshwater"; // temp, to be defined later const name = ""; // temp, to be defined later const feature: IPackFeatureLake = { i: featureId, type: "lake", group, name, land: false, border: false, cells, firstCell }; features.push(feature); } const queue = [0]; for (let featureId = 1; queue[0] !== -1; featureId++) { const firstCell = queue[0]; featureIds[firstCell] = featureId; // assign feature number const land = cells.h[firstCell] >= MIN_LAND_HEIGHT; let border = false; // true if feature touches map border let cellNumber = 1; // count cells in a feature while (queue.length) { const cellId = queue.pop()!; if (cells.b[cellId]) border = true; for (const neighborId of cells.c[cellId]) { const isNeibLand = cells.h[neighborId] >= MIN_LAND_HEIGHT; if (land && !isNeibLand) { distanceField[cellId] = LAND_COAST; distanceField[neighborId] = WATER_COAST; if (!haven[cellId]) defineHaven(cellId); } else if (land && isNeibLand) { if (distanceField[neighborId] === UNMARKED && distanceField[cellId] === LAND_COAST) distanceField[neighborId] = LANDLOCKED; else if (distanceField[cellId] === UNMARKED && distanceField[neighborId] === LAND_COAST) distanceField[cellId] = LANDLOCKED; } if (!featureIds[neighborId] && land === isNeibLand) { queue.push(neighborId); featureIds[neighborId] = featureId; cellNumber++; } } } // const vertices = detectFeatureVertices(cells, firstCell); if (land) addIsland(featureId, border, firstCell, cellNumber); else if (border) addOcean(featureId, firstCell, cellNumber); else addLake(featureId, firstCell, cellNumber); queue[0] = featureIds.findIndex(f => f === UNMARKED); // find unmarked cell } // markup pack land cells const dfLandMarked = markup({distanceField, neighbors: cells.c, start: LANDLOCKED + 1, increment: 1}); TIME && console.timeEnd("markupPackFeatures"); return {features, featureIds, distanceField: dfLandMarked, haven, harbor}; } // calculate distance to coast for every cell function markup({ distanceField, neighbors, start, increment, limit = INT8_MAX }: { distanceField: Int8Array; neighbors: number[][]; start: number; increment: number; limit?: number; }) { for (let distance = start, marked = Infinity; marked > 0 && distance > limit; distance += increment) { marked = 0; const prevDistance = distance - increment; for (let cellId = 0; cellId < neighbors.length; cellId++) { if (distanceField[cellId] !== prevDistance) continue; for (const neighborId of neighbors[cellId]) { if (distanceField[neighborId] !== UNMARKED) continue; distanceField[neighborId] = distance; marked++; } } } return distanceField; } // 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 < 50000); i++) { const prev = chain[chain.length - 1]; // previous vertex in chain 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]) { ERROR && console.error("Next vertex is not found"); break; } } return chain; }