Fantasy-Map-Generator/main.js
2021-08-15 21:07:23 +03:00

2179 lines
76 KiB
JavaScript

// Azgaar (azgaar.fmg@yandex.com). Minsk, 2017-2021. MIT License
// https://github.com/Azgaar/Fantasy-Map-Generator
'use strict';
const version = '1.652'; // generator version
document.title += ' v' + version;
// Logging constants
const PRODUCTION = window.location.host;
const DEBUG = localStorage.getItem('debug');
const INFO = DEBUG || !PRODUCTION;
const TIME = DEBUG || !PRODUCTION;
const WARN = true;
const ERROR = true;
// if map version is not stored, clear localStorage and show a message
if (rn(localStorage.getItem('version'), 1) !== rn(version, 1)) {
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').style('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 ice = viewbox.append('g').attr('id', 'ice').style('display', 'none');
let prec = viewbox.append('g').attr('id', 'prec').style('display', 'none');
let population = viewbox.append('g').attr('id', 'population');
let goods = viewbox.append('g').attr('id', 'goods');
let emblems = viewbox.append('g').attr('id', 'emblems').style('display', 'none');
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 armies = viewbox.append('g').attr('id', 'armies').style('display', 'none');
let markers = viewbox.append('g').attr('id', 'markers').style('display', 'none');
let fogging = viewbox.append('g').attr('id', 'fogging-cont').attr('mask', 'url(#fog)').append('g').attr('id', 'fogging').style('display', 'none');
let ruler = viewbox.append('g').attr('id', 'ruler').style('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');
lakes.append('g').attr('id', 'dry');
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');
// emblem groups
emblems.append('g').attr('id', 'burgEmblems');
emblems.append('g').attr('id', 'provinceEmblems');
emblems.append('g').attr('id', 'stateEmblems');
// fogging
fogging.append('rect').attr('x', 0).attr('y', 0).attr('width', '100%').attr('height', '100%');
fogging.append('rect').attr('x', 0).attr('y', 0).attr('width', '100%').attr('height', '100%').attr('fill', '#e8f0f6').attr('filter', 'url(#splotch)');
// assign events separately as not a viewbox child
scaleBar.on('mousemove', () => tip('Click to open Units Editor')).on('click', () => editUnits());
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,
mapId,
mapHistory = [],
elSelected,
modules = {},
notes = [];
let rulers = new Rulers();
let customization = 0; // 0 - no; 1 = heightmap draw; 2 - states draw; 3 - add state/burg; 4 - cultures draw
let biomesData = applyDefaultBiomesSystem();
let nameBases = Names.getNameBases(); // cultures-related data
const fonts = ['Almendra+SC', 'Georgia', 'Arial', 'Times+New+Roman', 'Comic+Sans+MS', 'Lucida+Sans+Unicode', 'Courier+New', 'Verdana', 'Arial', 'Impact']; // default 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;
let viewX = 0;
let viewY = 0;
const zoomThrottled = throttle(doWorkOnZoom, 100);
function zoomed() {
const {k, x, y} = d3.event.transform;
const isScaleChanged = Boolean(scale - k);
const isPositionChanged = Boolean(viewX - x || viewY - y);
scale = k;
viewX = x;
viewY = y;
zoomThrottled(isScaleChanged, isPositionChanged);
}
const zoom = d3.zoom().scaleExtent([1, 20]).on('zoom', zoomed);
// default options
let options = {pinNotes: false}; // options object
let mapCoordinates = {}; // map coordinates on globe
options.winds = [225, 45, 225, 315, 135, 315]; // default wind directions
let populationRate = +document.getElementById('populationRateInput').value;
let urbanization = +document.getElementById('urbanizationInput').value;
applyStoredOptions();
let graphWidth = +mapWidthInput.value,
graphHeight = +mapHeightInput.value; // voronoi graph extention, cannot be changed arter generation
let svgWidth = graphWidth,
svgHeight = graphHeight; // svg canvas resolution, can be changed
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(4000).style('opacity', 0).remove();
d3.select('#initial').transition().duration(4000).attr('opacity', 0).remove();
d3.select('#optionsContainer').transition().duration(3000).style('opacity', 1);
d3.select('#tooltip').transition().duration(4000).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')) {
WARN && 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) return loadMapFromURL(maplink, 1);
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')) {
WARN && 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) {
WARN && console.warn('Load last saved map');
try {
uploadMap(blob);
} catch (error) {
ERROR && console.error(error);
WARN && console.warn('Cannot load stored map, random map to be generated');
generateMapOnLoad();
}
} else {
ERROR && console.error('No map stored, random map to be generated');
generateMapOnLoad();
}
});
return;
}
WARN && 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) => uploadMap(blob))
.catch((error) => {
showUploadErrorMessage(error.message, URL, random);
if (random) generateMapOnLoad();
});
}
function showUploadErrorMessage(error, URL, random) {
ERROR && console.error(error);
alertMessage.innerHTML = `Cannot load map from the ${link(URL, '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() {
applyStyleOnLoad(); // apply default of previously selected 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' && document.referrer) {
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, burgs} = pack;
if (burgs.length < 2) return ERROR && console.error('Cannot select a burg for MFCG');
// used for selection
const size = +params.get('size');
const coast = +params.get('coast');
const port = +params.get('port');
const 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 burgId = selection[selected].i;
if (!burgId) {
ERROR && console.error('Cannot select a burg for MFCG');
return;
}
const b = burgs[burgId];
const referrer = new URL(document.referrer);
for (let p of referrer.searchParams) {
if (p[0] === 'name') b.name = p[1];
else if (p[0] === 'size') b.population = +p[1];
else if (p[0] === 'seed') b.MFCG = +p[1];
else if (p[0] === 'shantytown') b.shanty = +p[1];
else b[p[0]] = +p[1]; // other parameters
}
b.MFCGlink = document.referrer; // set direct link to MFCG
if (params.get('name') && params.get('name') != 'null') b.name = params.get('name');
const label = burgLabels.select("[data-id='" + burgId + "']");
if (label.size()) {
label
.text(b.name)
.classed('drag', true)
.on('mouseover', function () {
d3.select(this).classed('drag', false);
label.on('mouseover', null);
});
}
zoomTo(b.x, b.y, 8, 1600);
invokeActiveZooming();
tip('Here stands the glorious city of ' + b.name, true, 'success', 15000);
}
// 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 = ['#466eab', '#fbe79f', '#b5b887', '#d2d082', '#c8d68f', '#b6d95d', '#29bc56', '#7dcb35', '#409c43', '#4b6b32', '#96784b', '#d5e7eb', '#0b9131'];
const habitability = [0, 4, 10, 25, 40, 60, 100, 80, 90, 12, 4, 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, 200, 1000, 5000, 150]; // biome movement cost
const biomesMartix = [
// hot ↔ cold [>19°C; <-4°C]; 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, 10]),
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, 10, 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, 9, 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};
}
function showWelcomeMessage() {
const changelog = link('https://github.com/Azgaar/Fantasy-Map-Generator/wiki/Changelog', 'previous version');
const reddit = link('https://www.reddit.com/r/FantasyMapGenerator', 'Reddit community');
const discord = link('https://discordapp.com/invite/X7E84HU', 'Discord server');
const patreon = link('https://www.patreon.com/azgaar', 'Patreon');
alertMessage.innerHTML = `The Fantasy Map Generator is updated up to version <b>${version}</b>.
This version is compatible with ${changelog}, loaded <i>.map</i> files will be auto-updated.
<ul>Main changes:
<li>Ability to add river selecting its cells</li>
<li>Keep river course on edit</li>
<li>Refactor river rendering code</li>
</ul>
<p>Join our ${discord} and ${reddit} to ask questions, share maps, discuss the Generator and Worlbuilding, report bugs and propose new features.</p>
<span>Thanks for all supporters on ${patreon}!</i></span>`;
$('#alert').dialog({
resizable: false,
title: 'Fantasy Map Generator update',
width: '28em',
buttons: {
OK: function () {
$(this).dialog('close');
}
},
position: {my: 'center center-4em', at: 'center', of: 'svg'},
close: () => localStorage.setItem('version', version)
});
}
function doWorkOnZoom(isScaleChanged, isPositionChanged) {
viewbox.attr('transform', `translate(${viewX} ${viewY}) scale(${scale})`);
if (isPositionChanged) drawCoordinates();
if (isScaleChanged) {
invokeActiveZooming();
drawScaleBar();
}
// zoom image converter overlay
if (customization === 1) {
const canvas = document.getElementById('canvas');
if (!canvas || canvas.style.opacity === '0') return;
const img = document.getElementById('imageToConvert');
if (!img) return;
const ctx = canvas.getContext('2d');
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.setTransform(scale, 0, 0, scale, viewX, viewY);
ctx.drawImage(img, 0, 0, canvas.width, canvas.height);
}
}
// 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 (coastline.select('#sea_island').size() && +coastline.select('#sea_island').attr('auto-filter')) {
// toggle shade/blur filter for coatline on zoom
const filter = scale > 1.5 && scale <= 2.6 ? null : scale > 2.6 ? 'url(#blurFilter)' : 'url(#dropShadow)';
coastline.select('#sea_island').attr('filter', filter);
}
// rescale lables on zoom
if (labels.style('display') !== 'none') {
labels.selectAll('g').each(function () {
if (this.id === 'burgLabels') return;
const desired = +this.dataset.size;
const relative = Math.max(rn((desired + desired / scale) / 2, 2), 1);
if (rescaleLabels.checked) this.setAttribute('font-size', relative);
const hidden = hideLabels.checked && (relative * scale < 6 || relative * scale > 60);
if (hidden) this.classList.add('hidden');
else this.classList.remove('hidden');
});
}
// rescale emblems on zoom
if (emblems.style('display') !== 'none') {
emblems.selectAll('g').each(function () {
const size = this.getAttribute('font-size') * scale;
const hidden = hideEmblems.checked && (size < 25 || size > 300);
if (hidden) this.classList.add('hidden');
else this.classList.remove('hidden');
if (!hidden && window.COArenderer && this.children.length && !this.children[0].getAttribute('href')) renderGroupCOAs(this);
});
}
// turn off ocean pattern if scale is big (improves performance)
oceanPattern
.select('rect')
.attr('fill', scale > 10 ? '#fff' : 'url(#oceanic)')
.attr('opacity', scale > 10 ? 0.2 : null);
// change states halo width
if (!customization) {
const desired = +statesHalo.attr('data-width');
const haloSize = rn(desired / scale ** 0.8, 2);
statesHalo.attr('stroke-width', haloSize).style('display', haloSize > 0.1 ? 'block' : 'none');
}
// rescale map markers
if (+markers.attr('rescale') && markers.style('display') !== 'none') {
markers.selectAll('use').each(function () {
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((10 / scale ** 0.3) * 2, 2);
ruler.selectAll('text').attr('font-size', size);
}
}
async function renderGroupCOAs(g) {
const [group, type] = g.id === 'burgEmblems' ? [pack.burgs, 'burg'] : g.id === 'provinceEmblems' ? [pack.provinces, 'province'] : [pack.states, 'state'];
for (let use of g.children) {
const i = +use.dataset.i;
const id = type + 'COA' + i;
COArenderer.trigger(id, group[i].coa);
use.setAttribute('href', '#' + id);
}
}
// add drag to upload logic, pull request from @evyatron
void (function addDragToUpload() {
document.addEventListener('dragover', function (e) {
e.stopPropagation();
e.preventDefault();
document.getElementById('mapOverlay').style.display = null;
});
document.addEventListener('dragleave', function (e) {
document.getElementById('mapOverlay').style.display = 'none';
});
document.addEventListener('drop', function (e) {
e.stopPropagation();
e.preventDefault();
const overlay = document.getElementById('mapOverlay');
overlay.style.display = 'none';
if (e.dataTransfer.items == null || e.dataTransfer.items.length !== 1) return; // no files or more than one
const file = e.dataTransfer.items[0].getAsFile();
if (file.name.indexOf('.map') == -1) {
// not a .map file
alertMessage.innerHTML = 'Please upload a <b>.map</b> file you have previously downloaded';
$('#alert').dialog({
resizable: false,
title: 'Invalid file format',
position: {my: 'center', at: 'center', of: 'svg'},
buttons: {
Close: function () {
$(this).dialog('close');
}
}
});
return;
}
// all good - show uploading text and load the map
overlay.style.display = null;
overlay.innerHTML = 'Uploading<span>.</span><span>.</span><span>.</span>';
if (closeDialogs) closeDialogs();
uploadMap(file, () => {
overlay.style.display = 'none';
overlay.innerHTML = 'Drop a .map file to open';
});
});
})();
function generate() {
try {
const timeStart = performance.now();
invokeActiveZooming();
generateSeed();
INFO && console.group('Generated Map ' + seed);
applyMapSize();
randomizeOptions();
placePoints();
calculateVoronoi(grid, grid.points);
drawScaleBar();
HeightmapGenerator.generate();
markFeatures();
markupGridOcean();
addLakesInDeepDepressions();
openNearSeaLakes();
OceanLayers();
defineMapSize();
calculateMapCoordinates();
calculateTemperatures();
generatePrecipitation();
reGraph();
drawCoastline();
Rivers.generate();
drawRivers();
Lakes.defineGroup();
defineBiomes();
Resources.generate();
rankCells();
Cultures.generate();
Cultures.expand();
BurgsAndStates.generate();
Religions.generate();
BurgsAndStates.defineStateForms();
BurgsAndStates.defineTaxes();
Production.collectResources();
Trade.defineCenters();
Trade.calculateDistances();
Trade.exportGoods();
Trade.importGoods();
// temp, replace with route generator
pack.cells.road = new Uint16Array(pack.cells.i.length);
pack.cells.crossroad = new Uint16Array(pack.cells.i.length);
BurgsAndStates.generateProvinces();
BurgsAndStates.defineBurgFeatures();
drawStates();
drawBorders();
BurgsAndStates.drawStateLabels();
Rivers.specify();
Lakes.generateName();
Military.generate();
addMarkers();
addZones();
Names.getMapName();
WARN && console.warn(`TOTAL: ${rn((performance.now() - timeStart) / 1000, 2)}s`);
showStatistics();
INFO && console.groupEnd('Generated Map ' + seed);
} catch (error) {
ERROR && console.error(error);
clearMainTip();
alertMessage.innerHTML = `An error is occured on map generation. Please retry.
<br>If error is critical, clear the stored data and try again.
<p id="errorBox">${parseError(error)}</p>`;
$('#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.random = aleaPRNG(seed);
}
// Place points to calculate Voronoi diagram
function placePoints() {
TIME && console.time('placePoints');
const cellsDesired = +pointsInput.dataset.cells;
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);
TIME && console.timeEnd('placePoints');
}
// calculate Delaunay and then Voronoi diagram
function calculateVoronoi(graph, points) {
TIME && console.time('calculateDelaunay');
const n = points.length;
const allPoints = points.concat(grid.boundary);
const delaunay = Delaunator.from(allPoints);
TIME && console.timeEnd('calculateDelaunay');
TIME && console.time('calculateVoronoi');
const voronoi = new 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;
TIME && console.timeEnd('calculateVoronoi');
}
// Mark features (ocean, lakes, islands) and calculate distance field
function markFeatures() {
TIME && console.time('markFeatures');
Math.random = aleaPRNG(seed); // 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((c) => {
const cLand = heights[c] >= 20;
if (land === cLand && !cells.f[c]) {
cells.f[c] = i;
queue.push(c);
} else if (land && !cLand) {
cells.t[q] = 1;
cells.t[c] = -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
}
TIME && console.timeEnd('markFeatures');
}
function markupGridOcean() {
TIME && console.time('markupGridOcean');
markup(grid.cells, -2, -1, -10);
TIME && console.timeEnd('markupGridOcean');
}
function markup(cells, start, increment, limit) {
for (let t = start, count = Infinity; count > 0 && t > limit; t += increment) {
count = 0;
const prevT = t - increment;
for (let i = 0; i < cells.i.length; i++) {
if (cells.t[i] !== prevT) continue;
for (const c of cells.c[i]) {
if (cells.t[c]) continue;
cells.t[c] = t;
count++;
}
}
}
}
function addLakesInDeepDepressions() {
TIME && console.time('addLakesInDeepDepressions');
const {cells, features} = grid;
const {c, h, b} = cells;
const ELEVATION_LIMIT = +document.getElementById('lakeElevationLimitOutput').value;
if (ELEVATION_LIMIT === 80) return;
for (const i of cells.i) {
if (b[i] || h[i] < 20) continue;
const minHeight = d3.min(c[i].map((c) => h[c]));
if (h[i] > minHeight) continue;
let deep = true;
const threshold = h[i] + ELEVATION_LIMIT;
const queue = [i];
const checked = [];
checked[i] = true;
// check if elevated cell can potentially pour to water
while (deep && queue.length) {
const q = queue.pop();
for (const n of c[q]) {
if (checked[n]) continue;
if (h[n] >= threshold) continue;
if (h[n] < 20) {
deep = false;
break;
}
checked[n] = true;
queue.push(n);
}
}
// if not, add a lake
if (deep) {
const lakeCells = [i].concat(c[i].filter((n) => h[n] === h[i]));
addLake(lakeCells);
}
}
function addLake(lakeCells) {
const f = features.length;
lakeCells.forEach((i) => {
cells.h[i] = 19;
cells.t[i] = -1;
cells.f[i] = f;
c[i].forEach((n) => !lakeCells.includes(n) && (cells.t[c] = 1));
});
features.push({i: f, land: false, border: false, type: 'lake'});
}
TIME && console.timeEnd('addLakesInDeepDepressions');
}
// near sea lakes usually get a lot of water inflow, most of them should brake threshold and flow out to sea (see Ancylus Lake)
function openNearSeaLakes() {
if (templateInput.value === 'Atoll') return; // no need for Atolls
const cells = grid.cells;
const features = grid.features;
if (!features.find((f) => f.type === 'lake')) return; // no lakes
TIME && console.time('openLakes');
const LIMIT = 22; // max height that can be breached by water
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
removeLake(c, lake, ocean);
break check_neighbours;
}
}
}
function removeLake(threshold, lake, ocean) {
cells.h[threshold] = 19;
cells.t[threshold] = -1;
cells.f[threshold] = ocean;
cells.c[threshold].forEach(function (c) {
if (cells.h[c] >= 20) cells.t[c] = 1; // mark as coastline
});
features[lake].type = 'ocean'; // mark former lake as ocean
}
TIME && console.timeEnd('openLakes');
}
// define map size and position based on template and random factor
function defineMapSize() {
const [size, latitude] = getSizeAndLatitude();
const randomize = new URL(window.location.href).searchParams.get('options') === 'default'; // ignore stored options
if (randomize || !locked('mapSize')) mapSizeOutput.value = mapSizeInput.value = size;
if (randomize || !locked('latitude')) latitudeOutput.value = latitudeInput.value = latitude;
function getSizeAndLatitude() {
const template = document.getElementById('templateInput').value; // heightmap template
const part = grid.features.some((f) => f.land && f.border); // if land goes over map borders
const max = part ? 80 : 100; // max size
const lat = () => gauss(P(0.5) ? 40 : 60, 15, 25, 75); // latiture shift
if (!part) {
if (template === 'Pangea') return [100, 50];
if (template === 'Shattered' && P(0.7)) return [100, 50];
if (template === 'Continents' && P(0.5)) return [100, 50];
if (template === 'Archipelago' && P(0.35)) return [100, 50];
if (template === 'High Island' && P(0.25)) return [100, 50];
if (template === 'Low Island' && P(0.1)) return [100, 50];
}
if (template === 'Pangea') return [gauss(70, 20, 30, max), lat()];
if (template === 'Volcano') return [gauss(20, 20, 10, max), lat()];
if (template === 'Mediterranean') return [gauss(25, 30, 15, 80), lat()];
if (template === 'Peninsula') return [gauss(15, 15, 5, 80), lat()];
if (template === 'Isthmus') return [gauss(15, 20, 3, 80), lat()];
if (template === 'Atoll') return [gauss(5, 10, 2, max), lat()];
return [gauss(30, 20, 15, max), lat()]; // Continents, Archipelago, High Island, Low Island
}
}
// 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() {
TIME && 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;
const int = d3.easePolyInOut.exponent(0.5); // interpolation function
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); // [0; 90]
const initTemp = tEq - int(lat / 90) * tDelta;
for (let i = r; i < r + grid.cellsX; i++) {
cells.temp[i] = Math.max(Math.min(initTemp - convertToFriendly(cells.h[i]), 127), -128);
}
});
// 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);
}
TIME && console.timeEnd('calculateTemperatures');
}
// simplest precipitation model
function generatePrecipitation() {
TIME && 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 through 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 (options.winds[tier] > 40 && options.winds[tier] < 140) westerly.push([c, latMod, tier]);
else if (options.winds[tier] > 220 && options.winds[tier] < 320) easterly.push([c + cellsX - 1, latMod, tier]);
if (options.winds[tier] > 100 && options.winds[tier] < 260) northerly++;
else if (options.winds[tier] > 280 || options.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');
})();
TIME && console.timeEnd('generatePrecipitation');
}
// recalculate Voronoi Graph to pack cells
function reGraph() {
TIME && console.time('reGraph');
let {cells, points, features} = grid;
const newCells = {p: [], g: [], h: []}; // 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, y] = points[i];
addNewPoint(i, x, y, height);
// 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(i, x1, y1, height);
}
});
}
}
function addNewPoint(i, x, y, height) {
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)))));
TIME && console.timeEnd('reGraph');
}
// Detect and draw the coasline
function drawCoastline() {
TIME && 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 = clipPoly(
vchain.map((v) => vertices.p[v]),
1
);
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('#freshwater')
.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])];
rulers.create(Ruler, [from, to]);
}
}
// 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 < 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;
}
// 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]);
}
}
TIME && console.timeEnd('drawCoastline');
}
// Re-mark features (ocean, lakes, islands)
function reMarkFeatures() {
TIME && 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 = cells.i.length < 65535 ? new Uint16Array(cells.i.length) : new Uint32Array(cells.i.length); // cell haven (opposite water cell);
cells.harbor = new Uint8Array(cells.i.length); // cell harbor (number of adjacent water cells);
const defineHaven = (i) => {
const water = cells.c[i].filter((c) => cells.h[c] < 20);
const dist2 = water.map((c) => (cells.p[i][0] - cells.p[c][0]) ** 2 + (cells.p[i][1] - cells.p[c][1]) ** 2);
const closest = water[dist2.indexOf(Math.min.apply(Math, dist2))];
cells.haven[i] = closest;
cells.harbor[i] = water.length;
};
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.t[q] = 1;
cells.t[e] = -1;
if (!cells.haven[q]) defineHaven(q);
} 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;
}
if (!cells.f[e] && land === eLand) {
queue.push(e);
cells.f[e] = i;
cellNumber++;
}
});
}
const type = land ? 'island' : border ? 'ocean' : 'lake';
let group;
if (type === 'ocean') group = defineOceanGroup(cellNumber);
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
}
// markupPackLand
markup(pack.cells, 3, 1, 0);
function defineOceanGroup(number) {
if (number > grid.cells.i.length / 25) return 'ocean';
if (number > grid.cells.i.length / 100) return 'sea';
return 'gulf';
}
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';
}
TIME && console.timeEnd('reMarkFeatures');
}
// assign biome id for each cell
function defineBiomes() {
TIME && console.time('defineBiomes');
const cells = pack.cells,
f = pack.features,
temp = grid.cells.temp,
prec = grid.cells.prec;
cells.biome = new Uint8Array(cells.i.length); // biomes array
for (const i of cells.i) {
const t = temp[cells.g[i]]; // cell temperature
const h = cells.h[i]; // cell height
const m = h < 20 ? 0 : calculateMoisture(i); // cell moisture
cells.biome[i] = getBiomeId(m, t, h);
}
function calculateMoisture(i) {
let moist = 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) => prec[cells.g[c]])
.concat([moist]);
return rn(4 + d3.mean(n));
}
TIME && console.timeEnd('defineBiomes');
}
// assign biome id to a cell
function getBiomeId(moisture, temperature, height) {
if (temperature < -5) return 11; // permafrost biome, including sea ice
if (height < 20) return 0; // marine biome: liquid water cells
if (moisture > 40 && temperature > -2 && (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 rang cells for culture center and burgs placement
function rankCells() {
TIME && console.time('rankCells');
const {cells, features} = pack;
cells.s = new Int16Array(cells.i.length); // cell suitability score
cells.pop = new Float32Array(cells.i.length); // cell population
const flMean = d3.median(cells.fl.filter((f) => f)) || 0;
const flMax = d3.max(cells.fl) + d3.max(cells.conf); // to normalize flux
const areaMean = d3.mean(cells.area); // to adjust population by cell area
const getResValue = (i) => (cells.resource[i] ? Resources.get(cells.resource[i])?.value : 0); // get bonus resource scope
const POP_BALANCER = 1.5; // to ballance population to desired number
for (const i of cells.i) {
if (cells.b[i]) continue; // avoid adding burgs on map border
if (cells.h[i] < 20) continue; // no population in water
let s = biomesData.habitability[cells.biome[i]] / 10; // base suitability derived from biome habitability
if (!s) continue; // uninhabitable biomes has 0 suitability
if (flMean) s += normalize(cells.fl[i] + cells.conf[i], flMean, flMax) * 50; // big rivers and confluences are valued
s -= (cells.h[i] - 50) / 25; // low elevation is valued, high is not;
if (cells.t[i] === 1) {
if (cells.r[i]) s += 3; // estuary is valued
const {type, group} = features[cells.f[cells.haven[i]]];
if (type === 'lake') {
if (group === 'freshwater') s += 5;
else if (group == 'salt') s += 2;
else if (group == 'dry') s -= 1;
else if (group == 'sinkhole') s -= 1;
else if (group == 'lava') s -= 6;
} else {
s += 1; // ocean coast is valued
if (cells.harbor[i] === 1) s += 4; // safe sea harbor is valued
}
}
// add bonus for resources around
const cellRes = getResValue(i);
const neibRes = d3.mean(cells.c[i].map((c) => getResValue(c)));
const resBonus = (cellRes ? cellRes + 10 : 0) + neibRes;
// cell rural population is suitability adjusted by cell area
cells.pop[i] = s > 0 ? (s * POP_BALANCER * cells.area[i]) / areaMean : 0;
cells.s[i] = s + resBonus;
}
TIME && console.timeEnd('rankCells');
}
// generate some markers
function addMarkers(number = 1) {
if (!number) return;
TIME && console.time('addMarkers');
const cells = pack.cells,
states = pack.states;
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, 50, 13);
while (count && mounts.length) {
const cell = mounts.splice(biased(0, mounts.length - 1, 5), 1);
const x = cells.p[cell][0],
y = cells.p[cell][1];
const id = appendMarker(cell, 'volcano');
const proper = Names.getCulture(cells.culture[cell]);
const name = P(0.3) ? 'Mount ' + proper : Math.random() > 0.3 ? proper + ' Volcano' : proper;
notes.push({id, name, legend: `Active volcano. Height: ${getFriendlyHeight([x, y])}`});
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, 52, 12.5);
while (count && springs.length) {
const cell = springs.splice(biased(1, springs.length - 1, 3), 1);
const id = appendMarker(cell, 'hot_springs');
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: ${temp}`});
count--;
}
})();
void (function addMines() {
let hills = Array.from(cells.i).filter((i) => cells.h[i] > 47 && cells.burg[i]);
let count = !hills.length ? 0 : Math.ceil((hills.length / 7) * number);
if (!count) return;
addMarker('mine', '⛏️', 48, 50, 13.5);
const resources = {salt: 5, gold: 2, silver: 4, copper: 2, iron: 3, lead: 1, tin: 1};
while (count && hills.length) {
const cell = hills.splice(Math.floor(Math.random() * hills.length), 1);
const id = appendMarker(cell, 'mine');
const resource = rw(resources);
const burg = pack.burgs[cells.burg[cell]];
const name = `${burg.name}${resource} mining town`;
const population = rn(burg.population * populationRate * urbanization);
const legend = `${burg.name} is a mining town of ${population} people just nearby the ${resource} mine`;
notes.push({id, name, legend});
count--;
}
})();
void (function addBridges() {
const meanRoad = d3.mean(cells.road.filter((r) => r));
const meanFlux = d3.mean(cells.fl.filter((fl) => fl));
let bridges = Array.from(cells.i)
.filter((i) => cells.burg[i] && cells.h[i] >= 20 && cells.r[i] && cells.fl[i] > meanFlux && cells.road[i] > meanRoad)
.sort((a, b) => cells.road[b] + cells.fl[b] / 10 - (cells.road[a] + cells.fl[a] / 10));
let count = !bridges.length ? 0 : Math.ceil((bridges.length / 12) * number);
if (count) addMarker('bridge', '🌉', 50, 50, 14);
while (count && bridges.length) {
const cell = bridges.splice(0, 1);
const id = appendMarker(cell, 'bridge');
const burg = pack.burgs[cells.burg[cell]];
const river = pack.rivers.find((r) => r.i === pack.cells.r[cell]);
const riverName = river ? `${river.name} ${river.type}` : 'river';
const name = river && P(0.2) ? river.name : burg.name;
notes.push({id, name: `${name} Bridge`, legend: `A stone bridge over the ${riverName} near ${burg.name}`});
count--;
}
})();
void (function addInns() {
const maxRoad = d3.max(cells.road) * 0.9;
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, 14.5);
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 id = appendMarker(cell, 'inn');
const type = P(0.3) ? 'inn' : 'tavern';
const name = P(0.5) ? ra(color) + ' ' + ra(animal) : P(0.6) ? 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 id = appendMarker(cell, 'lighthouse');
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 id = appendMarker(cell, 'waterfall');
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.state[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);
if (count) addMarker('battlefield', '⚔️', 50, 52, 12);
while (count && battlefields.length) {
const cell = battlefields.splice(Math.floor(Math.random() * battlefields.length), 1);
const id = appendMarker(cell, 'battlefield');
const campaign = ra(states[cells.state[cell]].campaigns);
const date = generateDate(campaign.start, campaign.end);
const name = Names.getCulture(cells.culture[cell]) + ' Battlefield';
const legend = `A historical battle of the ${campaign.name}. \r\nDate: ${date} ${options.era}`;
notes.push({id, name, legend});
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);
}
function appendMarker(cell, type) {
const x = cells.p[cell][0],
y = cells.p[cell][1];
const id = getNextId('markerElement');
const name = '#marker_' + type;
markers
.append('use')
.attr('id', id)
.attr('xlink:href', name)
.attr('data-id', name)
.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);
return id;
}
TIME && console.timeEnd('addMarkers');
}
// regenerate some zones
function addZones(number = 1) {
TIME && 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 = P(0.4) ? 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, Skirmishes: 1, Incursion: 2, Pillaging: 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 && s.neighbors.some((n) => n)));
if (!state) return;
const neib = ra(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, Mutineers: 1, Rioters: 1, Separatists: 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, 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 volcano = document.getElementById('markers').querySelector("use[data-id='#marker_volcano']");
if (!volcano) return;
const x = +volcano.dataset.x,
y = +volcano.dataset.y,
cell = findCell(x, y);
const id = volcano.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 = P(0.5) ? queue.shift() : queue.pop();
cellsArray.push(q);
if (cellsArray.length > power) break;
cells.c[q].forEach((e) => {
if (used[e] || cells.h[e] < 20) 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 = P(0.3) ? 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.t[e] > 2) 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;
});
})();
TIME && console.timeEnd('addZones');
}
// show map stats on generation complete
function showStatistics() {
const template = templateInput.value;
const templateRandom = locked('template') ? '' : '(random)';
const stats = ` Seed: ${seed}
Canvas size: ${graphWidth}x${graphHeight}
Template: ${template} ${templateRandom}
Points: ${grid.points.length}
Cells: ${pack.cells.i.length}
Map size: ${mapSizeOutput.value}%
States: ${pack.states.length - 1}
Provinces: ${pack.provinces.length - 1}
Burgs: ${pack.burgs.length - 1}
Religions: ${pack.religions.length - 1}
Culture set: ${culturesSet.selectedOptions[0].innerText}
Cultures: ${pack.cultures.length - 1}`;
mapId = Date.now(); // unique map id is it's creation date number
mapHistory.push({seed, width: graphWidth, height: graphHeight, template, created: mapId});
INFO && console.log(stats);
}
const regenerateMap = debounce(function () {
WARN && console.warn('Generate new random map');
closeDialogs('#worldConfigurator, #options3d');
customization = 0;
undraw();
resetZoom(1000);
generate();
restoreLayers();
if (ThreeD.options.isOn) ThreeD.redraw();
if ($('#worldConfigurator').is(':visible')) editWorld();
}, 1000);
// clear the map
function undraw() {
viewbox.selectAll('path, circle, polygon, line, text, use, #zones > g, #armies > g, #ruler > g').remove();
document
.getElementById('deftemp')
.querySelectorAll('path, clipPath, svg')
.forEach((el) => el.remove());
document.getElementById('coas').innerHTML = ''; // remove auto-generated emblems
notes = [];
rulers = new Rulers();
unfog();
}