mirror of
https://github.com/Azgaar/Fantasy-Map-Generator.git
synced 2025-12-16 17:31:24 +01:00
* feat: render states - use global fn * feat: render states - separate pole detection from layer render * feat: render provinces * chore: unify drawFillWithGap * refactor: drawIce * refactor: drawBorders * refactor: drawHeightmap * refactor: drawTemperature * refactor: drawBiomes * refactor: drawPrec * refactor: drawPrecipitation * refactor: drawPopulation * refactor: drawCells * refactor: geColor * refactor: drawMarkers * refactor: drawScaleBar * refactor: drawScaleBar * refactor: drawMilitary * refactor: pump version to 1.104.00 * refactor: pump version to 1.104.00 * refactor: drawCoastline and createDefaultRuler * refactor: drawCoastline * refactor: Features module start * refactor: features - define distance fields * feat: drawFeatures * feat: drawIce don't hide * feat: detect coastline - fix issue with border feature * feat: separate labels rendering from generation process * feat: auto-update and restore layers * refactor - change layers * refactor - sort layers * fix: regenerate burgs to re-render layers * fix: getColor is not defined * fix: burgs overview - don't auto-show labels on hover * fix: redraw population on change * refactor: improve tooltip logic for burg labels and icons * chore: pump version to 1.104.0 * fefactor: edit coastline and lake * fix: minot fixes * fix: submap --------- Co-authored-by: Azgaar <azgaar.fmg@yandex.com>
120 lines
4.2 KiB
JavaScript
120 lines
4.2 KiB
JavaScript
"use strict";
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function drawBorders() {
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TIME && console.time("drawBorders");
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const {cells, vertices} = pack;
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const statePath = [];
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const provincePath = [];
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const checked = {};
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const isLand = cellId => cells.h[cellId] >= 20;
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for (let cellId = 0; cellId < cells.i.length; cellId++) {
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if (!cells.state[cellId]) continue;
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const provinceId = cells.province[cellId];
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const stateId = cells.state[cellId];
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// bordering cell of another province
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if (provinceId) {
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const provToCell = cells.c[cellId].find(neibId => {
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const neibProvinceId = cells.province[neibId];
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return (
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neibProvinceId &&
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provinceId > neibProvinceId &&
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!checked[`prov-${provinceId}-${neibProvinceId}-${cellId}`] &&
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cells.state[neibId] === stateId
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);
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});
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if (provToCell !== undefined) {
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const addToChecked = cellId => (checked[`prov-${provinceId}-${cells.province[provToCell]}-${cellId}`] = true);
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const border = getBorder({type: "province", fromCell: cellId, toCell: provToCell, addToChecked});
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if (border) {
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provincePath.push(border);
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cellId--; // check the same cell again
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continue;
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}
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}
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}
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// if cell is on state border
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const stateToCell = cells.c[cellId].find(neibId => {
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const neibStateId = cells.state[neibId];
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return isLand(neibId) && stateId > neibStateId && !checked[`state-${stateId}-${neibStateId}-${cellId}`];
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});
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if (stateToCell !== undefined) {
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const addToChecked = cellId => (checked[`state-${stateId}-${cells.state[stateToCell]}-${cellId}`] = true);
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const border = getBorder({type: "state", fromCell: cellId, toCell: stateToCell, addToChecked});
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if (border) {
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statePath.push(border);
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cellId--; // check the same cell again
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continue;
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}
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}
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}
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svg.select("#borders").selectAll("path").remove();
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svg.select("#stateBorders").append("path").attr("d", statePath.join(" "));
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svg.select("#provinceBorders").append("path").attr("d", provincePath.join(" "));
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function getBorder({type, fromCell, toCell, addToChecked}) {
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const getType = cellId => cells[type][cellId];
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const isTypeFrom = cellId => cellId < cells.i.length && getType(cellId) === getType(fromCell);
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const isTypeTo = cellId => cellId < cells.i.length && getType(cellId) === getType(toCell);
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addToChecked(fromCell);
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const startingVertex = cells.v[fromCell].find(v => vertices.c[v].some(i => isLand(i) && isTypeTo(i)));
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if (startingVertex === undefined) return null;
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const checkVertex = vertex =>
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vertices.c[vertex].some(isTypeFrom) && vertices.c[vertex].some(c => isLand(c) && isTypeTo(c));
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const chain = getVerticesLine({vertices, startingVertex, checkCell: isTypeFrom, checkVertex, addToChecked});
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if (chain.length > 1) return "M" + chain.map(cellId => vertices.p[cellId]).join(" ");
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return null;
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}
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// connect vertices to chain to form a border
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function getVerticesLine({vertices, startingVertex, checkCell, checkVertex, addToChecked}) {
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let chain = []; // vertices chain to form a path
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let next = startingVertex;
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const MAX_ITERATIONS = vertices.c.length;
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for (let run = 0; run < 2; run++) {
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// first run: from any vertex to a border edge
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// second run: from found border edge to another edge
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chain = [];
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for (let i = 0; i < MAX_ITERATIONS; i++) {
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const previous = chain.at(-1);
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const current = next;
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chain.push(current);
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const neibCells = vertices.c[current];
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neibCells.map(addToChecked);
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const [c1, c2, c3] = neibCells.map(checkCell);
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const [v1, v2, v3] = vertices.v[current].map(checkVertex);
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const [vertex1, vertex2, vertex3] = vertices.v[current];
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if (v1 && vertex1 !== previous && c1 !== c2) next = vertex1;
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else if (v2 && vertex2 !== previous && c2 !== c3) next = vertex2;
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else if (v3 && vertex3 !== previous && c1 !== c3) next = vertex3;
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if (next === current || next === startingVertex) {
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if (next === startingVertex) chain.push(startingVertex);
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startingVertex = next;
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break;
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}
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}
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}
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return chain;
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}
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TIME && console.timeEnd("drawBorders");
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}
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