Fantasy-Map-Generator/modules/submap.js

297 lines
9.6 KiB
JavaScript

"use strict";
/*
Experimental submaping module
*/
window.Submap = (function () {
function resample(parentMap, projection, options) {
// generate new map based on (resampling) existing one (parentMap)
// parentMap: {seed, grid, pack} from original map
// projection: map function from old to new coordinates or backwards
// prj(x,y,direction:bool) -> [x',y']
const stage = s => INFO && console.log('SUBMAP:', s)
const timeStart = performance.now();
invokeActiveZooming();
// copy seed
seed = parentMap.seed;
Math.random = aleaPRNG(seed);
INFO && console.group("SubMap with seed: " + seed);
DEBUG && console.log("Using Options:", options);
// create new grid
applyMapSize();
placePoints();
calculateVoronoi(grid, grid.points);
drawScaleBar();
const resampler = (points, qtree, f) => {
for(const [i,[x, y]] of points.entries()) {
const [tx, ty] = projection(x, y, true);
const oldid = qtree.find(tx,ty,Infinity)[2];
f(i, oldid);
}
}
stage("Resampling heightmap, temperature and precipitation.")
// resample heightmap from old WorldState
const n = grid.points.length;
grid.cells.h = new Uint8Array(n); // heightmap
grid.cells.temp = new Int8Array(n); // temperature
grid.cells.prec = new Int8Array(n); // precipitation
const gridCells = parentMap.grid.cells;
const forwardGridMap = parentMap.grid.points.map(_=>[]); // old -> [newcelllist]
resampler(grid.points, parentMap.pack.cells.q, (id, oldid) => {
const cid = parentMap.pack.cells.g[oldid]
grid.cells.h[id] = gridCells.h[cid];
grid.cells.temp[id] = gridCells.temp[cid];
grid.cells.prec[id] = gridCells.prec[cid];
if (options.depressRivers) forwardGridMap[oldid].push(id);
})
// TODO: add smooth/noise function for h, temp, prec n times
stage("Detect features, ocean and generating lakes.")
markFeatures();
if (options.depressRivers) {
stage("Generating riverbeds.")
const rbeds = new Uint16Array(grid.cells.i.length);
// and erode riverbeds
parentMap.pack.rivers.forEach(r =>
r.cells.forEach(oldc => {
const targetCells = forwardGridMap[oldc];
if (!targetCells) throw "TargetCell shouldn't be empty.";
targetCells.forEach(c => {
if (grid.cells.t[c]<1) return;
rbeds[c] = 1;
});
})
);
// raise every land cell a bit except riverbeds
grid.cells.h.forEach((h, i) => {
if (!rbeds[i] || grid.cells.t[i]<1) return;
grid.cells.h[i] = Math.min(grid.cells.h[i] * 1.1, 255);
});
}
markupGridOcean();
if (options.addLakesInDepressions)
addLakesInDeepDepressions();
// openNearSeaLakes();
OceanLayers();
// defineMapSize(); // not needed (not random)
// TODO: update UI inputs before calculating according to new boundaries.
calculateMapCoordinates();
// calculateTemperatures();
// generatePrecipitation();
stage("Cell cleanup.")
reGraph();
// remove misclassified cells
stage("Define coastline.")
drawCoastline();
// resample packed graph
const oldCells = parentMap.pack.cells;
const reverseMap = new Map(); // cellmap from new -> oldcell
const forwardMap = parentMap.pack.cells.p.map(_=>[]); // old -> [newcelllist]
const pn = pack.cells.i.length;
const cells = pack.cells;
cells.culture = new Uint16Array(pn);
cells.state = new Uint16Array(pn);
cells.burg = new Uint16Array(pn);
cells.religion = new Uint16Array(pn);
cells.road = new Uint16Array(pn);
cells.crossroad = new Uint16Array(pn);
stage("Resampling culture, state and religion map.")
resampler(cells.p, oldCells.q, (id, oldid) => {
if (cells.t[id] * oldCells.t[oldid] < 0) {
// missmaped cell: water instead of land or vice versa
WARN && console.warn('Type discrepancy detected:', id, oldid, `${pack.cells.t[id]} != ${oldCells.t[oldid]}`);
const aid = cells.t[id]<0
? cells.c[id].find(c=>cells.t[c]<0)
: cells.c[id].find(c=>cells.t[c]>0);
const [x, y] = cells.p[aid];
const [tx, ty] = projection(x, y, true);
oldid = oldCells.q.find(tx,ty,Infinity)[2];
WARN && console.warn(`using cell ${aid}->${oldid} instead`);
}
cells.culture[id] = oldCells.culture[oldid];
cells.state[id] = oldCells.state[oldid];
cells.religion[id] = oldCells.religion[oldid];
reverseMap.set(id, oldid)
forwardMap[oldid].push(id)
})
DEBUG && console.log('reversemap:',forwardMap)
DEBUG && console.log('forwardmap:',reverseMap)
// TODO: errode riverbeds
stage("Regenerating river network.")
Rivers.generate();
drawRivers();
Lakes.defineGroup();
// biome calculation based on (resampled) grid.cells.temp and prec
// it's safe to recalculate.
stage("Regenerating Biome.");
defineBiomes();
// recalculate suitability and population
// TODO: normalize according to the base-map
rankCells();
// transfer basemap cultures
pack.cultures = parentMap.pack.cultures;
// fix culture centers
const validCultures = new Set(pack.cells.culture);
pack.cultures.forEach((c, i) => {
if (!validCultures.has(i)) {
c.removed = true;
c.center = undefined;
} else {
c.center = pack.cells.culture.findIndex(x => x===i);
}
});
// Cultures.generate();
// Cultures.expand();
// transfer states, mark states without land as removed.
const validStates = new Set(pack.cells.state);
stage("Porting states.");
pack.states = parentMap.pack.states;
// keep valid states and neighbors only
pack.states.forEach((s, i) => {
if (s.removed) return;
if (!validStates.has(i)) s.removed=true;
s.neighbors = s.neighbors.filter(n => validStates.has(n));
});
// fix extra coastline cells without state.
const newCoastCells = cells.t.reduce(
(a,c,i) => c === -1 && !cells.state[i] ? a.push(i) && a: a, []
);
// BurgsAndStates.generate();
// Religions.generate();
// BurgsAndStates.defineStateForms();
// BurgsAndStates.defineBurgFeatures();
stage("Porting and locking burgs.");
if (options.copyBurgs) copyBurgs(parentMap, projection, options);
else BurgsAndStates.regenerateBurgs();
BurgsAndStates.drawBurgs();
stage("Regenerating road network.");
Routes.regenerate();
stage("Regenerating provinces.");
BurgsAndStates.generateProvinces();
drawStates();
drawBorders();
BurgsAndStates.drawStateLabels();
Rivers.specify();
Lakes.generateName();
stage("Modelling military, markers and zones (if requested).");
if (options.addMilitary) Military.generate();
if (options.addMarkers) addMarkers();
if (options.addZones) addZones();
Names.getMapName();
stage("Submap done.");
WARN && console.warn(`TOTAL: ${rn((performance.now() - timeStart) / 1000, 2)}s`);
showStatistics();
INFO && console.groupEnd("Generated Map " + seed);
}
/* find the nearest cell having at least one *neighbor*
* fulfilling filter f, up to cell-distance `max`
* returns [cellid, neighbor] tuple or undefined if no such cell.
*/
const findNearest = (f, max=3) => centerId => {
const met = new Set([centerId]); // f might be expensive
const kernel = (c, dist) => {
const ncs = pack.cells.c[c].filter(nc => !met.has(nc));
const n = ncs.find(f);
if (n) return [c, n];
if (dist >= max || !ncs.length) return undefined;
ncs.forEach(i => met.add(i));
let answer;
while (ncs.length && !answer) answer = kernel(ncs.shift(), dist+1);
return answer;
}
return kernel(centerId, 1);
}
function copyBurgs(parentMap, projection, options) {
const [[xmin, ymin], [xmax, ymax]] = getViewBoxExtent();
const inMap = (x,y) => x>xmin && x<xmax && y>ymin && y<ymax;
const cells = pack.cells;
pack.burgs = parentMap.pack.burgs;
// remap burgs to the best new cell
pack.burgs.forEach( (b, id) => {
if (id == 0) return; // skip empty city of neturals
[b.x, b.y] = projection(b.x, b.y, false);
// disable out-of-map (removed) burgs
if (!inMap(b.x,b.y)) {
b.removed = true;
b.cell = undefined;
return;
}
let cityCell = findCell(b.x, b.y);
// pull sunken burgs out of water
if (cells.t[cityCell] <= 0) {
const searchPlace = findNearest(c => cells.t[c] === 1);
const res = searchPlace(cityCell)
if (!res) {
WARN && console.warn(`Burg ${b.name} sank like Atlantis. Unable to find coastal cells nearby. Try to reduce resample zoom level.`);
b.removed = true;
return;
}
const [water, coast] = res;
[b.x, b.y] = b.port? getMiddlePoint(coast, water): cells.p[coast];
if (b.port) b.port = cells.f[water];
b.cell = coast;
} if (b.port) {
// find coast for ports on land
const searchPortCell = findNearest(c => cells.t[c] === -1);
const res = searchPortCell(cityCell);
if (res) {
const [coast, water] = res;
[b.x, b.y] = getMiddlePoint(coast, water);
b.port = cells.f[water]; // copy feature number
b.cell = coast;
} else {
WARN && console.warn(`Can't find water near port ${b.name}. :-/`);
b.port = 0;
}
} else {
b.cell = cityCell;
[b.x, b.y] = cells.p[cityCell];
}
b.lock = true;
pack.cells.burg[b.cell] = id;
if (options.promoteTown) b.capital = 1;
});
}
// export
return { resample }
})();