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https://github.com/Azgaar/Fantasy-Map-Generator.git
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86 lines
2.9 KiB
TypeScript
86 lines
2.9 KiB
TypeScript
import FlatQueue from "flatqueue";
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import {DISTANCE_FIELD, ELEVATION, MIN_LAND_HEIGHT} from "config/generation";
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import {gauss} from "utils/probabilityUtils";
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const {WATER_COAST} = DISTANCE_FIELD;
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const {MOUNTAINS, HILLS, LOWLANDS} = ELEVATION;
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export function expandProvinces(
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percentage: number,
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provinces: IProvince[],
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cells: Pick<IPack["cells"], "i" | "c" | "h" | "t" | "state" | "burg">
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) {
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const provinceIds = new Uint16Array(cells.i.length);
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const queue = new FlatQueue<{cellId: number; provinceId: number; stateId: number}>();
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const cost: number[] = [];
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const maxExpansionCost = percentage === 100 ? 1000 : gauss(20, 5, 5, 100) * percentage ** 0.5;
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for (const {i: provinceId, center: cellId, state: stateId} of provinces) {
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provinceIds[cellId] = provinceId;
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cost[cellId] = 1;
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queue.push({cellId, provinceId, stateId}, 0);
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}
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while (queue.length) {
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const priority = queue.peekValue()!;
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const {cellId, provinceId, stateId} = queue.pop()!;
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cells.c[cellId].forEach(neibCellId => {
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const isLand = cells.h[neibCellId] >= MIN_LAND_HEIGHT;
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if (isLand && cells.state[neibCellId] !== stateId) return; // can expand only within state
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const evevationCost = getElevationCost(cells.h[neibCellId], cells.t[neibCellId]);
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const totalCost = priority + evevationCost;
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if (totalCost > maxExpansionCost) return;
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if (!cost[neibCellId] || totalCost < cost[neibCellId]) {
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if (isLand) provinceIds[neibCellId] = provinceId; // assign province to cell
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cost[neibCellId] = totalCost;
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queue.push({cellId: neibCellId, provinceId, stateId}, totalCost);
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}
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});
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}
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return normalizeProvinces(provinceIds, cells.c, cells.state, cells.burg);
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}
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function getElevationCost(elevation: number, distance: number) {
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if (elevation >= MOUNTAINS) return 100;
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if (elevation >= HILLS) return 30;
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if (elevation >= LOWLANDS) return 10;
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if (elevation >= MIN_LAND_HEIGHT) return 5;
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if (distance === WATER_COAST) return 100;
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return 300; // deep water
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}
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function normalizeProvinces(
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provinceIds: Uint16Array,
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neibCells: number[][],
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stateIds: Uint16Array,
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burgIds: Uint16Array
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) {
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const normalizedIds = Uint16Array.from(provinceIds);
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for (let cellId = 0; cellId < neibCells.length; cellId++) {
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if (!stateIds[cellId]) continue; // skip water or neutral cells
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if (burgIds[cellId]) continue; // do not overwrite burgs
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const neibs = neibCells[cellId].filter(neib => stateIds[neib] >= stateIds[cellId]);
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const adversaries = neibs.filter(neib => normalizedIds[neib] !== normalizedIds[cellId]);
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if (adversaries.length < 2) continue;
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const buddies = neibs.filter(neib => normalizedIds[neib] === normalizedIds[cellId]);
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if (buddies.length > 2) continue;
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// change cells's province
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if (adversaries.length > buddies.length) normalizedIds[cellId] = normalizedIds[adversaries[0]];
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}
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return normalizedIds;
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}
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