mirror of
https://github.com/Azgaar/Fantasy-Map-Generator.git
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170 lines
6.4 KiB
TypeScript
170 lines
6.4 KiB
TypeScript
// @ts-nocheck
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import * as d3 from "d3";
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import {TIME} from "config/logging";
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import {minmax} from "utils/numberUtils";
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import {rand} from "utils/probabilityUtils";
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import {getInputNumber, getInputValue} from "utils/nodeUtils";
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import {byId} from "utils/shorthands";
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// simplest precipitation model
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export function generatePrecipitation(heights: Uint8Array, temperatures: Int8Array, cellsX: number, cellsY: number) {
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TIME && console.time("generatePrecipitation");
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prec.selectAll("*").remove();
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const precipitation = new Uint8Array(heights.length); // precipitation array
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const cellsNumberModifier = (byId("pointsInput").dataset.cells / 10000) ** 0.25;
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const precInputModifier = getInputNumber("precInput") / 100;
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const modifier = cellsNumberModifier * precInputModifier;
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const westerly = [];
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const easterly = [];
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let southerly = 0;
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let northerly = 0;
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// precipitation modifier per latitude band
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// x4 = 0-5 latitude: wet through the year (rising zone)
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// x2 = 5-20 latitude: wet summer (rising zone), dry winter (sinking zone)
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// x1 = 20-30 latitude: dry all year (sinking zone)
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// x2 = 30-50 latitude: wet winter (rising zone), dry summer (sinking zone)
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// x3 = 50-60 latitude: wet all year (rising zone)
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// x2 = 60-70 latitude: wet summer (rising zone), dry winter (sinking zone)
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// x1 = 70-85 latitude: dry all year (sinking zone)
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// x0.5 = 85-90 latitude: dry all year (sinking zone)
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const latitudeModifier = [4, 2, 2, 2, 1, 1, 2, 2, 2, 2, 3, 3, 2, 2, 1, 1, 1, 0.5];
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const MAX_PASSABLE_ELEVATION = 85;
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// define wind directions based on cells latitude and prevailing winds there
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d3.range(0, heights.length, cellsX).forEach(function (c, i) {
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const lat = mapCoordinates.latN - (i / cellsY) * mapCoordinates.latT;
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const latBand = ((Math.abs(lat) - 1) / 5) | 0;
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const latMod = latitudeModifier[latBand];
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const windTier = (Math.abs(lat - 89) / 30) | 0; // 30d tiers from 0 to 5 from N to S
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const {isWest, isEast, isNorth, isSouth} = getWindDirections(windTier);
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if (isWest) westerly.push([c, latMod, windTier]);
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if (isEast) easterly.push([c + cellsX - 1, latMod, windTier]);
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if (isNorth) northerly++;
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if (isSouth) southerly++;
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});
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// distribute winds by direction
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if (westerly.length) passWind(westerly, 120 * modifier, 1, cellsX);
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if (easterly.length) passWind(easterly, 120 * modifier, -1, cellsX);
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const vertT = southerly + northerly;
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if (northerly) {
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const bandN = ((Math.abs(mapCoordinates.latN) - 1) / 5) | 0;
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const latModN = mapCoordinates.latT > 60 ? d3.mean(latitudeModifier) : latitudeModifier[bandN];
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const maxPrecN = (northerly / vertT) * 60 * modifier * latModN;
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passWind(d3.range(0, cellsX, 1), maxPrecN, cellsX, cellsY);
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}
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if (southerly) {
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const bandS = ((Math.abs(mapCoordinates.latS) - 1) / 5) | 0;
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const latModS = mapCoordinates.latT > 60 ? d3.mean(latitudeModifier) : latitudeModifier[bandS];
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const maxPrecS = (southerly / vertT) * 60 * modifier * latModS;
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passWind(d3.range(heights.length - cellsX, heights.length, 1), maxPrecS, -cellsX, cellsY);
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}
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function getWindDirections(tier) {
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const angle = options.winds[tier];
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const isWest = angle > 40 && angle < 140;
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const isEast = angle > 220 && angle < 320;
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const isNorth = angle > 100 && angle < 260;
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const isSouth = angle > 280 || angle < 80;
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return {isWest, isEast, isNorth, isSouth};
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}
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function passWind(source, maxPrec, next, steps) {
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const maxPrecInit = maxPrec;
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for (let first of source) {
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if (first[0]) {
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maxPrec = Math.min(maxPrecInit * first[1], 255);
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first = first[0];
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}
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let humidity = maxPrec - heights[first]; // initial water amount
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if (humidity <= 0) continue; // if first cell in row is too elevated consider wind dry
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for (let s = 0, current = first; s < steps; s++, current += next) {
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if (temperatures[current] < -5) continue; // no flux in permafrost
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if (heights[current] < 20) {
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// water cell
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if (heights[current + next] >= 20) {
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precipitation[current + next] += Math.max(humidity / rand(10, 20), 1); // coastal precipitation
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} else {
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humidity = Math.min(humidity + 5 * modifier, maxPrec); // wind gets more humidity passing water cell
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precipitation[current] += 5 * modifier; // water cells precipitation (need to correctly pour water through lakes)
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}
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continue;
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}
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// land cell
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const isPassable = heights[current + next] <= MAX_PASSABLE_ELEVATION;
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const cellPrec = isPassable ? getPrecipitation(humidity, current, next) : humidity;
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precipitation[current] += cellPrec;
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const evaporation = cellPrec > 1.5 ? 1 : 0; // some humidity evaporates back to the atmosphere
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humidity = isPassable ? minmax(humidity - cellPrec + evaporation, 0, maxPrec) : 0;
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}
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}
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}
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function getPrecipitation(humidity, i, n) {
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const normalLoss = Math.max(humidity / (10 * modifier), 1); // precipitation in normal conditions
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const diff = Math.max(heights[i + n] - heights[i], 0); // difference in height
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const mod = (heights[i + n] / 70) ** 2; // 50 stands for hills, 70 for mountains
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return minmax(normalLoss + diff * mod, 1, humidity);
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}
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TIME && console.timeEnd("generatePrecipitation");
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return precipitation;
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}
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// TODO: move to renderers
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function drawWindDirection() {
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const wind = prec.append("g").attr("id", "wind");
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d3.range(0, 6).forEach(function (t) {
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if (westerly.length > 1) {
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const west = westerly.filter(w => w[2] === t);
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if (west && west.length > 3) {
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const from = west[0][0];
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const to = west[west.length - 1][0];
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const y = (grid.points[from][1] + grid.points[to][1]) / 2;
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wind.append("text").attr("x", 20).attr("y", y).text("\u21C9");
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}
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}
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if (easterly.length > 1) {
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const east = easterly.filter(w => w[2] === t);
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if (east && east.length > 3) {
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const from = east[0][0];
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const to = east[east.length - 1][0];
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const y = (grid.points[from][1] + grid.points[to][1]) / 2;
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wind
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.append("text")
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.attr("x", graphWidth - 52)
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.attr("y", y)
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.text("\u21C7");
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}
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}
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});
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if (northerly)
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wind
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.append("text")
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.attr("x", graphWidth / 2)
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.attr("y", 42)
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.text("\u21CA");
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if (southerly)
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wind
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.append("text")
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.attr("x", graphWidth / 2)
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.attr("y", graphHeight - 20)
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.text("\u21C8");
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}
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