Fantasy-Map-Generator/public/modules/ice.js

168 lines
4.5 KiB
JavaScript

"use strict";
// Ice layer data model - separates ice data from SVG rendering
window.Ice = (function () {
// Initialize ice data structure
function initialize() {
pack.ice = {
glaciers: [], // auto-generated glaciers on cold land
icebergs: [] // manually edited and auto-generated icebergs on cold water
};
}
// Generate glaciers and icebergs based on temperature and height
function generate() {
clear();
const {cells, features} = grid;
const {temp, h} = cells;
Math.random = aleaPRNG(seed);
const ICEBERG_MAX_TEMP = 0;
const GLACIER_MAX_TEMP = -8;
const minMaxTemp = d3.min(temp);
// Generate glaciers on cold land
{
const type = "iceShield";
const getType = cellId =>
h[cellId] >= 20 && temp[cellId] <= GLACIER_MAX_TEMP ? type : null;
const isolines = getIsolines(grid, getType, {polygons: true});
if (isolines[type]?.polygons) {
isolines[type].polygons.forEach(points => {
const clipped = clipPoly(points);
pack.ice.glaciers.push({
points: clipped
});
});
}
}
// Generate icebergs on cold water
for (const cellId of grid.cells.i) {
const t = temp[cellId];
if (h[cellId] >= 20) continue; // no icebergs on land
if (t > ICEBERG_MAX_TEMP) continue; // too warm: no icebergs
if (features[cells.f[cellId]].type === "lake") continue; // no icebergs on lakes
if (P(0.8)) continue; // skip most of eligible cells
const randomFactor = 0.8 + rand() * 0.4; // random size factor
let baseSize = (1 - normalize(t, minMaxTemp, 1)) * 0.8; // size: 0 = zero, 1 = full
if (cells.t[cellId] === -1) baseSize /= 1.3; // coastline: smaller icebergs
const size = minmax(rn(baseSize * randomFactor, 2), 0.1, 1);
const [cx, cy] = grid.points[cellId];
const points = getGridPolygon(cellId).map(([x, y]) => [
rn(lerp(cx, x, size), 2),
rn(lerp(cy, y, size), 2)
]);
pack.ice.icebergs.push({
cellId,
size,
points
});
}
}
// Add a new iceberg (manual editing)
function addIceberg(cellId, size) {
const [cx, cy] = grid.points[cellId];
const points = getGridPolygon(cellId).map(([x, y]) => [
rn(lerp(cx, x, size), 2),
rn(lerp(cy, y, size), 2)
]);
pack.ice.icebergs.push({
cellId,
size,
points
});
return pack.ice.icebergs.length - 1; // return index
}
// Remove ice element by index
function removeIce(type, index) {
if (type === "glacier" && pack.ice.glaciers[index]) {
pack.ice.glaciers.splice(index, 1);
} else if (type === "iceberg" && pack.ice.icebergs[index]) {
pack.ice.icebergs.splice(index, 1);
}
}
// Update iceberg points and size
function updateIceberg(index, points, size) {
if (pack.ice.icebergs[index]) {
pack.ice.icebergs[index].points = points;
pack.ice.icebergs[index].size = size;
}
}
// Randomize iceberg shape
function randomizeIcebergShape(index) {
const iceberg = pack.ice.icebergs[index];
if (!iceberg) return;
const cellId = iceberg.cellId;
const size = iceberg.size;
const [cx, cy] = grid.points[cellId];
// Get a different random cell for the polygon template
const i = ra(grid.cells.i);
const cn = grid.points[i];
const poly = getGridPolygon(i).map(p => [p[0] - cn[0], p[1] - cn[1]]);
const points = poly.map(p => [
rn(cx + p[0] * size, 2),
rn(cy + p[1] * size, 2)
]);
iceberg.points = points;
}
// Change iceberg size and recalculate points
function changeIcebergSize(index, newSize) {
const iceberg = pack.ice.icebergs[index];
if (!iceberg) return;
const cellId = iceberg.cellId;
const [cx, cy] = grid.points[cellId];
const oldSize = iceberg.size;
// Recalculate points based on new size
const flat = iceberg.points.flat();
const pairs = [];
while (flat.length) pairs.push(flat.splice(0, 2));
const poly = pairs.map(p => [(p[0] - cx) / oldSize, (p[1] - cy) / oldSize]);
const points = poly.map(p => [
rn(cx + p[0] * newSize, 2),
rn(cy + p[1] * newSize, 2)
]);
iceberg.points = points;
iceberg.size = newSize;
}
// Get all ice data
function getData() {
return pack.ice;
}
// Clear all ice
function clear() {
pack.ice.glaciers = [];
pack.ice.icebergs = [];
}
return {
initialize,
generate,
addIceberg,
removeIce,
updateIceberg,
randomizeIcebergShape,
changeIcebergSize,
getData,
clear
};
})();