Fantasy-Map-Generator/modules/submap.js
Gergely Mészáros, Ph.D 5703e62177
Dev submaps (#770)
* bioms shouldn't be masked or the style selection box is useless

* fix: misleading comment

* experimental submapping feature

* burg remapping

* Submap with options

* Fix: calculating absolute flux from precipitation normal-value.

* effective distanceScale

* updated resampler

* fix: missing cell

* Fix: River automatic rerender on regeneration.

* FIX: wrong culture migration

* fixed 0 index burg bug, more accurate coast detection for burgs

* FIX: wrong burg cell id

* fix invalid feature number at burg.ports, option to disable regenerations

* Relocate submap

* update height model and scale parameters

* new menu

* Dropbox OAuth implementation and Cloud framework

* add some space

* removing uneccesary logs, defer script load

* map position on planet, fix wrong riverbed generation

* fix:riverbed generation

* better cell sampler

* Auto-Smoothing,dist fix

* FIX: incorrect province copy and minor fix of rebels

* Cleanup

* FIX: water detection bug

* Recompute centers (states, cultures, provinces)

* activating forwardmap

* FIX: port burg relocation algo

* FIX: coast detection (for burgs)

* Fix: invalid html id

* add dot

* update for FMG 1.73

* Update submap gui

* refactored submap ui options

* Copy all visible military units from the old map.

* add info text

* Add Markers.deleteMarker API.

* Lock markers and lock burgs options

* better comment

* submapper gui updates, remove feature mapping on/off

* Fix typo (thx evolvedexperiment)

* fix ugly GUI (2 digit roundoff)

* resample dialog

* Town Promotion to largetown

* don't promote to capitals.

* Fix typo

* round style settings

* do not draw removed burgs

* Fix port cell search algo

* Fix: robust error handling, no error for 0.

* submap: projection moved to options, fix double burg error

* complete rewrite of burg relocation

* findcell by coordinates

* prepare to merge, add comments, remove fluff

* replacing lodash with deepCopy implementation

Co-authored-by: Mészáros Gergely <monk@geotronic.hu>
2022-04-15 12:45:02 +03:00

411 lines
14 KiB
JavaScript

"use strict";
/*
Cell resampler module used by submapper and resampler (transform)
main function: resample(options);
*/
window.Submap = (function () {
const isWater = (map, id) => map.grid.cells.h[map.pack.cells.g[id]] < 20? true: false;
const inMap = (x,y) => x>0 && x<graphWidth && y>0 && y<graphHeight;
function resample(parentMap, options) { /*
generate new map based on an existing one (resampling parentMap)
parentMap: {seed, grid, pack} from original map
options = {
projection: f(Number,Number)->[Number, Number]
function to calculate new coordinates
inverse: g(Number,Number)->[Number, Number]
inverse of f
depressRivers: Bool carve out riverbeds?
smoothHeightMap: Bool run smooth filter on heights
addLakesInDepressions: call FMG original funtion on heightmap
lockMarkers: Bool Auto lock all copied markers
lockBurgs: Bool Auto lock all copied burgs
}
*/
const projection = options.projection;
const inverse = options.inverse;
const stage = s => INFO && console.log('SUBMAP:', s);
const timeStart = performance.now();
const childMap = { grid, pack }
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(scale);
const resampler = (points, qtree, f) => {
for(const [i,[x, y]] of points.entries()) {
const [tx, ty] = inverse(x, y);
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 reverseGridMap = new Uint32Array(n); // cellmap from new -> oldcell
const oldGrid = parentMap.grid;
// build cache old -> [newcelllist]
const forwardGridMap = parentMap.grid.points.map(_=>[]);
resampler(grid.points, parentMap.pack.cells.q, (id, oldid) => {
const cid = parentMap.pack.cells.g[oldid];
grid.cells.h[id] = oldGrid.cells.h[cid];
grid.cells.temp[id] = oldGrid.cells.temp[cid];
grid.cells.prec[id] = oldGrid.cells.prec[cid];
if (options.depressRivers) forwardGridMap[cid].push(id);
reverseGridMap[id] = cid;
})
// TODO: add smooth/noise function for h, temp, prec n times
// smooth heightmap
// smoothing should never change cell type (land->water or water->land)
if (options.smoothHeightMap) {
const gcells = grid.cells;
gcells.h.forEach((h,i) => {
const hs = gcells.c[i].map(c=>gcells.h[c])
hs.push(h)
gcells.h[i] = h>=20
? Math.max(d3.mean(hs),20)
: Math.min(d3.mean(hs),19);
});
}
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(oldpc => {
if (oldpc < 0) return; // ignore out-of-map marker (-1)
const oldc = parentMap.pack.cells.g[oldpc];
const targetCells = forwardGridMap[oldc];
if (!targetCells)
throw "TargetCell shouldn't be empty.";
targetCells.forEach(c => {
if (grid.cells.h[c]<20) return;
rbeds[c] = 1;
});
})
);
// raise every land cell a bit except riverbeds
grid.cells.h.forEach((h, i) => {
if (rbeds[i] || h<20) return;
grid.cells.h[i] = Math.min(h+2, 100);
});
}
stage("Detect features, ocean and generating lakes.")
markFeatures();
markupGridOcean();
// Warning: addLakesInDeepDepressions can be very slow!
if (options.addLakesInDepressions) {
addLakesInDeepDepressions();
openNearSeaLakes();
}
OceanLayers();
calculateMapCoordinates();
// calculateTemperatures();
// generatePrecipitation();
stage("Cell cleanup.")
reGraph();
// remove misclassified cells
stage("Define coastline.")
drawCoastline();
/****************************************************/
/* 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);
cells.province = new Uint16Array(pn);
stage("Resampling culture, state and religion map.")
for(const [id, gridCellId] of cells.g.entries()) {
const oldGridId = reverseGridMap[gridCellId];
if (oldGridId === undefined) {
console.error('Can not find old cell id', reverseGridMap, 'in', gridCellId);
continue;
}
// find old parent's children
const oldChildren = oldCells.i.filter(oid=>oldCells.g[oid]==oldGridId);
let oldid; // matching cell on the original map
if (!oldChildren.length) {
// it *must* be a (deleted) deep ocean cell
if (!oldGrid.cells.h[oldGridId] < 20) {
console.error(`Warning, ${gridCellId} should be water cell, not ${oldGrid.cells.h[oldGridId]}`);
continue;
}
// find replacement: closest water cell
const [ox, oy] = cells.p[id];
const [tx, ty] = inverse(x, y);
oldid = oldCells.q.find(tx,ty,Infinity)[2];
if (!oldid) {
console.warn("Warning, no id found in quad", id, "parent", gridCellId);
continue;
}
} else {
// find closest children (packcell) on the parent map
const distance = x => (x[0]-cells.p[id][0])**2 + (x[1]-cells.p[id][1])**2;
let d = Infinity;
oldChildren.forEach(oid => {
// this should be always true, unless some algo modded the height!
if (isWater(parentMap, oid) !== isWater(childMap, id)) {
console.warn(`cell sank because of addLakesInDepressions: ${oid}`);
return;
}
const [oldpx, oldpy] = oldCells.p[oid];
const nd = distance(projection(oldpx, oldpy));
if (isNaN(nd)) {
console.error("Distance is not a number!", "Old point:", oldpx, oldpy);
}
if (nd < d) [d, oldid] = [nd, oid];
})
if (oldid === undefined) {
console.warn("Warning, no match for", id, "(parent:", gridCellId, ")");
continue;
}
}
if (isWater(childMap, id) !== isWater(parentMap, oldid)) {
WARN && console.warn('Type discrepancy detected:', id, oldid, `${pack.cells.t[id]} != ${oldCells.t[oldid]}`);
}
cells.culture[id] = oldCells.culture[oldid];
cells.state[id] = oldCells.state[oldid];
cells.religion[id] = oldCells.religion[oldid];
cells.province[id] = oldCells.province[oldid];
// reverseMap.set(id, oldid)
forwardMap[oldid].push(id)
}
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();
stage("Porting Cultures");
pack.cultures = parentMap.pack.cultures;
// fix culture centers
const validCultures = new Set(pack.cells.culture);
pack.cultures.forEach((c, i) => {
if (!i) return // ignore wildlands
if (!validCultures.has(i)) {
c.removed = true;
c.center = null;
return
}
const newCenters = forwardMap[c.center]
c.center = newCenters.length
? newCenters[0]
: pack.cells.culture.findIndex(x => x===i);
});
stage("Porting and locking burgs.");
copyBurgs(parentMap, projection, options);
// transfer states, mark states without land as removed.
stage("Porting states.");
const validStates = new Set(pack.cells.state);
pack.states = parentMap.pack.states;
// keep valid states and neighbors only
pack.states.forEach((s, i) => {
if (!s.i || s.removed) return; // ignore removed and neutrals
if (!validStates.has(i)) s.removed = true;
s.neighbors = s.neighbors.filter(n => validStates.has(n));
// find center
s.center = pack.burgs[s.capital].cell
? pack.burgs[s.capital].cell // capital is the best bet
: pack.cells.state.findIndex(x => x===i); // otherwise use the first valid cell
});
// transfer provinces, mark provinces without land as removed.
stage("Porting provinces.");
const validProvinces = new Set(pack.cells.province);
pack.provinces = parentMap.pack.provinces;
// mark uneccesary provinces
pack.provinces.forEach((p, i) => {
if (!p || p.removed) return;
if (!validProvinces.has(i)) {
p.removed = true;
return
}
const newCenters = forwardMap[p.center]
p.center = newCenters.length
? newCenters[0]
: pack.cells.province.findIndex(x => x===i);
});
BurgsAndStates.drawBurgs();
stage("Regenerating road network.");
Routes.regenerate();
drawStates();
drawBorders();
BurgsAndStates.drawStateLabels();
Rivers.specify();
Lakes.generateName();
stage("Porting military.");
for (const s of pack.states) {
if (!s.military) continue;
for (const m of s.military) {
[m.x, m.y] = projection(m.x, m.y);
[m.bx, m.by] = projection(m.bx, m.by);
const cc = forwardMap[m.cell];
m.cell = (cc && cc.length)? cc[0]: null;
}
s.military = s.military.filter(m=>m.cell).map((m, i) => ({...m, i}));
}
Military.redraw();
stage("Copying markers.");
for (const m of pack.markers) {
const [x, y] = projection(m.x, m.y);
if (!inMap(x, y)) {
Markers.deleteMarker(m.i);
} else {
m.x = x;
m.y = y;
m.cell = findCell(x, y);
if (options.lockMarkers) m.lock = true;
}
}
drawMarkers();
stage("Regenerating Zones.");
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 accepted by filter f *and* having at
* least one *neighbor* fulfilling filter g, up to cell-distance `max`
* returns [cellid, neighbor] tuple or undefined if no such cell.
* accepts coordinates (x, y)
*/
const findNearest = (f, g, max=3) => (px,py) => {
const d2 = c => (px-pack.cells.p[c][0])**2 + (py-pack.cells.p[c][0])**2
const startCell = findCell(px, py);
const tested = new Set([startCell]); // ignore analyzed cells
const kernel = (cs, level) => {
const [bestf, bestg] = cs.filter(f).reduce(([cf, cg], c) => {
const neighbors = pack.cells.c[c];
const betterg = neighbors.filter(g).reduce((u, x) => d2(x)<d2(u)? x:u);
if (cf === undefined) return [c, betterg];
return (betterg && d2(cf) < d2(c))? [c, betterg]: [cf, cg];
}, [undefined, undefined]);
if (bestf && bestg) return [bestf, bestg];
// no suitable pair found, retry with next ring
const targets = new Set(cs.map(c => pack.cells.c[c]).flat())
const ring = Array.from(targets).filter(nc => !tested.has(nc));
if (level >= max || !ring.length)
return [undefined, undefined];
ring.forEach(c => tested.add(c));
return kernel(ring, level+1);
}
const pair = kernel([startCell], 1);
return pair;
}
function copyBurgs(parentMap, projection, options) {
const cells = pack.cells;
const childMap = { grid, pack }
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);
// disable out-of-map (removed) burgs
if (!inMap(b.x,b.y)) {
b.removed = true;
b.cell = null;
return;
}
const cityCell = findCell(b.x, b.y);
let searchFunc;
const isFreeLand = c => cells.t[c] === 1 && !cells.burg[c];
const nearCoast = c => cells.t[c] === -1;
// check if we need to relocate the burg
if (cells.burg[cityCell]) // already occupied
searchFunc = findNearest(isFreeLand, _ => true, 3);
if (isWater(childMap, cityCell) || b.port) // burg is in water or port
searchFunc = findNearest(isFreeLand, nearCoast, 6);
if (searchFunc) {
const [newCell, neighbor] = searchFunc(b.x, b.y);
if (!newCell) {
WARN && console.warn(`Can not relocate Burg: ${b.name} sunk and destroyed. :-(`);
b.cell = null;
b.removed = true;
return;
}
DEBUG && console.log(`Moving ${b.name} from ${cityCell} to ${newCell} near ${neighbor}.`);
[b.x, b.y] = b.port? getMiddlePoint(newCell, neighbor): cells.p[newCell];
if (b.port) b.port = cells.f[neighbor]; // copy feature number
b.cell = newCell;
if (b.port && !isWater(childMap, neighbor)) console.error('betrayal! negihbor must be water!', b);
} else {
b.cell = cityCell;
}
if (!b.lock) b.lock = options.lockBurgs;
cells.burg[b.cell] = id;
});
}
// export
return { resample, findNearest }
})();