Fantasy-Map-Generator/modules/river-generator.js
Azgaar 66d22f26c0
[Draft] Submap refactoring (#1153)
* refactor: submap - start

* refactor: submap - continue

* Merge branch 'master' of https://github.com/Azgaar/Fantasy-Map-Generator into submap-refactoring

* refactor: submap - relocate burgs

* refactor: submap - restore routes

* refactor: submap - restore lake names

* refactor: submap - UI update

* refactor: submap - restore river and biome data

* refactor: submap - simplify options

* refactor: submap - restore rivers

* refactor: submap - recalculateMapSize

* refactor: submap - add middle points

* refactor: submap - don't add middle points, unified findPath fn

* chore: update version

* feat: submap - relocate out of map regiments

* feat: submap - fix route gen

* feat: submap - allow custom number of cells

* feat: submap - add checkbox submapRescaleBurgStyles

* feat: submap - update version hash

* chore: supporters update

---------

Co-authored-by: Azgaar <azgaar.fmg@yandex.com>
2024-12-12 13:11:54 +01:00

521 lines
17 KiB
JavaScript

"use strict";
window.Rivers = (function () {
const generate = function (allowErosion = true) {
TIME && console.time("generateRivers");
Math.random = aleaPRNG(seed);
const {cells, features} = pack;
const riversData = {}; // rivers data
const riverParents = {};
const addCellToRiver = function (cell, river) {
if (!riversData[river]) riversData[river] = [cell];
else riversData[river].push(cell);
};
cells.fl = new Uint16Array(cells.i.length); // water flux array
cells.r = new Uint16Array(cells.i.length); // rivers array
cells.conf = new Uint8Array(cells.i.length); // confluences array
let riverNext = 1; // first river id is 1
const h = alterHeights();
Lakes.detectCloseLakes(h);
resolveDepressions(h);
drainWater();
defineRivers();
calculateConfluenceFlux();
Lakes.cleanupLakeData();
if (allowErosion) {
cells.h = Uint8Array.from(h); // apply gradient
downcutRivers(); // downcut river beds
}
TIME && console.timeEnd("generateRivers");
function drainWater() {
const MIN_FLUX_TO_FORM_RIVER = 30;
const cellsNumberModifier = (pointsInput.dataset.cells / 10000) ** 0.25;
const prec = grid.cells.prec;
const land = cells.i.filter(i => h[i] >= 20).sort((a, b) => h[b] - h[a]);
const lakeOutCells = Lakes.defineClimateData(h);
land.forEach(function (i) {
cells.fl[i] += prec[cells.g[i]] / cellsNumberModifier; // add flux from precipitation
// create lake outlet if lake is not in deep depression and flux > evaporation
const lakes = lakeOutCells[i]
? features.filter(feature => i === feature.outCell && feature.flux > feature.evaporation)
: [];
for (const lake of lakes) {
const lakeCell = cells.c[i].find(c => h[c] < 20 && cells.f[c] === lake.i);
cells.fl[lakeCell] += Math.max(lake.flux - lake.evaporation, 0); // not evaporated lake water drains to outlet
// allow chain lakes to retain identity
if (cells.r[lakeCell] !== lake.river) {
const sameRiver = cells.c[lakeCell].some(c => cells.r[c] === lake.river);
if (sameRiver) {
cells.r[lakeCell] = lake.river;
addCellToRiver(lakeCell, lake.river);
} else {
cells.r[lakeCell] = riverNext;
addCellToRiver(lakeCell, riverNext);
riverNext++;
}
}
lake.outlet = cells.r[lakeCell];
flowDown(i, cells.fl[lakeCell], lake.outlet);
}
// assign all tributary rivers to outlet basin
const outlet = lakes[0]?.outlet;
for (const lake of lakes) {
if (!Array.isArray(lake.inlets)) continue;
for (const inlet of lake.inlets) {
riverParents[inlet] = outlet;
}
}
// near-border cell: pour water out of the screen
if (cells.b[i] && cells.r[i]) return addCellToRiver(-1, cells.r[i]);
// downhill cell (make sure it's not in the source lake)
let min = null;
if (lakeOutCells[i]) {
const filtered = cells.c[i].filter(c => !lakes.map(lake => lake.i).includes(cells.f[c]));
min = filtered.sort((a, b) => h[a] - h[b])[0];
} else if (cells.haven[i]) {
min = cells.haven[i];
} else {
min = cells.c[i].sort((a, b) => h[a] - h[b])[0];
}
// cells is depressed
if (h[i] <= h[min]) return;
// debug
// .append("line")
// .attr("x1", pack.cells.p[i][0])
// .attr("y1", pack.cells.p[i][1])
// .attr("x2", pack.cells.p[min][0])
// .attr("y2", pack.cells.p[min][1])
// .attr("stroke", "#333")
// .attr("stroke-width", 0.2);
if (cells.fl[i] < MIN_FLUX_TO_FORM_RIVER) {
// flux is too small to operate as a river
if (h[min] >= 20) cells.fl[min] += cells.fl[i];
return;
}
// proclaim a new river
if (!cells.r[i]) {
cells.r[i] = riverNext;
addCellToRiver(i, riverNext);
riverNext++;
}
flowDown(min, cells.fl[i], cells.r[i]);
});
}
function flowDown(toCell, fromFlux, river) {
const toFlux = cells.fl[toCell] - cells.conf[toCell];
const toRiver = cells.r[toCell];
if (toRiver) {
// downhill cell already has river assigned
if (fromFlux > toFlux) {
cells.conf[toCell] += cells.fl[toCell]; // mark confluence
if (h[toCell] >= 20) riverParents[toRiver] = river; // min river is a tributary of current river
cells.r[toCell] = river; // re-assign river if downhill part has less flux
} else {
cells.conf[toCell] += fromFlux; // mark confluence
if (h[toCell] >= 20) riverParents[river] = toRiver; // current river is a tributary of min river
}
} else cells.r[toCell] = river; // assign the river to the downhill cell
if (h[toCell] < 20) {
// pour water to the water body
const waterBody = features[cells.f[toCell]];
if (waterBody.type === "lake") {
if (!waterBody.river || fromFlux > waterBody.enteringFlux) {
waterBody.river = river;
waterBody.enteringFlux = fromFlux;
}
waterBody.flux = waterBody.flux + fromFlux;
if (!waterBody.inlets) waterBody.inlets = [river];
else waterBody.inlets.push(river);
}
} else {
// propagate flux and add next river segment
cells.fl[toCell] += fromFlux;
}
addCellToRiver(toCell, river);
}
function defineRivers() {
// re-initialize rivers and confluence arrays
cells.r = new Uint16Array(cells.i.length);
cells.conf = new Uint16Array(cells.i.length);
pack.rivers = [];
const defaultWidthFactor = rn(1 / (pointsInput.dataset.cells / 10000) ** 0.25, 2);
const mainStemWidthFactor = defaultWidthFactor * 1.2;
for (const key in riversData) {
const riverCells = riversData[key];
if (riverCells.length < 3) continue; // exclude tiny rivers
const riverId = +key;
for (const cell of riverCells) {
if (cell < 0 || cells.h[cell] < 20) continue;
// mark real confluences and assign river to cells
if (cells.r[cell]) cells.conf[cell] = 1;
else cells.r[cell] = riverId;
}
const source = riverCells[0];
const mouth = riverCells[riverCells.length - 2];
const parent = riverParents[key] || 0;
const widthFactor = !parent || parent === riverId ? mainStemWidthFactor : defaultWidthFactor;
const meanderedPoints = addMeandering(riverCells);
const discharge = cells.fl[mouth]; // m3 in second
const length = getApproximateLength(meanderedPoints);
const sourceWidth = getSourceWidth(cells.fl[source]);
const width = getWidth(
getOffset({
flux: discharge,
pointIndex: meanderedPoints.length,
widthFactor,
sourceWidth
})
);
pack.rivers.push({
i: riverId,
source,
mouth,
discharge,
length,
width,
widthFactor,
sourceWidth,
parent,
cells: riverCells
});
}
}
function downcutRivers() {
const MAX_DOWNCUT = 5;
for (const i of pack.cells.i) {
if (cells.h[i] < 35) continue; // don't donwcut lowlands
if (!cells.fl[i]) continue;
const higherCells = cells.c[i].filter(c => cells.h[c] > cells.h[i]);
const higherFlux = higherCells.reduce((acc, c) => acc + cells.fl[c], 0) / higherCells.length;
if (!higherFlux) continue;
const downcut = Math.floor(cells.fl[i] / higherFlux);
if (downcut) cells.h[i] -= Math.min(downcut, MAX_DOWNCUT);
}
}
function calculateConfluenceFlux() {
for (const i of cells.i) {
if (!cells.conf[i]) continue;
const sortedInflux = cells.c[i]
.filter(c => cells.r[c] && h[c] > h[i])
.map(c => cells.fl[c])
.sort((a, b) => b - a);
cells.conf[i] = sortedInflux.reduce((acc, flux, index) => (index ? acc + flux : acc), 0);
}
}
};
// add distance to water value to land cells to make map less depressed
const alterHeights = () => {
const {h, c, t} = pack.cells;
return Array.from(h).map((h, i) => {
if (h < 20 || t[i] < 1) return h;
return h + t[i] / 100 + d3.mean(c[i].map(c => t[c])) / 10000;
});
};
// depression filling algorithm (for a correct water flux modeling)
const resolveDepressions = function (h) {
const {cells, features} = pack;
const maxIterations = +document.getElementById("resolveDepressionsStepsOutput").value;
const checkLakeMaxIteration = maxIterations * 0.85;
const elevateLakeMaxIteration = maxIterations * 0.75;
const height = i => features[cells.f[i]].height || h[i]; // height of lake or specific cell
const lakes = features.filter(f => f.type === "lake");
const land = cells.i.filter(i => h[i] >= 20 && !cells.b[i]); // exclude near-border cells
land.sort((a, b) => h[a] - h[b]); // lowest cells go first
const progress = [];
let depressions = Infinity;
let prevDepressions = null;
for (let iteration = 0; depressions && iteration < maxIterations; iteration++) {
if (progress.length > 5 && d3.sum(progress) > 0) {
// bad progress, abort and set heights back
h = alterHeights();
depressions = progress[0];
break;
}
depressions = 0;
if (iteration < checkLakeMaxIteration) {
for (const l of lakes) {
if (l.closed) continue;
const minHeight = d3.min(l.shoreline.map(s => h[s]));
if (minHeight >= 100 || l.height > minHeight) continue;
if (iteration > elevateLakeMaxIteration) {
l.shoreline.forEach(i => (h[i] = cells.h[i]));
l.height = d3.min(l.shoreline.map(s => h[s])) - 1;
l.closed = true;
continue;
}
depressions++;
l.height = minHeight + 0.2;
}
}
for (const i of land) {
const minHeight = d3.min(cells.c[i].map(c => height(c)));
if (minHeight >= 100 || h[i] > minHeight) continue;
depressions++;
h[i] = minHeight + 0.1;
}
prevDepressions !== null && progress.push(depressions - prevDepressions);
prevDepressions = depressions;
}
depressions && WARN && console.warn(`Unresolved depressions: ${depressions}. Edit heightmap to fix`);
};
// add points at 1/3 and 2/3 of a line between adjacents river cells
const addMeandering = function (riverCells, riverPoints = null, meandering = 0.5) {
const {fl, h} = pack.cells;
const meandered = [];
const lastStep = riverCells.length - 1;
const points = getRiverPoints(riverCells, riverPoints);
let step = h[riverCells[0]] < 20 ? 1 : 10;
for (let i = 0; i <= lastStep; i++, step++) {
const cell = riverCells[i];
const isLastCell = i === lastStep;
const [x1, y1] = points[i];
meandered.push([x1, y1, fl[cell]]);
if (isLastCell) break;
const nextCell = riverCells[i + 1];
const [x2, y2] = points[i + 1];
if (nextCell === -1) {
meandered.push([x2, y2, fl[cell]]);
break;
}
const dist2 = (x2 - x1) ** 2 + (y2 - y1) ** 2; // square distance between cells
if (dist2 <= 25 && riverCells.length >= 6) continue;
const meander = meandering + 1 / step + Math.max(meandering - step / 100, 0);
const angle = Math.atan2(y2 - y1, x2 - x1);
const sinMeander = Math.sin(angle) * meander;
const cosMeander = Math.cos(angle) * meander;
if (step < 20 && (dist2 > 64 || (dist2 > 36 && riverCells.length < 5))) {
// if dist2 is big or river is small add extra points at 1/3 and 2/3 of segment
const p1x = (x1 * 2 + x2) / 3 + -sinMeander;
const p1y = (y1 * 2 + y2) / 3 + cosMeander;
const p2x = (x1 + x2 * 2) / 3 + sinMeander / 2;
const p2y = (y1 + y2 * 2) / 3 - cosMeander / 2;
meandered.push([p1x, p1y, 0], [p2x, p2y, 0]);
} else if (dist2 > 25 || riverCells.length < 6) {
// if dist is medium or river is small add 1 extra middlepoint
const p1x = (x1 + x2) / 2 + -sinMeander;
const p1y = (y1 + y2) / 2 + cosMeander;
meandered.push([p1x, p1y, 0]);
}
}
return meandered;
};
const getRiverPoints = (riverCells, riverPoints) => {
if (riverPoints) return riverPoints;
const {p} = pack.cells;
return riverCells.map((cell, i) => {
if (cell === -1) return getBorderPoint(riverCells[i - 1]);
return p[cell];
});
};
const getBorderPoint = i => {
const [x, y] = pack.cells.p[i];
const min = Math.min(y, graphHeight - y, x, graphWidth - x);
if (min === y) return [x, 0];
else if (min === graphHeight - y) return [x, graphHeight];
else if (min === x) return [0, y];
return [graphWidth, y];
};
const FLUX_FACTOR = 500;
const MAX_FLUX_WIDTH = 1;
const LENGTH_FACTOR = 200;
const LENGTH_STEP_WIDTH = 1 / LENGTH_FACTOR;
const LENGTH_PROGRESSION = [1, 1, 2, 3, 5, 8, 13, 21, 34].map(n => n / LENGTH_FACTOR);
const MAX_PROGRESSION = last(LENGTH_PROGRESSION);
const getOffset = ({flux, pointIndex, widthFactor, startingWidth}) => {
if (pointIndex === 0) return startingWidth;
const fluxWidth = Math.min(flux ** 0.7 / FLUX_FACTOR, MAX_FLUX_WIDTH);
const lengthWidth = pointIndex * LENGTH_STEP_WIDTH + (LENGTH_PROGRESSION[pointIndex] || MAX_PROGRESSION);
return widthFactor * (lengthWidth + fluxWidth) + startingWidth;
};
const getSourceWidth = flux => rn(Math.min(flux ** 0.9 / FLUX_FACTOR, MAX_FLUX_WIDTH), 2);
// build polygon from a list of points and calculated offset (width)
const getRiverPath = (points, widthFactor, startingWidth) => {
lineGen.curve(d3.curveCatmullRom.alpha(0.1));
const riverPointsLeft = [];
const riverPointsRight = [];
let flux = 0;
for (let pointIndex = 0; pointIndex < points.length; pointIndex++) {
const [x0, y0] = points[pointIndex - 1] || points[pointIndex];
const [x1, y1, pointFlux] = points[pointIndex];
const [x2, y2] = points[pointIndex + 1] || points[pointIndex];
if (pointFlux > flux) flux = pointFlux;
const offset = getOffset({flux, pointIndex, widthFactor, startingWidth});
const angle = Math.atan2(y0 - y2, x0 - x2);
const sinOffset = Math.sin(angle) * offset;
const cosOffset = Math.cos(angle) * offset;
riverPointsLeft.push([x1 - sinOffset, y1 + cosOffset]);
riverPointsRight.push([x1 + sinOffset, y1 - cosOffset]);
}
const right = lineGen(riverPointsRight.reverse());
let left = lineGen(riverPointsLeft);
left = left.substring(left.indexOf("C"));
return round(right + left, 1);
};
const specify = function () {
const rivers = pack.rivers;
if (!rivers.length) return;
for (const river of rivers) {
river.basin = getBasin(river.i);
river.name = getName(river.mouth);
river.type = getType(river);
}
};
const getName = function (cell) {
return Names.getCulture(pack.cells.culture[cell]);
};
// weighted arrays of river type names
const riverTypes = {
main: {
big: {River: 1},
small: {Creek: 9, River: 3, Brook: 3, Stream: 1}
},
fork: {
big: {Fork: 1},
small: {Branch: 1}
}
};
let smallLength = null;
const getType = function ({i, length, parent}) {
if (smallLength === null) {
const threshold = Math.ceil(pack.rivers.length * 0.15);
smallLength = pack.rivers.map(r => r.length || 0).sort((a, b) => a - b)[threshold];
}
const isSmall = length < smallLength;
const isFork = each(3)(i) && parent && parent !== i;
return rw(riverTypes[isFork ? "fork" : "main"][isSmall ? "small" : "big"]);
};
const getApproximateLength = points => {
const length = points.reduce((s, v, i, p) => s + (i ? Math.hypot(v[0] - p[i - 1][0], v[1] - p[i - 1][1]) : 0), 0);
return rn(length, 2);
};
// Real mouth width examples: Amazon 6000m, Volga 6000m, Dniepr 3000m, Mississippi 1300m, Themes 900m,
// Danube 800m, Daugava 600m, Neva 500m, Nile 450m, Don 400m, Wisla 300m, Pripyat 150m, Bug 140m, Muchavets 40m
const getWidth = offset => rn((offset / 1.5) ** 1.8, 2); // mouth width in km
// remove river and all its tributaries
const remove = function (id) {
const cells = pack.cells;
const riversToRemove = pack.rivers.filter(r => r.i === id || r.parent === id || r.basin === id).map(r => r.i);
riversToRemove.forEach(r => rivers.select("#river" + r).remove());
cells.r.forEach((r, i) => {
if (!r || !riversToRemove.includes(r)) return;
cells.r[i] = 0;
cells.fl[i] = grid.cells.prec[cells.g[i]];
cells.conf[i] = 0;
});
pack.rivers = pack.rivers.filter(r => !riversToRemove.includes(r.i));
};
const getBasin = function (r) {
const parent = pack.rivers.find(river => river.i === r)?.parent;
if (!parent || r === parent) return r;
return getBasin(parent);
};
const getNextId = function (rivers) {
return rivers.length ? Math.max(...rivers.map(r => r.i)) + 1 : 1;
};
return {
generate,
alterHeights,
resolveDepressions,
addMeandering,
getRiverPath,
specify,
getName,
getType,
getBasin,
getWidth,
getOffset,
getSourceWidth,
getApproximateLength,
getRiverPoints,
remove,
getNextId
};
})();