mirror of
https://github.com/Azgaar/Fantasy-Map-Generator.git
synced 2025-12-18 18:11:24 +01:00
259 lines
8.7 KiB
JavaScript
259 lines
8.7 KiB
JavaScript
"use strict";
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window.Features = (function () {
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const DEEPER_LAND = 3;
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const LANDLOCKED = 2;
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const LAND_COAST = 1;
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const UNMARKED = 0;
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const WATER_COAST = -1;
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const DEEP_WATER = -2;
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// calculate distance to coast for every cell
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function markup({distanceField, neighbors, start, increment, limit = INT8_MAX}) {
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for (let distance = start, marked = Infinity; marked > 0 && distance !== limit; distance += increment) {
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marked = 0;
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const prevDistance = distance - increment;
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for (let cellId = 0; cellId < neighbors.length; cellId++) {
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if (distanceField[cellId] !== prevDistance) continue;
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for (const neighborId of neighbors[cellId]) {
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if (distanceField[neighborId] !== UNMARKED) continue;
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distanceField[neighborId] = distance;
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marked++;
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}
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}
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}
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}
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// mark Grid features (ocean, lakes, islands) and calculate distance field
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function markupGrid() {
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TIME && console.time("markupGrid");
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Math.random = aleaPRNG(seed); // get the same result on heightmap edit in Erase mode
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const {h: heights, c: neighbors, b: borderCells, i} = grid.cells;
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const cellsNumber = i.length;
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const distanceField = new Int8Array(cellsNumber); // gird.cells.t
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const featureIds = new Uint16Array(cellsNumber); // gird.cells.f
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const features = [0];
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const queue = [0];
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for (let featureId = 1; queue[0] !== -1; featureId++) {
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const firstCell = queue[0];
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featureIds[firstCell] = featureId;
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const land = heights[firstCell] >= 20;
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let border = false; // set true if feature touches map edge
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while (queue.length) {
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const cellId = queue.pop();
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if (borderCells[cellId]) border = true;
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for (const neighborId of neighbors[cellId]) {
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const isNeibLand = heights[neighborId] >= 20;
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if (land === isNeibLand && featureIds[neighborId] === UNMARKED) {
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featureIds[neighborId] = featureId;
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queue.push(neighborId);
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} else if (land && !isNeibLand) {
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distanceField[cellId] = LAND_COAST;
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distanceField[neighborId] = WATER_COAST;
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}
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}
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}
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const type = land ? "island" : border ? "ocean" : "lake";
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features.push({i: featureId, land, border, type});
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queue[0] = featureIds.findIndex(f => f === UNMARKED); // find unmarked cell
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}
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// markup deep ocean cells
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markup({distanceField, neighbors, start: DEEP_WATER, increment: -1, limit: -10});
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grid.cells.t = distanceField;
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grid.cells.f = featureIds;
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grid.features = features;
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TIME && console.timeEnd("markupGrid");
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}
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// mark Pack features (ocean, lakes, islands), calculate distance field and add properties
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function markupPack() {
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TIME && console.time("markupPack");
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const gridCellsNumber = grid.cells.i.length;
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const OCEAN_MIN_SIZE = gridCellsNumber / 25;
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const SEA_MIN_SIZE = gridCellsNumber / 1000;
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const CONTINENT_MIN_SIZE = gridCellsNumber / 10;
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const ISLAND_MIN_SIZE = gridCellsNumber / 1000;
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const {h: heights, c: neighbors, b: borderCells, i} = pack.cells;
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const cellsNumber = i.length;
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if (!cellsNumber) return; // no cells -> there is nothing to do
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const distanceField = new Int8Array(cellsNumber); // pack.cells.t
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const featureIds = new Uint16Array(cellsNumber); // pack.cells.f
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const haven = createTypedArray({maxValue: cellsNumber, length: cellsNumber}); // haven: opposite water cell
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const harbor = new Uint8Array(cellsNumber); // harbor: number of adjacent water cells
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const features = [0];
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const defineHaven = cellId => {
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const waterCells = neighbors[cellId].filter(isWater);
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const distances = waterCells.map(c => dist2(cells.p[cellId], cells.p[c]));
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const closest = distances.indexOf(Math.min.apply(Math, distances));
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haven[cellId] = waterCells[closest];
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harbor[cellId] = waterCells.length;
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};
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const queue = [0];
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for (let featureId = 1; queue[0] !== -1; featureId++) {
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const firstCell = queue[0];
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featureIds[firstCell] = featureId;
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const land = isLand(firstCell);
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let border = false; // true if feature touches map border
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let totalCells = 1; // count cells in a feature
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while (queue.length) {
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const cellId = queue.pop();
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if (borderCells[cellId]) border = true;
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for (const neighborId of neighbors[cellId]) {
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const isNeibLand = isLand(neighborId);
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if (land && !isNeibLand) {
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distanceField[cellId] = LAND_COAST;
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distanceField[neighborId] = WATER_COAST;
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if (!haven[cellId]) defineHaven(cellId);
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} else if (land && isNeibLand) {
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if (distanceField[neighborId] === UNMARKED && distanceField[cellId] === LAND_COAST)
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distanceField[neighborId] = LANDLOCKED;
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else if (distanceField[cellId] === UNMARKED && distanceField[neighborId] === LAND_COAST)
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distanceField[cellId] = LANDLOCKED;
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}
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if (!featureIds[neighborId] && land === isNeibLand) {
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queue.push(neighborId);
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featureIds[neighborId] = featureId;
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totalCells++;
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}
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}
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}
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const featureVertices = getFeatureVertices({firstCell, vertices, cells, featureIds, featureId});
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const points = clipPoly(featureVertices.map(vertex => vertices.p[vertex]));
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const area = d3.polygonArea(points); // feature perimiter area
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features.push(addFeature({firstCell, land, border, featureVertices, featureId, totalCells, area}));
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queue[0] = featureIds.findIndex(f => f === UNMARKED); // find unmarked cell
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}
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markup({distanceField, neighbors, start: DEEPER_LAND, increment: 1}); // markup pack land
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markup({distanceField, neighbors, start: DEEP_WATER, increment: -1, limit: -10}); // markup pack water
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pack.cells.t = distanceField;
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pack.cells.f = featureIds;
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pack.cells.haven = haven;
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pack.cells.harbor = harbor;
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pack.features = features;
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TIME && console.timeEnd("markupPack");
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function addFeature({firstCell, land, border, featureVertices, featureId, totalCells, area}) {
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const absArea = Math.abs(rn(area));
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if (land) return addIsland();
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if (border) return addOcean();
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return addLake();
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function addIsland() {
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const group = defineIslandGroup();
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const feature = {
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i: featureId,
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type: "island",
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group,
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land: true,
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border,
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cells: totalCells,
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firstCell,
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vertices: featureVertices,
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area: absArea
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};
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return feature;
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}
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function addOcean() {
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const group = defineOceanGroup();
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const feature = {
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i: featureId,
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type: "ocean",
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group,
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land: false,
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border: false,
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cells: totalCells,
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firstCell,
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vertices: featureVertices,
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area: absArea
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};
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return feature;
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}
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function addLake() {
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const group = "freshwater"; // temp, to be defined later
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const name = ""; // temp, to be defined later
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// ensure lake ring is clockwise (to form a hole)
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const lakeVertices = area > 0 ? featureVertices.reverse() : featureVertices;
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const shoreline = getShoreline(); // land cells around lake
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const height = getLakeElevation();
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function getShoreline() {
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const isLand = cellId => heights[cellId] >= MIN_LAND_HEIGHT;
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const cellsAround = lakeVertices.map(vertex => vertices.c[vertex].filter(isLand)).flat();
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return unique(cellsAround);
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}
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function getLakeElevation() {
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const MIN_ELEVATION_DELTA = 0.1;
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const minShoreHeight = d3.min(shoreline.map(cellId => heights[cellId])) || MIN_LAND_HEIGHT;
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return rn(minShoreHeight - MIN_ELEVATION_DELTA, 2);
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}
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const feature = {
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i: featureId,
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type: "lake",
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group,
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name,
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land: false,
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border: false,
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cells: totalCells,
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firstCell,
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vertices: lakeVertices,
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shoreline: shoreline,
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height,
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area: absArea
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};
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return feature;
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}
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function defineOceanGroup() {
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if (totalCells > OCEAN_MIN_SIZE) return "ocean";
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if (totalCells > SEA_MIN_SIZE) return "sea";
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return "gulf";
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}
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function defineIslandGroup() {
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const prevFeature = features[featureIds[firstCell - 1]];
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if (prevFeature && prevFeature.type === "lake") return "lake_island";
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if (totalCells > CONTINENT_MIN_SIZE) return "continent";
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if (totalCells > ISLAND_MIN_SIZE) return "island";
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return "isle";
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}
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}
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}
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return {markupGrid, markupPack};
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})();
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