mirror of
https://github.com/Azgaar/Fantasy-Map-Generator.git
synced 2025-12-23 12:31:24 +01:00
380 lines
13 KiB
JavaScript
380 lines
13 KiB
JavaScript
"use strict";
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/*
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Experimental submaping module
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*/
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window.Submap = (function () {
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const isWater = (map, id) => map.grid.cells.h[map.pack.cells.g[id]] < 20? true: false;
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function resample(parentMap, projection, options) {
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// generate new map based on an existing one (resampling parentMap)
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// parentMap: {seed, grid, pack} from original map
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// projection: map function from old to new coordinates or backwards
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// prj(x,y,direction:bool) -> [x',y']
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const stage = s => INFO && console.log('SUBMAP:', s)
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const timeStart = performance.now();
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const childMap = { grid, pack }
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invokeActiveZooming();
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// copy seed
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seed = parentMap.seed;
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Math.random = aleaPRNG(seed);
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INFO && console.group("SubMap with seed: " + seed);
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DEBUG && console.log("Using Options:", options);
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// create new grid
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applyMapSize();
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placePoints();
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calculateVoronoi(grid, grid.points);
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drawScaleBar();
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const resampler = (points, qtree, f) => {
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for(const [i,[x, y]] of points.entries()) {
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const [tx, ty] = projection(x, y, true);
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const oldid = qtree.find(tx,ty,Infinity)[2];
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f(i, oldid);
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}
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}
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stage("Resampling heightmap, temperature and precipitation.")
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// resample heightmap from old WorldState
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const n = grid.points.length;
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grid.cells.h = new Uint8Array(n); // heightmap
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grid.cells.temp = new Int8Array(n); // temperature
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grid.cells.prec = new Int8Array(n); // precipitation
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const reverseGridMap = new Uint32Array(n); // cellmap from new -> oldcell
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const oldGrid = parentMap.grid;
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// build cache old -> [newcelllist]
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const forwardGridMap = parentMap.grid.points.map(_=>[]);
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resampler(grid.points, parentMap.pack.cells.q, (id, oldid) => {
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const cid = parentMap.pack.cells.g[oldid];
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grid.cells.h[id] = oldGrid.cells.h[cid];
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grid.cells.temp[id] = oldGrid.cells.temp[cid];
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grid.cells.prec[id] = oldGrid.cells.prec[cid];
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if (options.depressRivers) forwardGridMap[cid].push(id);
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reverseGridMap[id] = cid;
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})
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// TODO: add smooth/noise function for h, temp, prec n times
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// smooth heightmap
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// smoothing should never change cell type (land->water or water->land)
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if (options.smoothHeightMap) {
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const gcells = grid.cells;
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gcells.h.forEach((h,i) => {
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const hs = gcells.c[i].map(c=>gcells.h[c])
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hs.push(h)
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gcells.h[i] = h>=20
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? Math.max(d3.mean(hs),20)
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: Math.min(d3.mean(hs),19);
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});
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}
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if (options.depressRivers) {
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stage("Generating riverbeds.")
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const rbeds = new Uint16Array(grid.cells.i.length);
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// and erode riverbeds
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parentMap.pack.rivers.forEach(r =>
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r.cells.forEach(oldpc => {
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if (oldpc < 0) return; // ignore out-of-map marker (-1)
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const oldc = parentMap.pack.cells.g[oldpc];
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const targetCells = forwardGridMap[oldc];
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if (!targetCells)
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throw "TargetCell shouldn't be empty.";
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targetCells.forEach(c => {
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if (grid.cells.h[c]<20) return;
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rbeds[c] = 1;
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});
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})
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);
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// raise every land cell a bit except riverbeds
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grid.cells.h.forEach((h, i) => {
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if (rbeds[i] || h<20) return;
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grid.cells.h[i] = Math.min(h+2, 100);
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});
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}
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stage("Detect features, ocean and generating lakes.")
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markFeatures();
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markupGridOcean();
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// Warning: addLakesInDeepDepressions can be very slow!
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if (options.addLakesInDepressions) {
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addLakesInDeepDepressions();
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openNearSeaLakes();
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}
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OceanLayers();
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calculateMapCoordinates();
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// calculateTemperatures();
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// generatePrecipitation();
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stage("Cell cleanup.")
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reGraph();
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// remove misclassified cells
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stage("Define coastline.")
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drawCoastline();
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/****************************************************/
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/* Packed Graph */
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/****************************************************/
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const oldCells = parentMap.pack.cells;
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// const reverseMap = new Map(); // cellmap from new -> oldcell
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const forwardMap = parentMap.pack.cells.p.map(_=>[]); // old -> [newcelllist]
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const pn = pack.cells.i.length;
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const cells = pack.cells;
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cells.culture = new Uint16Array(pn);
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cells.state = new Uint16Array(pn);
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cells.burg = new Uint16Array(pn);
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cells.religion = new Uint16Array(pn);
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cells.road = new Uint16Array(pn);
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cells.crossroad = new Uint16Array(pn);
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cells.province = new Uint16Array(pn);
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stage("Resampling culture, state and religion map.")
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for(const [id, gridCellId] of cells.g.entries()) {
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const oldGridId = reverseGridMap[gridCellId];
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if (!oldGridId) throw new Error("Old grid Id must be defined!")
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// find old parent's children
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const oldChildren = oldCells.i.filter(oid=>oldCells.g[oid]==oldGridId);
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let oldid; // matching cell on the original map
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if (!oldChildren.length) {
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// it *must* be a (deleted) deep ocean cell
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if (!oldGrid.cells.h[oldGridId] < 20) {
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console.error(`Warning, ${gridCellId} should be water cell, not ${oldGrid.cells.h[oldGridId]}`);
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continue;
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}
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// find replacement: closest water cell
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const [ox, oy] = cells.p[id]
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const [tx, ty] = projection(x, y, true);
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oldid = oldCells.q.find(tx,ty,Infinity)[2];
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if (!oldid) {
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console.warn("Warning, no id found in quad", id, "parent", gridCellId);
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continue;
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}
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} else {
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// find closest children (packcell) on the parent map
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const distance = x => (x[0]-cells.p[id][0])**2 + (x[1]-cells.p[id][1])**2;
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let d = Infinity;
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oldChildren.forEach(oid => {
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// must be the same type (this should be always true!)
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if (isWater(parentMap, oid) !== isWater(childMap, id)) {
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console.error(
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"should be the same", oid, id, oldCells.t[oid], cells.t[id],
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"oldparent", oldCells.g[oid], "newparent", cells.g[id],
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"oldheight:", oldGrid.cells.h[oldCells.g[oid]],
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"newheight", grid.cells.h[cells.g[id]])
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throw new Error("should be the same type")
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}
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const [oldpx, oldpy]= oldCells.p[oid];
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const nd = distance(projection(oldpx, oldpx, false));
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if (!nd) {
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console.error("no distance!", nd, "old point", oldp)
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}
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if (nd < d) [d, oldid] = [nd, oid];
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})
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if (!oldid) {
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console.warn("Warning, no match for", id, "parent", gridCellId, "in");
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continue;
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}
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}
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if (isWater(childMap, id) !== isWater(parentMap, oldid)) {
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WARN && console.warn('Type discrepancy detected:', id, oldid, `${pack.cells.t[id]} != ${oldCells.t[oldid]}`);
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}
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cells.culture[id] = oldCells.culture[oldid];
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cells.state[id] = oldCells.state[oldid];
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cells.religion[id] = oldCells.religion[oldid];
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cells.province[id] = oldCells.province[oldid];
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// reverseMap.set(id, oldid)
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forwardMap[oldid].push(id)
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}
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stage("Regenerating river network.")
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Rivers.generate();
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drawRivers();
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Lakes.defineGroup();
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// biome calculation based on (resampled) grid.cells.temp and prec
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// it's safe to recalculate.
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stage("Regenerating Biome.");
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defineBiomes();
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// recalculate suitability and population
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// TODO: normalize according to the base-map
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rankCells();
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// transfer basemap cultures
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pack.cultures = parentMap.pack.cultures;
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// fix culture centers
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const validCultures = new Set(pack.cells.culture);
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pack.cultures.forEach((c, i) => {
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if (!i) return // ignore wildlands
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if (!validCultures.has(i)) {
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c.removed = true;
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c.center = undefined;
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return
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}
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const newCenters = forwardMap[c.center]
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c.center = newCenters.length
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? newCenters[0]
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: pack.cells.culture.findIndex(x => x===i);
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});
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stage("Porting and locking burgs.");
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if (options.copyBurgs) copyBurgs(parentMap, projection, options);
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// transfer states, mark states without land as removed.
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stage("Porting states.");
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const validStates = new Set(pack.cells.state);
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pack.states = parentMap.pack.states;
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// keep valid states and neighbors only
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pack.states.forEach((s, i) => {
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if (!s.i || s.removed) return; // ignore removed and neutrals
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if (!validStates.has(i)) s.removed = true;
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s.neighbors = s.neighbors.filter(n => validStates.has(n));
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// find center
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let capital
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if (options.copyBurgs) // capital is the best bet
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capital = pack.burgs[s.capital].cell;
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s.center = capital
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? capital
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: pack.cells.state.findIndex(x => x===i);
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});
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/* probably not needed now
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// fix extra coastline cells without state.
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const newCoastCells = cells.t.reduce(
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(a,c,i) => c === -1 && !cells.state[i] ? a.push(i) && a: a, []
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);
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*/
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// transfer provinces, mark provinces without land as removed.
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stage("Porting provinces.");
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const validProvinces = new Set(pack.cells.province);
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pack.provinces = parentMap.pack.provinces;
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// mark uneccesary provinces
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pack.provinces.forEach((p, i) => {
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if (!p || p.removed) return;
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if (!validProvinces.has(i)) {
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p.removed = true;
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return
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}
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const newCenters = forwardMap[p.center]
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p.center = newCenters.length
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? newCenters[0]
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: pack.cells.province.findIndex(x => x===i);
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});
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// regenerate (if not copied) and display burgs
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if (!options.copyBurgs) BurgsAndStates.regenerateBurgs();
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BurgsAndStates.drawBurgs();
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stage("Regenerating road network.");
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Routes.regenerate();
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drawStates();
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drawBorders();
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BurgsAndStates.drawStateLabels();
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Rivers.specify();
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Lakes.generateName();
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stage("Modelling military, markers and zones (if requested).");
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if (options.addMilitary) Military.generate();
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if (options.addMarkers) addMarkers();
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if (options.addZones) addZones();
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Names.getMapName();
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stage("Submap done.");
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WARN && console.warn(`TOTAL: ${rn((performance.now() - timeStart) / 1000, 2)}s`);
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showStatistics();
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INFO && console.groupEnd("Generated Map " + seed);
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}
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/* find the nearest cell having at least one *neighbor*
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* fulfilling filter f, up to cell-distance `max`
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* returns [cellid, neighbor] tuple or undefined if no such cell.
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*/
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const findNearest = (f, max=3) => centerId => {
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const met = new Set([centerId]); // cache, f might be expensive
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const kernel = (c, dist) => {
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const ncs = pack.cells.c[c].filter(nc => !met.has(nc));
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const n = ncs.find(f);
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if (n) return [c, n];
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if (dist >= max || !ncs.length) return undefined;
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ncs.forEach(i => met.add(i));
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let answer;
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while (ncs.length && !answer) answer = kernel(ncs.shift(), dist+1);
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return answer;
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}
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return kernel(centerId, 1);
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}
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function copyBurgs(parentMap, projection, options) {
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const inMap = (x,y) => x>0 && x<graphWidth && y>0 && y<graphHeight;
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const cells = pack.cells;
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const childMap = { grid, pack }
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pack.burgs = parentMap.pack.burgs;
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// remap burgs to the best new cell
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pack.burgs.forEach( (b, id) => {
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if (id == 0) return; // skip empty city of neturals
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[b.x, b.y] = projection(b.x, b.y, false);
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// disable out-of-map (removed) burgs
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if (!inMap(b.x,b.y)) {
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b.removed = true;
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b.cell = undefined;
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return;
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}
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let cityCell = findCell(b.x, b.y);
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// pull sunken burgs out of water
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if (isWater(childMap, cityCell)) {
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const searchPlace = findNearest(c => cells.t[c] === 1);
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const res = searchPlace(cityCell)
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if (!res) {
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WARN && console.warn(`Burg ${b.name} sank like Atlantis. Unable to find coastal cells nearby. Try to reduce resample zoom level.`);
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b.removed = true;
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return;
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}
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const [water, coast] = res;
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[b.x, b.y] = b.port? getMiddlePoint(coast, water): cells.p[coast];
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if (b.port) b.port = cells.f[water];
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b.cell = coast;
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} if (b.port) {
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// find coast for ports on land
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const searchPortCell = findNearest(c => cells.t[c] === -1);
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const res = searchPortCell(cityCell);
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if (res) {
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const [coast, water] = res;
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[b.x, b.y] = getMiddlePoint(coast, water);
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b.port = cells.f[water]; // copy feature number
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b.cell = coast;
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} else {
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WARN && console.warn(`Can't find water near port ${b.name}. :-/`);
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b.port = 0;
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}
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} else {
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b.cell = cityCell;
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[b.x, b.y] = cells.p[cityCell];
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}
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b.lock = true;
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pack.cells.burg[b.cell] = id;
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if (options.promoteTown) b.capital = 1;
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});
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}
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// export
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return { resample }
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})();
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