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* chore: add npm + vite for progressive enhancement * fix: update Dockerfile to copy only the dist folder contents * fix: update Dockerfile to use multi-stage build for optimized production image * fix: correct nginx config file copy command in Dockerfile * chore: add netlify configuration for build and redirects * fix: add NODE_VERSION to environment in Netlify configuration * remove wrong dist folder * Update package.json Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * chore: split public and src * migrating all util files from js to ts * feat: Implement HeightmapGenerator and Voronoi module - Added HeightmapGenerator class for generating heightmaps with various tools (Hill, Pit, Range, Trough, Strait, etc.). - Introduced Voronoi class for creating Voronoi diagrams using Delaunator. - Updated index.html to include new modules. - Created index.ts to manage module imports. - Enhanced arrayUtils and graphUtils with type definitions and improved functionality. - Added utility functions for generating grids and calculating Voronoi cells. * chore: add GitHub Actions workflow for deploying to GitHub Pages * fix: update branch name in GitHub Actions workflow from 'main' to 'master' * chore: update package.json to specify Node.js engine version and remove unused launch.json * Initial plan * Update copilot guidelines to reflect NPM/Vite/TypeScript migration Co-authored-by: Azgaar <26469650+Azgaar@users.noreply.github.com> * Update src/modules/heightmap-generator.ts Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * Update src/utils/graphUtils.ts Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * Update src/modules/heightmap-generator.ts Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * feat: Add TIME and ERROR variables to global scope in HeightmapGenerator * fix: Update base path in vite.config.ts for Netlify deployment * refactor: Migrate features to a new module and remove legacy script reference * refactor: Update feature interfaces and improve type safety in FeatureModule * refactor: Add documentation for markupPack and defineGroups methods in FeatureModule * refactor: Remove legacy ocean-layers.js and migrate functionality to ocean-layers.ts * refactor: Remove river-generator.js script reference and migrate river generation logic to river-generator.ts * refactor: Remove river-generator.js reference and add biomes module * refactor: Migrate lakes functionality to lakes.ts and update related interfaces * refactor: clean up global variable declarations and improve type definitions * refactor: update shoreline calculation and improve type imports in PackedGraph * fix: e2e tests * chore: add biome for linting/formatting * chore: add linting workflow using Biome * refactor: improve code readability by standardizing string quotes and simplifying function calls --------- Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> Co-authored-by: Azgaar <maxganiev@yandex.com> Co-authored-by: Azgaar <azgaar.fmg@yandex.com> Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com> Co-authored-by: Azgaar <26469650+Azgaar@users.noreply.github.com>
182 lines
4.9 KiB
TypeScript
182 lines
4.9 KiB
TypeScript
import { mean, range } from "d3";
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import { rn } from "../utils";
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declare global {
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var Biomes: BiomesModule;
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}
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class BiomesModule {
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private MIN_LAND_HEIGHT = 20;
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getDefault() {
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const name: string[] = [
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"Marine",
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"Hot desert",
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"Cold desert",
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"Savanna",
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"Grassland",
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"Tropical seasonal forest",
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"Temperate deciduous forest",
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"Tropical rainforest",
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"Temperate rainforest",
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"Taiga",
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"Tundra",
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"Glacier",
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"Wetland",
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];
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const color: string[] = [
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"#466eab",
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"#fbe79f",
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"#b5b887",
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"#d2d082",
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"#c8d68f",
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"#b6d95d",
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"#29bc56",
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"#7dcb35",
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"#409c43",
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"#4b6b32",
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"#96784b",
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"#d5e7eb",
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"#0b9131",
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];
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const habitability: number[] = [
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0, 4, 10, 22, 30, 50, 100, 80, 90, 12, 4, 0, 12,
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];
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const iconsDensity: number[] = [
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0, 3, 2, 120, 120, 120, 120, 150, 150, 100, 5, 0, 250,
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];
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const icons: Array<{ [key: string]: number }> = [
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{},
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{ dune: 3, cactus: 6, deadTree: 1 },
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{ dune: 9, deadTree: 1 },
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{ acacia: 1, grass: 9 },
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{ grass: 1 },
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{ acacia: 8, palm: 1 },
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{ deciduous: 1 },
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{ acacia: 5, palm: 3, deciduous: 1, swamp: 1 },
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{ deciduous: 6, swamp: 1 },
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{ conifer: 1 },
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{ grass: 1 },
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{},
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{ swamp: 1 },
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];
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const cost: number[] = [
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10, 200, 150, 60, 50, 70, 70, 80, 90, 200, 1000, 5000, 150,
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]; // biome movement cost
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const biomesMatrix: Uint8Array[] = [
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// hot ↔ cold [>19°C; <-4°C]; dry ↕ wet
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new Uint8Array([
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1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
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2, 10,
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]),
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new Uint8Array([
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3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 9, 9, 9, 9, 10,
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10, 10,
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]),
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new Uint8Array([
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5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 9, 9, 9, 9, 9, 10,
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10, 10,
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]),
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new Uint8Array([
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5, 6, 6, 6, 6, 6, 6, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 9, 10,
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10, 10,
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]),
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new Uint8Array([
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7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 9, 9,
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10, 10,
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]),
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];
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// parse icons weighted array into a simple array
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const parsedIcons: string[][] = [];
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for (let i = 0; i < icons.length; i++) {
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const parsed: string[] = [];
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for (const icon in icons[i]) {
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for (let j = 0; j < icons[i][icon]; j++) {
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parsed.push(icon);
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}
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}
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parsedIcons[i] = parsed;
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}
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return {
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i: range(0, name.length),
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name,
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color,
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biomesMatrix,
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habitability,
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iconsDensity,
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icons: parsedIcons,
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cost,
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};
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}
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define() {
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TIME && console.time("defineBiomes");
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const {
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fl: flux,
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r: riverIds,
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h: heights,
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c: neighbors,
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g: gridReference,
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} = pack.cells;
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const { temp, prec } = grid.cells;
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pack.cells.biome = new Uint8Array(pack.cells.i.length); // biomes array
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const calculateMoisture = (cellId: number) => {
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let moisture = prec[gridReference[cellId]];
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if (riverIds[cellId]) moisture += Math.max(flux[cellId] / 10, 2);
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const moistAround = neighbors[cellId]
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.filter(
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(neibCellId: number) => heights[neibCellId] >= this.MIN_LAND_HEIGHT,
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)
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.map((c: number) => prec[gridReference[c]])
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.concat([moisture]);
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return rn(4 + (mean(moistAround) as number));
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};
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for (let cellId = 0; cellId < heights.length; cellId++) {
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const height = heights[cellId];
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const moisture =
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height < this.MIN_LAND_HEIGHT ? 0 : calculateMoisture(cellId);
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const temperature = temp[gridReference[cellId]];
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pack.cells.biome[cellId] = this.getId(
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moisture,
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temperature,
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height,
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Boolean(riverIds[cellId]),
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);
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}
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TIME && console.timeEnd("defineBiomes");
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}
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getId(
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moisture: number,
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temperature: number,
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height: number,
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hasRiver: boolean,
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) {
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if (height < 20) return 0; // all water cells: marine biome
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if (temperature < -5) return 11; // too cold: permafrost biome
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if (temperature >= 25 && !hasRiver && moisture < 8) return 1; // too hot and dry: hot desert biome
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if (this.isWetland(moisture, temperature, height)) return 12; // too wet: wetland biome
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// in other cases use biome matrix
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const moistureBand = Math.min((moisture / 5) | 0, 4); // [0-4]
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const temperatureBand = Math.min(Math.max(20 - temperature, 0), 25); // [0-25]
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return biomesData.biomesMatrix[moistureBand][temperatureBand];
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}
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private isWetland(moisture: number, temperature: number, height: number) {
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if (temperature <= -2) return false; // too cold
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if (moisture > 40 && height < 25) return true; // near coast
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if (moisture > 24 && height > 24 && height < 60) return true; // off coast
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return false;
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}
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}
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window.Biomes = new BiomesModule();
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