Fantasy-Map-Generator/src/modules/biomes.ts
Marc Emmanuel 9db40a5230
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chore: add biome for linting/formatting + CI action for linting in SRC folder (#1284)
* 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>
2026-01-26 22:30:28 +01:00

182 lines
4.9 KiB
TypeScript

import { mean, range } from "d3";
import { rn } from "../utils";
declare global {
var Biomes: BiomesModule;
}
class BiomesModule {
private MIN_LAND_HEIGHT = 20;
getDefault() {
const name: string[] = [
"Marine",
"Hot desert",
"Cold desert",
"Savanna",
"Grassland",
"Tropical seasonal forest",
"Temperate deciduous forest",
"Tropical rainforest",
"Temperate rainforest",
"Taiga",
"Tundra",
"Glacier",
"Wetland",
];
const color: string[] = [
"#466eab",
"#fbe79f",
"#b5b887",
"#d2d082",
"#c8d68f",
"#b6d95d",
"#29bc56",
"#7dcb35",
"#409c43",
"#4b6b32",
"#96784b",
"#d5e7eb",
"#0b9131",
];
const habitability: number[] = [
0, 4, 10, 22, 30, 50, 100, 80, 90, 12, 4, 0, 12,
];
const iconsDensity: number[] = [
0, 3, 2, 120, 120, 120, 120, 150, 150, 100, 5, 0, 250,
];
const icons: Array<{ [key: string]: number }> = [
{},
{ dune: 3, cactus: 6, deadTree: 1 },
{ dune: 9, deadTree: 1 },
{ acacia: 1, grass: 9 },
{ grass: 1 },
{ acacia: 8, palm: 1 },
{ deciduous: 1 },
{ acacia: 5, palm: 3, deciduous: 1, swamp: 1 },
{ deciduous: 6, swamp: 1 },
{ conifer: 1 },
{ grass: 1 },
{},
{ swamp: 1 },
];
const cost: number[] = [
10, 200, 150, 60, 50, 70, 70, 80, 90, 200, 1000, 5000, 150,
]; // biome movement cost
const biomesMatrix: Uint8Array[] = [
// hot ↔ cold [>19°C; <-4°C]; dry ↕ wet
new Uint8Array([
1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
2, 10,
]),
new Uint8Array([
3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 9, 9, 9, 9, 10,
10, 10,
]),
new Uint8Array([
5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 9, 9, 9, 9, 9, 10,
10, 10,
]),
new Uint8Array([
5, 6, 6, 6, 6, 6, 6, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 9, 10,
10, 10,
]),
new Uint8Array([
7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 9, 9,
10, 10,
]),
];
// parse icons weighted array into a simple array
const parsedIcons: string[][] = [];
for (let i = 0; i < icons.length; i++) {
const parsed: string[] = [];
for (const icon in icons[i]) {
for (let j = 0; j < icons[i][icon]; j++) {
parsed.push(icon);
}
}
parsedIcons[i] = parsed;
}
return {
i: range(0, name.length),
name,
color,
biomesMatrix,
habitability,
iconsDensity,
icons: parsedIcons,
cost,
};
}
define() {
TIME && console.time("defineBiomes");
const {
fl: flux,
r: riverIds,
h: heights,
c: neighbors,
g: gridReference,
} = pack.cells;
const { temp, prec } = grid.cells;
pack.cells.biome = new Uint8Array(pack.cells.i.length); // biomes array
const calculateMoisture = (cellId: number) => {
let moisture = prec[gridReference[cellId]];
if (riverIds[cellId]) moisture += Math.max(flux[cellId] / 10, 2);
const moistAround = neighbors[cellId]
.filter(
(neibCellId: number) => heights[neibCellId] >= this.MIN_LAND_HEIGHT,
)
.map((c: number) => prec[gridReference[c]])
.concat([moisture]);
return rn(4 + (mean(moistAround) as number));
};
for (let cellId = 0; cellId < heights.length; cellId++) {
const height = heights[cellId];
const moisture =
height < this.MIN_LAND_HEIGHT ? 0 : calculateMoisture(cellId);
const temperature = temp[gridReference[cellId]];
pack.cells.biome[cellId] = this.getId(
moisture,
temperature,
height,
Boolean(riverIds[cellId]),
);
}
TIME && console.timeEnd("defineBiomes");
}
getId(
moisture: number,
temperature: number,
height: number,
hasRiver: boolean,
) {
if (height < 20) return 0; // all water cells: marine biome
if (temperature < -5) return 11; // too cold: permafrost biome
if (temperature >= 25 && !hasRiver && moisture < 8) return 1; // too hot and dry: hot desert biome
if (this.isWetland(moisture, temperature, height)) return 12; // too wet: wetland biome
// in other cases use biome matrix
const moistureBand = Math.min((moisture / 5) | 0, 4); // [0-4]
const temperatureBand = Math.min(Math.max(20 - temperature, 0), 25); // [0-25]
return biomesData.biomesMatrix[moistureBand][temperatureBand];
}
private isWetland(moisture: number, temperature: number, height: number) {
if (temperature <= -2) return false; // too cold
if (moisture > 40 && height < 25) return true; // near coast
if (moisture > 24 && height > 24 && height < 60) return true; // off coast
return false;
}
}
window.Biomes = new BiomesModule();