Fantasy-Map-Generator/src/scripts/generation/pack/generateRoutes.ts

248 lines
7.5 KiB
TypeScript

import Delaunator from "delaunator";
import FlatQueue from "flatqueue";
import {TIME} from "config/logging";
import {ELEVATION, MIN_LAND_HEIGHT, ROUTES} from "config/generation";
import {dist2} from "utils/functionUtils";
export function generateRoutes(
burgs: TBurgs,
cells: Pick<IPack["cells"], "c" | "p" | "h" | "biome" | "state" | "burg">
) {
const cellRoutes = new Uint8Array(cells.h.length);
const validBurgs = burgs.filter(burg => burg.i && !(burg as IBurg).removed) as IBurg[];
const connections: Map<string, boolean> = new Map();
const mainRoads = generateMainRoads();
const trails = generateTrails();
// const oceanRoutes = getSearoutes();
const routes = combineRoutes();
return {cellRoutes, routes};
function generateMainRoads() {
TIME && console.time("generateMainRoads");
const mainRoads: {feature: number; cells: number[]}[] = [];
const capitalsByFeature = validBurgs.reduce((acc, burg) => {
const {capital, feature} = burg;
if (!capital) return acc;
if (!acc[feature]) acc[feature] = [];
acc[feature].push(burg);
return acc;
}, {} as {[feature: string]: IBurg[]});
for (const [key, featureCapitals] of Object.entries(capitalsByFeature)) {
const points: TPoints = featureCapitals.map(burg => [burg.x, burg.y]);
const urquhartEdges = calculateUrquhartEdges(points);
urquhartEdges.forEach(([fromId, toId]) => {
const start = featureCapitals[fromId].cell;
const exit = featureCapitals[toId].cell;
const segments = findLandPathSegments(cellRoutes, connections, start, exit);
for (const segment of segments) {
addConnections(segment, ROUTES.MAIN_ROAD);
mainRoads.push({feature: Number(key), cells: segment});
}
});
}
TIME && console.timeEnd("generateMainRoads");
return mainRoads;
}
function generateTrails() {
TIME && console.time("generateTrails");
const trails: {feature: number; cells: number[]}[] = [];
const burgsByFeature = validBurgs.reduce((acc, burg) => {
const {feature} = burg;
if (!acc[feature]) acc[feature] = [];
acc[feature].push(burg);
return acc;
}, {} as {[feature: string]: IBurg[]});
for (const [key, featureBurgs] of Object.entries(burgsByFeature)) {
const points: TPoints = featureBurgs.map(burg => [burg.x, burg.y]);
const urquhartEdges = calculateUrquhartEdges(points);
urquhartEdges.forEach(([fromId, toId]) => {
const start = featureBurgs[fromId].cell;
const exit = featureBurgs[toId].cell;
const segments = findLandPathSegments(cellRoutes, connections, start, exit);
for (const segment of segments) {
addConnections(segment, ROUTES.TRAIL);
trails.push({feature: Number(key), cells: segment});
}
});
}
TIME && console.timeEnd("generateTrails");
return trails;
}
function addConnections(segment: number[], roadTypeId: number) {
for (let i = 0; i < segment.length; i++) {
const cellId = segment[i];
const nextCellId = segment[i + 1];
if (nextCellId) connections.set(`${cellId}-${nextCellId}`, true);
cellRoutes[cellId] = roadTypeId;
}
}
// find land route segments from cell to cell
function findLandPathSegments(
cellRoutes: Uint8Array,
connections: Map<string, boolean>,
start: number,
exit: number
): number[][] {
const from = findPath();
if (!from) return [];
const pathCells = restorePath(start, exit, from);
const segments = getRouteSegments(pathCells, connections);
return segments;
function findPath() {
const from: number[] = [];
const cost: number[] = [];
const queue = new FlatQueue<number>();
queue.push(start, 0);
while (queue.length) {
const priority = queue.peekValue()!;
const next = queue.pop()!;
for (const neibCellId of cells.c[next]) {
if (cells.h[neibCellId] < MIN_LAND_HEIGHT) continue; // ignore water cells
const habitability = biomesData.habitability[cells.biome[neibCellId]];
if (!habitability) continue; // inhabitable cells are not passable (eg. lava, glacier)
const distanceCost = dist2(cells.p[next], cells.p[neibCellId]);
const habitabilityModifier = 1 + Math.max(100 - habitability, 0) / 1000; // [1, 1.1];
const heightModifier = 1 + Math.max(cells.h[neibCellId] - ELEVATION.HILLS, 0) / 500; // [1, 1.1];
const roadModifier = cellRoutes[neibCellId] ? 0.5 : 1;
const burgModifier = cells.burg[neibCellId] ? 0.5 : 1;
const cellsCost = distanceCost * habitabilityModifier * heightModifier * roadModifier * burgModifier;
const totalCost = priority + cellsCost;
if (from[neibCellId] || totalCost >= cost[neibCellId]) continue;
from[neibCellId] = next;
if (neibCellId === exit) return from;
cost[neibCellId] = totalCost;
queue.push(neibCellId, totalCost);
}
}
return null; // path is not found
}
}
function combineRoutes() {
const routes: TRoutes = [];
for (const {feature, cells} of mainRoads) {
routes.push({i: routes.length, type: "road", feature, cells});
}
for (const {feature, cells} of trails) {
routes.push({i: routes.length, type: "trail", feature, cells});
}
return routes;
}
}
function restorePath(start: number, end: number, from: number[]) {
const cells: number[] = [];
let current = end;
let prev = end;
while (current !== start) {
cells.push(current);
prev = from[current];
current = prev;
}
cells.push(current);
return cells;
}
function getRouteSegments(pathCells: number[], connections: Map<string, boolean>) {
const segments: number[][] = [];
let segment: number[] = [];
// if (pathCells.includes(5204)) debugger;
for (let i = 0; i < pathCells.length; i++) {
const cellId = pathCells[i];
const nextCellId = pathCells[i + 1];
const isConnected = connections.has(`${cellId}-${nextCellId}`) || connections.has(`${nextCellId}-${cellId}`);
if (isConnected) {
if (segment.length) {
// segment stepped into existing segment
segment.push(pathCells[i]);
segments.push(segment);
segment = [];
}
continue;
}
segment.push(pathCells[i]);
}
if (segment.length) segments.push(segment);
return segments;
}
// Urquhart graph is obtained by removing the longest edge from each triangle in the Delaunay triangulation
// this gives us an aproximation of a desired road network, i.e. connections between burgs
// code from https://observablehq.com/@mbostock/urquhart-graph
function calculateUrquhartEdges(points: TPoints) {
const score = (p0: number, p1: number) => dist2(points[p0], points[p1]);
const {halfedges, triangles} = Delaunator.from(points);
const n = triangles.length;
const removed = new Uint8Array(n);
const edges = [];
for (let e = 0; e < n; e += 3) {
const p0 = triangles[e],
p1 = triangles[e + 1],
p2 = triangles[e + 2];
const p01 = score(p0, p1),
p12 = score(p1, p2),
p20 = score(p2, p0);
removed[
p20 > p01 && p20 > p12
? Math.max(e + 2, halfedges[e + 2])
: p12 > p01 && p12 > p20
? Math.max(e + 1, halfedges[e + 1])
: Math.max(e, halfedges[e])
] = 1;
}
for (let e = 0; e < n; ++e) {
if (e > halfedges[e] && !removed[e]) {
const t0 = triangles[e];
const t1 = triangles[e % 3 === 2 ? e - 2 : e + 1];
edges.push([t0, t1]);
}
}
return edges;
}