mirror of
https://github.com/Azgaar/Fantasy-Map-Generator.git
synced 2025-12-16 17:31:24 +01:00
* feat: style - store emblem size mod in style (v1.99.10) * fix the isOutdated function for versions past 1.99 * fix: showUploadMessage function not called correctly for isUpdated case * feat: load - improve version detection * feat: improve version detection and update process * feat: Update version and use constant for VERSION in multiple files * Update versioning.js to fix incorrect message display for stored version * feat: zones editor - update to work with pack data * feat: zones editor - update editor * feat: zones editor - update editor * chore: update version * feat: zones - regenerate * feat: zones - render zones as continuius line * feat: zones - editot changes * feat: zones - auto-update * feat: zones - generation fixes * feat: zones - generation fixes * feat: zones - restore layer * feat: zones - proselytism - check population --------- Co-authored-by: Azgaar <azgaar.fmg@yandex.com>
429 lines
15 KiB
JavaScript
429 lines
15 KiB
JavaScript
"use strict";
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/*
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Cell resampler module used by submapper and resampler (transform)
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main function: resample(options);
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*/
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window.Submap = (function () {
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const isWater = (pack, id) => pack.cells.h[id] < 20;
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const inMap = (x, y) => x > 0 && x < graphWidth && y > 0 && y < graphHeight;
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function resample(parentMap, options) {
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/*
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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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options = {
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projection: f(Number,Number)->[Number, Number]
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function to calculate new coordinates
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inverse: g(Number,Number)->[Number, Number]
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inverse of f
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depressRivers: Bool carve out riverbeds?
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smoothHeightMap: Bool run smooth filter on heights
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addLakesInDepressions: call FMG original funtion on heightmap
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lockMarkers: Bool Auto lock all copied markers
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lockBurgs: Bool Auto lock all copied burgs
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}
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*/
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const projection = options.projection;
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const inverse = options.inverse;
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const stage = s => INFO && console.info("SUBMAP:", s);
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const timeStart = performance.now();
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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.info("Using Options:", options);
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// create new grid
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applyGraphSize();
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grid = generateGrid();
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drawScaleBar(scaleBar, scale);
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fitScaleBar(scaleBar, svgWidth, svgHeight);
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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] = inverse(x, y);
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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 Uint8Array(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 ? Math.max(d3.mean(hs), 20) : 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) 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.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 === undefined) {
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console.error("Can not find old cell id", reverseGridMap, "in", gridCellId);
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continue;
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}
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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] = inverse(x, y);
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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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// this should be always true, unless some algo modded the height!
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if (isWater(parentMap.pack, oid) !== isWater(pack, id)) {
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console.warn(`cell sank because of addLakesInDepressions: ${oid}`);
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}
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const [oldpx, oldpy] = oldCells.p[oid];
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const nd = distance(projection(oldpx, oldpy));
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if (isNaN(nd)) {
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console.error("Distance is not a number!", "Old point:", oldpx, oldpy);
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}
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if (nd < d) [d, oldid] = [nd, oid];
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});
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if (oldid === undefined) {
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console.warn("Warning, no match for", id, "(parent:", gridCellId, ")");
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continue;
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}
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}
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if (isWater(pack, id) !== isWater(parentMap.pack, oldid)) {
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WARN && console.warn("Type discrepancy detected:", id, oldid, `${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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Biomes.define();
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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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stage("Porting 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 = null;
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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 ? newCenters[0] : pack.cells.culture.findIndex(x => x === i);
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});
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stage("Porting and locking burgs.");
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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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s.center = pack.burgs[s.capital].cell
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? pack.burgs[s.capital].cell // capital is the best bet
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: pack.cells.state.findIndex(x => x === i); // otherwise use the first valid cell
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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 ? newCenters[0] : pack.cells.province.findIndex(x => x === i);
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});
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BurgsAndStates.drawBurgs();
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stage("Regenerating routes network.");
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regenerateRoutes();
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drawStates();
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drawBorders();
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drawStateLabels();
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Rivers.specify();
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Lakes.generateName();
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stage("Porting military.");
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for (const s of pack.states) {
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if (!s.military) continue;
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for (const m of s.military) {
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[m.x, m.y] = projection(m.x, m.y);
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[m.bx, m.by] = projection(m.bx, m.by);
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const cc = forwardMap[m.cell];
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m.cell = cc && cc.length ? cc[0] : null;
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}
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s.military = s.military.filter(m => m.cell).map((m, i) => ({...m, i}));
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}
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Military.redraw();
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stage("Copying markers.");
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for (const m of pack.markers) {
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const [x, y] = projection(m.x, m.y);
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if (!inMap(x, y)) {
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Markers.deleteMarker(m.i);
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} else {
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m.x = x;
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m.y = y;
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m.cell = findCell(x, y);
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if (options.lockMarkers) m.lock = true;
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}
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}
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if (layerIsOn("toggleMarkers")) drawMarkers();
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stage("Redraw emblems.");
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drawEmblems();
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stage("Regenerating Zones.");
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Zones.generate();
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Names.getMapName();
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stage("Restoring Notes.");
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notes = parentMap.notes;
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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 accepted by filter f *and* having at
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* least one *neighbor* fulfilling filter g, up to cell-distance `max`
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* returns [cellid, neighbor] tuple or undefined if no such cell.
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* accepts coordinates (x, y)
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*/
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const findNearest =
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(f, g, max = 3) =>
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(px, py) => {
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const d2 = c => (px - pack.cells.p[c][0]) ** 2 + (py - pack.cells.p[c][0]) ** 2;
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const startCell = findCell(px, py);
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const tested = new Set([startCell]); // ignore analyzed cells
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const kernel = (cs, level) => {
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const [bestf, bestg] = cs.filter(f).reduce(
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([cf, cg], c) => {
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const neighbors = pack.cells.c[c];
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const betterg = neighbors.filter(g).reduce((u, x) => (d2(x) < d2(u) ? x : u));
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if (cf === undefined) return [c, betterg];
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return betterg && d2(cf) < d2(c) ? [c, betterg] : [cf, cg];
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},
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[undefined, undefined]
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);
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if (bestf && bestg) return [bestf, bestg];
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// no suitable pair found, retry with next ring
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const targets = new Set(cs.map(c => pack.cells.c[c]).flat());
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const ring = Array.from(targets).filter(nc => !tested.has(nc));
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if (level >= max || !ring.length) return [undefined, undefined];
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ring.forEach(c => tested.add(c));
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return kernel(ring, level + 1);
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};
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const pair = kernel([startCell], 1);
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return pair;
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};
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function copyBurgs(parentMap, projection, options) {
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const cells = pack.cells;
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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);
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b.population = b.population * options.scale; // adjust for populationRate change
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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 = null;
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return;
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}
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const cityCell = findCell(b.x, b.y);
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let searchFunc;
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const isFreeLand = c => cells.t[c] === 1 && !cells.burg[c];
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const nearCoast = c => cells.t[c] === -1;
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// check if we need to relocate the burg
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if (cells.burg[cityCell])
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// already occupied
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searchFunc = findNearest(isFreeLand, _ => true, 3);
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if (isWater(pack, cityCell) || b.port)
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// burg is in water or port
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searchFunc = findNearest(isFreeLand, nearCoast, 6);
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if (searchFunc) {
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const [newCell, neighbor] = searchFunc(b.x, b.y);
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if (!newCell) {
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WARN && console.warn(`Can not relocate Burg: ${b.name} sunk and destroyed. :-(`);
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b.cell = null;
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b.removed = true;
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return;
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}
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DEBUG && console.info(`Moving ${b.name} from ${cityCell} to ${newCell} near ${neighbor}.`);
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[b.x, b.y] = b.port ? getCloseToEdgePoint(newCell, neighbor) : cells.p[newCell];
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if (b.port) b.port = cells.f[neighbor]; // copy feature number
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b.cell = newCell;
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if (b.port && !isWater(pack, neighbor)) console.error("betrayal! negihbor must be water!", b);
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} else {
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b.cell = cityCell;
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}
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if (b.i && !b.lock) b.lock = options.lockBurgs;
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cells.burg[b.cell] = id;
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});
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}
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function getCloseToEdgePoint(cell1, cell2) {
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const {cells, vertices} = pack;
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const [x0, y0] = cells.p[cell1];
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const commonVertices = cells.v[cell1].filter(vertex => vertices.c[vertex].some(cell => cell === cell2));
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const [x1, y1] = vertices.p[commonVertices[0]];
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const [x2, y2] = vertices.p[commonVertices[1]];
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const xEdge = (x1 + x2) / 2;
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const yEdge = (y1 + y2) / 2;
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const x = rn(x0 + 0.95 * (xEdge - x0), 2);
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const y = rn(y0 + 0.95 * (yEdge - y0), 2);
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return [x, y];
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}
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// export
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return {resample, findNearest};
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})();
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