Fantasy-Map-Generator/modules/submap.js
2021-08-16 10:11:39 +02:00

273 lines
8.5 KiB
JavaScript

"use strict";
/*
Experimental submaping module
*/
window.Submap = (function () {
function resample(baseState, projection, options) {
// generate new map based on (resampling) existing one (baseState)
// baseState: {seed, grid, pack} from original map
// projection: map function from old to new coordinates or backwards
// prj(x,y,direction:bool) -> [x',y']
const stage = s => INFO && console.log('SUBMAP:', s)
const timeStart = performance.now();
invokeActiveZooming();
// copy seed
seed = baseState.seed;
Math.random = aleaPRNG(seed);
INFO && console.group("SubMap with seed: " + seed);
DEBUG && console.log("Using Options:", options);
// create new grid
applyMapSize();
placePoints();
calculateVoronoi(grid, grid.points);
drawScaleBar();
const resampler = (points, qtree, f) => {
for(const [i,[x, y]] of points.entries()) {
const [tx, ty] = projection(x, y, true);
const oldid = qtree.find(tx,ty,Infinity)[2];
f(i, oldid);
}
}
stage("Resampling heightmap, temperature and precipitation.")
// resample heightmap from old WorldState
const n = grid.points.length;
grid.cells.h = new Uint8Array(n); // heightmap
grid.cells.temp = new Int8Array(n); // temperature
grid.cells.prec = new Int8Array(n); // precipitation
const gridCells = baseState.grid.cells;
const forwardGridMap = baseState.grid.points.map(_=>[]); // old -> [newcelllist]
resampler(grid.points, baseState.pack.cells.q, (id, oldid) => {
const cid = baseState.pack.cells.g[oldid]
grid.cells.h[id] = gridCells.h[cid];
grid.cells.temp[id] = gridCells.temp[cid];
grid.cells.prec[id] = gridCells.prec[cid];
if (options.depressRivers) forwardGridMap[oldid].push(id);
})
// TODO: add smooth/noise function for h, temp, prec n times
stage("Detect features, ocean and generating lakes.")
markFeatures();
if (options.depressRivers) {
stage("Generating riverbeds.")
const rbeds = new Uint16Array(grid.cells.i.length);
// and erode riverbeds
baseState.pack.rivers.forEach(r =>
r.cells.forEach(oldc => {
const targetCells = forwardGridMap[oldc];
if (!targetCells) {
console.error('Targetcells is empty');
console.log("oldc,gridmap", oldc, forwardGridMap);
return;
}
targetCells.forEach(c => {
if (grid.cells.t[c]<1) return;
rbeds[c] = 1;
});
})
);
// raise every land cell a bit except riverbeds
grid.cells.h.forEach((h, i) => {
if (!rbeds[i] || grid.cells.t[i]<1) return;
grid.cells.h[i] = Math.min(grid.cells.h[i] * 1.1, 255);
});
}
markupGridOcean();
if (options.addLakesInDepressions)
addLakesInDeepDepressions();
// openNearSeaLakes();
OceanLayers();
// defineMapSize(); // not needed (not random)
// TODO: update UI inputs before calculating according to new boundaries.
calculateMapCoordinates();
// calculateTemperatures();
// generatePrecipitation();
stage("Cell cleanup.")
reGraph();
// remove misclassified cells
stage("Define coastline.")
drawCoastline();
// resample packed graph
const oldCells = baseState.pack.cells;
const reverseMap = new Map(); // cellmap from new -> oldcell
const forwardMap = baseState.pack.cells.p.map(_=>[]); // old -> [newcelllist]
const pn = pack.cells.i.length;
const cells = pack.cells;
cells.culture = new Uint16Array(pn);
cells.state = new Uint16Array(pn);
cells.burg = new Uint16Array(pn);
cells.religion = new Uint16Array(pn);
cells.road = new Uint16Array(pn);
cells.crossroad = new Uint16Array(pn);
stage("Resampling culture, state and religion map.")
resampler(cells.p, oldCells.q, (id, oldid) => {
if (cells.t[id] * oldCells.t[oldid] < 0) {
// missmaped cell: water instead of land or vice versa
WARN && console.warn('Type discrepancy detected:', id, oldid, `${pack.cells.t[id]} != ${oldCells.t[oldid]}`);
const aid = cells.t[id]<0
? cells.c[id].find(c=>cells.t[c]<0)
: cells.c[id].find(c=>cells.t[c]>0);
const [x, y] = cells.p[aid];
const [tx, ty] = projection(x, y, true);
oldid = oldCells.q.find(tx,ty,Infinity)[2];
WARN && console.warn(`using cell ${aid}->${oldid} instead`);
}
cells.culture[id] = oldCells.culture[oldid];
cells.state[id] = oldCells.state[oldid];
cells.religion[id] = oldCells.religion[oldid];
reverseMap.set(id, oldid)
forwardMap[oldid].push(id)
})
DEBUG && console.log('reversemap:',forwardMap)
DEBUG && console.log('forwardmap:',reverseMap)
// TODO: errode riverbeds
stage("Regenerating river network.")
Rivers.generate();
drawRivers();
Lakes.defineGroup();
// biome calculation based on (resampled) grid.cells.temp and prec
// it's safe to recalculate.
stage("Regenerating Biome.")
defineBiomes();
// recalculate suitability and population
// TODO: normalize according to the base-map
rankCells();
// transfer basemap cultures
pack.cultures = baseState.pack.cultures;
// fix culture centers
const validCultures = new Set(pack.cells.culture);
console.log('cultures',validCultures);
pack.cultures.forEach((c, i) => {
if (!validCultures.has(i)) {
c.removed = true;
c.center = undefined;
} else {
c.center = pack.cells.culture.findIndex(x => x===i);
}
});
// Cultures.generate();
// Cultures.expand();
// transfer states, mark states without land as removed.
const validStates = new Set(pack.cells.state);
stage("Porting states.")
pack.states = baseState.pack.states;
// keep valid states and neighbors only
pack.states.forEach((s, i) => {
if (!validStates.has(i)) s.removed=true;
s.neighbors = s.neighbors.filter(n => validStates.has(n));
});
// fix extra coastline cells without state.
const newCoastCells = cells.t.reduce(
(a,c,i) => c === -1 && !cells.state[i] ? a.push(i) && a: a, []
);
// BurgsAndStates.generate();
// Religions.generate();
// BurgsAndStates.defineStateForms();
// BurgsAndStates.defineBurgFeatures();
stage("Porting and locking burgs.")
pack.burgs = baseState.pack.burgs
const [[xmin, ymin], [xmax, ymax]] = getViewBoxExtent();
const inMap = (x,y) => x>xmin && x<xmax && y>ymin && y<ymax;
// remap burgs to the best new cell
pack.burgs.forEach((b, i) => {
// [b.x,b.y] = inverseProjection(b.x, b.y);
[b.x,b.y] = projection(b.x, b.y, false);
if (!inMap(b.x,b.y)) {
// disable out-of-map (removed) burgs
b.removed = true;
b.cell = undefined;
return;
}
let bestCell = findCell(b.x, b.y);
// move burgs out of water
if (cells.t[bestCell] == -1) {
const coasts = cells.c[bestCell].filter(c=>cells.t[c] == 1);
if (!coasts.length) {
WARN && console.warn(`Burg ${b.name} sank like Atlantis. Unable to find coastal cells nearby. Try to reduce resample zoom level.`);
b.removed = true;
return;
}
bestCell = coasts[0]; // TODO: closest instead?
}
b.cell = bestCell;
b.lock = true;
pack.cells.burg[b.cell] = i;
if (options.promoteTown) b.capital = 1;
// find water body id for ports
if (b.port) {
const water = cells.c[b.cell].filter(c=>cells.t[c] == -1);
if (water.length) {
b.port = cells.f[water[0]];
[b.x, b.y] = getMiddlePoint(b.cell, water[0]);
} else {
WARN && console.warn(`Can't find water near port ${b.name}. :-/`);
b.port = 0;
}
} else {
[b.x, b.y] = cells.p[b.cell];
}
// TODO: move port burgs to coast b.x, b.y,
});
BurgsAndStates.drawBurgs();
stage("Regenerating road network.")
Routes.regenerate();
stage("Regenerating provinces.")
BurgsAndStates.generateProvinces();
drawStates();
drawBorders();
BurgsAndStates.drawStateLabels();
Rivers.specify();
Lakes.generateName();
stage("Modelling military.")
Military.generate();
addMarkers();
addZones();
Names.getMapName();
stage("Submap done.")
WARN && console.warn(`TOTAL: ${rn((performance.now() - timeStart) / 1000, 2)}s`);
showStatistics();
INFO && console.groupEnd("Generated Map " + seed);
}
// export
return { resample }
})();