Fantasy-Map-Generator/src/scripts/generation/grid/lakes.ts

125 lines
4 KiB
TypeScript

import {TIME} from "config/logging";
import {getInputNumber, getInputValue} from "utils/nodeUtils";
import {DISTANCE_FIELD, MAX_HEIGHT, MIN_LAND_HEIGHT} from "config/generation";
import {drawPolygon} from "utils/debugUtils";
const {LAND_COAST, WATER_COAST} = DISTANCE_FIELD;
// near sea lakes usually get a lot of water inflow
// most of them would brake threshold and flow out to sea (see Ancylus Lake)
// connect these type of lakes to the main water body to improve the heightmap
export function openNearSeaLakes(
heights: Uint8Array,
neighbours: number[][],
indexes: UintArray,
borderCells: IGraphCells["b"]
) {
if (getInputValue("templateInput") === "Atoll") return; // no need for Atolls
TIME && console.time("openNearSeaLakes");
const MAX_BREACHABLE_HEIGHT = 22; // max height that can be breached by water
const features: Dict<"ocean" | "lake"> = {};
const featureIds: Dict<number> = {};
let featureId = 0;
const lakeCoastalCells: Dict<number[]> = {};
for (const cellId of indexes) {
if (featureIds[cellId]) continue;
if (heights[cellId] >= MIN_LAND_HEIGHT) continue;
featureId += 1;
const breachableCoastalCells: number[] = [];
let isLake = true; // lakes are features surrounded by land cells
const queue = [cellId];
featureIds[cellId] = featureId;
while (queue.length) {
const nextCellId = queue.pop()!;
for (const neighborId of neighbours[nextCellId]) {
if (isLake && borderCells[neighborId]) isLake = false;
if (featureIds[neighborId]) continue;
const height = heights[neighborId];
if (height < MIN_LAND_HEIGHT) {
featureIds[neighborId] = featureId;
queue.push(neighborId);
} else if (isLake && height <= MAX_BREACHABLE_HEIGHT) {
breachableCoastalCells.push(neighborId);
}
}
}
features[featureId] = isLake ? "lake" : "ocean";
if (isLake) lakeCoastalCells[featureId] = breachableCoastalCells;
}
console.log(featureIds, features, lakeCoastalCells);
TIME && console.timeEnd("openNearSeaLakes");
return heights;
}
// some deeply depressed areas may not be resolved on river generation
// this areas tend to collect precipitation, so we can add a lake there to help the resolver
export function addLakesInDeepDepressions(
heights: Uint8Array,
neighbours: number[][],
cellVertices: number[][],
vertices: IGraphVertices,
indexes: UintArray
) {
const ELEVATION_LIMIT = getInputNumber("lakeElevationLimitOutput");
if (ELEVATION_LIMIT === MAX_HEIGHT - MIN_LAND_HEIGHT) return heights; // any depression can be resolved
TIME && console.time("addLakesInDeepDepressions");
const landCells = indexes.filter(i => heights[i] >= MIN_LAND_HEIGHT);
landCells.sort((a, b) => heights[a] - heights[b]); // lower elevation first
const currentHeights = new Uint8Array(heights);
const checkedCells: Dict<true> = {[landCells[0]]: true};
for (const cellId of landCells) {
if (checkedCells[cellId]) continue;
const THESHOLD_HEIGHT = currentHeights[cellId] + ELEVATION_LIMIT;
let inDeepDepression = true;
const queue = [cellId];
const checkedPaths: Dict<true> = {[cellId]: true};
while (queue.length) {
const nextCellId = queue.pop()!;
if (currentHeights[nextCellId] < MIN_LAND_HEIGHT) {
inDeepDepression = false;
break;
}
for (const neibCellId of neighbours[nextCellId]) {
if (checkedPaths[neibCellId]) continue;
checkedPaths[neibCellId] = true;
checkedCells[neibCellId] = true;
if (currentHeights[neibCellId] < THESHOLD_HEIGHT) queue.push(neibCellId);
}
}
if (inDeepDepression) {
currentHeights[cellId] = MIN_LAND_HEIGHT - 1;
console.log(`ⓘ Added lake at deep depression. Cell: ${cellId}`);
const polygon = cellVertices[cellId].map(vertex => vertices.p[vertex]);
drawPolygon(polygon, {stroke: "red", strokeWidth: 1, fill: "none"});
}
}
TIME && console.timeEnd("addLakesInDeepDepressions");
return currentHeights;
}