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feat: move biomes code to a separate module, reduce deserts amount
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Original file line number | Diff line number | Diff line change |
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"use strict"; | ||
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const MIN_LAND_HEIGHT = 20; | ||
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const names = [ | ||
"Marine", | ||
"Hot desert", | ||
"Cold desert", | ||
"Savanna", | ||
"Grassland", | ||
"Tropical seasonal forest", | ||
"Temperate deciduous forest", | ||
"Tropical rainforest", | ||
"Temperate rainforest", | ||
"Taiga", | ||
"Tundra", | ||
"Glacier", | ||
"Wetland" | ||
]; | ||
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window.Biomes = (function () { | ||
const getDefault = () => { | ||
const name = [ | ||
"Marine", | ||
"Hot desert", | ||
"Cold desert", | ||
"Savanna", | ||
"Grassland", | ||
"Tropical seasonal forest", | ||
"Temperate deciduous forest", | ||
"Tropical rainforest", | ||
"Temperate rainforest", | ||
"Taiga", | ||
"Tundra", | ||
"Glacier", | ||
"Wetland" | ||
]; | ||
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const color = [ | ||
"#466eab", | ||
"#fbe79f", | ||
"#b5b887", | ||
"#d2d082", | ||
"#c8d68f", | ||
"#b6d95d", | ||
"#29bc56", | ||
"#7dcb35", | ||
"#409c43", | ||
"#4b6b32", | ||
"#96784b", | ||
"#d5e7eb", | ||
"#0b9131" | ||
]; | ||
const habitability = [0, 4, 10, 22, 30, 50, 100, 80, 90, 12, 4, 0, 12]; | ||
const iconsDensity = [0, 3, 2, 120, 120, 120, 120, 150, 150, 100, 5, 0, 150]; | ||
const icons = [ | ||
{}, | ||
{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 = [10, 200, 150, 60, 50, 70, 70, 80, 90, 200, 1000, 5000, 150]; // biome movement cost | ||
const biomesMartix = [ | ||
// 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]) | ||
]; | ||
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// parse icons weighted array into a simple array | ||
for (let i = 0; i < icons.length; i++) { | ||
const parsed = []; | ||
for (const icon in icons[i]) { | ||
for (let j = 0; j < icons[i][icon]; j++) { | ||
parsed.push(icon); | ||
} | ||
} | ||
icons[i] = parsed; | ||
} | ||
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return {i: d3.range(0, name.length), name, color, biomesMartix, habitability, iconsDensity, icons, cost}; | ||
}; | ||
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// assign biome id for each cell | ||
function define() { | ||
TIME && console.time("defineBiomes"); | ||
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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 | ||
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for (let cellId = 0; cellId < heights.length; cellId++) { | ||
const height = heights[cellId]; | ||
const moisture = height < MIN_LAND_HEIGHT ? 0 : calculateMoisture(cellId); | ||
const temperature = temp[gridReference[cellId]]; | ||
pack.cells.biome[cellId] = getId(moisture, temperature, height, Boolean(riverIds[cellId])); | ||
} | ||
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function calculateMoisture(cellId) { | ||
let moisture = prec[gridReference[cellId]]; | ||
if (riverIds[cellId]) moisture += Math.max(flux[cellId] / 10, 2); | ||
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const moistAround = neighbors[cellId] | ||
.filter(neibCellId => heights[neibCellId] >= MIN_LAND_HEIGHT) | ||
.map(c => prec[gridReference[c]]) | ||
.concat([moisture]); | ||
return rn(4 + d3.mean(moistAround)); | ||
} | ||
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TIME && console.timeEnd("defineBiomes"); | ||
} | ||
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function getId(moisture, temperature, height, hasRiver) { | ||
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 (isWetland(moisture, temperature, height)) return 12; // too wet: wetland biome | ||
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// 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.biomesMartix[moistureBand][temperatureBand]; | ||
} | ||
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function isWetland(moisture, temperature, height) { | ||
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; | ||
} | ||
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return {getDefault, define, getId}; | ||
})(); |
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