import { INF, MAP_H, MAP_W, SIZE, MinHeap, clamp, createMapFields, fbm, hash2, indexOf, inside, lerp, pickEntities, rand, smoothstep, valueNoise, xyOf } from "./mapUtils.js"; import { extractMaskBorder, makePrefectureMask, neighbors8, } from "./mapGeneratorHelpers.js"; import { buildNaturalCompartments } from "./adminRegions.js"; import { createRectContext, createRectTerrainFields, rectIndexOf, rectInside, rectNeighbors8, rectQuantile } from "./rectContext.js"; const ASPECT = MAP_W / MAP_H; const SQRT2 = Math.SQRT2; function normalizeCoord(x, y) { return { px: (x + 0.5) / MAP_W, py: (y + 0.5) / MAP_H, }; } function distNorm(ax, ay, bx, by) { const dx = (ax - bx) * ASPECT; const dy = ay - by; return Math.hypot(dx, dy); } function rotate(dx, dy, angle) { const c = Math.cos(angle); const s = Math.sin(angle); return { u: dx * c + dy * s, v: -dx * s + dy * c }; } function quantile(values, q) { const arr = Array.from(values).filter(Number.isFinite).sort((a, b) => a - b); if (!arr.length) return 0; const p = clamp(q) * (arr.length - 1); const i = Math.floor(p); const f = p - i; return lerp(arr[i], arr[Math.min(arr.length - 1, i + 1)], f); } function softCapElevation(e, start = 0.91, cap = 1.08) { if (e <= start) return e; const over = e - start; const span = Math.max(0.001, cap - start); // Hard clipping made high mountains become flat mesas. This keeps peaks high, // but compresses only the excess so local relief survives near the top. return start + span * (1 - Math.exp(-over / span)); } function forDisk(cx, cy, radius, fn) { const r = Math.ceil(radius); for (let dy = -r; dy <= r; dy++) { for (let dx = -r; dx <= r; dx++) { const x = cx + dx; const y = cy + dy; if (!inside(x, y)) continue; const d = Math.hypot(dx, dy); if (d <= radius) fn(x, y, d); } } } function largestComponent(mask, allowEdgePreference = false) { const seen = new Uint8Array(SIZE); let best = []; let bestScore = -1; for (let i = 0; i < SIZE; i++) { if (!mask[i] || seen[i]) continue; const queue = [i]; const cells = []; let touchesEdge = false; seen[i] = 1; for (let q = 0; q < queue.length; q++) { const cur = queue[q]; cells.push(cur); const x = cur % MAP_W; const y = Math.floor(cur / MAP_W); if (x === 0 || y === 0 || x === MAP_W - 1 || y === MAP_H - 1) touchesEdge = true; for (const [nx, ny] of neighbors8(x, y)) { const ni = indexOf(nx, ny); if (!mask[ni] || seen[ni]) continue; seen[ni] = 1; queue.push(ni); } } const score = cells.length + (allowEdgePreference && touchesEdge ? SIZE : 0); if (score > bestScore) { bestScore = score; best = cells; } } const out = new Uint8Array(SIZE); for (const i of best) out[i] = 1; return out; } function distanceField(sourceMask, maxDistance = 999) { const dist = new Float32Array(SIZE); dist.fill(maxDistance); const heap = new MinHeap(); for (let i = 0; i < SIZE; i++) { if (!sourceMask[i]) continue; dist[i] = 0; heap.push({ i, f: 0 }); } while (heap.length) { const cur = heap.pop(); if (!cur || cur.f > dist[cur.i] + 1e-5) continue; const x = cur.i % MAP_W; const y = Math.floor(cur.i / MAP_W); for (const [nx, ny] of neighbors8(x, y)) { const ni = indexOf(nx, ny); const step = (nx !== x && ny !== y) ? SQRT2 : 1; const nd = cur.f + step; if (nd >= dist[ni] || nd > maxDistance) continue; dist[ni] = nd; heap.push({ i: ni, f: nd }); } } return dist; } function ridgeContribution(px, py, ridge, seed) { const dx = (px - ridge.x) * ASPECT; const dy = py - ridge.y; const { u, v } = rotate(dx, dy, ridge.angle); const half = ridge.length * 0.5; const along = Math.abs(u / Math.max(0.001, half)); if (along >= 1.22) return 0; const taper = smoothstep(1 - clamp((along - 0.68) / 0.54)); const wobble = (valueNoise((u + ridge.phase) * 720, (v + ridge.phase * 0.37) * 980, seed + ridge.seedOffset, 14) - 0.5) * ridge.width * ridge.wobble; const cross = Math.abs(v + wobble); const core = Math.exp(-Math.pow(cross / Math.max(0.0008, ridge.width), 2.0)); const serration = 0.82 + 0.36 * valueNoise((u + ridge.phase) * 900, (v - ridge.phase * 0.41) * 1200, seed + ridge.seedOffset + 71, 7.5); return ridge.height * core * taper * serration; } function ellipticalMask(px, py, system) { const dx = (px - system.x) * ASPECT; const dy = py - system.y; const { u, v } = rotate(dx, dy, system.angle); const a = Math.max(0.01, system.length * 0.5); const along = clamp((u / a + 1) * 0.5); const widthWave = 1 + (system.widthVariance ?? 0.28) * Math.sin((along + (system.phase ?? 0)) * Math.PI * 2.0) + (system.widthVariance ?? 0.28) * 0.50 * Math.sin((along * 2.7 + (system.phase ?? 0) * 1.7) * Math.PI * 2.0); const endTaper = lerp(0.60, 1.0, Math.sin(along * Math.PI)); const b = Math.max(0.012, system.width * 0.5 * clamp(widthWave, 0.62, 1.60) * endTaper); const r = Math.sqrt((u / a) ** 2 + (v / b) ** 2); return clamp(1 - smoothstep((r - 0.55) / 0.65)); } function sampleInsideUnitDisk(seed, n) { const r = Math.sqrt(rand(seed, n)); const a = rand(seed, n + 1) * Math.PI * 2; return { x: Math.cos(a) * r, y: Math.sin(a) * r, r }; } const TERRAIN_TYPES = [ { id: "tohoku_spine", label: "東北型・長大脊梁", coastStyle: "parallel_spine", mountainMode: "range", massifnessRange: [0.06, 0.26], seaRatioRange: [0.13, 0.23], twoSidedChance: 0.96, mountainOffsetRange: [0.47, 0.53], baseHeightRange: [0.56, 0.82], primaryLengthRange: [0.76, 0.96], primaryWidthRange: [0.18, 0.30], systemCountRange: [14, 18], beltCountRange: [4, 5], angleSpread: 0.18, crossSpread: 0.58, lengthScale: 1.22, widthScale: 1.16, heightScale: 0.86, coastStrength: 0.90, plainBiasRange: [0.16, 0.34], riverRichnessRange: [0.70, 1.18], bigRiverChanceRange: [0.22, 0.46], }, { id: "chubu_mountain", label: "中部型・交差高山地", coastStyle: "outer_coast", mountainMode: "massif", massifnessRange: [0.42, 0.74], seaRatioRange: [0.000, 0.030], twoSidedChance: 0.10, mountainOffsetRange: [0.16, 0.36], baseHeightRange: [0.76, 1.12], primaryLengthRange: [0.62, 0.92], primaryWidthRange: [0.30, 0.58], systemCountRange: [16, 20], beltCountRange: [3, 5], angleSpread: 0.92, crossSpread: 0.82, lengthScale: 1.34, widthScale: 1.30, heightScale: 1.32, coastStrength: 0.30, plainBiasRange: [0.08, 0.24], riverRichnessRange: [0.74, 1.14], bigRiverChanceRange: [0.30, 0.60], }, { id: "oceanic_archipelago", label: "Ocean", autoSelectable: false, coastStyle: "oceanic_archipelago", mountainMode: "mixed", massifnessRange: [0.04, 0.28], seaRatioRange: [0.955, 0.985], twoSidedChance: 1.0, mountainOffsetRange: [0.25, 0.55], baseHeightRange: [0.20, 0.46], primaryLengthRange: [0.20, 0.52], primaryWidthRange: [0.08, 0.24], systemCountRange: [7, 14], beltCountRange: [2, 4], angleSpread: 0.70, crossSpread: 0.90, lengthScale: 0.78, widthScale: 0.82, heightScale: 0.58, coastStrength: 2.10, plainBiasRange: [0.12, 0.34], riverRichnessRange: [0.18, 0.52], bigRiverChanceRange: [0.02, 0.12], }, { id: "setouchi_inland_sea", label: "瀬戸内型・内海多島", coastStyle: "inland_sea", mountainMode: "mixed", massifnessRange: [0.34, 0.62], seaRatioRange: [0.40, 0.56], twoSidedChance: 0.96, mountainOffsetRange: [0.22, 0.34], baseHeightRange: [0.46, 0.78], primaryLengthRange: [0.52, 0.78], primaryWidthRange: [0.20, 0.38], systemCountRange: [20, 28], beltCountRange: [4, 5], angleSpread: 0.34, crossSpread: 0.86, lengthScale: 0.92, widthScale: 1.02, heightScale: 0.78, coastStrength: 1.52, plainBiasRange: [0.26, 0.50], riverRichnessRange: [0.58, 0.96], bigRiverChanceRange: [0.18, 0.42], }, { id: "kanto_alluvial", label: "関東・濃尾型・大河川平野", coastStyle: "open_bay", mountainMode: "range", massifnessRange: [0.10, 0.30], seaRatioRange: [0.08, 0.17], twoSidedChance: 0.10, mountainOffsetRange: [0.28, 0.46], baseHeightRange: [0.48, 0.82], primaryLengthRange: [0.38, 0.62], primaryWidthRange: [0.16, 0.30], systemCountRange: [7, 11], beltCountRange: [2, 3], angleSpread: 0.34, crossSpread: 0.62, lengthScale: 0.92, widthScale: 1.10, heightScale: 0.84, coastStrength: 0.68, plainBiasRange: [0.70, 0.96], riverRichnessRange: [1.18, 1.58], bigRiverChanceRange: [0.80, 0.98], }, { id: "mixed_archipelago", label: "混合型・列島変化", coastStyle: "mixed_archipelago", mountainMode: "mixed", massifnessRange: [0.16, 0.72], seaRatioRange: [0.13, 0.29], twoSidedChance: 0.42, mountainOffsetRange: [0.18, 0.40], baseHeightRange: [0.68, 1.18], primaryLengthRange: [0.46, 0.82], primaryWidthRange: [0.20, 0.48], systemCountRange: [14, 17], beltCountRange: [3, 4], angleSpread: 0.50, crossSpread: 0.74, lengthScale: 1.00, widthScale: 1.18, heightScale: 1.25, coastStrength: 0.96, plainBiasRange: [0.22, 0.52], riverRichnessRange: [0.72, 1.26], bigRiverChanceRange: [0.34, 0.68], }, ]; function pickTerrainType(seed, requestedType = "auto") { if (requestedType && requestedType !== "auto") { const normalizedType = requestedType === "touhoku_spine" ? "tohoku_spine" : requestedType; const selected = TERRAIN_TYPES.find((type) => type.id === normalizedType); if (selected) return selected; } // Auto excludes explicitly manual/special-purpose templates such as Ocean. // The selection remains uniform over ordinary land-bearing templates. const autoTypes = TERRAIN_TYPES.filter((type) => type.autoSelectable !== false); const index = Math.floor(rand(seed, 10001) * autoTypes.length) % autoTypes.length; return autoTypes[index]; } function rangeValue(seed, salt, [lo, hi]) { return lo + rand(seed, salt) * (hi - lo); } function rangeInt(seed, salt, [lo, hi]) { return Math.round(lo + rand(seed, salt) * (hi - lo)); } export function buildTerrainTemplate(seed, options = {}) { const terrainType = pickTerrainType(seed, options.terrainType || options.generationType || "auto"); const mountainMode = terrainType.mountainMode === "mixed" ? (rand(seed, 12) < 0.42 ? "range" : rand(seed, 13) < 0.72 ? "mixed" : "massif") : terrainType.mountainMode; let mountainMassifness = rangeValue(seed, 14, terrainType.massifnessRange); if (mountainMode === "range") mountainMassifness *= 0.70; if (mountainMode === "massif") mountainMassifness = clamp(mountainMassifness + 0.12); let coastAngle = rand(seed, 21) * Math.PI * 2; let twoSidedCoast = rand(seed, 22) < terrainType.twoSidedChance; const seaRatio = rangeValue(seed, 23, terrainType.seaRatioRange); let mountainAngle = coastAngle + Math.PI * (rangeValue(seed, 24, terrainType.mountainOffsetRange)); if (terrainType.id === "tohoku_spine") { // 東北型の脊梁は南北/東西だけでなく斜め軸も許容する。 // 海岸勾配は脊梁軸に概ね直交させるが、山脈自体の向きは独立に選ぶ。 const axisChoices = [0, Math.PI / 2, Math.PI / 4, -Math.PI / 4, Math.PI * 0.35, Math.PI * 0.65]; mountainAngle = axisChoices[Math.floor(rand(seed, 2101) * axisChoices.length) % axisChoices.length] + (rand(seed, 2102) - 0.5) * 0.24; coastAngle = mountainAngle - Math.PI / 2 + (rand(seed, 2104) - 0.5) * 0.12; twoSidedCoast = true; } const baseHeight = rangeValue(seed, 25, terrainType.baseHeightRange); const primaryLength = rangeValue(seed, 26, terrainType.primaryLengthRange); const primaryWidth = rangeValue(seed, 28, terrainType.primaryWidthRange); const scratchCount = Math.round(lerp(24 + rand(seed, 30) * 20, 16 + rand(seed, 31) * 18, mountainMassifness)); const mountainSystemCount = rangeInt(seed, 32, terrainType.systemCountRange); const mountainBeltCount = rangeInt(seed, 46, terrainType.beltCountRange); return { seed, terrainType: terrainType.id, terrainTypeLabel: terrainType.label, coastStyle: terrainType.coastStyle, seaRatio, coastAngle, twoSidedCoast, coastNoise: 0.040 + rand(seed, 33) * 0.056, coastStrength: terrainType.coastStrength, mountainMode, mountainMassifness, mountainAngle, mountainAngleSpread: terrainType.angleSpread, mountainCrossSpread: terrainType.crossSpread, mountainLengthScale: terrainType.lengthScale, mountainWidthScale: terrainType.widthScale, mountainHeightScale: terrainType.heightScale, mountainBeltCount, mountainBaseHeight: baseHeight, mountainDensity: 0.58 + rand(seed, 34) * 0.39, primaryMountain: { x: clamp(0.50 + (rand(seed, 35) - 0.5) * 0.36, 0.18, 0.82), y: clamp(0.50 + (rand(seed, 36) - 0.5) * 0.36, 0.18, 0.82), angle: mountainAngle, length: primaryLength, width: primaryWidth, height: baseHeight, scratchCount, massifness: mountainMassifness, }, mountainSystemCount, secondaryCount: mountainSystemCount - 1, macroNoiseScale: 0.020 + rand(seed, 37) * 0.030, macroNoiseStrength: 0.028 + rand(seed, 38) * 0.025, scratchNoiseStrength: 0.018 + rand(seed, 39) * 0.022, roughness: 0.40 + rand(seed, 40) * 0.50, erosion: 0.34 + rand(seed, 41) * 0.48, deposition: 0.28 + rand(seed, 42) * 0.56, riverRichness: rangeValue(seed, 43, terrainType.riverRichnessRange), bigRiverChance: rangeValue(seed, 44, terrainType.bigRiverChanceRange), plainBias: rangeValue(seed, 45, terrainType.plainBiasRange), }; } function buildMountainSystems(template, seed) { const systems = []; const targetCount = Math.max(8, template.mountainSystemCount ?? 15); const baseAngle = template.mountainAngle; const angleSpread = template.mountainAngleSpread ?? 0.42; const crossSpread = template.mountainCrossSpread ?? 0.70; const lengthScale = template.mountainLengthScale ?? 1; const widthScale = template.mountainWidthScale ?? 1; const heightScale = template.mountainHeightScale ?? 1; const isChubu = template.terrainType === "chubu_mountain"; const isTohoku = template.terrainType === "tohoku_spine"; // 山脈システムは完全ランダムではなく、複数の広い造山帯に沿って配置する。 // これにより「方向性はそこそこ揃う」が、「中央一点に集まらない」分布になる。 const beltCount = Math.max(1, template.mountainBeltCount ?? (targetCount >= 15 ? 4 : 3)); const belts = []; for (let b = 0; b < beltCount; b++) { const t = beltCount === 1 ? 0 : (b / (beltCount - 1) - 0.5); const angle = baseAngle + (rand(seed, 1000 + b) - 0.5) * angleSpread; const axisX = Math.cos(angle); const axisY = Math.sin(angle); const crossX = Math.cos(angle + Math.PI / 2); const crossY = Math.sin(angle + Math.PI / 2); const crossOffset = t * crossSpread + (rand(seed, 1010 + b) - 0.5) * (0.10 + crossSpread * 0.08); const alongShift = (rand(seed, 1020 + b) - 0.5) * 0.22; belts.push({ angle, x: clamp(0.50 + axisX * alongShift / ASPECT + crossX * crossOffset / ASPECT, 0.08, 0.92), y: clamp(0.50 + axisY * alongShift + crossY * crossOffset, 0.08, 0.92), lengthBias: 0.82 + rand(seed, 1030 + b) * 0.32, heightBias: 0.82 + rand(seed, 1040 + b) * 0.42, }); } function beltCandidate(k, attempt) { const beltIndex = (k + Math.floor(k / beltCount)) % beltCount; const belt = belts[beltIndex]; const perBelt = Math.ceil(targetCount / beltCount); const ordinal = Math.floor(k / beltCount); const baseT = perBelt <= 1 ? 0 : ordinal / (perBelt - 1) - 0.5; const alongJitter = (rand(seed, 1100 + k * 79 + attempt * 11) - 0.5) * (attempt < 4 ? 0.15 : 0.28); const crossJitter = (rand(seed, 1200 + k * 79 + attempt * 11) - 0.5) * (attempt < 4 ? crossSpread * 0.22 : crossSpread * 0.40); const along = (baseT + alongJitter) * 1.03 * belt.lengthBias; const cross = crossJitter; const axisX = Math.cos(belt.angle); const axisY = Math.sin(belt.angle); const crossX = Math.cos(belt.angle + Math.PI / 2); const crossY = Math.sin(belt.angle + Math.PI / 2); return { x: clamp(belt.x + axisX * along / ASPECT + crossX * cross / ASPECT, 0.045, 0.955), y: clamp(belt.y + axisY * along + crossY * cross, 0.045, 0.955), angle: belt.angle + (rand(seed, 1300 + k * 79 + attempt) - 0.5) * angleSpread * 0.82, beltIndex, }; } function edgeAwareScore(c) { const edgeD = Math.min(c.x, c.y, 1 - c.x, 1 - c.y); const centerD = distNorm(c.x, c.y, 0.5, 0.5); return Math.min(edgeD, 0.16) * 0.16 + centerD * 0.08; } if (isTohoku) { const centralAngle = baseAngle + (rand(seed, 3330) - 0.5) * 0.06; const centralAlong = (rand(seed, 3331) - 0.5) * 0.10; const centralCross = (rand(seed, 3332) - 0.5) * 0.045; systems.push({ x: clamp(0.50 + Math.cos(centralAngle) * centralAlong / ASPECT + Math.cos(centralAngle + Math.PI / 2) * centralCross / ASPECT, 0.12, 0.88), y: clamp(0.50 + Math.sin(centralAngle) * centralAlong + Math.sin(centralAngle + Math.PI / 2) * centralCross, 0.12, 0.88), angle: centralAngle, length: (0.78 + rand(seed, 3333) * 0.18) * lengthScale, width: (0.12 + rand(seed, 3334) * 0.07) * widthScale, height: template.mountainBaseHeight * heightScale * (0.50 + rand(seed, 3335) * 0.15), scratchCount: Math.round(20 + rand(seed, 3336) * 10), massifness: clamp((template.mountainMassifness ?? 0.16) * 0.55), role: "central-primary", beltIndex: 0, widthVariance: 0.30 + rand(seed, 3337) * 0.46, phase: rand(seed, 3338), }); if (rand(seed, 3339) < 0.72) { const side = rand(seed, 3340) < 0.5 ? -1 : 1; systems.push({ x: clamp(0.50 + Math.cos(centralAngle) * (centralAlong + side * 0.18) / ASPECT + Math.cos(centralAngle + Math.PI / 2) * (centralCross + side * 0.028) / ASPECT, 0.10, 0.90), y: clamp(0.50 + Math.sin(centralAngle) * (centralAlong + side * 0.18) + Math.sin(centralAngle + Math.PI / 2) * (centralCross + side * 0.028), 0.10, 0.90), angle: centralAngle + (rand(seed, 3341) - 0.5) * 0.08, length: (0.48 + rand(seed, 3342) * 0.20) * lengthScale, width: (0.075 + rand(seed, 3343) * 0.055) * widthScale, height: template.mountainBaseHeight * heightScale * (0.33 + rand(seed, 3344) * 0.13), scratchCount: Math.round(12 + rand(seed, 3345) * 8), massifness: clamp((template.mountainMassifness ?? 0.16) * 0.65), role: "central-secondary", beltIndex: 0, widthVariance: 0.24 + rand(seed, 3346) * 0.36, phase: rand(seed, 3347), }); } } for (let k = systems.length; k < targetCount; k++) { let best = beltCandidate(k, 0); let bestScore = -INF; for (let attempt = 0; attempt < 12; attempt++) { const c = beltCandidate(k, attempt); let minD = 999; for (const s of systems) minD = Math.min(minD, distNorm(c.x, c.y, s.x, s.y)); const score = minD * 1.05 + edgeAwareScore(c) + rand(seed, 2300 + k * 101 + attempt) * 0.035; if (score > bestScore) { bestScore = score; best = c; } } const belt = belts[best.beltIndex]; const m = clamp(template.mountainMassifness + (rand(seed, 2400 + k) - 0.5) * 0.38); const isMassif = m > 0.58; const major = k < beltCount || rand(seed, 2500 + k) > 0.72; const lengthBaseRange = isChubu ? (major ? [0.48, 0.78] : [0.34, 0.58]) : isTohoku ? (major ? [0.44, 0.72] : [0.28, 0.48]) : (major ? [0.32, 0.52] : [0.21, 0.36]); const lengthMassifRange = isChubu ? (major ? [0.38, 0.58] : [0.28, 0.44]) : (major ? [0.23, 0.35] : [0.17, 0.27]); const length = lerp( lengthBaseRange[0] + rand(seed, 2600 + k) * (lengthBaseRange[1] - lengthBaseRange[0]), lengthMassifRange[0] + rand(seed, 2620 + k) * (lengthMassifRange[1] - lengthMassifRange[0]), m ) * belt.lengthBias * lengthScale; const widthRangeA = major ? [0.082, 0.170] : [0.060, 0.120]; const widthRangeB = major ? [0.150, 0.260] : [0.110, 0.200]; const width = lerp( widthRangeA[0] + rand(seed, 2700 + k) * (widthRangeA[1] - widthRangeA[0]), widthRangeB[0] + rand(seed, 2720 + k) * (widthRangeB[1] - widthRangeB[0]), m ) * widthScale * (0.82 + rand(seed, 2740 + k) * 0.46); const heightBase = template.mountainBaseHeight * belt.heightBias * heightScale * ( major ? 0.44 + rand(seed, 2800 + k) * 0.28 : 0.26 + rand(seed, 2810 + k) * 0.20 ); const height = isChubu ? heightBase * 0.82 : heightBase; const scratchCount = Math.round(lerp( major ? 9 + rand(seed, 2900 + k) * 9 : 6 + rand(seed, 2910 + k) * 6, isMassif ? 8 + rand(seed, 2920 + k) * 8 : 6 + rand(seed, 2930 + k) * 6, m )); systems.push({ x: best.x, y: best.y, angle: best.angle, length, width, height, scratchCount, massifness: m, role: major ? (k < beltCount ? "primary" : "major") : "minor", beltIndex: best.beltIndex, widthVariance: 0.18 + rand(seed, 3100 + k) * 0.46, phase: rand(seed, 3200 + k), }); } return systems; } function buildScratchRidges(system, seed, systemId) { const ridges = []; const count = Math.max(6, Math.round(system.scratchCount)); for (let i = 0; i < count; i++) { const p = sampleInsideUnitDisk(seed + systemId * 10000, 2000 + i * 7); const density = clamp(1 - p.r * 0.78); const localAngle = system.massifness > 0.55 ? system.angle + (rand(seed, 2100 + i + systemId * 331) - 0.5) * Math.PI * 1.45 : system.angle + (rand(seed, 2100 + i + systemId * 331) - 0.5) * (0.36 + system.massifness * 0.80); const along = p.x * system.length * 0.45; const cross = p.y * system.width * 0.45; const x = clamp(system.x + Math.cos(system.angle) * along / ASPECT + Math.cos(system.angle + Math.PI / 2) * cross / ASPECT, 0.03, 0.97); const y = clamp(system.y + Math.sin(system.angle) * along + Math.sin(system.angle + Math.PI / 2) * cross, 0.03, 0.97); const len = lerp(system.length * (0.18 + rand(seed, 2200 + i) * 0.20), system.width * (0.32 + rand(seed, 2200 + i) * 0.30), system.massifness); const width = lerp(0.014 + rand(seed, 2300 + i) * 0.018, 0.024 + rand(seed, 2300 + i) * 0.026, system.massifness) * (0.85 + density * 0.70); const height = system.height * (0.060 + density * 0.128 + rand(seed, 2400 + i) * 0.050); ridges.push({ x, y, angle: localAngle, length: len, width, height, wobble: 1.2 + rand(seed, 2500 + i) * 2.0, phase: rand(seed, 2600 + i) * 10, seedOffset: 2700 + systemId * 997 + i * 37, density, systemId, }); } return ridges; } function computeCoastLower(px, py, template, seed) { const angle = template.coastAngle; const axis = (px - 0.5) * Math.cos(angle) * ASPECT + (py - 0.5) * Math.sin(angle); const cross = -(px - 0.5) * Math.sin(angle) * ASPECT + (py - 0.5) * Math.cos(angle); const wave = (fbm(px * 220, py * 220, seed + 300) - 0.5) * template.coastNoise; const bay = (valueNoise(px * 500, py * 500, seed + 301, 22) - 0.5) * 0.055; const islandNoise = (fbm(px * 420 + 17, py * 420 - 11, seed + 302) - 0.5) * 0.032; let pressure = 0; if (template.coastStyle === "oceanic_archipelago") { // 海洋型: 外洋を強く取り、島列・湾・水道が点在する低標高圧を作る。 const radial = distNorm(px, py, 0.5, 0.5); const outerOcean = smoothstep((radial - 0.30 + wave * 1.15 + bay * 0.85) / 0.18) * 0.96; const diagonalChannel = smoothstep((0.13 - Math.abs(cross + wave * 0.82 + islandNoise * 0.70)) / 0.14) * 0.70; const openSide = smoothstep((-axis + 0.12 + wave + bay) / 0.23) * 0.82; const islandGaps = clamp((valueNoise(px * 780 + 31, py * 780 - 19, seed + 303, 20) - 0.42) * 1.25) * 0.22; pressure = clamp(Math.max(outerOcean, diagonalChannel, openSide) + islandGaps); } else if (template.coastStyle === "inland_sea") { // 瀬戸内型は旧来の大きな内海+両岸海岸線に戻す。 // 海面比率はテンプレート側で高めに保ち、微細な島ノイズではなく // 連続した水道形状で海を増やす。 const sideA = smoothstep((-axis + 0.28 + wave + bay) / 0.28); const sideB = smoothstep((axis + 0.26 - wave + bay * 0.7) / 0.29); const channel = smoothstep((0.082 - Math.abs(cross + wave * 0.68 + islandNoise * 0.55)) / 0.112) * 0.98; pressure = Math.max(sideA, sideB, channel); } else if (template.coastStyle === "parallel_spine") { // 東北型: 左右端または上下端に海を置く。海岸線は脊梁山脈とおおよそ平行。 // 内海的な中央水路は作らない。 const edgeA = smoothstep((-axis - 0.26 + wave * 0.42 + bay * 0.35) / 0.20); const edgeB = template.twoSidedCoast ? smoothstep((axis - 0.26 - wave * 0.42 + bay * 0.25) / 0.22) * 0.86 : 0; pressure = Math.max(edgeA, edgeB); } else if (template.coastStyle === "outer_coast") { // 中部型: 外縁海を中心にし、内陸へ海が入り込みすぎないようにする。 const radial = distNorm(px, py, 0.5, 0.5); const outer = smoothstep((radial - 0.44 + wave * 0.8 + bay * 0.5) / 0.24); const side = smoothstep((-axis + 0.30 + wave) / 0.30) * 0.45; pressure = Math.max(outer, side); } else if (template.coastStyle === "open_bay") { // 関東・濃尾型: 一方向に開いた湾と、その背後の沖積平野を作りやすくする。 const openSide = smoothstep((-axis + 0.29 + wave + bay) / 0.25); const bayMouth = smoothstep((0.22 - Math.abs(cross + wave * 0.8)) / 0.25) * smoothstep((-axis + 0.16 + bay) / 0.22) * 0.68; pressure = Math.max(openSide, bayMouth); } else { const sideA = smoothstep((-axis + 0.24 + wave + bay) / 0.26); const sideB = template.twoSidedCoast ? smoothstep((axis + 0.20 - wave + bay * 0.7) / 0.27) : 0; const outerBite = smoothstep((distNorm(px, py, 0.5, 0.5) - 0.54 + islandNoise) / 0.22) * 0.25; pressure = Math.max(sideA, sideB, outerBite); } return { pressure: clamp(pressure), signedAxis: axis }; } function recomputeSlope(elevation, sea, slope) { slope.fill(0); for (let y = 1; y < MAP_H - 1; y++) { for (let x = 1; x < MAP_W - 1; x++) { const i = indexOf(x, y); if (sea[i]) continue; const gx = elevation[indexOf(x + 1, y)] - elevation[indexOf(x - 1, y)]; const gy = elevation[indexOf(x, y + 1)] - elevation[indexOf(x, y - 1)]; slope[i] = clamp(Math.hypot(gx, gy) * 8.2); } } } function classifyWater(elevation, seaLevel, sea, ocean, lake) { sea.fill(0); ocean.fill(0); lake.fill(0); const water = new Uint8Array(SIZE); for (let i = 0; i < SIZE; i++) water[i] = elevation[i] <= seaLevel ? 1 : 0; const oceanMask = largestComponent(water, true); const seen = new Uint8Array(SIZE); for (let i = 0; i < SIZE; i++) { if (!water[i] || seen[i]) continue; const queue = [i]; const cells = []; seen[i] = 1; for (let q = 0; q < queue.length; q++) { const cur = queue[q]; cells.push(cur); const x = cur % MAP_W; const y = Math.floor(cur / MAP_W); for (const [nx, ny] of neighbors8(x, y)) { const ni = indexOf(nx, ny); if (!water[ni] || seen[ni]) continue; seen[ni] = 1; queue.push(ni); } } const isOcean = cells.some((ci) => oceanMask[ci]); if (isOcean || cells.length >= 22) { for (const ci of cells) { sea[ci] = 1; if (isOcean) ocean[ci] = 1; else lake[ci] = 1; } } else { for (const ci of cells) elevation[ci] = seaLevel + 0.010; } } } function priorityFloodFlow(elevation, sea, flowTo, filled) { flowTo.fill(-1); filled.set(elevation); const visited = new Uint8Array(SIZE); const heap = new MinHeap(); let seedCount = 0; for (let i = 0; i < SIZE; i++) { if (sea[i]) { visited[i] = 1; heap.push({ i, f: filled[i] }); seedCount++; } } if (seedCount === 0) { for (let i = 0; i < SIZE; i++) { const x = i % MAP_W; const y = Math.floor(i / MAP_W); if (x === 0 || y === 0 || x === MAP_W - 1 || y === MAP_H - 1) { visited[i] = 1; heap.push({ i, f: filled[i] }); } } } while (heap.length) { const cur = heap.pop(); if (!cur) continue; const cx = cur.i % MAP_W; const cy = Math.floor(cur.i / MAP_W); for (const [nx, ny] of neighbors8(cx, cy)) { const ni = indexOf(nx, ny); if (visited[ni]) continue; visited[ni] = 1; if (filled[ni] < filled[cur.i] + 0.00002) filled[ni] = filled[cur.i] + 0.00002; heap.push({ i: ni, f: filled[ni] }); } } for (let y = 0; y < MAP_H; y++) { for (let x = 0; x < MAP_W; x++) { const i = indexOf(x, y); if (sea[i]) continue; let best = -1; let bestScore = filled[i]; for (const [nx, ny] of neighbors8(x, y)) { const ni = indexOf(nx, ny); const stepPenalty = (nx !== x && ny !== y) ? 0.000015 : 0; const score = filled[ni] + stepPenalty + hash2(nx, ny, 9000) * 0.000002; if (score < bestScore - 0.000001 || sea[ni]) { bestScore = score; best = ni; if (sea[ni]) break; } } flowTo[i] = best; } } } function computeFlowAccumulation(sea, flowTo, filled, flowAccum) { const area = new Float32Array(SIZE); const order = []; for (let i = 0; i < SIZE; i++) { if (sea[i]) continue; area[i] = 1; order.push(i); } order.sort((a, b) => filled[b] - filled[a]); for (const i of order) { const to = flowTo[i]; if (to >= 0 && !sea[to]) area[to] += area[i]; } let maxArea = 1; for (let i = 0; i < SIZE; i++) if (!sea[i]) maxArea = Math.max(maxArea, area[i]); for (let i = 0; i < SIZE; i++) flowAccum[i] = sea[i] ? 0 : clamp(Math.pow(area[i] / maxArea, 0.42)); return area; } function buildWatershedId(sea, flowTo, flowAccum) { const outletKey = new Int32Array(SIZE); outletKey.fill(-1); const ids = new Int32Array(SIZE); ids.fill(-1); const outletToId = new Map(); const quant = 12; function keyForOutlet(i) { if (i < 0) return -1; const x = i % MAP_W; const y = Math.floor(i / MAP_W); const qx = Math.floor(x / quant); const qy = Math.floor(y / quant); return qy * 1000 + qx; } function resolve(start) { if (start < 0 || sea[start]) return -1; if (outletKey[start] >= 0) return outletKey[start]; const chain = []; const seen = new Set(); let i = start; let key = -1; for (let guard = 0; guard < SIZE && i >= 0; guard++) { if (sea[i]) { key = keyForOutlet(i); break; } if (outletKey[i] >= 0) { key = outletKey[i]; break; } if (seen.has(i)) { key = keyForOutlet(i); break; } seen.add(i); chain.push(i); const to = flowTo[i]; if (to < 0 || to === i) { key = keyForOutlet(i); break; } // Major channels should be a watershed's spine, not a sequence of tiny // drainage labels. Continue to the coast/outlet even after hitting them. i = to; } if (key < 0 && chain.length) key = keyForOutlet(chain[chain.length - 1]); for (const ci of chain) outletKey[ci] = key; return key; } for (let i = 0; i < SIZE; i++) { if (sea[i]) continue; const key = resolve(i); if (key < 0) continue; if (!outletToId.has(key)) outletToId.set(key, outletToId.size); ids[i] = outletToId.get(key); } // Very small coastal outlet labels create noisy slivers. Merge them into the // strongest neighbouring watershed so natural compartments remain basin-scale. const counts = new Int32Array(outletToId.size || 1); for (let i = 0; i < SIZE; i++) if (ids[i] >= 0) counts[ids[i]]++; const minArea = 18; for (let pass = 0; pass < 2; pass++) { for (let y = 0; y < MAP_H; y++) { for (let x = 0; x < MAP_W; x++) { const i = indexOf(x, y); const id = ids[i]; if (id < 0 || counts[id] >= minArea) continue; const choices = new Map(); for (const [nx, ny] of [[x + 1, y], [x - 1, y], [x, y + 1], [x, y - 1]]) { if (!inside(nx, ny)) continue; const nid = ids[indexOf(nx, ny)]; if (nid >= 0 && nid !== id) choices.set(nid, (choices.get(nid) || 0) + 1 + (flowAccum[indexOf(nx, ny)] || 0)); } let best = -1, bestScore = -1; for (const [nid, score] of choices) if (score > bestScore) { bestScore = score; best = nid; } if (best >= 0) { counts[id]--; counts[best]++; ids[i] = best; } } } } return ids; } function traceFlowPath(start, sea, flowTo, maxSteps = 900) { const path = []; const seen = new Set(); let i = start; for (let step = 0; step < maxSteps && i >= 0 && !seen.has(i); step++) { seen.add(i); const x = i % MAP_W; const y = Math.floor(i / MAP_W); path.push([x, y]); if (sea[i]) break; const next = flowTo[i]; if (next < 0 || next === i) break; i = next; } return path; } function lineCellsBetween(ax, ay, bx, by) { const cells = []; const steps = Math.max(Math.abs(bx - ax), Math.abs(by - ay), 1); for (let t = 0; t <= steps; t++) { const x = Math.round(ax + (bx - ax) * t / steps); const y = Math.round(ay + (by - ay) * t / steps); if (inside(x, y) && (!cells.length || cells[cells.length - 1][0] !== x || cells[cells.length - 1][1] !== y)) cells.push([x, y]); } return cells; } function meanderRiverPath(path, seed, salt, sea, lake, elevation, slope) { if (!path || path.length < 18) return path; // Add a visible but controlled meander before valley incision. The meander // diameter is about 3-10 cells. Mountain reaches are no longer damped; // the same low-frequency bend model is applied throughout the course. const lengthFactor = clamp(path.length / 190); const controlStep = Math.max(4, Math.round(8 - lengthFactor * 3)); const phase = hash2(seed + salt, 17) * Math.PI * 2; const waveCells = 14 + Math.floor(hash2(seed, salt + 31) * 16); // broad wavelength const secondaryCells = 28 + Math.floor(hash2(seed + 3, salt + 53) * 24); const maxDiameter = 3 + hash2(seed + 5, salt + 71) * 7; const baseAmp = maxDiameter * 0.5; const controls = []; for (let k = 0; k < path.length; k += controlStep) controls.push(k); if (controls[controls.length - 1] !== path.length - 1) controls.push(path.length - 1); const displacedControls = []; for (const k of controls) { const [x, y] = path[k]; if (k === 0 || k === path.length - 1) { displacedControls.push([x, y]); continue; } const [px, py] = path[Math.max(0, k - controlStep * 2)]; const [nx0, ny0] = path[Math.min(path.length - 1, k + controlStep * 2)]; const tx = nx0 - px; const ty = ny0 - py; const len = Math.hypot(tx, ty) || 1; const normalX = -ty / len; const normalY = tx / len; const primary = Math.sin(k / waveCells * Math.PI * 2 + phase); const secondary = Math.sin(k / secondaryCells * Math.PI * 2 + phase * 0.43) * 0.35; const amp = baseAmp * 0.82 * (primary + secondary); let mx = Math.round(x + normalX * amp); let my = Math.round(y + normalY * amp); if (!inside(mx, my)) { displacedControls.push([x, y]); continue; } const mi = indexOf(mx, my); if (sea[mi] && !lake[mi] && k < path.length - controlStep) { displacedControls.push([x, y]); continue; } displacedControls.push([mx, my]); } const out = []; for (let c = 0; c < displacedControls.length - 1; c++) { const [ax, ay] = displacedControls[c]; const [bx, by] = displacedControls[c + 1]; const line = lineCellsBetween(ax, ay, bx, by); for (const cell of line) { if (out.length && out[out.length - 1][0] === cell[0] && out[out.length - 1][1] === cell[1]) continue; const ci = indexOf(cell[0], cell[1]); if (sea[ci] && !lake[ci] && c < displacedControls.length - 3) continue; out.push(cell); } } return out.length >= Math.max(8, path.length * 0.42) ? out : path; } function scoreRiverPathForDedup(path, flowAccum) { let maxFlow = 0; let meanFlow = 0; for (const [x, y] of path) { const f = flowAccum[indexOf(x, y)] || 0; maxFlow = Math.max(maxFlow, f); meanFlow += f; } meanFlow /= Math.max(1, path.length); return path.length * 0.75 + maxFlow * 90 + meanFlow * 35; } function dedupeRiverPaths(paths, flowAccum, sea, lake) { // Multiple traces often share, or run one cell beside, the same downstream // trunk. Trim later traces at the first near-confluence so visually only one // river occupies a channel, while true tributaries remain visible upstream. const sorted = paths .map((path) => ({ path, score: scoreRiverPathForDedup(path, flowAccum) })) .sort((a, b) => b.score - a.score); const occupied = new Uint8Array(SIZE); const accepted = []; const nearOccupied = (x, y) => { for (let dy = -1; dy <= 1; dy++) { for (let dx = -1; dx <= 1; dx++) { const nx = x + dx; const ny = y + dy; if (!inside(nx, ny)) continue; if (occupied[indexOf(nx, ny)]) return true; } } return false; }; const markNear = (x, y) => { for (let dy = -1; dy <= 1; dy++) { for (let dx = -1; dx <= 1; dx++) { const nx = x + dx; const ny = y + dy; if (inside(nx, ny)) occupied[indexOf(nx, ny)] = 1; } } }; for (const item of sorted) { const path = item.path; if (!path || path.length < 8) continue; let joinAt = -1; let nearRun = 0; for (let k = 0; k < path.length; k++) { const [x, y] = path[k]; if (nearOccupied(x, y) && k > 6) { nearRun++; if (nearRun >= 2) { joinAt = Math.max(6, k - 1); break; } } else { nearRun = 0; } } const trimmed = joinAt >= 0 ? path.slice(0, Math.min(path.length, joinAt + 1)) : path; let uniqueCells = 0; for (const [x, y] of trimmed) if (!nearOccupied(x, y)) uniqueCells++; if (trimmed.length < 8 || uniqueCells < Math.max(5, Math.min(18, trimmed.length * 0.38))) continue; accepted.push(trimmed); for (const [x, y] of trimmed) { const i = indexOf(x, y); if (!sea[i] || lake[i]) markNear(x, y); } if (accepted.length >= 62) break; } return accepted; } function buildRiverNetwork(seed, template, sea, lake, elevation, slope, flowTo, flowAccum, river, erosionField) { river.fill(0); const candidates = []; for (let y = 2; y < MAP_H - 2; y++) { for (let x = 2; x < MAP_W - 2; x++) { const i = indexOf(x, y); if (sea[i]) continue; const f = flowAccum[i]; const high = clamp((elevation[i] - 0.36) * 2.2); const wet = valueNoise(x * 1.7, y * 1.7, seed + 12000, 24); const score = f * 0.80 + high * 0.25 + wet * 0.16 - slope[i] * 0.10; if (score > 0.24) candidates.push({ x, y, score }); } } const desired = 26 + Math.floor(template.riverRichness * 15); const sources = pickEntities(candidates, { max: desired, minDistance: 8, threshold: 0.27, seed: seed + 12100, jitter: 0.035 }); const riverPaths = []; for (const s of sources) { const traced = traceFlowPath(indexOf(s.x, s.y), sea, flowTo); const path = meanderRiverPath(traced, seed, s.x * 4096 + s.y, sea, lake, elevation, slope); if (path.length >= 8 && path.some(([x, y], k) => k > 5 && (sea[indexOf(x, y)] || lake[indexOf(x, y)]))) riverPaths.push(path); else if (path.length >= 14) riverPaths.push(path); } const visibleRiverPaths = dedupeRiverPaths(riverPaths, flowAccum, sea, lake); const longPaths = visibleRiverPaths .map((path) => ({ path, score: scoreRiverPathForDedup(path, flowAccum) })) .sort((a, b) => b.score - a.score); const mainCount = Math.min(longPaths.length, template.terrainType === "kanto_alluvial" ? 5 : template.bigRiverChance > 0.56 ? 4 : 3); const mainSet = new Set(longPaths.slice(0, mainCount).map((p) => p.path)); const riverThreshold = 0.26 - template.riverRichness * 0.040 - (template.bigRiverChance > 0.56 ? 0.038 : 0) - (template.terrainType === "kanto_alluvial" ? 0.035 : 0); for (let i = 0; i < SIZE; i++) { if (sea[i]) continue; const f = flowAccum[i]; if (f > riverThreshold) river[i] = clamp((f - riverThreshold) / (0.55 - riverThreshold)); } for (const path of visibleRiverPaths) { const main = mainSet.has(path); for (let k = 0; k < path.length; k++) { const [x, y] = path[k]; const i = indexOf(x, y); if (sea[i]) continue; const downstream = k / Math.max(1, path.length - 1); const kantoMain = main && template.terrainType === "kanto_alluvial"; const boost = main ? (kantoMain ? 0.66 : 0.54) + downstream * (kantoMain ? 0.50 : 0.42) : 0.30 + downstream * 0.22; river[i] = clamp(Math.max(river[i], boost + flowAccum[i] * (main ? (kantoMain ? 0.88 : 0.70) : 0.42))); } } const riverCells = []; for (let i = 0; i < SIZE; i++) if (!sea[i] && river[i] > 0.12) riverCells.push(i); for (const i of riverCells) { const x = i % MAP_W; const y = Math.floor(i / MAP_W); const strength = river[i]; const width = 1.15 + clamp((strength - 0.35) * 2.2) * 1.65; const depth = (0.006 + strength * (0.014 + template.erosion * 0.018) + flowAccum[i] * 0.018) * (0.65 + clamp((elevation[i] - 0.28) * 1.4) * 0.55); forDisk(x, y, width, (nx, ny, d) => { const ni = indexOf(nx, ny); if (sea[ni]) return; const profile = Math.pow(Math.max(0, 1 - d / Math.max(0.1, width)), 2.15); const sideGuard = d === 0 ? 1 : 0.38; const cut = depth * profile * sideGuard; const floor = 0.075; elevation[ni] = Math.max(floor, elevation[ni] - cut); erosionField[ni] = clamp(erosionField[ni] + cut * 9.0); }); } const sortedPaths = longPaths.map((p) => p.path); const mainRivers = sortedPaths.filter((p) => mainSet.has(p)).slice(0, mainCount); const nonMainPaths = sortedPaths.filter((p) => !mainSet.has(p)); const tributaryRivers = nonMainPaths.slice(0, 24); const smallStreams = nonMainPaths.slice(24, 74); return { riverPaths: sortedPaths.slice(0, 80), mainRivers, tributaryRivers, smallStreams }; } function deriveFields(seed, template, fields, seaLevel) { const { elevation, moisture, slope, sea, ocean, lake, river, floodplain, plain, agriculture, ridgeField, valleyField, visibleRavineField, surfaceTextureField, basinField, coastalLowland, flowAccum, erosionField, depositionField, arcSpineField, branchRidgeField, depositionalLowland, alluvialFanField, deltaField, naturalBarrierScore, portSuitability, crossingSuitability, passSuitability, } = fields; recomputeSlope(elevation, sea, slope); const waterDist = distanceField(sea, 80); const riverMask = new Uint8Array(SIZE); for (let i = 0; i < SIZE; i++) if (river[i] > 0.18) riverMask[i] = 1; const riverDist = distanceField(riverMask, 40); for (let y = 1; y < MAP_H - 1; y++) { for (let x = 1; x < MAP_W - 1; x++) { const i = indexOf(x, y); if (sea[i]) continue; const e = elevation[i]; const mean4 = (elevation[indexOf(x - 1, y)] + elevation[indexOf(x + 1, y)] + elevation[indexOf(x, y - 1)] + elevation[indexOf(x, y + 1)]) * 0.25; const relief = e - mean4; const coast = clamp((24 - waterDist[i]) / 24) * clamp((0.43 - e) * 2.4) * clamp((0.42 - slope[i]) * 2.4); coastalLowland[i] = coast; const riverNear = clamp((8 - riverDist[i]) / 8); const valley = clamp(flowAccum[i] * 0.82 + river[i] * 0.72 + Math.max(0, -relief) * 10.0 + riverNear * 0.38 - slope[i] * 0.22); valleyField[i] = clamp(Math.max(valleyField[i] * 0.30, valley)); const ridge = clamp(arcSpineField[i] * 0.76 + branchRidgeField[i] * 0.86 + Math.max(0, relief) * 9.0 + slope[i] * 0.30 + Math.max(0, e - 0.54) * 0.88 - valleyField[i] * 0.34); ridgeField[i] = clamp(Math.max(ridgeField[i] * 0.30, ridge)); basinField[i] = clamp((0.42 - slope[i]) * 1.55 + Math.max(0, -relief) * 5.0 + clamp((0.48 - e) * 1.35) - coast * 0.40 - river[i] * 0.32); const low = clamp((0.52 - e) * 1.70); const lowSlope = clamp((0.34 - slope[i]) * 2.8); const riverGate = clamp(riverNear * 0.72 + flowAccum[i] * 0.82 + coast * 0.70 + basinField[i] * 0.20 - ridgeField[i] * 0.40); plain[i] = clamp(low * lowSlope * (0.12 + template.plainBias * 0.34 + riverGate * 0.84)); floodplain[i] = clamp(lowSlope * riverNear * (0.35 + flowAccum[i] * 0.82 + river[i] * 0.52)); deltaField[i] = clamp(coast * river[i] * 1.4 + coast * flowAccum[i] * 0.72); alluvialFanField[i] = clamp(riverNear * clamp(slope[i] * 2.5) * clamp((0.58 - e) * 1.7) * clamp(ridgeField[i] * 0.8 + arcSpineField[i] * 0.4)); depositionalLowland[i] = clamp(floodplain[i] * 0.54 + deltaField[i] * 0.66 + alluvialFanField[i] * 0.42 + coast * 0.28 + basinField[i] * 0.18); depositionField[i] = clamp(depositionalLowland[i] * (0.25 + template.deposition * 0.30)); agriculture[i] = clamp(plain[i] * 0.72 + floodplain[i] * 0.42 + depositionalLowland[i] * 0.36 - slope[i] * 0.20); visibleRavineField[i] = clamp(visibleRavineField[i] + valleyField[i] * 0.22 + erosionField[i] * 0.35); surfaceTextureField[i] = clamp(surfaceTextureField[i] + slope[i] * 0.26 + visibleRavineField[i] * 0.38 + Math.max(0, relief) * 2.2); naturalBarrierScore[i] = clamp(ridgeField[i] * 0.82 + slope[i] * 0.44 + river[i] * 0.42 + Math.max(0, e - 0.58) * 0.34 - plain[i] * 0.24); portSuitability[i] = clamp(coast * (1 - slope[i]) * (0.50 + plain[i] * 0.32) - ridgeField[i] * 0.20); crossingSuitability[i] = clamp((1 - slope[i]) * 0.38 + plain[i] * 0.34 + floodplain[i] * 0.24 - river[i] * 0.20 - ridgeField[i] * 0.28); passSuitability[i] = clamp(slope[i] * 0.30 + valleyField[i] * 0.34 + clamp((0.75 - ridgeField[i]) * 0.8) + plain[i] * 0.18); moisture[i] = clamp(0.30 + (1 - waterDist[i] / 65) * 0.36 + valleyField[i] * 0.22 + riverNear * 0.26 - Math.max(0, e - 0.55) * 0.36 + (fbm(x * 1.6, y * 1.6, seed + 15000) - 0.5) * 0.18); } } for (let i = 0; i < SIZE; i++) { if (!sea[i]) continue; moisture[i] = 1; slope[i] = 0; river[i] = 0; ridgeField[i] = 0; valleyField[i] = 0; plain[i] = 0; agriculture[i] = 0; coastalLowland[i] = 0; naturalBarrierScore[i] = 0; } } function enforceLandGradient(elevation, sea, seaLevel) { // Keep extreme cliffs rare without flattening normal mountain relief. for (let pass = 0; pass < 2; pass++) { const next = new Float32Array(elevation); for (let y = 1; y < MAP_H - 1; y++) { for (let x = 1; x < MAP_W - 1; x++) { const i = indexOf(x, y); if (sea[i]) continue; let minN = elevation[i]; let maxN = elevation[i]; for (const [nx, ny] of neighbors8(x, y)) { const ni = indexOf(nx, ny); if (sea[ni]) continue; minN = Math.min(minN, elevation[ni]); maxN = Math.max(maxN, elevation[ni]); } const range = maxN - minN; if (range > 0.34) next[i] = lerp(elevation[i], (elevation[i] + minN + maxN) / 3, 0.22); next[i] = Math.max(next[i], seaLevel + 0.006); } } elevation.set(next); } } function rectTerrainProfile(template) { const id = String(template?.terrainType || "auto"); if (id.includes("oceanic")) return { base: 0.28, relief: 0.11, ridge: 0.20, ridgeWidth: 18, ridgeSpacing: 70, coast: 0.52, archipelago: 0.18, seaQuantile: Math.max(0.95, template.seaRatio ?? 0.965), plain: 0.12, moisture: 0.66, capStart: 0.56, capMax: 0.74, }; if (id.includes("setouchi") || id.includes("archipelago")) return { base: 0.43, relief: 0.18, ridge: 0.34, ridgeWidth: 30, ridgeSpacing: 94, coast: 0.25, archipelago: 0.20, seaQuantile: Math.max(0.30, template.seaRatio ?? 0.36), plain: 0.34, moisture: 0.58, capStart: 0.72, capMax: 0.94, }; if (id.includes("chubu") || id.includes("mountain")) return { base: 0.52, relief: 0.26, ridge: 0.62, ridgeWidth: 36, ridgeSpacing: 108, coast: 0.12, archipelago: 0.03, seaQuantile: Math.min(0.22, template.seaRatio ?? 0.18), plain: 0.15, moisture: 0.48, capStart: 0.90, capMax: 1.10, }; if (id.includes("kanto") || id.includes("alluvial")) return { base: 0.48, relief: 0.12, ridge: 0.18, ridgeWidth: 42, ridgeSpacing: 130, coast: 0.16, archipelago: 0.04, seaQuantile: template.seaRatio ?? 0.13, plain: 0.66, moisture: 0.56, capStart: 0.84, capMax: 1.00, }; if (id.includes("tohoku") || id.includes("spine")) return { base: 0.49, relief: 0.19, ridge: 0.46, ridgeWidth: 24, ridgeSpacing: 88, coast: 0.18, archipelago: 0.03, seaQuantile: template.seaRatio ?? 0.22, plain: 0.26, moisture: 0.52, capStart: 0.78, capMax: 0.98, }; return { base: 0.45, relief: 0.18, ridge: 0.34, ridgeWidth: 32, ridgeSpacing: 100, coast: 0.18, archipelago: 0.06, seaQuantile: template.seaRatio ?? 0.20, plain: 0.30, moisture: 0.52, capStart: 0.86, capMax: 1.04, }; } function rectSeed(seed, variant, salt) { let h = (seed >>> 0) ^ Math.imul((variant || 0) >>> 0, 0x9e3779b9) ^ (salt >>> 0); h ^= h >>> 16; h = Math.imul(h, 0x7feb352d) >>> 0; h ^= h >>> 15; h = Math.imul(h, 0x846ca68b) >>> 0; return (h ^ (h >>> 16)) >>> 0; } function periodicRidgeField(wx, wy, template, profile, seed) { const angle = template.mountainAngle || 0; const c = Math.cos(angle); const s = Math.sin(angle); const u = wx * c + wy * s; const v = -wx * s + wy * c; const spacing = Math.max(18, profile.ridgeSpacing); const shifted = v / spacing + valueNoise(wx, wy, seed ^ 0x654f6d23, 115) * 0.70; const nearest = Math.abs((shifted - Math.round(shifted)) * spacing); const ridgeCore = Math.exp(-Math.pow(nearest / Math.max(4, profile.ridgeWidth), 2.0)); const along = valueNoise(u, v, seed ^ 0x27d4eb2f, 86); const cut = valueNoise(u, v, seed ^ 0x165667b1, 31); return clamp(ridgeCore * (0.62 + along * 0.62) * (0.74 + cut * 0.40)); } function worldMarinePressure(wx, wy, template, profile, seed) { const angle = template.coastAngle || 0; const c = Math.cos(angle); const s = Math.sin(angle); const axis = wx * c + wy * s; const cross = -wx * s + wy * c; const period = template.coastStyle === "oceanic_archipelago" ? 160 : template.coastStyle === "inland_sea" ? 220 : 300; const broad = Math.sin((axis + valueNoise(wx, wy, seed ^ 0xc2b2ae35, 190) * 90) / period * Math.PI * 2); const channel = Math.exp(-Math.pow((cross + (valueNoise(wx, wy, seed ^ 0x85ebca6b, 130) - 0.5) * 80) / (profile.ridgeSpacing * 0.85), 2.0)); const radial = valueNoise(wx, wy, seed ^ 0x9e3779b9, 260); let pressure = clamp((broad * 0.5 + 0.5) * profile.coast + channel * profile.coast * 0.62 + radial * profile.coast * 0.52); if (template.coastStyle === "oceanic_archipelago") { const gap = clamp((fbm(wx * 0.75 + 33, wy * 0.75 - 17, seed ^ 0x3c6ef372) - 0.42) * 2.2); pressure = clamp(pressure + gap * profile.archipelago); } if (template.coastStyle === "open_bay") pressure = clamp(pressure + channel * 0.12); return pressure; } function classifyRectWater(ctx, fields, seaLevel) { const { elevation, sea, ocean, lake } = fields; sea.fill(0); ocean.fill(0); lake.fill(0); const water = new Uint8Array(ctx.size); for (let i = 0; i < ctx.size; i++) water[i] = elevation[i] <= seaLevel ? 1 : 0; const seen = new Uint8Array(ctx.size); let oceanCells = 0; for (let i = 0; i < ctx.size; i++) { if (!water[i] || seen[i]) continue; const queue = [i]; const cells = []; let touchesEdge = false; seen[i] = 1; for (let q = 0; q < queue.length; q++) { const cur = queue[q]; cells.push(cur); const x = cur % ctx.width; const y = Math.floor(cur / ctx.width); if (x === 0 || y === 0 || x === ctx.width - 1 || y === ctx.height - 1) touchesEdge = true; for (const [nx, ny] of rectNeighbors8(ctx, x, y)) { const ni = rectIndexOf(ctx, nx, ny); if (!water[ni] || seen[ni]) continue; seen[ni] = 1; queue.push(ni); } } const isOcean = touchesEdge || cells.length > Math.max(96, ctx.size * 0.018); if (isOcean || cells.length >= 20) { for (const ci of cells) { sea[ci] = 1; if (isOcean) ocean[ci] = 1; else lake[ci] = 1; } if (isOcean) oceanCells += cells.length; } else { for (const ci of cells) elevation[ci] = seaLevel + 0.012; } } return oceanCells; } function recomputeRectSlope(ctx, fields) { const { elevation, sea, slope } = fields; slope.fill(0); for (let y = 1; y < ctx.height - 1; y++) { for (let x = 1; x < ctx.width - 1; x++) { const i = rectIndexOf(ctx, x, y); if (sea[i]) continue; const gx = elevation[rectIndexOf(ctx, x + 1, y)] - elevation[rectIndexOf(ctx, x - 1, y)]; const gy = elevation[rectIndexOf(ctx, x, y + 1)] - elevation[rectIndexOf(ctx, x, y - 1)]; slope[i] = clamp(Math.hypot(gx, gy) * 8.2); } } } function priorityFloodRect(ctx, fields) { const { elevation, sea, flowTo } = fields; const filled = new Float32Array(elevation); const visited = new Uint8Array(ctx.size); const heap = new MinHeap(); let seeds = 0; for (let i = 0; i < ctx.size; i++) { const x = i % ctx.width; const y = Math.floor(i / ctx.width); if (sea[i] || x === 0 || y === 0 || x === ctx.width - 1 || y === ctx.height - 1) { visited[i] = 1; heap.push({ i, f: filled[i] }); seeds++; } } if (!seeds) return filled; while (heap.length) { const cur = heap.pop(); if (!cur || cur.f > filled[cur.i] + 1e-5) continue; const x = cur.i % ctx.width; const y = Math.floor(cur.i / ctx.width); for (const [nx, ny] of rectNeighbors8(ctx, x, y)) { const ni = rectIndexOf(ctx, nx, ny); if (visited[ni]) continue; visited[ni] = 1; if (filled[ni] < filled[cur.i] + 0.00002) filled[ni] = filled[cur.i] + 0.00002; heap.push({ i: ni, f: filled[ni] }); } } flowTo.fill(-1); for (let y = 0; y < ctx.height; y++) { for (let x = 0; x < ctx.width; x++) { const i = rectIndexOf(ctx, x, y); if (sea[i]) continue; let best = -1; let bestScore = filled[i]; for (const [nx, ny] of rectNeighbors8(ctx, x, y)) { const ni = rectIndexOf(ctx, nx, ny); const stepPenalty = (nx !== x && ny !== y) ? 0.000015 : 0; const score = filled[ni] + stepPenalty + hash2(ctx.originX + nx, ctx.originY + ny, 9000) * 0.000002; if (score < bestScore - 0.000001 || sea[ni]) { bestScore = score; best = ni; if (sea[ni]) break; } } flowTo[i] = best; } } return filled; } function computeRectFlowAccumulation(ctx, fields, filled) { const { sea, flowTo, flowAccum } = fields; const area = new Float32Array(ctx.size); const order = []; for (let i = 0; i < ctx.size; i++) { if (sea[i]) continue; area[i] = 1; order.push(i); } order.sort((a, b) => filled[b] - filled[a]); for (const i of order) { const to = flowTo[i]; if (to >= 0 && !sea[to]) area[to] += area[i]; } let maxArea = 1; for (let i = 0; i < ctx.size; i++) if (!sea[i]) maxArea = Math.max(maxArea, area[i]); for (let i = 0; i < ctx.size; i++) flowAccum[i] = sea[i] ? 0 : clamp(Math.pow(area[i] / maxArea, 0.42)); } function rectStableId(seed, wx, wy, salt) { const x = Math.floor(wx) | 0; const y = Math.floor(wy) | 0; let h = (seed >>> 0) ^ Math.imul(x, 0x9e3779b1) ^ Math.imul(y, 0x85ebca77) ^ (salt >>> 0); h ^= h >>> 16; h = Math.imul(h, 0x7feb352d) >>> 0; h ^= h >>> 15; h = Math.imul(h, 0x846ca68b) >>> 0; return (h ^ (h >>> 16)) & 0x7fffffff; } function traceRectSink(ctx, start, fields, maxSteps = 4096) { const { sea, flowTo } = fields; let i = start; let last = i; const seen = new Set(); for (let step = 0; step < maxSteps; step++) { if (i < 0 || i >= ctx.size || seen.has(i)) break; seen.add(i); last = i; if (sea[i]) break; const next = flowTo[i]; if (next < 0 || next === i) break; i = next; } return last; } function buildRectWatershedId(ctx, fields, seed) { const { sea, flowAccum, watershedId } = fields; if (!watershedId) return { watershedCount: 0 }; watershedId.fill(-1); const sinkToId = new Map(); let watershedCount = 0; for (let i = 0; i < ctx.size; i++) { if (sea[i]) continue; const sink = traceRectSink(ctx, i, fields); const sx = sink % ctx.width; const sy = Math.floor(sink / ctx.width); const wx = ctx.originX + sx; const wy = ctx.originY + sy; const coarseX = Math.round(wx / 12); const coarseY = Math.round(wy / 12); const key = `${coarseX},${coarseY}`; let id = sinkToId.get(key); if (!Number.isFinite(id)) { id = 50000000 + rectStableId(seed, coarseX, coarseY, 0x51ed270b) % 40000000; sinkToId.set(key, id); watershedCount++; } watershedId[i] = id; } // Merge tiny or noisy drainage islands into their strongest neighbor. for (let pass = 0; pass < 2; pass++) { const changes = []; for (let y = 1; y < ctx.height - 1; y++) { for (let x = 1; x < ctx.width - 1; x++) { const i = rectIndexOf(ctx, x, y); if (sea[i] || watershedId[i] < 0) continue; const counts = new Map(); for (const [nx, ny] of rectNeighbors8(ctx, x, y)) { const ni = rectIndexOf(ctx, nx, ny); const id = watershedId[ni]; if (id < 0) continue; counts.set(id, (counts.get(id) || 0) + 1 + (flowAccum[ni] || 0)); } let best = watershedId[i]; let bestScore = counts.get(best) || 0; for (const [id, score] of counts) if (score > bestScore) { best = id; bestScore = score; } if (best !== watershedId[i] && bestScore >= 5.5) changes.push([i, best]); } } for (const [i, id] of changes) watershedId[i] = id; if (!changes.length) break; } return { watershedCount }; } function buildRectNaturalRegions(ctx, fields, seed, template) { const { sea, ridgeField, valleyField, basinField, flowAccum, naturalBarrierScore, watershedId, naturalCompartmentId, regionId } = fields; if (!naturalCompartmentId || !regionId) return { naturalCompartmentCount: 0, regionCount: 0 }; naturalCompartmentId.fill(-1); regionId.fill(-1); const type = String(template?.terrainType || "auto"); const spacing = type.includes("oceanic") ? 30 : type.includes("kanto") ? 44 : type.includes("chubu") ? 34 : 38; const coarseSpacing = spacing * 2.55; const seeds = []; const gx0 = Math.floor((ctx.originX - spacing) / spacing) - 1; const gx1 = Math.ceil((ctx.originX + ctx.width + spacing) / spacing) + 1; const gy0 = Math.floor((ctx.originY - spacing) / spacing) - 1; const gy1 = Math.ceil((ctx.originY + ctx.height + spacing) / spacing) + 1; for (let gy = gy0; gy <= gy1; gy++) { for (let gx = gx0; gx <= gx1; gx++) { const jitterX = (hash2(gx, gy, seed ^ 0x6a09e667) - 0.5) * spacing * 0.74; const jitterY = (hash2(gx, gy, seed ^ 0xbb67ae85) - 0.5) * spacing * 0.74; const wx = gx * spacing + spacing * 0.5 + jitterX; const wy = gy * spacing + spacing * 0.5 + jitterY; const lx = Math.round(wx - ctx.originX); const ly = Math.round(wy - ctx.originY); let viability = 0.8; if (rectInside(ctx, lx, ly)) { const i = rectIndexOf(ctx, lx, ly); viability += (basinField[i] || 0) * 0.25 + (valleyField[i] || 0) * 0.16 - (ridgeField[i] || 0) * 0.14; if (sea[i]) viability -= 1.2; } if (viability < 0.18 && hash2(gx, gy, seed ^ 0x3c6ef372) < 0.82) continue; seeds.push({ wx, wy, id: 40000000 + rectStableId(seed, gx, gy, 0xb5c0fbcf) % 42000000, coarseId: 30000000 + rectStableId(seed, Math.floor((gx * spacing) / coarseSpacing), Math.floor((gy * spacing) / coarseSpacing), 0xc2b2ae35) % 42000000, }); } } if (!seeds.length) return { naturalCompartmentCount: 0, regionCount: 0 }; for (let y = 0; y < ctx.height; y++) { for (let x = 0; x < ctx.width; x++) { const i = rectIndexOf(ctx, x, y); if (sea[i]) continue; const wx = ctx.originX + x; const wy = ctx.originY + y; let best = seeds[0]; let bestScore = Infinity; const barrier = (naturalBarrierScore[i] || 0) + (ridgeField[i] || 0) * 0.55 + (flowAccum[i] || 0) * 0.18; const basinBonus = (basinField[i] || 0) * 0.18 + (valleyField[i] || 0) * 0.10; for (const s of seeds) { const dx = (wx - s.wx) * 1.05; const dy = wy - s.wy; const d = Math.hypot(dx, dy); const tileNoise = (valueNoise(wx + s.wx * 0.13, wy + s.wy * 0.13, seed ^ 0xa54ff53a, 52) - 0.5) * spacing * 0.34; const watershedPenalty = watershedId?.[i] >= 0 ? ((watershedId[i] ^ s.id) & 7) * 0.16 : 0; const score = d + barrier * spacing * 0.42 - basinBonus * spacing * 0.32 + tileNoise + watershedPenalty; if (score < bestScore) { bestScore = score; best = s; } } naturalCompartmentId[i] = best.id; regionId[i] = best.coarseId; } } for (let pass = 0; pass < 2; pass++) { const changes = []; for (let y = 1; y < ctx.height - 1; y++) { for (let x = 1; x < ctx.width - 1; x++) { const i = rectIndexOf(ctx, x, y); if (sea[i]) continue; if ((ridgeField[i] || 0) > 0.78) continue; const counts = new Map(); for (const [nx, ny] of rectNeighbors8(ctx, x, y)) { const ni = rectIndexOf(ctx, nx, ny); const id = naturalCompartmentId[ni]; if (id < 0) continue; counts.set(id, (counts.get(id) || 0) + 1 + (basinField[ni] || 0) * 0.3); } let best = naturalCompartmentId[i]; let bestScore = counts.get(best) || 0; for (const [id, score] of counts) if (score > bestScore) { best = id; bestScore = score; } if (best !== naturalCompartmentId[i] && bestScore >= 5.8) changes.push([i, best]); } } for (const [i, id] of changes) naturalCompartmentId[i] = id; if (!changes.length) break; } const nset = new Set(); const rset = new Set(); for (let i = 0; i < ctx.size; i++) { if (naturalCompartmentId[i] >= 0) nset.add(naturalCompartmentId[i]); if (regionId[i] >= 0) rset.add(regionId[i]); } return { naturalCompartmentCount: nset.size, regionCount: rset.size }; } function traceRectFlowPath(start, ctx, fields, maxSteps = 1200) { const { sea, flowTo } = fields; let i = start; const path = []; const seen = new Set(); for (let step = 0; step < maxSteps; step++) { if (i < 0 || i >= ctx.size || seen.has(i)) break; seen.add(i); const x = i % ctx.width; const y = Math.floor(i / ctx.width); path.push([ctx.originX + x, ctx.originY + y]); if (sea[i]) break; const next = flowTo[i]; if (next < 0 || next === i) break; i = next; } return path; } function scoreRectRiverPath(path, ctx, fields) { let score = 0; for (const [wx, wy] of path) { const x = wx - ctx.originX; const y = wy - ctx.originY; if (!rectInside(ctx, x, y)) continue; const i = rectIndexOf(ctx, x, y); score += (fields.flowAccum[i] || 0) + (fields.river[i] || 0) * 0.7; } return score; } function buildRectRiverPaths(ctx, fields, seed, template) { const { sea, flowAccum, river, erosionField } = fields; const candidates = []; const threshold = template?.terrainType === "oceanic_archipelago" ? 0.52 : template?.terrainType === "kanto_alluvial" ? 0.46 : 0.50; for (let i = 0; i < ctx.size; i++) { if (sea[i] || flowAccum[i] < threshold) continue; const x = i % ctx.width; const y = Math.floor(i / ctx.width); let upstream = 0; for (const [nx, ny] of rectNeighbors8(ctx, x, y)) { const ni = rectIndexOf(ctx, nx, ny); if (fields.flowTo[ni] === i) upstream++; } const sourceBias = hash2(ctx.originX + x, ctx.originY + y, seed ^ 0x1f123bb5); if (upstream <= 1 || sourceBias > 0.78) candidates.push({ i, score: flowAccum[i] + sourceBias * 0.12 }); } candidates.sort((a, b) => b.score - a.score); const accepted = []; const occupied = new Set(); const desired = Math.min(72, Math.max(8, Math.floor(ctx.size / 900))); for (const c of candidates) { if (accepted.length >= desired) break; const path = traceRectFlowPath(c.i, ctx, fields); if (path.length < 8) continue; const keyHits = path.reduce((n, [wx, wy], k) => k % 3 === 0 && occupied.has(`${wx},${wy}`) ? n + 1 : n, 0); if (keyHits > Math.max(5, path.length * 0.18)) continue; const score = scoreRectRiverPath(path, ctx, fields); if (score < 4.2) continue; accepted.push({ path, score }); for (const [wx, wy] of path) occupied.add(`${wx},${wy}`); } accepted.sort((a, b) => b.score - a.score); const mainRivers = accepted.slice(0, Math.max(1, Math.min(10, Math.round(accepted.length * 0.25)))).map((r) => r.path); const tributaryRivers = accepted.slice(mainRivers.length, mainRivers.length + 28).map((r) => r.path); const smallStreams = accepted.slice(mainRivers.length + 28, mainRivers.length + 56).map((r) => r.path); for (const group of [mainRivers, tributaryRivers, smallStreams]) { const boost = group === mainRivers ? 0.72 : group === tributaryRivers ? 0.48 : 0.28; for (const path of group) { for (const [wx, wy] of path) { const x = wx - ctx.originX; const y = wy - ctx.originY; if (!rectInside(ctx, x, y)) continue; const i = rectIndexOf(ctx, x, y); if (sea[i]) continue; river[i] = clamp(Math.max(river[i], boost + (flowAccum[i] || 0) * 0.42)); if (erosionField) erosionField[i] = clamp((erosionField[i] || 0) + river[i] * 0.18); } } } return { riverPaths: accepted.map((r) => r.path), mainRivers, tributaryRivers, smallStreams }; } function deriveRectTerrainFields(ctx, fields, seaLevel) { const { elevation, sea, river, flowAccum, floodplain, plain, agriculture, ridgeField, valleyField, basinField, coastalLowland, erosionField, depositionField, depositionalLowland, alluvialFanField, deltaField, naturalBarrierScore, portSuitability, crossingSuitability, passSuitability, slope, moisture, } = fields; for (let i = 0; i < ctx.size; i++) { if (sea[i]) { river[i] = 0; plain[i] = 0; agriculture[i] = 0; naturalBarrierScore[i] = 0; continue; } const low = clamp((0.48 - elevation[i]) * 2.2); const flat = clamp(1 - slope[i] * 2.3); const coast = clamp((elevation[i] - seaLevel) * 18); river[i] = flowAccum[i] > 0.58 ? clamp((flowAccum[i] - 0.52) * 2.1 + (0.22 - slope[i]) * 0.40) : 0; floodplain[i] = clamp(river[i] * 0.72 + low * flat * 0.24); plain[i] = clamp(flat * (low * 0.78 + basinField[i] * 0.38 + floodplain[i] * 0.35)); agriculture[i] = clamp(plain[i] * 0.72 + moisture[i] * 0.22 - slope[i] * 0.22); coastalLowland[i] = clamp((1 - coast) * flat * 0.90); erosionField[i] = clamp(slope[i] * 0.55 + river[i] * 0.34 + ridgeField[i] * 0.22); depositionField[i] = clamp(floodplain[i] * 0.58 + coastalLowland[i] * 0.34 + plain[i] * 0.18); depositionalLowland[i] = clamp(depositionField[i] * flat); alluvialFanField[i] = clamp(river[i] * slope[i] * 1.8); deltaField[i] = clamp(river[i] * coastalLowland[i] * 1.2); naturalBarrierScore[i] = clamp(ridgeField[i] * 0.72 + slope[i] * 0.42 + river[i] * 0.24); crossingSuitability[i] = clamp(flat * (1 - river[i] * 0.65) + plain[i] * 0.24); passSuitability[i] = clamp((1 - ridgeField[i]) * 0.55 + valleyField[i] * 0.40 - slope[i] * 0.15); portSuitability[i] = clamp(coastalLowland[i] * 0.65 + plain[i] * 0.22 - slope[i] * 0.26); } } export function generateTerrainRect(options = {}) { const seed = Number.isFinite(options.seed) ? options.seed >>> 0 : 0; const variant = Number.isFinite(options.variant) ? Math.max(0, Math.floor(options.variant)) >>> 0 : 0; const ctx = options.rectContext || createRectContext(options); const rectSeedValue = rectSeed(seed, variant, 0x5489a1f3); const terrainTemplate = buildTerrainTemplate(rectSeedValue, options); const profile = rectTerrainProfile(terrainTemplate); const fields = createRectTerrainFields(ctx); const { elevation, moisture, ridgeField, valleyField, basinField, coastalLowland, arcSpineField, branchRidgeField, visibleRavineField, surfaceTextureField, } = fields; for (let y = 0; y < ctx.height; y++) { for (let x = 0; x < ctx.width; x++) { const i = rectIndexOf(ctx, x, y); const wx = ctx.originX + x; const wy = ctx.originY + y; const broad = (fbm(wx * 0.58, wy * 0.58, rectSeedValue ^ 0x9e3779b9) - 0.5) * profile.relief; const regional = (valueNoise(wx, wy, rectSeedValue ^ 0x85ebca6b, 58) - 0.5) * profile.relief * 0.72; const detail = (valueNoise(wx, wy, rectSeedValue ^ 0xc2b2ae35, 19) - 0.5) * profile.relief * 0.22; const ridge = periodicRidgeField(wx, wy, terrainTemplate, profile, rectSeedValue ^ 0x27d4eb2f); const marine = worldMarinePressure(wx, wy, terrainTemplate, profile, rectSeedValue ^ 0x165667b1); const basin = clamp((valueNoise(wx, wy, rectSeedValue ^ 0xd3a2646c, 120) - 0.36) * 1.65) * profile.plain; const valley = clamp((1 - ridge) * (valueNoise(wx, wy, rectSeedValue ^ 0xfd7046c5, 42) - 0.42) * 1.7); const archipelago = terrainTemplate.terrainType === "oceanic_archipelago" || terrainTemplate.coastStyle === "inland_sea" ? clamp((fbm(wx * 0.72 + 49, wy * 0.72 - 31, rectSeedValue ^ 0x94d049bb) - 0.44) * 2.2) * profile.archipelago : 0; let e = profile.base + broad + regional + detail + ridge * profile.ridge + archipelago - marine + basin * 0.10; if (terrainTemplate.terrainType === "kanto_alluvial") e -= basin * 0.075; if (terrainTemplate.terrainType === "oceanic_archipelago") e -= marine * 0.16; e = softCapElevation(e, profile.capStart, profile.capMax); elevation[i] = clamp(e, 0.025, profile.capMax); ridgeField[i] = clamp(ridge * (0.62 + profile.ridge)); branchRidgeField[i] = clamp(ridge * 0.82 + detail * 0.60); arcSpineField[i] = clamp(ridge * 0.90); valleyField[i] = clamp(valley + (1 - ridge) * marine * 0.20); basinField[i] = clamp(basin + valley * 0.35); coastalLowland[i] = clamp(marine * 0.82 + basin * 0.25); moisture[i] = clamp(profile.moisture + marine * 0.22 + basin * 0.15 - elevation[i] * 0.22 + (fbm(wx * 0.85, wy * 0.85, rectSeedValue ^ 0xa0761d65) - 0.5) * 0.13); visibleRavineField[i] = clamp(Math.abs(detail) * ridge * 1.9 + valley * 0.25); surfaceTextureField[i] = clamp(Math.abs(broad) * 0.55 + Math.abs(detail) * 1.3 + ridge * 0.22); } } const seaLevel = clamp( Number.isFinite(options.seaLevel) ? options.seaLevel : rectQuantile(elevation, profile.seaQuantile), 0.13, terrainTemplate.terrainType === "oceanic_archipelago" ? 0.72 : 0.50 ); const oceanCells = classifyRectWater(ctx, fields, seaLevel); recomputeRectSlope(ctx, fields); const filled = priorityFloodRect(ctx, fields); computeRectFlowAccumulation(ctx, fields, filled); const watershedDebug = buildRectWatershedId(ctx, fields, rectSeedValue ^ 0x51ed270b); deriveRectTerrainFields(ctx, fields, seaLevel); const riverNetwork = buildRectRiverPaths(ctx, fields, rectSeedValue ^ 0x1f123bb5, terrainTemplate); const naturalDebug = buildRectNaturalRegions(ctx, fields, rectSeedValue ^ 0xb5c0fbcf, terrainTemplate); let landCount = 0; let mountainCount = 0; let plainCount = 0; for (let i = 0; i < ctx.size; i++) { if (fields.sea[i]) continue; landCount++; if (fields.elevation[i] > 0.56 || fields.ridgeField[i] > 0.52) mountainCount++; if (fields.plain[i] > 0.36) plainCount++; } return { rectContext: ctx, originX: ctx.originX, originY: ctx.originY, width: ctx.width, height: ctx.height, size: ctx.size, terrainTemplate, seaLevel, ...fields, terrainDebug: { terrainType: terrainTemplate.terrainType, terrainTypeLabel: terrainTemplate.terrainTypeLabel, coastStyle: terrainTemplate.coastStyle, rectNative: true, originX: ctx.originX, originY: ctx.originY, width: ctx.width, height: ctx.height, variant, seaRatio: fields.sea.reduce((sum, value) => sum + value, 0) / Math.max(1, ctx.size), landCount, oceanCells, mountainRatio: mountainCount / Math.max(1, landCount), plainRatio: plainCount / Math.max(1, landCount), watershedCount: watershedDebug.watershedCount, naturalCompartmentCount: naturalDebug.naturalCompartmentCount, regionCount: naturalDebug.regionCount, mainRiverCount: riverNetwork.mainRivers.length, tributaryRiverCount: riverNetwork.tributaryRivers.length, smallStreamCount: riverNetwork.smallStreams.length, }, ...riverNetwork, }; } export function finalizeRectTerrainForFixedMap(seed, terrain, options = {}) { if (!terrain || terrain.width !== MAP_W || terrain.height !== MAP_H || terrain.size !== SIZE) { throw new Error(`finalizeRectTerrainForFixedMap requires ${MAP_W}x${MAP_H} terrain, got ${terrain?.width}x${terrain?.height}`); } const { elevation, slope, sea, river, ridgeField, valleyField, basinField, coastalLowland, flowAccum, plain, agriculture, watershedId, landMask: existingLandMask, prefectureMask: existingPrefectureMask, } = terrain; const prefectureMask = existingPrefectureMask || makePrefectureMask(seed, sea, elevation, slope, river); const landMask = existingLandMask || new Uint8Array(SIZE); if (!existingLandMask) { for (let i = 0; i < SIZE; i++) landMask[i] = sea[i] ? 0 : 1; } const zeroDensity = new Float32Array(SIZE); const zeroLanduse = new Int8Array(SIZE); const landCount = landMask.reduce((sum, value, i) => sum + (value && !sea[i] ? 1 : 0), 0); const natural = buildNaturalCompartments( landMask, sea, elevation, slope, river, ridgeField, valleyField, basinField, coastalLowland, flowAccum, null, plain, agriculture, zeroDensity, zeroLanduse, { seed: (seed + 17003) >>> 0, watershedId, targetCompartmentCount: clamp(Math.round(landCount / 45), 70, 360), } ); const prefectureBorder = extractMaskBorder(prefectureMask, sea); const terrainDebug = { ...(terrain.terrainDebug || {}), rectNativeInitialTerrain: true, rectInitialOriginX: terrain.originX || 0, rectInitialOriginY: terrain.originY || 0, sharedNaturalCompartmentLayer: true, naturalCompartmentCount: natural.compartments?.filter?.((unit) => unit && unit.area > 0).length || 0, }; return { ...terrain, prefectureMask, landMask, prefectureBorder, naturalBarrierScore: natural.naturalBarrierScore || terrain.naturalBarrierScore, naturalCompartmentId: natural.compartmentId, naturalCompartments: natural.compartments, terrainDebug, }; } export function generateInitialTerrainRect(seed, options = {}) { const variant = Number.isFinite(options.initialVariant) ? Math.max(0, Math.floor(options.initialVariant)) : 0; const terrain = generateTerrainRect({ ...options, seed, variant, originX: 0, originY: 0, width: MAP_W, height: MAP_H, name: "initial-full-map", }); return finalizeRectTerrainForFixedMap(seed, terrain, options); } export function generateTerrainAndRivers(seed, options = {}) { const generationContext = options.generationContext || {}; const originX = Math.floor(Number.isFinite(options.originX) ? options.originX : (Number.isFinite(generationContext.originX) ? generationContext.originX : 0)); const originY = Math.floor(Number.isFinite(options.originY) ? options.originY : (Number.isFinite(generationContext.originY) ? generationContext.originY : 0)); const variant = Math.max(0, Math.floor(Number.isFinite(options.variant) ? options.variant : (Number.isFinite(generationContext.variant) ? generationContext.variant : 0))) >>> 0; const worldNative = options.worldNative === true || generationContext.worldNative === true; const fields = createMapFields(); fields.visibleRavineField = new Float32Array(SIZE); fields.surfaceTextureField = new Float32Array(SIZE); const { elevation, moisture, slope, sea, ocean, lake, river, floodplain, plain, agriculture, ridgeField, valleyField, visibleRavineField, surfaceTextureField, basinField, coastalLowland, flowAccum, erosionField, depositionField, arcSpineField, branchRidgeField, depositionalLowland, alluvialFanField, deltaField, naturalBarrierScore, flowTo, portSuitability, crossingSuitability, passSuitability, } = fields; const terrainTemplate = buildTerrainTemplate(seed, options); const systems = buildMountainSystems(terrainTemplate, seed); const allRidges = systems.flatMap((system, id) => buildScratchRidges(system, seed, id)); for (let y = 0; y < MAP_H; y++) { for (let x = 0; x < MAP_W; x++) { const i = indexOf(x, y); const wx = originX + x; const wy = originY + y; const { px, py } = normalizeCoord(x, y); const terrainLarge = (fbm(wx * 0.65, wy * 0.65, seed + 1) - 0.5) * 0.23; const terrainRegional = (valueNoise(wx * 0.8, wy * 0.8, seed + 2, 42) - 0.5) * 0.16; const { pressure: coastPressure } = computeCoastLower(px, py, terrainTemplate, seed); let e = 0.42 + terrainLarge + terrainRegional - coastPressure * (terrainTemplate.coastStrength ?? 0.96) * (0.22 + terrainTemplate.deposition * 0.040); let mountainMaskMax = 0; for (let s = 0; s < systems.length; s++) { const system = systems[s]; const mask = ellipticalMask(px, py, system); mountainMaskMax = Math.max(mountainMaskMax, mask); const broad = Math.pow(mask, lerp(1.70, 1.16, system.massifness)) * system.height * lerp(0.22, 0.34, system.massifness); e += broad; arcSpineField[i] = Math.max(arcSpineField[i], mask * (system.role === "minor" ? 0.42 : system.role === "primary" ? 0.86 : 0.72)); } for (const ridge of allRidges) { const r = ridgeContribution(px, py, ridge, seed); if (r <= 0) continue; e += r; branchRidgeField[i] = clamp(branchRidgeField[i] + r * 5.0); arcSpineField[i] = clamp(Math.max(arcSpineField[i], r * 4.6)); } let macro; let scratch; if (terrainTemplate.terrainType === "tohoku_spine") { const dx = (px - 0.5) * ASPECT; const dy = py - 0.5; const { u, v } = rotate(dx, dy, terrainTemplate.mountainAngle); const warp = (valueNoise(wx * 0.50, wy * 0.50, seed + 504, 28) - 0.5) * 18; macro = (fbm(u * 520 + warp, v * 1850 - warp * 0.35, seed + 500) - 0.5) * 2; scratch = (fbm(u * 920 + warp * 0.8, v * 2300 + warp * 0.25, seed + 502) - 0.5) * 2; const passBreak = clamp((valueNoise(u * 760 + 17, v * 1800 - 11, seed + 505, 18) - 0.62) * 2.6); const lateralBranch = clamp((valueNoise(v * 1700 - 3, u * 540 + 5, seed + 506, 16) - 0.54) * 2.1); e += lateralBranch * mountainMaskMax * 0.022; e -= passBreak * mountainMaskMax * 0.052; } else { macro = (fbm(wx * terrainTemplate.macroNoiseScale * 48, wy * terrainTemplate.macroNoiseScale * 48, seed + 500) - 0.5) * 2; scratch = (fbm(wx * 2.2, wy * 2.2, seed + 502) - 0.5) * 2; } const global = (valueNoise(wx * 0.23, wy * 0.23, seed + 501, 38) - 0.5) * 2; e += macro * terrainTemplate.macroNoiseStrength * (0.38 + mountainMaskMax * 0.80); e += global * 0.020; e += scratch * terrainTemplate.scratchNoiseStrength * mountainMaskMax; if (terrainTemplate.terrainType === "tohoku_spine") { // Keep the broad Ou/backbone footprint, but compress peak height so the // range reads as a long Japanese spine rather than an alpine wall. const high = Math.max(0, e - 0.48); e -= high * clamp(0.18 + mountainMaskMax * 0.22, 0.18, 0.40); } if (terrainTemplate.terrainType === "setouchi_inland_sea") { // Setouchi should read as sea-dominant, with many compact wooded island // backbones rather than broad continental ridges. The small-massif term // is band-limited so it forms believable islands, not one-cell speckle. const lowHillNoise = clamp((fbm(wx * 0.95 + 17, wy * 0.95 - 23, seed + 571) - 0.39) * 2.7); const islandMassif = clamp((fbm(wx * 1.85 - 31, wy * 1.85 + 19, seed + 573) - 0.50) * 3.4); const islandBackbone = clamp((valueNoise(wx * 2.8 + 7, wy * 2.8 - 11, seed + 574, 9) - 0.54) * 3.2); const coastalIslandBias = clamp(coastPressure * 0.64 + mountainMaskMax * 0.46 + lowHillNoise * 0.24); e += lowHillNoise * 0.090; e += islandMassif * coastalIslandBias * 0.105; e += islandBackbone * coastalIslandBias * 0.045; e -= clamp((coastPressure - 0.34) * 1.55) * 0.044; const high = Math.max(0, e - 0.60); e -= high * 0.48; } if (terrainTemplate.terrainType === "oceanic_archipelago") { // 海洋型は大きな山塊ではなく、島列を読むための低い起伏を点在させる。 const islandCore = clamp((fbm(wx * 0.82 + 41, wy * 0.82 - 29, seed + 572) - 0.46) * 2.7); const islandChain = clamp(mountainMaskMax * 0.92 + islandCore * 0.54 - coastPressure * 0.24); e += islandChain * 0.135; e -= clamp((coastPressure - 0.38) * 1.55) * 0.040; const high = Math.max(0, e - 0.56); e -= high * 0.52; } const softCapStart = terrainTemplate.terrainType === "tohoku_spine" ? 0.78 : terrainTemplate.terrainType === "setouchi_inland_sea" ? 0.72 : terrainTemplate.terrainType === "oceanic_archipelago" ? 0.62 : terrainTemplate.terrainType === "chubu_mountain" ? 0.88 : 0.91; const softCapMax = terrainTemplate.terrainType === "tohoku_spine" ? 0.96 : terrainTemplate.terrainType === "setouchi_inland_sea" ? 0.92 : terrainTemplate.terrainType === "oceanic_archipelago" ? 0.84 : 1.08; elevation[i] = clamp(softCapElevation(e, softCapStart, softCapMax), 0.025, softCapMax); visibleRavineField[i] = clamp(Math.abs(scratch) * mountainMaskMax * 0.30 + Math.max(0, -scratch) * mountainMaskMax * 0.40); surfaceTextureField[i] = clamp(Math.abs(macro) * 0.12 + Math.abs(scratch) * mountainMaskMax * 0.46); valleyField[i] = clamp(Math.max(0, -scratch) * mountainMaskMax * 0.18); moisture[i] = clamp(0.45 + coastPressure * 0.28 - elevation[i] * 0.20 + (fbm(wx * 1.1, wy * 1.1, seed + 503) - 0.5) * 0.16); } } let seaLevel = quantile(elevation, terrainTemplate.seaRatio); seaLevel = clamp(seaLevel, 0.14, terrainTemplate.terrainType === "oceanic_archipelago" ? 0.72 : 0.47); classifyWater(elevation, seaLevel, sea, ocean, lake); recomputeSlope(elevation, sea, slope); const filled = new Float32Array(SIZE); priorityFloodFlow(elevation, sea, flowTo, filled); computeFlowAccumulation(sea, flowTo, filled, flowAccum); const watershedId = buildWatershedId(sea, flowTo, flowAccum); const { riverPaths, mainRivers, tributaryRivers, smallStreams } = buildRiverNetwork(seed, terrainTemplate, sea, lake, elevation, slope, flowTo, flowAccum, river, erosionField); enforceLandGradient(elevation, sea, seaLevel); deriveFields(seed, terrainTemplate, fields, seaLevel); const prefectureMask = makePrefectureMask(seed, sea, elevation, slope, river); const landMask = new Uint8Array(SIZE); for (let i = 0; i < SIZE; i++) landMask[i] = sea[i] ? 0 : 1; const zeroDensity = new Float32Array(SIZE); const zeroLanduse = new Int8Array(SIZE); const natural = buildNaturalCompartments( landMask, sea, elevation, slope, river, ridgeField, valleyField, basinField, coastalLowland, flowAccum, null, plain, agriculture, zeroDensity, zeroLanduse, { seed: seed + 17003, watershedId, targetCompartmentCount: clamp(Math.round((SIZE - sea.reduce((sum, value) => sum + value, 0)) / 45), 70, 360) } ); const sharedNaturalBarrierScore = natural.naturalBarrierScore || naturalBarrierScore; const prefectureBorder = extractMaskBorder(prefectureMask, sea); let landCount = 0; let waterCount = 0; let mountainCount = 0; let plainCount = 0; let primarySpineStrength = 0; let spineSamples = 0; for (let i = 0; i < SIZE; i++) { if (sea[i]) { waterCount++; continue; } landCount++; if (elevation[i] > 0.56 || ridgeField[i] > 0.52) mountainCount++; if (plain[i] > 0.36) plainCount++; if (arcSpineField[i] > 0.55) { primarySpineStrength += arcSpineField[i]; spineSamples++; } } primarySpineStrength /= Math.max(1, spineSamples); const terrainDebug = { terrainType: terrainTemplate.terrainType, terrainTypeLabel: terrainTemplate.terrainTypeLabel, coastStyle: terrainTemplate.coastStyle, primarySpineStrength, riverConnectivityRate: mainRivers.length ? mainRivers.filter((path) => path.some(([x, y], k) => k > path.length * 0.45 && sea[indexOf(x, y)])).length / mainRivers.length : 0, smallIslandCount: 0, largeInlandLakeCount: lake.reduce((a, v) => a + v, 0) > 120 ? 1 : 0, depositionLowlandArea: depositionalLowland.reduce((a, v, i) => a + (!sea[i] && v > 0.24 ? 1 : 0), 0), smallStreamCount: smallStreams.length, erosionGullyCount: 0, branchRavineCount: 0, simpleTerrainSystem: true, seaRatio: waterCount / SIZE, landCount, mountainRatio: mountainCount / Math.max(1, landCount), plainRatio: plainCount / Math.max(1, landCount), mountainSystemCount: systems.length, originX, originY, width: MAP_W, height: MAP_H, variant, worldNative, }; return { originX, originY, width: MAP_W, height: MAP_H, generationContext: { ...generationContext, originX, originY, width: MAP_W, height: MAP_H, variant, worldNative }, terrainTemplate, seaLevel, elevation, moisture, slope, sea, ocean, lake, river, floodplain, plain, agriculture, ridgeField, valleyField, visibleRavineField, surfaceTextureField, basinField, coastalLowland, flowAccum, watershedId, erosionField, depositionField, arcSpineField, branchRidgeField, depositionalLowland, alluvialFanField, deltaField, naturalBarrierScore: sharedNaturalBarrierScore, portSuitability, crossingSuitability, passSuitability, prefectureMask, landMask, prefectureBorder, naturalCompartmentId: natural.compartmentId, naturalCompartments: natural.compartments, terrainDebug, riverPaths, mainRivers, tributaryRivers, smallStreams, }; }