import { INF, MAP_H, MAP_W, SIZE, clamp, createMapFields, fbm, hash2, indexOf, inside, lerp, pickEntities, rand, smoothstep, valueNoise } from "./mapUtils.js"; import { aStar, extractMaskBorder, extractRegionBorderSegments, generateRegionalPrefectures, makePrefectureMask, neighbors8, } from "./mapGeneratorHelpers.js"; export function buildTerrainTemplate(seed) { const deposition = 0.18 + rand(seed, 41) * 0.72; const erosion = 0.24 + rand(seed, 42) * 0.68; const roughness = 0.34 + rand(seed, 43) * 0.62; const coastAxisPick = Math.floor(rand(seed, 10) * 3); const coastAngle = coastAxisPick === 0 ? Math.PI / 2 : coastAxisPick === 1 ? 0 : (rand(seed, 11) > 0.5 ? Math.PI / 4 : -Math.PI / 4) + (rand(seed, 14) - 0.5) * 0.28; const ridgeJaggedness = 0.20 + rand(seed, 44) * 0.70; const spineCount = 2 + Math.floor(rand(seed, 45) * 2); const sideAPlain = 0.035 + rand(seed, 56) * 0.115 + deposition * 0.085; const sideBPlain = 0.035 + rand(seed, 57) * 0.115 + deposition * 0.085; const spineAngle = coastAngle + Math.PI * (0.28 + rand(seed, 46) * 0.44); const spineCurve = (rand(seed, 47) - 0.5) * 0.28; const spinePosition = (rand(seed, 48) - 0.5) * 0.56; const backboneLongShift = (rand(seed, 68) - 0.5) * 0.34; const backboneCenterX = clamp(0.5 + Math.cos(spineAngle + Math.PI / 2) * spinePosition * 0.36 + Math.cos(spineAngle) * backboneLongShift, 0.18, 0.82); const backboneCenterY = clamp(0.5 + Math.sin(spineAngle + Math.PI / 2) * spinePosition * 0.36 + Math.sin(spineAngle) * backboneLongShift, 0.18, 0.82); const backboneLength = 0.50 + rand(seed, 69) * 0.28; const backboneWidth = 0.12 + rand(seed, 83) * 0.12; const backboneScratchCount = 34 + Math.floor(rand(seed, 84) * 30); return { seed, spineCount, spineAngle, spineCurve, spinePosition, backboneCenterX, backboneCenterY, backboneLength, backboneWidth, backboneScratchCount, spineStrength: 0.56 + rand(seed, 49) * 0.32, spineWidth: 0.034 + rand(seed, 50) * 0.036, // v4: 個別の丸い山塊生成を主役にしない。山地は下の folded orogeny field で一括生成する。 secondaryMountainCount: 0, secondaryMountainSize: 0.038 + rand(seed, 52) * 0.060, secondaryMountainStrength: 0.40 + rand(seed, 53) * 0.25, rangeBreakCount: 4 + Math.floor(rand(seed, 62) * 4), rangeBreakWidth: 0.022 + rand(seed, 63) * 0.026, rangeBreakStrength: 0.060 + rand(seed, 64) * 0.070, plainNoiseSuppression: 0.34 + rand(seed, 65) * 0.22, // 高標高がすぐ天井へ張り付いて平頂山化しないよう、 // ソフトクリップ開始をやや遅らせ、肩を高めに設定する。 peakSoftStart: 0.905 + rand(seed, 66) * 0.030, peakSoftCap: 1.010 + rand(seed, 67) * 0.020, orographicStrength: 0.88 + rand(seed, 70) * 0.28, orographicCoverage: 0.72 + rand(seed, 71) * 0.18, foldDensity: 5.2 + rand(seed, 72) * 2.2, foldSharpness: 1.65 + rand(seed, 73) * 0.85, fluvialAggression: 1.50 + rand(seed, 74) * 0.48, // 粗い格子でも山肌の複雑さが出るよう、 // 細谷の「見え」は手続きノイズ寄りにし、明示的な小流路本数は抑える。 drainageDensity: 0.56 + rand(seed, 75) * 0.22, gullyIncision: 0.18 + rand(seed, 76) * 0.10, dendriticTexture: 0.72 + rand(seed, 77) * 0.24, macroNoiseStrength: 0.018 + rand(seed, 85) * 0.014, macroNoiseScale: 0.028 + rand(seed, 86) * 0.018, globalNoiseStrength: 0.010 + rand(seed, 87) * 0.010, headwaterGullyCount: 0, alpineMicroRelief: 0.018 + rand(seed, 79) * 0.022, basinOutletCount: 10 + Math.floor(rand(seed, 80) * 8), meanderStrength: 0.18 + rand(seed, 81) * 0.16, terrainNoisePatchiness: 0.42 + rand(seed, 82) * 0.28, coastAxis: coastAxisPick === 0 ? "east-west" : coastAxisPick === 1 ? "north-south" : "diagonal", coastAngle, coastBias: 0.18 + rand(seed, 12) * 0.24, coastRoughness: 0.34 + rand(seed, 54) * 0.58, coastSides: [ { penetration: 0.18 + rand(seed, 58) * 0.16, inletStrength: 0.18 + rand(seed, 59) * 0.56, plainWidth: sideAPlain, }, { penetration: 0.18 + rand(seed, 60) * 0.16, inletStrength: 0.18 + rand(seed, 61) * 0.56, plainWidth: sideBPlain, }, ], deposition, erosion, roughness, ridgeJaggedness, ridgeBranchiness: 0.44 + rand(seed, 55) * 0.66, detachedRangeCount: 0, alpinePeakCount: 0, }; } function jaggedRidgeContribution(x, y, ridge, seed) { const dx = x - ridge.x; const dy = y - ridge.y; const ca = Math.cos(ridge.angle); const sa = Math.sin(ridge.angle); const along = dx * ca + dy * sa; const perp = -dx * sa + dy * ca; const nAlong = along / Math.max(0.001, ridge.length); const lengthFade = smoothstep(1 - Math.abs(nAlong)); if (lengthFade <= 0) return 0; // Bend the centerline itself with coherent long/mid waves, then apply ridge falloff. const low = (valueNoise(along * 0.85 + ridge.seedOffset, ridge.seedOffset * 0.37, seed + 6100, 28) - 0.5) * 2; const mid = (valueNoise(along * 1.7 - ridge.seedOffset, ridge.seedOffset * 0.23, seed + 6200, 13) - 0.5) * 2; const sine = Math.sin(along * ridge.kinkFrequency + ridge.kinkPhase); const curve = (ridge.curve || 0) * along * along * (along >= 0 ? 1 : -1); const axisOffset = low * ridge.axisWobble + mid * ridge.axisWobble * 0.55 + sine * ridge.axisWobble * 0.25 + curve; const widthNoise = 0.78 + valueNoise(along * 1.2 + ridge.seedOffset, ridge.seedOffset * 0.19, seed + 6300, 21) * ridge.widthVariation; const localWidth = Math.max(0.006, ridge.width * widthNoise); const jaggedPerp = perp - axisOffset; const serration = 0.76 + valueNoise(x * 1.1 + along * 0.18, y * 1.1 + perp * 0.18, seed + ridge.seedOffset, 7) * 0.48; return Math.exp(-(jaggedPerp * jaggedPerp) / (localWidth * localWidth)) * lengthFade * ridge.h * serration; } function spineFieldAt(x, y, template, spineIndex) { const seed = template.seed || 0; const spacing = spineIndex === 0 ? 0 : (spineIndex % 2 ? 0.30 : -0.30); const angle = template.spineAngle + (spineIndex - 0.5) * 0.17 + (rand(seed, 700 + spineIndex) - 0.5) * 0.18; const ridge = { x: 0.5 + Math.cos(angle + Math.PI / 2) * (template.spinePosition + spacing) * 0.45, y: 0.5 + Math.sin(angle + Math.PI / 2) * (template.spinePosition + spacing) * 0.45, angle, width: template.spineWidth * (0.82 + rand(seed, 710 + spineIndex) * 0.38), length: 0.78 + rand(seed, 720 + spineIndex) * 0.28, h: template.spineStrength * (0.24 + rand(seed, 730 + spineIndex) * 0.12), curve: template.spineCurve, axisWobble: template.spineWidth * (0.45 + template.ridgeJaggedness * 1.15), kinkFrequency: 10 + rand(seed, 740 + spineIndex) * 18, kinkPhase: rand(seed, 750 + spineIndex) * Math.PI * 2, seedOffset: 7600 + spineIndex * 211, widthVariation: 0.18 + template.ridgeJaggedness * 0.34, }; return jaggedRidgeContribution(x, y, ridge, seed); } function buildSpineRidges(seed, template) { const spines = []; const branches = []; const centerX = template.backboneCenterX ?? 0.5; const centerY = template.backboneCenterY ?? 0.5; const baseAngle = template.spineAngle; const axisCos = Math.cos(baseAngle); const axisSin = Math.sin(baseAngle); const crossCos = Math.cos(baseAngle + Math.PI / 2); const crossSin = Math.sin(baseAngle + Math.PI / 2); const corridorLength = template.backboneLength ?? 0.62; const corridorWidth = template.backboneWidth ?? 0.16; for (let i = 0; i < template.spineCount; i++) { const along = ((i / Math.max(1, template.spineCount - 1)) - 0.5) * corridorLength * 0.48 + (rand(seed, 705 + i) - 0.5) * corridorLength * 0.12; const cross = (rand(seed, 706 + i) - 0.5) * corridorWidth * 0.45; const angle = baseAngle + (rand(seed, 700 + i) - 0.5) * 0.16; const x = clamp(centerX + axisCos * along + crossCos * cross, 0.06, 0.94); const y = clamp(centerY + axisSin * along + crossSin * cross, 0.06, 0.94); spines.push({ x, y, angle, width: template.spineWidth * (0.52 + rand(seed, 710 + i) * 0.28), length: corridorLength * (0.58 + rand(seed, 720 + i) * 0.18), h: template.spineStrength * (0.11 + rand(seed, 730 + i) * 0.08), curve: template.spineCurve, axisWobble: template.spineWidth * (0.42 + template.ridgeJaggedness * 0.95), kinkFrequency: 10 + rand(seed, 740 + i) * 16, kinkPhase: rand(seed, 750 + i) * Math.PI * 2, seedOffset: 7600 + i * 211, widthVariation: 0.18 + template.ridgeJaggedness * 0.34, }); } const scratchCount = template.backboneScratchCount ?? (36 + Math.floor(template.ridgeBranchiness * 30)); for (let b = 0; b < scratchCount; b++) { const centerBias = ((rand(seed, 810 + b) + rand(seed, 811 + b)) * 0.5 - 0.5) * 2; const edgeBias = (rand(seed, 812 + b) - 0.5) * 2; const along = centerBias * corridorLength * 0.82; const corridorT = clamp(1 - Math.abs(centerBias)); const lateralSpread = corridorWidth * (0.48 + corridorT * 0.72); const cross = edgeBias * lateralSpread; const radialT = clamp(1 - Math.abs(edgeBias)); const density = clamp(corridorT * 0.72 + radialT * 0.28); const x = clamp(centerX + axisCos * along + crossCos * cross, 0.04, 0.96); const y = clamp(centerY + axisSin * along + crossSin * cross, 0.04, 0.96); const branchAngle = baseAngle + (rand(seed, 830 + b) - 0.5) * 0.92 + edgeBias * 0.20; branches.push({ x, y, angle: branchAngle, width: template.spineWidth * (0.16 + rand(seed, 840 + b) * 0.16 + density * 0.08), length: 0.07 + rand(seed, 850 + b) * 0.13 + density * 0.06, h: template.spineStrength * (0.018 + density * 0.066 + rand(seed, 860 + b) * 0.018), curve: template.spineCurve * 0.22, axisWobble: template.spineWidth * (0.22 + template.ridgeJaggedness * 0.58), kinkFrequency: 15 + rand(seed, 870 + b) * 22, kinkPhase: rand(seed, 880 + b) * Math.PI * 2, seedOffset: 8800 + b * 37, widthVariation: 0.16 + template.ridgeJaggedness * 0.20, }); } return { spines, branches }; } function softUpperClamp(value, start = 0.8, cap = 0.96) { if (value <= start) return value; if (value <= cap) { const t = clamp((value - start) / Math.max(0.001, cap - start)); // 肩へ向かって緩やかに圧縮するが、cap 未満ではなるべく差を残す。 return lerp(value, start + (cap - start) * (1 - Math.pow(1 - t, 1.18)), 0.16); } const overflow = value - cap; // cap 超過分も少し残して、山頂が一様な平頂面にならないようにする。 return cap + overflow * (0.28 / (1 + overflow * 4.2)); } function elongatedFeatureContribution(x, y, feature, seed) { const dx = x - feature.x; const dy = y - feature.y; const ca = Math.cos(feature.angle); const sa = Math.sin(feature.angle); const along = dx * ca + dy * sa; const perp = -dx * sa + dy * ca; const nAlong = along / Math.max(0.001, feature.length); if (Math.abs(nAlong) > 1.35) return 0; const alongFade = Math.exp(-nAlong * nAlong * 1.7); const low = (valueNoise(along * 0.95 + feature.seedOffset, feature.seedOffset * 0.31, seed + 6400, 19) - 0.5) * 2; const mid = (valueNoise(along * 1.75 - feature.seedOffset, feature.seedOffset * 0.21, seed + 6500, 9) - 0.5) * 2; const axisOffset = low * feature.axisWobble + mid * feature.axisWobble * 0.45; const localWidth = Math.max(0.008, feature.width * (0.84 + valueNoise(along * 1.15, feature.seedOffset, seed + 6600, 14) * feature.widthVariation)); const offsetPerp = perp - axisOffset; return Math.exp(-(offsetPerp * offsetPerp) / (localWidth * localWidth)) * alongFade * feature.h; } function buildRangeBreaks(seed, template, spines) { const rangeBreaks = []; for (let i = 0; i < spines.length; i++) { const spine = spines[i]; const count = Math.max(2, template.rangeBreakCount - 1 + Math.floor(rand(seed, 890 + i) * 3)); for (let b = 0; b < count; b++) { const along = (rand(seed, 900 + i * 37 + b) - 0.5) * spine.length * 0.84; const lateral = (rand(seed, 910 + i * 37 + b) - 0.5) * spine.width * 0.9; rangeBreaks.push({ x: spine.x + Math.cos(spine.angle) * along + Math.cos(spine.angle + Math.PI / 2) * lateral, y: spine.y + Math.sin(spine.angle) * along + Math.sin(spine.angle + Math.PI / 2) * lateral, angle: spine.angle + (rand(seed, 920 + i * 37 + b) > 0.5 ? Math.PI / 2 : -Math.PI / 2) + (rand(seed, 930 + i * 37 + b) - 0.5) * 0.42, width: template.rangeBreakWidth * (0.75 + rand(seed, 940 + i * 37 + b) * 0.75), length: 0.12 + rand(seed, 950 + i * 37 + b) * 0.14, h: template.rangeBreakStrength * (0.78 + rand(seed, 960 + i * 37 + b) * 0.55), axisWobble: template.rangeBreakWidth * (0.18 + rand(seed, 970 + i * 37 + b) * 0.32), widthVariation: 0.14 + rand(seed, 980 + i * 37 + b) * 0.24, seedOffset: 9900 + i * 311 + b * 41, }); } } return rangeBreaks; } function buildDetachedRanges(seed, template) { const ranges = []; const count = template.detachedRangeCount ?? 6; for (let i = 0; i < count; i++) { const quadrantX = i % 2 === 0 ? 0.24 : 0.76; const quadrantY = Math.floor(i / 2) % 2 === 0 ? 0.24 : 0.76; const free = rand(seed, 12000 + i) < 0.45; const x = free ? 0.12 + rand(seed, 12010 + i) * 0.76 : quadrantX + (rand(seed, 12020 + i) - 0.5) * 0.28; const y = free ? 0.12 + rand(seed, 12030 + i) * 0.76 : quadrantY + (rand(seed, 12040 + i) - 0.5) * 0.28; const angle = template.spineAngle + (rand(seed, 12050 + i) - 0.5) * Math.PI * 0.95; ranges.push({ x: clamp(x, 0.08, 0.92), y: clamp(y, 0.08, 0.92), angle, width: 0.020 + rand(seed, 12060 + i) * 0.030, length: 0.18 + rand(seed, 12070 + i) * 0.28, h: 0.075 + rand(seed, 12080 + i) * 0.095, curve: (rand(seed, 12090 + i) - 0.5) * 0.10, axisWobble: 0.018 + template.ridgeJaggedness * 0.030, kinkFrequency: 14 + rand(seed, 12100 + i) * 24, kinkPhase: rand(seed, 12110 + i) * Math.PI * 2, seedOffset: 12120 + i * 173, widthVariation: 0.28 + template.ridgeJaggedness * 0.36, }); } return ranges; } function buildAlpinePeaks(seed, template, detachedRanges) { const peaks = []; const count = template.alpinePeakCount ?? 8; for (let i = 0; i < count; i++) { const attach = detachedRanges.length && rand(seed, 12300 + i) < 0.62; const base = attach ? detachedRanges[i % detachedRanges.length] : null; const along = base ? (rand(seed, 12310 + i) - 0.5) * base.length * 0.90 : 0; const perp = base ? (rand(seed, 12320 + i) - 0.5) * base.width * 4.5 : 0; const x = base ? base.x + Math.cos(base.angle) * along + Math.cos(base.angle + Math.PI / 2) * perp : 0.10 + rand(seed, 12330 + i) * 0.80; const y = base ? base.y + Math.sin(base.angle) * along + Math.sin(base.angle + Math.PI / 2) * perp : 0.10 + rand(seed, 12340 + i) * 0.80; peaks.push({ x: clamp(x, 0.06, 0.94), y: clamp(y, 0.06, 0.94), angle: base ? base.angle + (rand(seed, 12350 + i) - 0.5) * 0.9 : rand(seed, 12360 + i) * Math.PI * 2, rx: 0.022 + rand(seed, 12370 + i) * 0.035, ry: 0.012 + rand(seed, 12380 + i) * 0.024, h: 0.070 + rand(seed, 12390 + i) * 0.100, seedOffset: 12400 + i * 191, }); } return peaks; } // v5: 「全域を海底として初期化し、海底から広域隆起で山地を生やす」ための造山場。 // 周期的な褶曲波はワッフル状の縞を作るため廃止し、広い帯状隆起・不均質な断層谷・ // 連続した尾根核を domain-warp 付きで合成する。 function foldedOrogenyAt(px, py, seed, template, coastLower = 0) { const baseAngle = template.spineAngle + (rand(seed, 13001) - 0.5) * 0.28; const warpX = (fbm(px * 2.0 + 17, py * 2.0 - 31, seed + 13010) - 0.5) * 0.20; const warpY = (fbm(px * 2.1 - 43, py * 2.1 + 19, seed + 13020) - 0.5) * 0.20; const x = px + warpX; const y = py + warpY; let beltMass = 0; let ridgeCores = 0; let structuralValleys = 0; const beltCount = 3; for (let k = 0; k < beltCount; k++) { const angle = baseAngle + (k - 1) * 0.24 + (rand(seed, 13100 + k) - 0.5) * 0.26; const ca = Math.cos(angle); const sa = Math.sin(angle); const along = x * ca + y * sa; const cross = -x * sa + y * ca; const offset = (rand(seed, 13120 + k) - 0.5) * 0.38 + (k - 1) * 0.10; const axisWarp = (fbm(px * 1.65 + k * 11, py * 1.65 - k * 7, seed + 13200 + k) - 0.5) * (0.15 + template.ridgeJaggedness * 0.08); const lengthWarp = (valueNoise(px * 1.3 - k * 17, py * 1.3 + k * 13, seed + 13250 + k, 2.4) - 0.5) * 0.34; const localCross = cross - offset - axisWarp; const localAlong = along + lengthWarp; const width = 0.24 + rand(seed, 13300 + k) * 0.14; const coreWidth = 0.058 + rand(seed, 13320 + k) * 0.046; const lengthFade = smoothstep(1.38 - Math.abs(localAlong - 0.52)); const broad = Math.exp(-(localCross * localCross) / (width * width)) * lengthFade; const core = Math.exp(-(localCross * localCross) / (coreWidth * coreWidth)) * lengthFade; const broken = 0.72 + valueNoise(px * 2.2 + k * 21, py * 2.2 - k * 15, seed + 13400 + k, 2.1) * 0.46; const rugged = 0.74 + fbm(px * 4.3 + k * 19, py * 4.3 - k * 23, seed + 13480 + k) * 0.54; beltMass += broad * (0.285 + k * 0.040) * broken; ridgeCores += core * (0.340 + k * 0.030) * rugged; // 河川が後で選びやすい弱線。周期的な縞ではなく、ノイズで途切れる断層・構造谷として扱う。 const valleyNoise = Math.max(0, valueNoise(px * 5.2 + k * 31, py * 5.2 - k * 27, seed + 13540 + k, 3.2) - 0.55); const transverse = Math.exp(-((localAlong - (0.26 + rand(seed, 13600 + k) * 0.52)) ** 2) / 0.030); structuralValleys += broad * (valleyNoise * 0.18 + transverse * 0.035); } const broadA = fbm(px * 0.80 + 23, py * 0.80 - 61, seed + 13700); const broadB = valueNoise(px * 1.35 - 41, py * 1.35 + 17, seed + 13710, 2.4); const continentalPulse = clamp((broadA * 0.58 + broadB * 0.42 - 0.22) / 0.66); const edgeDistance = Math.min(px, py, 1 - px, 1 - py); const edgeDrowning = 1 - smoothstep(edgeDistance / 0.16); const marineLoss = edgeDrowning * (0.22 + template.deposition * 0.10) + coastLower * 0.035; const mass = clamp(beltMass * 0.95 + continentalPulse * 0.40 + template.orographicCoverage * 0.12 - structuralValleys * 0.78 - marineLoss * 0.18); const ridges = clamp(ridgeCores * 1.18 + mass * 0.20 - structuralValleys * 0.64); const uplift = clamp((mass * 0.62 + ridges * 0.34) * template.orographicStrength); return { uplift, ridges, valleys: clamp(structuralValleys * 5.0) }; } // v6: 谷状の細かな侵食テクスチャ。流路網のない場所も「沢に削られた山肌」に見せる。 // 高周波ノイズをそのまま標高に足すのではなく、ノイズ場の細い等値線だけを抽出して // 傾斜・標高・湿潤度でマスクする。 function dendriticRavineTexture(x, y, seed) { const warpX = (fbm(x * 0.72 + 113, y * 0.72 - 71, seed + 15010) - 0.5) * 9.5; const warpY = (fbm(x * 0.74 - 59, y * 0.74 + 97, seed + 15020) - 0.5) * 9.5; const wx = x + warpX; const wy = y + warpY; const n1 = valueNoise(wx * 1.15 + 31, wy * 1.15 - 47, seed + 15100, 8.0); const n2 = valueNoise(wx * 2.05 - 19, wy * 2.05 + 23, seed + 15110, 4.8); const n3 = valueNoise(wx * 3.65 + 71, wy * 3.65 - 11, seed + 15120, 3.0); const line1 = Math.pow(clamp(1 - Math.abs(n1 - 0.50) * 6.1), 3.4); const line2 = Math.pow(clamp(1 - Math.abs(n2 - 0.47) * 7.6), 3.0); const line3 = Math.pow(clamp(1 - Math.abs(n3 - 0.52) * 9.0), 2.6); const join = valueNoise(wx * 0.55 + 7, wy * 0.55 - 5, seed + 15140, 11.0); return clamp(line1 * 0.48 + line1 * line2 * 0.44 + line2 * line3 * 0.26 + line3 * Math.max(0, join - 0.58) * 0.36); } function addPathIncision(field, path, strength, radius = 1) { if (!path || path.length < 2) return; for (let k = 0; k < path.length; k++) { const [px, py] = path[k]; const downstream = k / Math.max(1, path.length - 1); const local = strength * (0.72 + downstream * 0.44); for (let dy = -radius; dy <= radius; dy++) { for (let dx = -radius; dx <= radius; dx++) { const nx = px + dx; const ny = py + dy; if (!inside(nx, ny)) continue; const d = Math.hypot(dx, dy); if (d > radius + 0.15) continue; const w = d < 0.001 ? 1 : Math.max(0, 1 - d / (radius + 0.35)) * 0.52; const i = indexOf(nx, ny); field[i] = clamp(field[i] + local * w); } } } } // v7: line-only carving is too thin and looks like a texture overlay. This helper // converts traced drainage paths into a distance field with a V-shaped cross-section: // small headwater gullies stay narrow, while longer/merged channels open a slightly // wider valley floor. The visual result is produced by terrain change, not by merely // drawing more blue river lines. function addValleyDistanceInfluence(incisionField, floorField, path, strength, radius = 2, floorRadius = 0.55) { if (!path || path.length < 2) return; for (let k = 0; k < path.length; k++) { const [px, py] = path[k]; const downstream = k / Math.max(1, path.length - 1); const localRadius = Math.max(1.1, radius * (0.68 + downstream * 0.56)); const localStrength = strength * (0.62 + downstream * 0.70); const r = Math.ceil(localRadius + 1.2); for (let dy = -r; dy <= r; dy++) { for (let dx = -r; dx <= r; dx++) { const nx = px + dx; const ny = py + dy; if (!inside(nx, ny)) continue; const d = Math.hypot(dx, dy); if (d > localRadius + 1.0) continue; const i = indexOf(nx, ny); const vShape = Math.pow(clamp(1 - d / (localRadius + 0.55)), 1.55); const floor = smoothstep((floorRadius + 0.25 - d) / Math.max(0.35, floorRadius + 0.25)); incisionField[i] = clamp(incisionField[i] + localStrength * vShape * 0.48); floorField[i] = clamp(floorField[i] + localStrength * floor * 0.42); } } } } function applyAlpineMicroRelief(elevation, sea, slope, ridgeField, valleyField, coastalLowland, seaLevel, seed, terrainTemplate, surfaceTextureField = null) { 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 highland = clamp((elevation[i] - (seaLevel + 0.12)) / 0.36); const alpineMask = clamp((elevation[i] - (seaLevel + 0.20)) / 0.28) * clamp(slope[i] * 1.15 + ridgeField[i] * 0.44 - valleyField[i] * 0.26) * (1 - coastalLowland[i] * 0.75); const ruggedMask = clamp(highland * (0.28 + slope[i] * 0.95 + ridgeField[i] * 0.38 - valleyField[i] * 0.16)); const patch = clamp(0.35 + (fbm(x * 0.055 + 80, y * 0.055 - 34, seed + 18018) - 0.5) * 1.45 + terrainTemplate.terrainNoisePatchiness * 0.22); const activeMask = Math.max(alpineMask, ruggedMask * 0.56) * (0.52 + patch * 0.48); if (activeMask <= 0.02) continue; const warpX = x + (fbm(x * 0.18 + 24, y * 0.18 - 17, seed + 18021) - 0.5) * 5.5; const warpY = y + (fbm(x * 0.18 - 37, y * 0.18 + 13, seed + 18022) - 0.5) * 5.5; const coarse = (valueNoise(warpX * 0.72, warpY * 0.72, seed + 18023, 4.8) - 0.5) * 2; const medium = (valueNoise(warpX * 1.18 - 11, warpY * 1.18 + 19, seed + 18024, 6.7) - 0.5) * 2; const fine = (valueNoise(warpX * 1.95 + 17, warpY * 1.95 - 9, seed + 18025, 9.4) - 0.5) * 2; const ridged = 1 - Math.abs((valueNoise(warpX * 1.36 - 7, warpY * 1.36 + 21, seed + 18026, 6.2) - 0.5) * 2); const cellular = (fbm(warpX * 0.52 + 9, warpY * 0.52 - 4, seed + 18027) - 0.5) * 2; const perturb = (coarse * 0.42 + medium * 0.30 + fine * 0.18 + (ridged - 0.5) * 0.88 + cellular * 0.22) * terrainTemplate.alpineMicroRelief * activeMask; elevation[i] = clamp(elevation[i] + perturb, seaLevel + 0.006, 0.998); if (surfaceTextureField) { const textureSignal = clamp(Math.abs(perturb) * 44 + ridged * activeMask * 0.40 + Math.abs(cellular) * activeMask * 0.24 + patch * activeMask * 0.16); surfaceTextureField[i] = clamp(surfaceTextureField[i] + textureSignal); } if (perturb < 0) valleyField[i] = clamp(valleyField[i] + (-perturb) * activeMask * 4.5); } } } function breakHighPlateaus(elevation, sea, slope, ridgeField, valleyField, flowAccum, coastalLowland, seaLevel, seed, terrainTemplate, visibleRavineField = null, surfaceTextureField = null) { 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 high = clamp((elevation[i] - (seaLevel + 0.18)) / 0.28); const flat = clamp((0.26 - slope[i]) * 5.2); const mountain = clamp(ridgeField[i] * 0.78 + high * 0.62 - valleyField[i] * 0.16) * (1 - coastalLowland[i] * 0.82); const active = high * flat * mountain; if (active <= 0.02) continue; const warpX = x + (fbm(x * 0.11 + 13, y * 0.11 - 17, seed + 18101) - 0.5) * 4.6; const warpY = y + (fbm(x * 0.11 - 29, y * 0.11 + 7, seed + 18102) - 0.5) * 4.6; const dend = dendriticRavineTexture(warpX * 1.05, warpY * 1.05, seed + 18103); const broad = Math.abs((fbm(warpX * 0.16 + 4, warpY * 0.16 - 9, seed + 18104) - 0.5) * 2); const summit = Math.max(0, valueNoise(warpX * 1.85 + 11, warpY * 1.85 - 23, seed + 18105, 4.7) - 0.57); const drainage = Math.pow(flowAccum[i], 0.50); const carve = active * (0.0038 + dend * 0.0062 + broad * 0.0026 + drainage * 0.0032) * (0.92 + terrainTemplate.dendriticTexture * 0.30); const bump = active * summit * (0.0028 + terrainTemplate.roughness * 0.0022); elevation[i] = clamp(elevation[i] - carve + bump, seaLevel + 0.006, 0.998); valleyField[i] = clamp(valleyField[i] + carve * 18.0); ridgeField[i] = clamp(ridgeField[i] + bump * 8.0); if (visibleRavineField) visibleRavineField[i] = clamp(visibleRavineField[i] + carve * 8.6); if (surfaceTextureField) surfaceTextureField[i] = clamp(surfaceTextureField[i] + active * (0.16 + dend * 0.22 + broad * 0.10)); } } } function carveOutletChannel(elevation, sea, lake, river, valleyField, basinField, flowAccum, seaLevel, startIndex, targetIndex, seed, bonusSeed = 0) { const start = { x: startIndex % MAP_W, y: Math.floor(startIndex / MAP_W) }; const goal = { x: targetIndex % MAP_W, y: Math.floor(targetIndex / MAP_W) }; const path = aStar(start, goal, (x, y, cx, cy) => { const i = indexOf(x, y); const ci = indexOf(cx, cy); if (sea[i]) return 0.12; const uphill = Math.max(0, elevation[i] - elevation[ci]); return Math.max(0.16, 0.55 + uphill * 80 + Math.max(0, elevation[i] - seaLevel) * 0.10 - flowAccum[i] * 0.65 - valleyField[i] * 0.38 - basinField[i] * 0.12 + (hash2(x, y, seed + bonusSeed) - 0.5) * 0.05); }); if (path.length < 2) return []; const startElev = elevation[startIndex]; const targetElev = sea[targetIndex] ? seaLevel - 0.002 : Math.min(startElev - 0.010, elevation[targetIndex]); for (let k = 0; k < path.length; k++) { const [x, y] = path[k]; const i = indexOf(x, y); const t = k / Math.max(1, path.length - 1); const base = lerp(startElev - 0.001, targetElev + 0.004, t); const wiggle = (hash2(x, y, seed + 22000 + bonusSeed) - 0.5) * 0.0025; const floorLimit = seaLevel + 0.020 + basinField[i] * 0.014; elevation[i] = Math.min(elevation[i], Math.max(floorLimit, base + wiggle)); valleyField[i] = clamp(valleyField[i] + 0.20 + (1 - t) * 0.12); basinField[i] = Math.max(0, basinField[i] - 0.10); river[i] = Math.max(river[i], 0.18 + flowAccum[i] * 0.42 + t * 0.10); if (lake[i] && k < path.length - 1) lake[i] = 0; if (!sea[i]) { for (const [nx, ny] of neighbors8(x, y)) { const ni = indexOf(nx, ny); if (sea[ni]) continue; const d = Math.hypot(nx - x, ny - y); const widen = Math.max(0, 0.010 - d * 0.003); if (widen > 0) { elevation[ni] = Math.min(elevation[ni], Math.max(seaLevel + 0.020, elevation[i] + 0.008 + d * 0.004)); valleyField[ni] = clamp(valleyField[ni] + widen * 12); } } } } return path; } export function generateTerrainAndRivers(seed) { let prefectureMask; let prefectureBorder; const { elevation, moisture, slope, sea, ocean, lake, river, floodplain, plain, agriculture, ridgeField, valleyField, basinField, coastalLowland, flowAccum, erosionField, depositionField, arcSpineField, branchRidgeField, depositionalLowland, alluvialFanField, deltaField, naturalBarrierScore, flowTo, portSuitability, crossingSuitability, passSuitability, } = createMapFields(); const terrainTemplate = buildTerrainTemplate(seed); const coastAngle = terrainTemplate.coastAngle; const coastX = Math.cos(coastAngle); const coastY = Math.sin(coastAngle); const coastThreshold = terrainTemplate.coastBias; const coastStrength = 0.10 + (1 - terrainTemplate.deposition) * 0.12 + rand(seed, 13) * 0.09; const { spines, branches } = buildSpineRidges(seed, terrainTemplate); const detachedRanges = buildDetachedRanges(seed, terrainTemplate); const alpinePeaks = buildAlpinePeaks(seed, terrainTemplate, detachedRanges); const rangeBreaks = buildRangeBreaks(seed, terrainTemplate, spines); function coastPressureAt(x, y, wx = x, wy = y) { const nx = x / (MAP_W - 1) - 0.5; const ny = y / (MAP_H - 1) - 0.5; const axis = nx * coastX + ny * coastY; const waveA = (fbm(wx * 0.72 + 31, wy * 0.72 - 17, seed + 2222) - 0.5) * (0.05 + terrainTemplate.coastRoughness * terrainTemplate.coastSides[0].inletStrength * 0.18) + (valueNoise(wx + 19, wy - 23, seed + 2233, 18) - 0.5) * (0.03 + terrainTemplate.coastSides[0].inletStrength * 0.10); const waveB = (fbm(wx * 0.68 - 41, wy * 0.68 + 29, seed + 3222) - 0.5) * (0.05 + terrainTemplate.coastRoughness * terrainTemplate.coastSides[1].inletStrength * 0.18) + (valueNoise(wx - 13, wy + 37, seed + 3233, 16) - 0.5) * (0.03 + terrainTemplate.coastSides[1].inletStrength * 0.10); const sideA = smoothstep((axis + waveA - (0.50 - terrainTemplate.coastSides[0].penetration)) / Math.max(0.08, terrainTemplate.coastSides[0].plainWidth * 2.4)); const sideB = smoothstep((-axis + waveB - (0.50 - terrainTemplate.coastSides[1].penetration)) / Math.max(0.08, terrainTemplate.coastSides[1].plainWidth * 2.4)); return { sideA, sideB, pressure: Math.max(sideA, sideB), signedAxis: axis }; } const seaLevel = 0.275; const mountainBlobs = Array.from({ length: terrainTemplate.secondaryMountainCount }, (_, i) => { const spine = spines[i % spines.length]; const nearSpine = rand(seed, 98 + i) < 0.72; const edgeBias = rand(seed, 99 + i) < 0.28; const along = (rand(seed, 100 + i) - 0.5) * spine.length * 0.95; const side = rand(seed, 101 + i) > 0.5 ? 1 : -1; const offset = (0.055 + rand(seed, 102 + i) * 0.22) * side; let x = nearSpine ? spine.x + Math.cos(spine.angle) * along + Math.cos(spine.angle + Math.PI / 2) * offset : rand(seed, 103 + i); let y = nearSpine ? spine.y + Math.sin(spine.angle) * along + Math.sin(spine.angle + Math.PI / 2) * offset : rand(seed, 104 + i); if (edgeBias) { const edgeSide = Math.floor(rand(seed, 105 + i) * 4); if (edgeSide === 0) x = Math.min(x, 0.08 + rand(seed, 106 + i) * 0.10); if (edgeSide === 1) x = Math.max(x, 0.92 - rand(seed, 107 + i) * 0.10); if (edgeSide === 2) y = Math.min(y, 0.08 + rand(seed, 108 + i) * 0.10); if (edgeSide === 3) y = Math.max(y, 0.92 - rand(seed, 109 + i) * 0.10); } const coastSide = (x - 0.5) * coastX + (y - 0.5) * coastY; const mountainSide = coastSide >= 0 ? 1 : -1; if (rand(seed, 110 + i) < 0.46 && Math.abs(coastSide) > 0.28 - coastThreshold * 0.35) { x -= coastX * mountainSide * (0.05 + rand(seed, 111 + i) * 0.11); y -= coastY * mountainSide * (0.05 + rand(seed, 112 + i) * 0.11); } const angle = nearSpine ? spine.angle + (rand(seed, 302 + i) - 0.5) * 0.75 : rand(seed, 303 + i) * Math.PI * 2; const baseRadius = terrainTemplate.secondaryMountainSize * Math.min(MAP_W, MAP_H); return { x: clamp(x) * MAP_W, y: clamp(y) * MAP_H, angle, rx: baseRadius * (0.95 + rand(seed, 300 + i) * 1.10), ry: baseRadius * (0.34 + rand(seed, 301 + i) * 0.46), h: terrainTemplate.secondaryMountainStrength * (0.11 + rand(seed, 400 + i) * 0.23), }; }); for (let y = 0; y < MAP_H; y++) { for (let x = 0; x < MAP_W; x++) { const nx = x / (MAP_W - 1) - 0.5; const ny = y / (MAP_H - 1) - 0.5; const i = indexOf(x, y); const warpX = (fbm(x * 0.62 + 180, y * 0.62 - 90, seed + 3101) - 0.5) * 13; const warpY = (fbm(x * 0.62 - 70, y * 0.62 + 210, seed + 3201) - 0.5) * 13; const wx = x + warpX; const wy = y + warpY; let mountains = 0; for (const blob of mountainBlobs) { const dx = wx - blob.x; const dy = wy - blob.y; const ca = Math.cos(blob.angle); const sa = Math.sin(blob.angle); const along = (dx * ca + dy * sa) / Math.max(1, blob.rx); const perp = (-dx * sa + dy * ca) / Math.max(1, blob.ry); const d2 = along * along + perp * perp; const rugged = 0.82 + valueNoise(wx * 0.18 + blob.x, wy * 0.18 - blob.y, seed + 12600, 8) * 0.42; mountains += Math.exp(-d2 * 2.55) * blob.h * rugged; } const px = wx / (MAP_W - 1); const py = wy / (MAP_H - 1); let spineRidges = 0; for (let si = 0; si < spines.length; si++) spineRidges += jaggedRidgeContribution(px, py, spines[si], seed); let branchRidges = 0; for (const ridge of branches) branchRidges += jaggedRidgeContribution(px, py, ridge, seed); let detachedRidges = 0; for (const ridge of detachedRanges) detachedRidges += jaggedRidgeContribution(px, py, ridge, seed); let alpineMassifs = 0; for (const peak of alpinePeaks) { const dx = px - peak.x; const dy = py - peak.y; const ca = Math.cos(peak.angle); const sa = Math.sin(peak.angle); const along = (dx * ca + dy * sa) / Math.max(0.002, peak.rx); const perp = (-dx * sa + dy * ca) / Math.max(0.002, peak.ry); const d2 = along * along + perp * perp; const crag = 0.78 + valueNoise(px * 38 + peak.seedOffset, py * 38 - peak.seedOffset, seed + 12700, 5) * 0.52; alpineMassifs += Math.exp(-d2 * 1.85) * peak.h * crag; } let rangeBreakField = 0; for (const feature of rangeBreaks) rangeBreakField += elongatedFeatureContribution(px, py, feature, seed); const ridges = Math.max(0, spineRidges + branchRidges + detachedRidges * 0.95 + alpineMassifs * 0.70 - rangeBreakField * 0.90); const coast = coastPressureAt(x, y, wx, wy); const coastLower = coast.pressure; const folded = foldedOrogenyAt(px, py, seed, terrainTemplate, coastLower); const orogenicUplift = folded.uplift; const orogenicRidges = folded.ridges; const orogenicValleys = folded.valleys; // v5 terrain lifecycle: // 1) 全セルを海面下の海底として置く。 // 2) 造山帯・広域隆起・尾根核を海底から持ち上げる。 // 3) この後の流路計算で谷・扇状地・沖積平野を作る。 const terrainLarge = fbm(wx * 0.30 + 40, wy * 0.30 - 60, seed + 710); const terrainRegional = fbm(wx * 0.72 + 80, wy * 0.72 - 20, seed + 777); const terrainLocal = fbm(wx * 1.55 + 17, wy * 1.55 - 31, seed + 1777); const terrainFine = valueNoise(wx * 2.15 + 11, wy * 2.15 - 19, seed + 2444, 5.5); const fineDissection = (Math.abs(terrainLocal - 0.5) * 0.050 + Math.abs(terrainFine - 0.5) * 0.024) * (0.62 + terrainTemplate.roughness * 0.58); const edgeDistance = Math.min(x, y, MAP_W - 1 - x, MAP_H - 1 - y) / Math.min(MAP_W, MAP_H); const deepEdge = 1 - smoothstep(edgeDistance / 0.15); const backboneDX = px - terrainTemplate.backboneCenterX; const backboneDY = py - terrainTemplate.backboneCenterY; const backboneAlong = (backboneDX * Math.cos(terrainTemplate.spineAngle) + backboneDY * Math.sin(terrainTemplate.spineAngle)) / Math.max(0.001, terrainTemplate.backboneLength); const backboneCross = (-backboneDX * Math.sin(terrainTemplate.spineAngle) + backboneDY * Math.cos(terrainTemplate.spineAngle)) / Math.max(0.001, terrainTemplate.backboneWidth); const backboneCore = clamp(1 - Math.sqrt(backboneAlong * backboneAlong + backboneCross * backboneCross)); const basin = 0.040 * (terrainRegional - 0.5) + 0.030 * (terrainLarge - 0.5) + (backboneCore - 0.5) * 0.010; const protoHighland = clamp(orogenicUplift * 1.20 + orogenicRidges * 0.72 + spineRidges * 0.98 + branchRidges * 0.76 + detachedRidges * 0.66 + alpineMassifs * 0.72 + mountains * 0.24 - rangeBreakField * 1.35 - orogenicValleys * 0.42 + backboneCore * 0.10); // 海域は画面端の一律沈降ではなく、海岸圧・低地性・非山地性から開く。 const marineOpening = clamp( coastLower * (0.95 + terrainTemplate.deposition * 0.35) + Math.max(0, 0.42 - protoHighland) * 0.22 + Math.max(0, -basin) * 0.20 - backboneCore * 0.10 ); const protoLowland = clamp((1 - protoHighland) * 0.40 + marineOpening * 0.28 + Math.max(0, -basin) * 0.34 + orogenicValleys * 0.34); const plainNoiseSuppression = protoLowland * terrainTemplate.plainNoiseSuppression; const subduedTerrainLocal = lerp(terrainLocal, 0.5, plainNoiseSuppression * 0.70); const subduedTerrainFine = lerp(terrainFine, 0.5, plainNoiseSuppression * 0.82); const subduedDissection = fineDissection * (1 - plainNoiseSuppression * 0.86); const seafloor = seaLevel - (0.188 + (1 - terrainLarge) * 0.045 + (1 - terrainRegional) * 0.034 + coastLower * (0.070 + terrainTemplate.deposition * 0.035) + marineOpening * 0.045 + terrainTemplate.deposition * 0.016); const platformEmergence = (0.050 + terrainTemplate.orographicCoverage * 0.032) * (1 - marineOpening * 0.62); const broadEmergence = Math.pow(protoHighland, 1.02) * (0.305 + terrainTemplate.orographicCoverage * 0.130); const ridgeEmergence = orogenicUplift * 0.245 + orogenicRidges * 0.225 + spineRidges * 0.520 + branchRidges * 0.430 + detachedRidges * 0.310 + alpineMassifs * 0.360 + mountains * 0.080; const shelfDepression = Math.max(0, -basin) * 0.032 + marineOpening * (0.070 + terrainTemplate.deposition * 0.030); const rawElevation = seafloor + platformEmergence + broadEmergence + ridgeEmergence + (terrainLarge - 0.5) * 0.055 + (terrainRegional - 0.5) * 0.040 + (subduedTerrainLocal - 0.5) * 0.036 + (subduedTerrainFine - 0.5) * 0.014 + subduedDissection + basin - shelfDepression - rangeBreakField * (0.155 + terrainTemplate.erosion * 0.080) - orogenicValleys * (0.035 + terrainTemplate.erosion * 0.045); elevation[i] = clamp(softUpperClamp(rawElevation, terrainTemplate.peakSoftStart, terrainTemplate.peakSoftCap)); arcSpineField[i] = clamp(orogenicRidges * 1.05 + orogenicUplift * 0.58 + spineRidges * 1.65 + detachedRidges * 0.98 + alpineMassifs * 0.88); branchRidgeField[i] = clamp(branchRidges * 1.70 + orogenicValleys * 0.18); ridgeField[i] = clamp(arcSpineField[i] * 0.78 + branchRidgeField[i] * 0.42 + orogenicRidges * 0.48 + orogenicUplift * 0.25 + subduedDissection * 0.85 - rangeBreakField * 0.72 - orogenicValleys * 0.36); basinField[i] = clamp(Math.max(0, -basin) * 2.6 + rangeBreakField * 1.25 + orogenicValleys * 1.00 + Math.max(0, seaLevel + 0.085 - elevation[i]) * (1.10 + terrainTemplate.deposition * 0.65)); coastalLowland[i] = 0; moisture[i] = clamp(0.44 * fbm(wx + 400, wy - 200, seed + 333) + 0.18 * valueNoise(wx, wy, seed + 343, 11) + 0.22 * (1 - Math.abs(ny * 1.7)) + 0.12 * deepEdge + 0.18 * (1 - clamp((elevation[i] - seaLevel) / 0.35)) - Math.max(0, elevation[i] - 0.62) * 0.22); } } for (let y = 0; y < MAP_H; y++) { for (let x = 0; x < MAP_W; x++) { const i = indexOf(x, y); // v5: 海岸線は後から切るのではなく、海底からの隆起量が海面を超えた場所だけを陸にする。 if (elevation[i] < seaLevel) sea[i] = 1; if (sea[i]) elevation[i] = Math.min(elevation[i], seaLevel - 0.014 + hash2(x, y, seed + 2311) * 0.010); } } // Edge-connected water is ocean. Isolated water is only kept when it reads as // a small mountain/valley lake or lagoon; oversized round basins become wet lowland. const waterSeen = new Uint8Array(SIZE); const oceanQueue = []; for (let x = 0; x < MAP_W; x++) { for (const y of [0, MAP_H - 1]) { const i = indexOf(x, y); if (sea[i] && !waterSeen[i]) { waterSeen[i] = 1; ocean[i] = 1; oceanQueue.push(i); } } } for (let y = 0; y < MAP_H; y++) { for (const x of [0, MAP_W - 1]) { const i = indexOf(x, y); if (sea[i] && !waterSeen[i]) { waterSeen[i] = 1; ocean[i] = 1; oceanQueue.push(i); } } } for (let q = 0; q < oceanQueue.length; q++) { const cur = oceanQueue[q]; const [x, y] = [cur % MAP_W, Math.floor(cur / MAP_W)]; for (const [nx, ny] of neighbors8(x, y)) { const ni = indexOf(nx, ny); if (!sea[ni] || waterSeen[ni]) continue; waterSeen[ni] = 1; ocean[ni] = 1; oceanQueue.push(ni); } } for (let i = 0; i < SIZE; i++) { if (!sea[i] || waterSeen[i]) continue; const queue = [i]; const component = [i]; waterSeen[i] = 1; let sx = 0, sy = 0, perimeter = 0, ridgeSum = 0, valleySum = 0, coastTouch = 0; for (let q = 0; q < queue.length; q++) { const cur = queue[q]; const x = cur % MAP_W; const y = Math.floor(cur / MAP_W); sx += x; sy += y; ridgeSum += ridgeField[cur]; valleySum += valleyField[cur]; for (const [nx, ny] of neighbors8(x, y)) { const ni = indexOf(nx, ny); if (!sea[ni]) { perimeter++; if (coastalLowland[ni] > 0.12 || coastPressureAt(nx, ny).pressure > 0.42) coastTouch++; continue; } if (waterSeen[ni]) continue; waterSeen[ni] = 1; queue.push(ni); component.push(ni); } } const area = component.length; const cx = sx / area; const cy = sy / area; let radiusSum = 0; for (const ci of component) { const x = ci % MAP_W; const y = Math.floor(ci / MAP_W); radiusSum += Math.hypot(x - cx, y - cy); } const meanRadius = radiusSum / Math.max(1, area); const circularity = perimeter > 0 ? (4 * Math.PI * area) / (perimeter * perimeter) : 1; const mountainLake = area <= 38 && ridgeSum / area > 0.28; const valleyLake = area <= 70 && valleySum / area > 0.24 && circularity < 0.58; const lagoon = area <= 110 && coastTouch / Math.max(1, perimeter) > 0.18 && circularity < 0.70; const rareSpecial = area <= 145 && circularity < 0.52 && hash2(Math.round(cx), Math.round(cy), seed + 2401) > 0.88; const keepLake = mountainLake || valleyLake || lagoon || rareSpecial; for (const ci of component) { if (keepLake) { lake[ci] = 1; continue; } sea[ci] = 0; elevation[ci] = Math.max(seaLevel + 0.012, seaLevel + Math.min(0.055, meanRadius * 0.004) + hash2(ci, area, seed + 2402) * 0.012); basinField[ci] = clamp(basinField[ci] + 0.42); valleyField[ci] = clamp(valleyField[ci] + 0.18); depositionalLowland[ci] = clamp(depositionalLowland[ci] + 0.28); depositionField[ci] = clamp(depositionField[ci] + 0.035); } } // Seed ごとの過剰な平坦化・過剰な高原化を抑える救済正規化。 // 海面を超えた陸だけを対象に、90/97 パーセンタイルを「山がちな島弧」の範囲へ寄せる。 const emergedElevations = []; for (let i = 0; i < SIZE; i++) if (!sea[i]) emergedElevations.push(elevation[i]); emergedElevations.sort((a, b) => a - b); if (emergedElevations.length > 100) { const q = (p) => emergedElevations[Math.max(0, Math.min(emergedElevations.length - 1, Math.floor((emergedElevations.length - 1) * p)))]; const q65 = q(0.65); const q90 = q(0.90); const q97 = q(0.97); const targetQ90 = 0.680 + terrainTemplate.roughness * 0.070; const targetQ97 = 0.840 + terrainTemplate.roughness * 0.095; const scale97 = clamp((targetQ97 - seaLevel) / Math.max(0.045, q97 - seaLevel), 0.52, 1.50); const shift90 = clamp(targetQ90 - q90, -0.30, 0.22); for (let i = 0; i < SIZE; i++) { if (sea[i]) continue; const highShoulder = smoothstep((elevation[i] - q65) / Math.max(0.045, q97 - q65)); const ridgeBoost = clamp(ridgeField[i] * 0.42 + arcSpineField[i] * 0.28 - valleyField[i] * 0.18 - coastalLowland[i] * 0.15); let adjusted = seaLevel + (elevation[i] - seaLevel) * lerp(1, scale97, highShoulder * 0.92 + ridgeBoost * 0.22); adjusted += shift90 * highShoulder * (0.48 + ridgeBoost * 0.30); elevation[i] = clamp(softUpperClamp(adjusted, 0.895, targetQ97 + 0.070), seaLevel + 0.006, 0.992); } } // 海岸は「切断面」ではなく沈降・波食・堆積で丸める。 // 強い尾根が海へ落ちる場所は残し、低い場所だけを浜堤・海岸低地へ寄せる。 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 nearestSea = INF; let nearestOcean = INF; for (let dy = -8; dy <= 8; dy++) { for (let dx = -8; dx <= 8; dx++) { const nx = x + dx; const ny = y + dy; if (!inside(nx, ny) || !sea[indexOf(nx, ny)]) continue; nearestSea = Math.min(nearestSea, Math.hypot(dx, dy)); if (ocean[indexOf(nx, ny)]) nearestOcean = Math.min(nearestOcean, Math.hypot(dx, dy)); } } if (nearestSea <= 8) { const marineInfluence = smoothstep((8 - nearestSea) / 8); const ridgeResistance = smoothstep((ridgeField[i] - 0.24) / 0.42); const coastalShelf = seaLevel + 0.015 + nearestSea * (0.015 + terrainTemplate.deposition * 0.008) + Math.max(0, fbm(x * 1.1, y * 1.1, seed + 2350) - 0.5) * (0.010 + terrainTemplate.coastRoughness * 0.012); const lowlandBlend = marineInfluence * (1 - ridgeResistance) * (0.42 + terrainTemplate.deposition * 0.30); if (elevation[i] > coastalShelf) elevation[i] = lerp(elevation[i], coastalShelf, lowlandBlend); if (nearestOcean <= 8) { const plainReach = clamp(5.2 + terrainTemplate.deposition * 7.0, 5.5, 10.5); coastalLowland[i] = clamp((1 - nearestOcean / plainReach) * (0.70 + terrainTemplate.deposition * 0.55) * (1 - ridgeField[i] * 0.62)); } } } } // Explicit alpine punctuation. The base ridge system defines broad relief, // while these narrow, detached high points make several visually legible // mountain groups instead of one round central mass. 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] || coastalLowland[i] > 0.42) continue; const px = x / (MAP_W - 1); const py = y / (MAP_H - 1); let peakSignal = 0; for (const peak of alpinePeaks) { const dx = px - peak.x; const dy = py - peak.y; const ca = Math.cos(peak.angle); const sa = Math.sin(peak.angle); const along = (dx * ca + dy * sa) / Math.max(0.002, peak.rx); const perp = (-dx * sa + dy * ca) / Math.max(0.002, peak.ry); const d2 = along * along + perp * perp; peakSignal += Math.exp(-d2 * 2.20) * peak.h; } if (peakSignal <= 0.026) continue; const crag = Math.max(0, valueNoise(x * 2.4 + 73, y * 2.4 - 91, seed + 12880, 3.5) - 0.36); const target = clamp(0.64 + peakSignal * 2.45 + crag * 0.092, seaLevel + 0.006, 0.992); elevation[i] = Math.max(elevation[i], target); ridgeField[i] = clamp(ridgeField[i] + peakSignal * 4.6 + crag * 0.28); arcSpineField[i] = clamp(arcSpineField[i] + peakSignal * 3.2); basinField[i] = Math.max(0, basinField[i] - peakSignal * 1.2); depositionalLowland[i] = Math.max(0, depositionalLowland[i] - peakSignal * 1.5); } } for (let y = 1; y < MAP_H - 1; y++) { for (let x = 1; x < MAP_W - 1; x++) { 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[indexOf(x, y)] = clamp(Math.sqrt(gx * gx + gy * gy) * 10.5); } } const landOrder = []; 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 low = i; let best = elevation[i] + 0.012 * hash2(x, y, seed + 2468); let localMean = 0; let localMax = elevation[i]; let localMin = elevation[i]; let nCount = 0; for (const [nx, ny] of neighbors8(x, y)) { const ni = indexOf(nx, ny); const ev = elevation[ni]; localMean += ev; localMax = Math.max(localMax, ev); localMin = Math.min(localMin, ev); nCount++; const directed = ev + 0.008 * hash2(nx, ny, seed + 2469); if (directed < best || sea[ni]) { best = directed; low = ni; } } if (low !== i) flowTo[i] = low; localMean /= Math.max(1, nCount); const hollow = Math.max(0, localMean - elevation[i]); const relief = localMax - localMin; valleyField[i] = clamp(hollow * 8.4 + Math.max(0, 0.42 - elevation[i]) * 0.32 + moisture[i] * 0.08 - ridgeField[i] * 0.18); basinField[i] = clamp(basinField[i] + hollow * 2.4 + (relief < 0.055 && elevation[i] < 0.55 ? 0.18 : 0)); flowAccum[i] = 0.82 + moisture[i] * 0.88 + valleyField[i] * 0.78 + Math.max(0, elevation[i] - seaLevel) * 0.14; landOrder.push(i); } } landOrder.sort((a, b) => elevation[b] - elevation[a]); for (const i of landOrder) { const to = flowTo[i]; if (to >= 0 && to !== i) flowAccum[to] += flowAccum[i] * 0.91; } let maxFlowAccum = 0; for (let i = 0; i < SIZE; i++) if (!sea[i]) maxFlowAccum = Math.max(maxFlowAccum, flowAccum[i]); if (maxFlowAccum > 0) { for (let i = 0; i < SIZE; i++) flowAccum[i] = clamp(flowAccum[i] / maxFlowAccum); } for (let i = 0; i < SIZE; i++) { if (!sea[i]) valleyField[i] = clamp(valleyField[i] * 0.62 + Math.pow(flowAccum[i], 0.48) * 0.62); } function recomputeDrainageFields({ reinforceValleys = false } = {}) { flowTo.fill(-1); flowAccum.fill(0); const order = []; 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 low = i; let best = elevation[i] + 0.010 * hash2(x, y, seed + 18440); let localMean = 0; let localMax = elevation[i]; let localMin = elevation[i]; let nCount = 0; for (const [nx, ny] of neighbors8(x, y)) { const ni = indexOf(nx, ny); const ev = elevation[ni]; localMean += ev; localMax = Math.max(localMax, ev); localMin = Math.min(localMin, ev); nCount++; const drainageAttraction = valleyField[ni] * 0.020 + erosionField[ni] * 0.030 + gullyIncisionField?.[ni] * 0.020; const directed = ev + 0.007 * hash2(nx, ny, seed + 18441) - drainageAttraction; if (directed < best || sea[ni]) { best = directed; low = ni; } } if (low !== i) flowTo[i] = low; localMean /= Math.max(1, nCount); const hollow = Math.max(0, localMean - elevation[i]); const relief = localMax - localMin; if (reinforceValleys) { valleyField[i] = clamp(valleyField[i] * 0.72 + hollow * 7.8 + Math.max(0, 0.055 - relief) * Math.max(0, elevation[i] - seaLevel - 0.10) * 1.2); basinField[i] = clamp(basinField[i] + hollow * 1.8 + (relief < 0.040 && elevation[i] < 0.58 ? 0.10 : 0)); } flowAccum[i] = 0.72 + moisture[i] * 0.72 + valleyField[i] * 0.72 + Math.max(0, elevation[i] - seaLevel) * 0.10; order.push(i); } } order.sort((a, b) => elevation[b] - elevation[a]); for (const i of order) { const to = flowTo[i]; if (to >= 0 && to !== i) flowAccum[to] += flowAccum[i] * 0.93; } let maxAccum = 0; for (let i = 0; i < SIZE; i++) if (!sea[i]) maxAccum = Math.max(maxAccum, flowAccum[i]); if (maxAccum > 0) { for (let i = 0; i < SIZE; i++) if (!sea[i]) flowAccum[i] = clamp(flowAccum[i] / maxAccum); } } // v6/v7: 可視河川だけでなく、山地の無数の沢・ガリーを先に掘る。 // これを描画用の川には使わず、地形侵食だけに使うことで「日本的な谷密度」を出す。 function traceErosionGully(startX, startY, bonusSeed = 0) { let x = startX; let y = startY; let lastDx = 0; let lastDy = 0; const path = []; const seen = new Set(); for (let step = 0; step < 92; step++) { const i = indexOf(x, y); if (seen.has(i) || sea[i]) break; seen.add(i); path.push([x, y]); if (elevation[i] < seaLevel + 0.055 && path.length > 8) break; let best = null; let bestValue = INF; const preferred = flowTo[i]; for (const [nx, ny] of neighbors8(x, y)) { const ni = indexOf(nx, ny); if (seen.has(ni)) continue; const dx = nx - x; const dy = ny - y; const drop = elevation[i] - elevation[ni]; const uphill = Math.max(0, -drop); if (!sea[ni] && uphill > 0.035 + flowAccum[i] * 0.10) continue; const sameDirection = lastDx || lastDy ? (dx * lastDx + dy * lastDy) / Math.max(0.001, Math.hypot(dx, dy) * Math.hypot(lastDx, lastDy)) : 0; const bend = Math.abs(dx * lastDy - dy * lastDx); const preferredBonus = ni === preferred ? 0.80 : 0; const value = elevation[ni] * 0.96 + uphill * 30.0 - Math.max(0, drop) * 2.9 - valleyField[ni] * 1.15 - Math.pow(flowAccum[ni], 0.55) * 1.05 - moisture[ni] * 0.22 - preferredBonus - Math.max(0, sameDirection) * 0.045 + bend * 0.030 + (hash2(nx, ny, seed + bonusSeed + step * 31) - 0.5) * 0.055; if (value < bestValue) { bestValue = value; best = [nx, ny, dx, dy]; } } if (!best) break; x = best[0]; y = best[1]; lastDx = best[2]; lastDy = best[3]; } return path; } const gullyIncisionField = new Float32Array(SIZE); const visibleRavineField = new Float32Array(SIZE); const surfaceTextureField = new Float32Array(SIZE); const gullyCandidates = []; for (let y = 3; y < MAP_H - 3; y++) { for (let x = 3; x < MAP_W - 3; x++) { const i = indexOf(x, y); if (sea[i]) continue; const highland = clamp((elevation[i] - (seaLevel + 0.075)) / 0.42); const highFlat = highland * clamp(1 - slope[i] * 2.7) * clamp((elevation[i] - (seaLevel + 0.170)) / 0.34) * (1 - coastalLowland[i] * 0.70); const relief = clamp(slope[i] * 1.10 + ridgeField[i] * 0.34 + valleyField[i] * 0.22 + highFlat * 0.86); const drainage = clamp(Math.pow(flowAccum[i], 0.36) * 0.74 + moisture[i] * 0.26 + dendriticRavineTexture(x, y, seed) * 0.18 + highFlat * 0.58); const score = highland * relief * drainage + highFlat * 0.44 + hash2(x, y, seed + 15200) * 0.10; if (score > 0.13) gullyCandidates.push({ x, y, score }); } } // 明示的な細流路大量生成は粗い格子では効きにくく、過剰掘削の原因にもなる。 // 細かな山肌表現は renderer 側の手続きノイズへ移し、ここでは実際の小河川は掘らない。 const gullySources = []; const erosionGullyPaths = []; const valleyNetworkIncision = new Float32Array(SIZE); const valleyFloorField = new Float32Array(SIZE); for (const source of gullySources) { const path = traceErosionGully(source.x, source.y, 15250 + source.x * 17 + source.y * 23); if (path.length < 5) continue; erosionGullyPaths.push(path); const startIndex = indexOf(source.x, source.y); const highFlat = clamp(1 - slope[startIndex] * 2.4) * clamp((elevation[startIndex] - (seaLevel + 0.16)) / 0.35); const strength = terrainTemplate.gullyIncision * clamp(0.016 + slope[startIndex] * 0.026 + Math.pow(flowAccum[startIndex], 0.42) * 0.020 + valleyField[startIndex] * 0.010 + highFlat * 0.018); addPathIncision(gullyIncisionField, path, strength, path.length > 22 ? 2 : 1); const valleyRadius = path.length > 54 ? 3.2 : path.length > 28 ? 2.4 : 1.7; addValleyDistanceInfluence(valleyNetworkIncision, valleyFloorField, path, strength * (0.55 + highFlat * 0.55), valleyRadius, path.length > 42 ? 0.80 : 0.48); addPathIncision(visibleRavineField, path, strength * (8.4 + highFlat * 3.4), path.length > 34 ? 2 : 1); addValleyDistanceInfluence(visibleRavineField, valleyFloorField, path, strength * (2.2 + highFlat * 1.8), Math.max(1.5, valleyRadius * 0.72), 0.30); } // v10 の明示的な支谷トレースは削除。粗い解像度では可視変化が薄く、 // 処理だけが増えるため、支谷表現は後段の手続きノイズに集約する。 // v11: red-box style dissected relief should not be a local accident. // Spread that branchy mountain texture across the whole mountainous massif, // while still letting real drainage control the strongest valleys. const massifDissectionField = new Float32Array(SIZE); 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 highland = clamp((elevation[i] - (seaLevel + 0.055)) / 0.46); const mountainMask = highland * clamp(slope[i] * 1.35 + ridgeField[i] * 0.42 + arcSpineField[i] * 0.24 + branchRidgeField[i] * 0.18 - basinField[i] * 0.22) * (1 - coastalLowland[i] * 0.70); if (mountainMask <= 0.04) continue; const highFlat = clamp((elevation[i] - (seaLevel + 0.16)) / 0.34) * clamp(1 - slope[i] * 2.7) * mountainMask; const warpX = x + (fbm(x * 0.075 + 17, y * 0.075 - 29, seed + 16201) - 0.5) * 7.8; const warpY = y + (fbm(x * 0.075 - 53, y * 0.075 + 11, seed + 16202) - 0.5) * 7.8; const ravA = dendriticRavineTexture(warpX * 0.70, warpY * 0.70, seed + 16203); const ravB = dendriticRavineTexture(warpX * 1.02 + 37, warpY * 1.02 - 19, seed + 16204); const coarse = Math.abs((fbm(warpX * 0.085 + 21, warpY * 0.085 - 8, seed + 16205) - 0.5) * 2); const patch = clamp(0.64 + (fbm(x * 0.028 + 80, y * 0.028 - 41, seed + 16206) - 0.5) * 0.78); const branchiness = clamp(ravA * 0.64 + ravB * 0.42 + coarse * 0.18); const dissection = mountainMask * patch * (branchiness * (1.00 + highFlat * 0.72) + highFlat * 0.26); if (dissection <= 0.03) continue; massifDissectionField[i] = dissection; visibleRavineField[i] = clamp(visibleRavineField[i] + dissection * (0.34 + highFlat * 0.18)); surfaceTextureField[i] = clamp(surfaceTextureField[i] + dissection * (0.40 + highFlat * 0.32) + coarse * mountainMask * 0.08); valleyField[i] = clamp(valleyField[i] + dissection * 0.22); } } // Coarse grids cannot resolve endless tiny tributaries. Here the “fine // ravines” are not just a paint/shading overlay: they are folded into the DEM // itself as a small alternating cut/crest signal, then slope is recomputed. // This keeps the detail persistent for rivers, labels and all later terrain uses. const proceduralRavineField = new Float32Array(SIZE); const proceduralReliefField = new Float32Array(SIZE); 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 highland = clamp((elevation[i] - (seaLevel + 0.07)) / 0.42); const mountainMask = highland * clamp(slope[i] * 0.84 + ridgeField[i] * 0.48 + arcSpineField[i] * 0.22 - basinField[i] * 0.20) * (1 - coastalLowland[i] * 0.78); if (mountainMask <= 0.025) continue; const warpX = x + (fbm(x * 0.10 + 91, y * 0.10 - 47, seed + 16601) - 0.5) * 7.8; const warpY = y + (fbm(x * 0.10 - 33, y * 0.10 + 28, seed + 16602) - 0.5) * 7.8; const ravA = dendriticRavineTexture(warpX * 0.74, warpY * 0.74, seed + 16603); const ravB = dendriticRavineTexture(warpX * 1.18 + 23, warpY * 1.18 - 41, seed + 16604); const ridged = 1 - Math.abs((valueNoise(warpX * 0.92 + 17, warpY * 0.92 - 9, seed + 16605, 6.2) - 0.5) * 2); const patch = clamp(0.66 + (fbm(x * 0.038 + 80, y * 0.038 - 51, seed + 16606) - 0.5) * 0.88); const micro = clamp((ravA * 0.70 + ravB * 0.46 + ridged * 0.22) * patch * mountainMask); if (micro <= 0.025) continue; const crestNoise = Math.max(0, ridged - 0.45) * mountainMask * patch; const cut = micro * (0.024 + highland * 0.024 + terrainTemplate.roughness * 0.012 + terrainTemplate.macroNoiseStrength * 0.20); const crest = crestNoise * (0.008 + highland * 0.010 + terrainTemplate.globalNoiseStrength * 0.18); const relief = crest - cut; proceduralRavineField[i] = micro; proceduralReliefField[i] = relief; elevation[i] = clamp(elevation[i] + relief, seaLevel + 0.006, 0.998); visibleRavineField[i] = clamp(visibleRavineField[i] + micro * 0.66); surfaceTextureField[i] = clamp(surfaceTextureField[i] + micro * 0.78 + Math.max(0, crestNoise) * 0.20); valleyField[i] = clamp(valleyField[i] + micro * 0.20); erosionField[i] = clamp(erosionField[i] + cut * 0.40); } } 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 upland = clamp((elevation[i] - seaLevel) / 0.56); const macroA = (fbm(x * terrainTemplate.macroNoiseScale + 301, y * terrainTemplate.macroNoiseScale - 119, seed + 16701) - 0.5) * 2; const macroB = (valueNoise(x * (terrainTemplate.macroNoiseScale * 1.9) - 87, y * (terrainTemplate.macroNoiseScale * 1.9) + 63, seed + 16702, 10.5) - 0.5) * 2; const globalA = (fbm(x * 0.016 + 57, y * 0.016 - 21, seed + 16703) - 0.5) * 2; const globalB = (valueNoise(x * 0.030 + 19, y * 0.030 - 44, seed + 16704, 14.0) - 0.5) * 2; const macroMask = clamp(0.30 + upland * 0.78 - coastalLowland[i] * 0.44); const macroRelief = (macroA * terrainTemplate.macroNoiseStrength + macroB * terrainTemplate.macroNoiseStrength * 0.62 + globalA * terrainTemplate.globalNoiseStrength + globalB * terrainTemplate.globalNoiseStrength * 0.58) * macroMask; elevation[i] = clamp(elevation[i] + macroRelief, seaLevel + 0.006, 0.998); visibleRavineField[i] = clamp(visibleRavineField[i] + Math.abs(macroRelief) * 6.4 * upland); surfaceTextureField[i] = clamp(surfaceTextureField[i] + Math.abs(macroRelief) * 9.0 * macroMask); valleyField[i] = clamp(valleyField[i] + Math.max(0, -macroRelief) * 2.4); ridgeField[i] = clamp(ridgeField[i] + Math.max(0, macroRelief) * 1.9); } } 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.sqrt(gx * gx + gy * gy) * 10.5); } } // First-order fluvial shaping: cut valley floors on steep/high-flow cells and // deposit gently in coastal lowlands and basin floors. This gives visible // river valleys without destroying the macro terrain structure. const shapedElevation = 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; const flow = Math.pow(flowAccum[i], 0.58); const incisionNoise = 0.82 + hash2(x, y, seed + 8120) * 0.36; const firstOrderPower = smoothstep((flowAccum[i] - 0.010) / 0.095); const highlandMask = clamp((elevation[i] - (seaLevel + 0.060)) / 0.44); const ravineTexture = dendriticRavineTexture(x, y, seed); const highFlat = highlandMask * clamp(1 - slope[i] * 2.9) * clamp((elevation[i] - (seaLevel + 0.170)) / 0.34) * (1 - coastalLowland[i] * 0.72); const basinProtection = clamp(basinField[i] * (1 - slope[i] * 2.2) * (1 - ridgeField[i] * 0.65)); const textureMask = clamp(highlandMask * (slope[i] * 1.40 + ridgeField[i] * 0.32 + valleyField[i] * 0.26 + highFlat * 0.82) * (0.40 + moisture[i] * 0.78)); const syntheticRavine = proceduralRavineField[i]; const textureCut = clamp(terrainTemplate.dendriticTexture * ravineTexture * textureMask * (0.0016 + terrainTemplate.erosion * 0.0022 + slope[i] * 0.006 + highFlat * 0.003)); const gullyCut = clamp(gullyIncisionField[i] * (0.34 + slope[i] * 0.76 + highlandMask * 0.24 + highFlat * 0.26)); const networkCut = clamp(valleyNetworkIncision[i] * (0.18 + highlandMask * 0.22 + slope[i] * 0.24)); const massifDissection = massifDissectionField[i]; const visualRavine = clamp(visibleRavineField[i] * (0.16 + highlandMask * 0.32 + slope[i] * 0.18) + massifDissection * (0.10 + highFlat * 0.08) + syntheticRavine * 0.26); const plateauCut = clamp(highFlat * (ravineTexture * 0.002 + valleyNetworkIncision[i] * 0.06 + Math.pow(flowAccum[i], 0.52) * 0.0018 + massifDissection * 0.004 + syntheticRavine * 0.003) + visualRavine * 0.004); const sourceProtection = clamp((0.060 - flowAccum[i]) / 0.060) * clamp((elevation[i] - (seaLevel + 0.08)) / 0.40); const fluvialCore = terrainTemplate.fluvialAggression * firstOrderPower * flow * (0.018 + terrainTemplate.erosion * 0.028 + slope[i] * (0.050 + terrainTemplate.erosion * 0.050) + ridgeField[i] * (0.008 + terrainTemplate.erosion * 0.014)) * incisionNoise; let steepValley = clamp((fluvialCore + textureCut + gullyCut + networkCut + plateauCut) * (1 - basinProtection * 0.70)); let lateralCut = clamp((terrainTemplate.fluvialAggression * firstOrderPower * Math.pow(flowAccum[i], 0.76) * valleyField[i] * (0.014 + terrainTemplate.erosion * 0.024) + valleyFloorField[i] * (0.050 + highlandMask * 0.08) + gullyIncisionField[i] * 0.06) * (1 - basinProtection * 0.82)); if (sourceProtection > 0) { const protect = 1 - sourceProtection * 0.82; steepValley *= protect; lateralCut *= 1 - sourceProtection * 0.74; } const lowSettling = clamp(flow * (coastalLowland[i] * (0.018 + terrainTemplate.deposition * 0.040) + basinField[i] * (0.018 + terrainTemplate.deposition * 0.040) + (elevation[i] < 0.40 ? 0.006 + terrainTemplate.deposition * 0.018 : 0)) * (1 - slope[i] * 0.82) * (1 - ridgeField[i] * 0.45) + basinProtection * (0.006 + terrainTemplate.deposition * 0.012)); erosionField[i] = steepValley + lateralCut + networkCut * 0.20; depositionField[i] = lowSettling; depositionalLowland[i] = clamp(lowSettling * 6.5 + basinField[i] * terrainTemplate.deposition * 0.28 + coastalLowland[i] * terrainTemplate.deposition * 0.34 + valleyFloorField[i] * 0.18); valleyField[i] = clamp(valleyField[i] + ravineTexture * textureMask * 0.22 + gullyIncisionField[i] * 1.8 + valleyNetworkIncision[i] * 1.5 + visibleRavineField[i] * 1.30 + massifDissection * 0.80 + syntheticRavine * 0.42 + valleyFloorField[i] * 1.0 + steepValley * 1.4); surfaceTextureField[i] = clamp(surfaceTextureField[i] + ravineTexture * textureMask * 0.30 + visibleRavineField[i] * 0.66 + massifDissection * 0.72 + syntheticRavine * 0.74 + gullyIncisionField[i] * 1.2); const basinFloorGuard = seaLevel + 0.010 + basinProtection * 0.030 + coastalLowland[i] * 0.010; const headwaterGuard = elevation[i] - (0.010 + slope[i] * 0.014 + highlandMask * 0.010 + Math.pow(flowAccum[i], 0.60) * 0.028); const carved = elevation[i] - steepValley - lateralCut + lowSettling * (0.72 + basinProtection * 0.35); shapedElevation[i] = clamp(Math.max(basinFloorGuard, sourceProtection > 0 ? headwaterGuard : seaLevel + 0.006, carved), seaLevel + 0.006, 1); } } elevation.set(shapedElevation); // Final orographic pass: ensure true alpine/high-mountain cells remain after // river incision and lowland smoothing. Uplift is confined to ridge cores and // fades out in valley floors so drainage still reads correctly. 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 dissectionLock = clamp(valleyNetworkIncision[i] * 2.6 + gullyIncisionField[i] * 2.4 + erosionField[i] * 2.0); const ridgeCore = clamp(arcSpineField[i] * 0.74 + branchRidgeField[i] * 0.58 + ridgeField[i] * 0.42 - valleyField[i] * 0.38 - flowAccum[i] * 0.28 - dissectionLock * 0.18); const highBase = clamp((elevation[i] - 0.55) / 0.25); const alpine = clamp(ridgeCore * 0.88 + highBase * 0.18 - coastalLowland[i] * 0.45 - depositionalLowland[i] * 0.36 - dissectionLock * 0.20); if (alpine <= 0.08) continue; const summitTexture = Math.max(0, valueNoise(x * 2.7 + 31, y * 2.7 - 41, seed + 9771, 3.0) - 0.38); const uplift = Math.pow(alpine, 1.55) * (0.032 + terrainTemplate.roughness * 0.040 + summitTexture * 0.032); const summitCap = 0.970 + Math.min(0.045, ridgeCore * 0.042) + summitTexture * 0.020; elevation[i] = clamp(elevation[i] + uplift, seaLevel + 0.006, summitCap); ridgeField[i] = clamp(ridgeField[i] + uplift * 1.15); erosionField[i] = Math.max(0, erosionField[i] - uplift * 0.25); } } applyAlpineMicroRelief(elevation, sea, slope, ridgeField, valleyField, coastalLowland, seaLevel, seed, terrainTemplate, surfaceTextureField); breakHighPlateaus(elevation, sea, slope, ridgeField, valleyField, flowAccum, coastalLowland, seaLevel, seed, terrainTemplate, visibleRavineField, surfaceTextureField); 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.sqrt(gx * gx + gy * gy) * 10.5); visibleRavineField[i] = clamp(visibleRavineField[i] + Math.pow(flowAccum[i], 0.56) * clamp(slope[i] * 1.5 + valleyField[i] * 0.28) * 0.24); valleyField[i] = clamp(valleyField[i] + visibleRavineField[i] * 0.42 + erosionField[i] * 2.1 + depositionField[i] * 0.8 - ridgeField[i] * 0.06); basinField[i] = clamp(basinField[i] + depositionField[i] * 1.6); } } // v7: after actual incision, recompute flow direction/accumulation so the // visible river network follows the carved valleys rather than the pre-erosion surface. recomputeDrainageFields({ reinforceValleys: true }); // v8: breach the most prominent enclosed basins so盆地 often acquire an outlet // instead of remaining as unexplained closed depressions. const sinkCandidates = []; 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; if (flowTo[i] >= 0 && flowTo[i] !== i) continue; const basinScore = basinField[i] * 1.15 + valleyField[i] * 0.55 + flowAccum[i] * 0.38 + (lake[i] ? 0.16 : 0) - coastalLowland[i] * 0.30; if (basinScore > 0.24) sinkCandidates.push({ i, x, y, score: basinScore }); } } sinkCandidates.sort((a, b) => b.score - a.score); const usedOutletStarts = new Set(); for (const candidate of sinkCandidates.slice(0, terrainTemplate.basinOutletCount)) { const startIndex = candidate.i; const startKey = `${candidate.x},${candidate.y}`; if (usedOutletStarts.has(startKey)) continue; let targetIndex = -1; let bestScore = INF; for (let j = 0; j < SIZE; j++) { if (j === startIndex) continue; if (sea[j]) { const d = Math.hypot((j % MAP_W) - candidate.x, Math.floor(j / MAP_W) - candidate.y); const score = d * 0.48 - 7.5; if (score < bestScore) { bestScore = score; targetIndex = j; } continue; } const elevDelta = elevation[j] - elevation[startIndex]; if (elevDelta > 0.050) continue; if (flowAccum[j] < Math.max(0.08, flowAccum[startIndex] + 0.010) && basinField[j] < 0.18) continue; const dx = (j % MAP_W) - candidate.x; const dy = Math.floor(j / MAP_W) - candidate.y; const d = Math.hypot(dx, dy); const score = d * 0.34 + Math.max(0, elevDelta) * 120 - flowAccum[j] * 18 - valleyField[j] * 4 - (lake[j] ? 1.5 : 0); if (score < bestScore) { bestScore = score; targetIndex = j; } } if (targetIndex < 0) continue; const outletPath = carveOutletChannel(elevation, sea, lake, river, valleyField, basinField, flowAccum, seaLevel, startIndex, targetIndex, seed, 22800 + candidate.x * 17 + candidate.y * 31); if (outletPath.length > 2) { for (const [px, py] of outletPath.slice(0, 6)) usedOutletStarts.add(`${px},${py}`); } } recomputeDrainageFields({ reinforceValleys: true }); const sourceCandidates = []; for (let y = 4; y < MAP_H - 4; y++) { for (let x = 4; x < MAP_W - 4; x++) { const i = indexOf(x, y); if (sea[i]) continue; const gullyHint = gullyIncisionField[i] * 1.8 + dendriticRavineTexture(x, y, seed) * 0.12; const score = elevation[i] * 0.22 + moisture[i] * 0.25 + ridgeField[i] * 0.030 + arcSpineField[i] * 0.030 + branchRidgeField[i] * 0.018 + flowAccum[i] * 1.12 + valleyField[i] * 0.58 + gullyHint * 0.42 + basinField[i] * 0.12 + coastalLowland[i] * 0.07 + hash2(x, y, seed + 9000) * 0.05; if (elevation[i] > 0.30 && elevation[i] < 0.94 && moisture[i] > 0.16 && (flowAccum[i] > 0.003 || valleyField[i] > 0.035 || gullyIncisionField[i] > 0.006 || slope[i] > 0.18) && ridgeField[i] < 0.98) sourceCandidates.push({ x, y, score }); } } const majorRiverCandidates = sourceCandidates .filter((p) => { const i = indexOf(p.x, p.y); return elevation[i] > 0.24 && elevation[i] < 0.80 && moisture[i] > 0.18 && (flowAccum[i] > 0.070 || valleyField[i] > 0.18); }) .map((p) => { const i = indexOf(p.x, p.y); const inland = Math.min(p.x, p.y, MAP_W - 1 - p.x, MAP_H - 1 - p.y) / Math.min(MAP_W, MAP_H); return { ...p, score: p.score + flowAccum[i] * 1.55 + valleyField[i] * 0.60 + inland * 0.55 - Math.abs(elevation[i] - 0.50) * 0.16, }; }); const majorRiverDesired = rand(seed, 9120) < 0.30 ? 0 : (rand(seed, 9121) < 0.24 ? 2 : 1); const majorSources = pickEntities(majorRiverCandidates, { max: majorRiverDesired, minDistance: 12, threshold: 0.54, seed: seed + 9122, jitter: 0.01, }); const sources = pickEntities(sourceCandidates, { max: 48 + Math.floor(rand(seed, 910) * 30), minDistance: 4, threshold: 0.22 + rand(seed, 911) * 0.05, seed, }); function nearestWaterGoal(from) { let bestSea = null; let bestScore = INF; 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; const d = Math.hypot(x - from.x, y - from.y); const score = d - coastalLowland[indexOf(Math.max(0, Math.min(MAP_W - 1, from.x)), Math.max(0, Math.min(MAP_H - 1, from.y)))] * 2; if (score < bestScore) { bestScore = score; bestSea = { x, y }; } } } return bestSea; } function riverRouteCost(x, y, cx, cy) { const i = indexOf(x, y); const ci = indexOf(cx, cy); if (sea[i]) return 0.18; const uphill = Math.max(0, elevation[i] - elevation[ci]); const downhill = Math.max(0, elevation[ci] - elevation[i]); if (!sea[i] && uphill > 0.070 && flowAccum[i] < flowAccum[ci] + 0.010) return INF; return Math.max( 0.18, 1 + uphill * 86 + slope[i] * 0.38 + elevation[i] * 0.42 - downhill * 2.1 - valleyField[i] * 1.24 - flowAccum[i] * 1.18 - moisture[i] * 0.22 - coastalLowland[i] * 0.36 ); } function forceRiverToWater(path) { if (!path.length) return path; const [ex, ey] = path[path.length - 1]; if (sea[indexOf(ex, ey)]) return path; const goal = nearestWaterGoal({ x: ex, y: ey }); if (!goal) return path; const startElevation = elevation[indexOf(ex, ey)]; const tail = aStar({ x: ex, y: ey }, goal, (x, y, cx, cy) => { const i = indexOf(x, y); const ci = indexOf(cx, cy); if (!sea[i] && elevation[i] > Math.max(startElevation + 0.160, elevation[ci] + 0.090)) return INF; return riverRouteCost(x, y, cx, cy); }); if (tail.length <= 2) return path; return path.concat(tail.slice(1)); } function confluenceAnglePenalty(nx, ny, dx, dy, lengthSoFar) { if (lengthSoFar < 7 || river[indexOf(nx, ny)] < 0.24) return 0; let best = 0.16; const inLen = Math.hypot(dx, dy) || 1; for (const [rx, ry] of neighbors8(nx, ny)) { if (river[indexOf(rx, ry)] < 0.22) continue; const rdx = rx - nx; const rdy = ry - ny; const cos = clamp((dx * rdx + dy * rdy) / Math.max(0.001, inLen * Math.hypot(rdx, rdy)), -1, 1); const angle = Math.acos(cos); const shallow = angle < 0.45 ? 0.28 : 0; best = Math.min(best, Math.abs(angle - Math.PI * 0.62) * 0.045 + shallow); } return best; } function traceRiverPath(startX, startY, bonusSeed = 0) { let x = startX; let y = startY; let lastDx = 0; let lastDy = 0; const path = []; const seen = new Set(); let accum = 0; for (let step = 0; step < 600; step++) { const i = indexOf(x, y); if (seen.has(i)) break; seen.add(i); path.push([x, y]); river[i] += 0.64 + path.length / 128 + flowAccum[i] * 0.92; accum += river[i] + flowAccum[i]; if (sea[i]) break; let best = null; let bestValue = INF; const currentElevation = elevation[i]; const preferred = flowTo[i]; for (const [nx, ny] of neighbors8(x, y)) { const ni = indexOf(nx, ny); const dx = nx - x; const dy = ny - y; const drop = currentElevation - elevation[ni]; const uphill = Math.max(0, -drop); if (!sea[ni] && uphill > 0.040 && flowAccum[ni] < flowAccum[i] + 0.020) continue; let surrounding = 0; let surroundingCount = 0; for (const [vx, vy] of neighbors8(nx, ny)) { surrounding += elevation[indexOf(vx, vy)]; surroundingCount++; } const valley = Math.max(0, surrounding / Math.max(1, surroundingCount) - elevation[ni]); const sameDirection = lastDx || lastDy ? (dx * lastDx + dy * lastDy) / Math.max(0.001, Math.hypot(dx, dy) * Math.hypot(lastDx, lastDy)) : 0; const lowlandMeander = clamp((1 - slope[i] * 2.4) * (0.35 + valleyField[i] * 0.60 + Math.pow(flowAccum[i], 0.35) * 0.42)); const straightPenalty = Math.max(0, sameDirection) * (0.12 + terrainTemplate.meanderStrength * (0.42 + lowlandMeander * 0.35)); const turnPenalty = sameDirection < -0.62 ? 0.10 : 0; const sideSwing = dx * lastDy - dy * lastDx; const bendMag = Math.abs(sideSwing); const meanderWave = Math.sin((path.length + bonusSeed * 0.011) * (0.44 + terrainTemplate.meanderStrength * 0.28) + hash2(startX, startY, seed + bonusSeed) * Math.PI * 2); const targetBend = Math.sign(meanderWave); const meanderBias = targetBend !== 0 ? Math.max(0, sideSwing * targetBend) * (0.055 + terrainTemplate.meanderStrength * 0.110 + lowlandMeander * 0.070) : 0; const antiStraight = bendMag * (0.024 + terrainTemplate.meanderStrength * 0.070 + lowlandMeander * 0.035); const flowBonus = ni === preferred ? (0.36 + flowAccum[ni] * 0.18) : 0; const junctionPenalty = confluenceAnglePenalty(nx, ny, dx, dy, path.length); const noise = (hash2(nx, ny, seed + bonusSeed + step * 11) - 0.5) * 0.04; const value = elevation[ni] * 1.45 + uphill * 88 - Math.max(0, drop) * 2.05 - valley * 1.05 - valleyField[ni] * (2.00 + lowlandMeander * 0.28) - flowAccum[ni] * (1.22 + lowlandMeander * 0.12) - moisture[ni] * 0.18 - coastalLowland[ni] * (0.38 + lowlandMeander * 0.22) - (river[ni] > 0 ? 0.34 : 0) - flowBonus + slope[ni] * 0.04 + straightPenalty + turnPenalty + junctionPenalty * 1.10 - meanderBias - antiStraight - noise - (sea[ni] ? 0.6 : 0); if (value < bestValue) { bestValue = value; best = [nx, ny, dx, dy]; } } if (!best) break; x = best[0]; y = best[1]; lastDx = best[2]; lastDy = best[3]; } const forced = forceRiverToWater(path); if (forced.length > path.length) { for (const [rx, ry] of forced.slice(path.length)) { const ri = indexOf(rx, ry); river[ri] += 0.50 + flowAccum[ri] * 0.68; accum += river[ri] + flowAccum[ri]; } } return { path: forced, accum }; } function traceSmallStreamPath(startX, startY, bonusSeed = 0) { let x = startX; let y = startY; let lastDx = 0; let lastDy = 0; const path = []; const seen = new Set(); for (let step = 0; step < 210; step++) { const i = indexOf(x, y); if (seen.has(i)) break; seen.add(i); path.push([x, y]); river[i] += 0.026 + flowAccum[i] * 0.045; if ((river[i] > 0.62 && path.length > 9) || sea[i]) break; let best = null; let bestValue = INF; for (const [nx, ny] of neighbors8(x, y)) { const ni = indexOf(nx, ny); const dx = nx - x; const dy = ny - y; const drop = elevation[i] - elevation[ni]; const sameDirection = lastDx || lastDy ? (dx * lastDx + dy * lastDy) / Math.max(0.001, Math.hypot(dx, dy) * Math.hypot(lastDx, lastDy)) : 0; const swing = dx * lastDy - dy * lastDx; const lowlandMeander = clamp((1 - slope[i] * 2.0) * (0.28 + valleyField[i] * 0.80 + Math.pow(flowAccum[i], 0.35) * 0.38)); const meanderWave = Math.sin((step + bonusSeed * 0.009) * (0.52 + terrainTemplate.meanderStrength * 0.25) + hash2(startX, startY, seed + 23123) * Math.PI * 2); const targetSwing = Math.sign(meanderWave); const lateralBonus = targetSwing !== 0 ? Math.max(0, swing * targetSwing) * (0.038 + terrainTemplate.meanderStrength * 0.070 + lowlandMeander * 0.060) : 0; const value = elevation[ni] * 1.10 + Math.max(0, -drop) * 17.5 - Math.max(0, drop) * 1.52 - valleyField[ni] * (1.42 + lowlandMeander * 0.18) - flowAccum[ni] * (0.74 + lowlandMeander * 0.06) - moisture[ni] * 0.16 + Math.max(0, sameDirection) * (0.062 + lowlandMeander * 0.03) - Math.abs(swing) * 0.016 - lateralBonus + (hash2(nx, ny, seed + bonusSeed + step * 13) - 0.5) * 0.090; if (value < bestValue) { bestValue = value; best = [nx, ny, dx, dy]; } } if (!best) break; x = best[0]; y = best[1]; lastDx = best[2]; lastDy = best[3]; } return path; } const riverPaths = []; const majorRiverPathSet = new Set(); const riverScores = []; for (const source of majorSources) { const { path, accum } = traceRiverPath(source.x, source.y, 2000 + source.x * 13 + source.y * 19); if (path.length > 14) { riverPaths.push(path); majorRiverPathSet.add(path); riverScores.push(path.length * 1.35 + accum * 0.32); } } for (const source of sources) { const { path, accum } = traceRiverPath(source.x, source.y, 0); if (path.length > 6) { riverPaths.push(path); riverScores.push(path.length + accum * 0.18); } } const preliminaryMainRiverCells = new Set(riverPaths.slice().sort((a, b) => b.length - a.length).slice(0, 5).flatMap((path) => path.map(([x, y]) => `${x},${y}`))); const tributarySources = pickEntities(sourceCandidates .filter((p) => !preliminaryMainRiverCells.has(`${p.x},${p.y}`)) .map((p) => ({ ...p, score: p.score + flowAccum[indexOf(p.x, p.y)] * 0.75 + valleyField[indexOf(p.x, p.y)] * 0.24 })), { max: 42 + Math.floor(rand(seed, 915) * 28), minDistance: 3, threshold: 0.16, seed: seed + 916, jitter: 0.02, }); for (const source of tributarySources) { const { path, accum } = traceRiverPath(source.x, source.y, 4000 + source.x * 7 + source.y * 11); if (path.length > 8) { riverPaths.push(path); riverScores.push(path.length * 0.92 + accum * 0.17); } } const streamPaths = []; const streamSources = pickEntities(sourceCandidates .map((p) => ({ ...p, score: valleyField[indexOf(p.x, p.y)] * 0.46 + flowAccum[indexOf(p.x, p.y)] * 0.36 + moisture[indexOf(p.x, p.y)] * 0.18 + hash2(p.x, p.y, seed + 918) * 0.05 })) .filter((p) => p.score > 0.095), { max: 82 + Math.floor(rand(seed, 919) * 52), minDistance: 1.5, threshold: 0.062, seed: seed + 919, jitter: 0.015, }); for (const source of streamSources) { const path = traceSmallStreamPath(source.x, source.y, 7000 + source.x * 5 + source.y * 17); if (path.length > 4) streamPaths.push(path); } if (riverPaths.length === 0 && sourceCandidates.length > 0) { const fallback = sourceCandidates.slice().sort((a, b) => b.score - a.score)[0]; let bestSea = null; let bestSeaDist = INF; for (let y = 0; y < MAP_H; y++) { for (let x = 0; x < MAP_W; x++) { if (!sea[indexOf(x, y)]) continue; const d = Math.hypot(x - fallback.x, y - fallback.y); if (d < bestSeaDist) { bestSeaDist = d; bestSea = { x, y }; } } } if (bestSea) { const fallbackPath = aStar(fallback, bestSea, (x, y, cx, cy) => { const i = indexOf(x, y); const ci = indexOf(cx, cy); if (sea[i]) return 0.25; const uphill = Math.max(0, elevation[i] - elevation[ci]) * 24; const downhill = Math.max(0, elevation[ci] - elevation[i]) * 1.8; return Math.max(0.24, 1 + uphill + slope[i] * 0.7 + elevation[i] * 0.8 - downhill - Math.min(0.55, river[i] * 0.1)); }); if (fallbackPath.length > 6) { let accum = 0; for (const [x, y] of fallbackPath) { const i = indexOf(x, y); river[i] += 0.42; accum += river[i]; } riverPaths.push(fallbackPath); riverScores.push(fallbackPath.length + accum * 0.18); } } } function sanitizeDownhillRiverPath(path, tolerance = 0.040) { if (!path || path.length < 2) return path || []; const out = [path[0]]; for (let k = 1; k < path.length; k++) { const [px, py] = out[out.length - 1]; const [x, y] = path[k]; const pi = indexOf(px, py); const i = indexOf(x, y); if (!sea[i] && elevation[i] > elevation[pi] + tolerance) break; out.push(path[k]); if (sea[i]) break; } return out.length >= 2 ? out : []; } function trimMountainHeadwaters(path) { if (!path || path.length < 4) return path || []; let start = 0; while (start < path.length - 3) { const [x, y] = path[start]; const i = indexOf(x, y); if (sea[i]) break; if (elevation[i] <= 0.79 && (valleyField[i] >= 0.13 || flowAccum[i] >= 0.030)) break; start++; } return path.slice(start); } for (let r = 0; r < riverPaths.length; r++) riverPaths[r] = sanitizeDownhillRiverPath(trimMountainHeadwaters(riverPaths[r]), 0.055); for (let r = riverPaths.length - 1; r >= 0; r--) if (riverPaths[r].length < 2) riverPaths.splice(r, 1); for (let r = 0; r < streamPaths.length; r++) streamPaths[r] = sanitizeDownhillRiverPath(trimMountainHeadwaters(streamPaths[r]), 0.040); for (let r = streamPaths.length - 1; r >= 0; r--) if (streamPaths[r].length < 2) streamPaths.splice(r, 1); river.fill(0); for (const path of riverPaths) { const major = majorRiverPathSet.has(path); for (let k = 0; k < path.length; k++) { const [x, y] = path[k]; const i = indexOf(x, y); river[i] += major ? (0.72 + k / 118 + flowAccum[i] * 0.98) : (0.46 + k / 170 + flowAccum[i] * 0.72); } } for (const path of streamPaths) { for (let k = 0; k < path.length; k++) { const [x, y] = path[k]; const i = indexOf(x, y); river[i] += 0.020 + flowAccum[i] * 0.032; } } const expandedRiver = new Float32Array(river); for (let y = 1; y < MAP_H - 1; y++) { for (let x = 1; x < MAP_W - 1; x++) { const i = indexOf(x, y); if (river[i] <= 0) continue; for (const [nx, ny] of neighbors8(x, y)) { expandedRiver[indexOf(nx, ny)] = Math.max(expandedRiver[indexOf(nx, ny)], river[i] * 0.26); } } } river.set(expandedRiver); // Second fluvial pass uses the actual traced river network. Main channels cut // visible V-shaped valleys; lower reaches accumulate alluvial deposits. const fluvialElevation = 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] || river[i] <= 0.02) continue; const r = clamp(river[i] / 2.6); const smallPower = smoothstep((r - 0.025) / 0.16); const mediumPower = smoothstep((r - 0.20) / 0.34); const largePower = smoothstep((r - 0.45) / 0.42); const actionPower = clamp(mediumPower * 0.20 + largePower * 0.44); const headwaterProtect = clamp((0.54 - r) / 0.54) * clamp((elevation[i] - (seaLevel + 0.08)) / 0.42); const highlandProtect = clamp((elevation[i] - 0.54) / 0.34) * clamp((0.58 - flowAccum[i]) / 0.58); const localWallProtect = clamp((slope[i] - 0.22) * 1.8) * clamp((elevation[i] - 0.54) / 0.34); const cutLimiter = 1 - clamp(headwaterProtect * 0.96 + highlandProtect * 0.76 + localWallProtect * 0.55); const channelCutRaw = terrainTemplate.fluvialAggression * actionPower * Math.pow(r, 0.82) * (0.0045 + terrainTemplate.erosion * 0.0055 + slope[i] * (0.006 + terrainTemplate.erosion * 0.008) + ridgeField[i] * (0.0015 + terrainTemplate.erosion * 0.0025)); const valleyWidenRaw = terrainTemplate.fluvialAggression * (mediumPower * 0.08 + largePower * 0.18) * Math.pow(r, 0.92) * (0.0015 + terrainTemplate.erosion * 0.0030 + Math.max(0, elevation[i] - seaLevel) * (0.0018 + terrainTemplate.erosion * 0.0030) + valleyField[i] * (0.0015 + terrainTemplate.erosion * 0.0030)); const maxRiverCut = 0.0018 + mediumPower * 0.0032 + largePower * 0.0065 + Math.pow(flowAccum[i], 0.65) * 0.0045; const channelCut = Math.min(maxRiverCut, clamp(channelCutRaw * cutLimiter)); const valleyWiden = Math.min(maxRiverCut * 0.65, clamp(valleyWidenRaw * cutLimiter)); const alluvium = clamp((mediumPower * 0.32 + largePower * 0.70) * Math.pow(r, 0.86) * (coastalLowland[i] * (0.010 + terrainTemplate.deposition * 0.030) + basinField[i] * (0.007 + terrainTemplate.deposition * 0.020) + (slope[i] < 0.10 ? 0.004 + terrainTemplate.deposition * 0.012 : 0)) * (1 - ridgeField[i] * 0.45)); erosionField[i] = clamp(erosionField[i] + channelCut + valleyWiden); depositionField[i] = clamp(depositionField[i] + alluvium); depositionalLowland[i] = clamp(depositionalLowland[i] + alluvium * 5.5); fluvialElevation[i] = clamp(elevation[i] - channelCut - valleyWiden + alluvium, seaLevel + 0.005, 1); valleyField[i] = clamp(valleyField[i] + r * 0.28 + channelCut * 3.0); basinField[i] = clamp(basinField[i] + alluvium * 3.2); } } // No lateral terrain carving from traced river lines. Side-valley complexity is // already present in the DEM through proceduralReliefField/proceduralRavineField. // Template-driven deposition is limited to plausible low-energy places: // river mouths, basin floors, coastal plains, and slope breaks below ridges. const depositionElevation = new Float32Array(fluvialElevation); 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; let nearSea = 0; let localRiver = river[i]; let highSide = 0; let lowSide = 1; for (let dy = -4; dy <= 4; dy++) { for (let dx = -4; dx <= 4; dx++) { const nx = x + dx; const ny = y + dy; if (!inside(nx, ny)) continue; const ni = indexOf(nx, ny); const d = Math.hypot(dx, dy); if (d > 4.25) continue; if (sea[ni]) nearSea = Math.max(nearSea, 1 - d / 4.25); localRiver = Math.max(localRiver, river[ni] / (1 + d * 0.5)); highSide = Math.max(highSide, fluvialElevation[ni]); lowSide = Math.min(lowSide, fluvialElevation[ni]); } } const reliefDrop = clamp((highSide - lowSide - 0.075) * 4.5); const lowlandPotential = clamp( basinField[i] * 0.44 + coastalLowland[i] * 0.52 + Math.pow(flowAccum[i], 0.56) * 0.32 + plain[i] * 0.18 + localRiver * 0.16 - ridgeField[i] * 0.48 - slope[i] * 0.52 - Math.max(0, fluvialElevation[i] - 0.55) * 1.35 ); const delta = clamp(nearSea * localRiver * coastalLowland[i] * (0.32 + terrainTemplate.deposition * 1.25) * (1 - ridgeField[i] * 0.55)); const fan = clamp(reliefDrop * localRiver * valleyField[i] * (0.20 + terrainTemplate.deposition * 0.95) * (1 - coastalLowland[i] * 0.45)); const lowland = clamp(lowlandPotential * terrainTemplate.deposition + delta * 0.72 + fan * 0.42); if (lowland <= 0.01) continue; deltaField[i] = clamp(deltaField[i] + delta); alluvialFanField[i] = clamp(alluvialFanField[i] + fan); depositionalLowland[i] = clamp(depositionalLowland[i] + lowland); depositionField[i] = clamp(depositionField[i] + lowland * 0.050); erosionField[i] = Math.max(0, erosionField[i] - lowland * 0.018); const floor = seaLevel + 0.008 + basinField[i] * 0.012 + coastalLowland[i] * 0.010; depositionElevation[i] = clamp(lerp(fluvialElevation[i], Math.max(floor, fluvialElevation[i] - 0.032), lowland * 0.55), seaLevel + 0.005, 1); } } fluvialElevation.set(depositionElevation); // Restore rugged summit relief after strong river incision. This prevents highlands // from becoming unnaturally flat or visually concave while keeping valleys cut. 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 high = clamp((fluvialElevation[i] - 0.62) / 0.26); const summit = high * clamp(ridgeField[i] * 1.4 - flowAccum[i] * 0.8); const rugged = (valueNoise(x * 2.1 + 19, y * 2.1 - 23, seed + 9661, 3.2) - 0.5) * 0.035; const uplift = summit * (0.018 + Math.max(0, rugged)); if (uplift > 0) { fluvialElevation[i] = clamp(fluvialElevation[i] + uplift, seaLevel + 0.005, 0.985); erosionField[i] = Math.max(0, erosionField[i] - uplift * 0.6); } } } // Guard against one-cell over-incision: a river cell next to a 0.8-0.9 ridge // must not collapse to near sea level just because a routed channel crossed it. const guardedFluvialElevation = new Float32Array(fluvialElevation); 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] || river[i] <= 0.10) continue; let highNeighbor = fluvialElevation[i]; let meanNeighbor = 0; let nCount = 0; for (const [nx, ny] of neighbors8(x, y)) { const ni = indexOf(nx, ny); if (sea[ni]) continue; highNeighbor = Math.max(highNeighbor, fluvialElevation[ni]); meanNeighbor += fluvialElevation[ni]; nCount++; } meanNeighbor /= Math.max(1, nCount); const maxAllowedDrop = 0.18 + clamp(river[i] / 2.6) * 0.06 + coastalLowland[i] * 0.08 + basinField[i] * 0.04; const floorFromWall = highNeighbor - maxAllowedDrop; const floorFromMean = meanNeighbor - 0.13; if (highNeighbor > 0.64 && highNeighbor - fluvialElevation[i] > 0.26) { guardedFluvialElevation[i] = Math.max(fluvialElevation[i], Math.min(highNeighbor - 0.08, Math.max(floorFromWall, floorFromMean))); erosionField[i] = Math.max(0, erosionField[i] * 0.55); } } } fluvialElevation.set(guardedFluvialElevation); elevation.set(fluvialElevation); // Broad alluvial/coastal/basin plains. The plain score alone is not enough; // the elevation surface must also be locally calm, otherwise every lowland // still reads as rugged terrain. Smooth only low, wet depositional cells and // leave ridges/headwaters untouched. for (let pass = 0; pass < 4 + Math.round(terrainTemplate.deposition * 3); pass++) { const nextElevation = new Float32Array(elevation); 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 lowland = clamp( coastalLowland[i] * 0.72 + basinField[i] * 0.54 + depositionalLowland[i] * 0.52 + deltaField[i] * 0.34 + alluvialFanField[i] * 0.22 + valleyField[i] * 0.18 + Math.pow(flowAccum[i], 0.58) * 0.20 - gullyIncisionField[i] * 3.0 - ridgeField[i] * 0.62 - Math.max(0, elevation[i] - 0.54) * 1.65 - slope[i] * 0.74 ); if (lowland <= 0.12) continue; let sum = 0; let weight = 0; let localMin = 1; let localMax = 0; for (let dy = -2; dy <= 2; dy++) { for (let dx = -2; dx <= 2; dx++) { const nx = x + dx; const ny = y + dy; const ni = indexOf(nx, ny); if (sea[ni]) continue; const d = Math.hypot(dx, dy); if (d > 2.25) continue; localMin = Math.min(localMin, elevation[ni]); localMax = Math.max(localMax, elevation[ni]); const compatible = clamp(1 - Math.abs(elevation[ni] - elevation[i]) / 0.11); const w = compatible / (1 + d); sum += elevation[ni] * w; weight += w; } } if (weight <= 0) continue; const localMean = sum / weight; const localRelief = localMax - localMin; const flatBias = clamp(1 - localRelief / 0.10); const terrace = Math.round(localMean * 42) / 42; const target = lerp(localMean, terrace, 0.18 + flatBias * 0.24); const flattenStrength = lowland * (0.32 + terrainTemplate.deposition * 0.24 + flatBias * 0.22); nextElevation[i] = clamp(lerp(elevation[i], target, flattenStrength), seaLevel + 0.006, 1); if (lowland > 0.55) { depositionField[i] = clamp(depositionField[i] + lowland * (0.010 + terrainTemplate.deposition * 0.018)); erosionField[i] = Math.max(0, erosionField[i] - lowland * 0.012); } } } elevation.set(nextElevation); } 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.sqrt(gx * gx + gy * gy) * 11.2); } } // Re-trim visible river paths after fluvial reshaping changes local elevation. for (let r = 0; r < riverPaths.length; r++) riverPaths[r] = sanitizeDownhillRiverPath(trimMountainHeadwaters(riverPaths[r]), 0.052); for (let r = riverPaths.length - 1; r >= 0; r--) if (riverPaths[r].length < 2) riverPaths.splice(r, 1); for (let r = 0; r < streamPaths.length; r++) streamPaths[r] = sanitizeDownhillRiverPath(trimMountainHeadwaters(streamPaths[r]), 0.022); for (let r = streamPaths.length - 1; r >= 0; r--) if (streamPaths[r].length < 2) streamPaths.splice(r, 1); function pathKey(path) { return path.map(([x, y]) => `${x},${y}`).join("|"); } function buildPathCellSet(paths) { const set = new Set(); for (const path of paths) for (const [x, y] of path) set.add(`${x},${y}`); return set; } function riverPathStats(path) { let maxRiver = 0; let sumRiver = 0; let maxFlow = 0; let sumFlow = 0; let populatedCorridor = 0; for (let k = 0; k < path.length; k++) { const [x, y] = path[k]; const i = indexOf(x, y); maxRiver = Math.max(maxRiver, river[i]); sumRiver += river[i]; maxFlow = Math.max(maxFlow, flowAccum[i]); sumFlow += flowAccum[i]; populatedCorridor += plain[i] * 0.18 + valleyField[i] * 0.28 + coastalLowland[i] * 0.10 + basinField[i] * 0.08; } const [lx, ly] = path[path.length - 1]; const li = indexOf(lx, ly); const outletToWater = Boolean(sea[li] || lake[li]); const lowerReach = path.slice(Math.max(0, path.length - Math.min(path.length, 8))); const lowerReachStrength = lowerReach.reduce((sum, [x, y]) => sum + river[indexOf(x, y)], 0) / Math.max(1, lowerReach.length); const meanRiver = sumRiver / Math.max(1, path.length); const meanFlow = sumFlow / Math.max(1, path.length); const corridorMean = populatedCorridor / Math.max(1, path.length); const score = path.length * 0.92 + maxRiver * 8.4 + meanRiver * 4.4 + maxFlow * 8.2 + meanFlow * 2.8 + lowerReachStrength * 3.2 + corridorMean * 5.2 + (outletToWater ? 5.0 : 0); return { length: path.length, maxRiver, meanRiver, maxFlow, meanFlow, lowerReachStrength, corridorMean, outletToWater, score }; } let rankedRivers = riverPaths .map((path, i) => ({ path, score: riverScores[i] || 0, stats: riverPathStats(path), key: pathKey(path) })) .filter((item) => item.path.length >= 5) .sort((a, b) => (b.stats.score + b.score * 0.25) - (a.stats.score + a.score * 0.25)); let mainRivers = rankedRivers .filter((item) => item.stats.length >= 8) .slice(0, Math.min(8, rankedRivers.length)) .map((item) => item.path); if (mainRivers.length === 0 && riverPaths.length > 0) mainRivers.push(riverPaths[0]); if (mainRivers.length === 0) { let start = null; let startScore = -INF; for (let y = 4; y < MAP_H - 4; y++) { for (let x = 4; x < MAP_W - 4; x++) { const i = indexOf(x, y); if (sea[i]) continue; const score = elevation[i] * 0.55 + moisture[i] * 0.35 - slope[i] * 0.15; if (score > startScore) { startScore = score; start = { x, y }; } } } if (start) { let goal = null; let goalDist = INF; for (let y = 0; y < MAP_H; y++) { for (let x = 0; x < MAP_W; x++) { if (!sea[indexOf(x, y)]) continue; const d = Math.hypot(x - start.x, y - start.y); if (d < goalDist) { goalDist = d; goal = { x, y }; } } } if (goal) { const fallbackPath = aStar(start, goal, (x, y, cx, cy) => { const i = indexOf(x, y); const ci = indexOf(cx, cy); if (sea[i]) return 0.2; const uphillBias = Math.max(0, elevation[i] - elevation[ci]) * 22; const downhillBias = Math.max(0, elevation[ci] - elevation[i]) * 1.7; return Math.max(0.25, 1 + uphillBias + slope[i] * 0.65 + elevation[i] * 0.8 - downhillBias); }); if (fallbackPath.length > 4) { riverPaths.push(fallbackPath); mainRivers.push(fallbackPath); for (const [x, y] of fallbackPath) river[indexOf(x, y)] += 0.55; } } } } // v4: 急峻な地形では自然流下トレースが短く切れる seed があるため、 // 高地から海へ抜ける中〜大規模河川の骨格を数本だけ補完する。 if (mainRivers.length < 4 && sourceCandidates.length > 0) { const usedKeys = new Set(mainRivers.map((path) => pathKey(path))); const starts = sourceCandidates.slice() .sort((a, b) => (b.score + elevation[indexOf(b.x, b.y)] * 0.8 + valleyField[indexOf(b.x, b.y)] * 0.6) - (a.score + elevation[indexOf(a.x, a.y)] * 0.8 + valleyField[indexOf(a.x, a.y)] * 0.6)); for (const start of starts) { if (mainRivers.length >= 4) break; const tooClose = mainRivers.some((path) => path.some(([px, py], k) => k % 8 === 0 && Math.hypot(px - start.x, py - start.y) < 10)); if (tooClose) continue; const goal = nearestWaterGoal(start); if (!goal) continue; const path = aStar(start, goal, (x, y, cx, cy) => { const i = indexOf(x, y); const ci = indexOf(cx, cy); if (sea[i]) return 0.18; const uphill = Math.max(0, elevation[i] - elevation[ci]); const downhill = Math.max(0, elevation[ci] - elevation[i]); return Math.max(0.22, 1 + uphill * 42 + slope[i] * 0.42 + elevation[i] * 0.32 - downhill * 2.4 - valleyField[i] * 1.65 - flowAccum[i] * 1.20 - moisture[i] * 0.18 - coastalLowland[i] * 0.38); }); if (path.length < 9) continue; const key = pathKey(path); if (usedKeys.has(key)) continue; usedKeys.add(key); mainRivers.push(path); riverPaths.push(path); riverScores.push(path.length * 1.05); for (let k = 0; k < path.length; k++) { const [rx, ry] = path[k]; river[indexOf(rx, ry)] = Math.max(river[indexOf(rx, ry)], 0.62 + k / 180 + flowAccum[indexOf(rx, ry)] * 0.72); } } } // v5: 最終的に主河川が内陸で途切れる場合は、海または湖まで河口部を補完する。 // これは地形生成後の河川作用を明示的に効かせ、山地から海への侵食軸を保証するため。 for (let r = 0; r < mainRivers.length; r++) { const path = mainRivers[r]; if (!path || path.length < 2) continue; const connected = path.some(([x, y], k) => k > path.length * 0.45 && neighbors8(x, y).some(([nx, ny]) => sea[indexOf(nx, ny)] || lake[indexOf(nx, ny)])); if (connected) continue; const forced = forceRiverToWater(path); if (forced.length > path.length) { mainRivers[r] = forced; riverPaths.push(forced); riverScores.push(forced.length * 1.12); for (let k = path.length; k < forced.length; k++) { const [rx, ry] = forced[k]; const ri = indexOf(rx, ry); river[ri] = Math.max(river[ri], 0.70 + k / 180 + flowAccum[ri] * 0.70); valleyField[ri] = clamp(valleyField[ri] + 0.18); } } } const mainRiverCells = buildPathCellSet(mainRivers); const mainRiverKeys = new Set(mainRivers.map((path) => pathKey(path))); function pathTouchesMain(path) { for (const [x, y] of path) { if (mainRiverCells.has(`${x},${y}`)) return true; for (const [nx, ny] of neighbors8(x, y)) { if (mainRiverCells.has(`${nx},${ny}`)) return true; } } return false; } rankedRivers = riverPaths .map((path, i) => ({ path, score: riverScores[i] || 0, stats: riverPathStats(path), key: pathKey(path) })) .filter((item) => item.path.length >= 5) .sort((a, b) => (b.stats.score + b.score * 0.25) - (a.stats.score + a.score * 0.25)); const tributaryRivers = []; const hiddenRiverPaths = []; for (const item of rankedRivers) { if (mainRiverKeys.has(item.key)) continue; const joinsMain = pathTouchesMain(item.path); const visibleMedium = item.stats.score >= 18 && item.stats.length >= 7 && (joinsMain || item.stats.outletToWater || item.stats.maxRiver >= 0.95 || item.stats.lowerReachStrength >= 0.70); if (visibleMedium) tributaryRivers.push(item.path); else hiddenRiverPaths.push(item.path); } for (const path of mainRivers) { for (let k = 0; k < path.length; k++) { const [x, y] = path[k]; const i = indexOf(x, y); river[i] = Math.max(river[i], 0.92 + k / 150 + flowAccum[i] * 0.96); } } for (const path of tributaryRivers) { for (let k = 0; k < path.length; k++) { const [x, y] = path[k]; const i = indexOf(x, y); river[i] = Math.max(river[i], 0.58 + k / 195 + flowAccum[i] * 0.62); } } function traceFlowLinkedMinorStream(startX, startY, bonusSeed = 0) { let x = startX; let y = startY; const path = []; const seen = new Set(); for (let step = 0; step < 120; step++) { const i = indexOf(x, y); if (sea[i] || seen.has(i)) break; seen.add(i); path.push([x, y]); if (path.length > 7 && river[i] > 0.42) break; let next = flowTo[i]; if (next < 0 || next === i || sea[next]) break; let best = next; let bestScore = elevation[next] * 1.05 - flowAccum[next] * 0.85 - valleyField[next] * 1.20 - moisture[next] * 0.10; const cx = x; const cy = y; // Micro-streams can braid into the closest descent when flowTo falls into a tiny sink. for (const [nx, ny] of neighbors8(cx, cy)) { const ni = indexOf(nx, ny); if (sea[ni]) continue; const uphill = Math.max(0, elevation[ni] - elevation[i]); if (uphill > 0.024 && flowAccum[ni] < flowAccum[i] + 0.006) continue; const score = elevation[ni] * 1.05 + uphill * 16 - flowAccum[ni] * 0.82 - valleyField[ni] * 1.22 - moisture[ni] * 0.10 + (hash2(nx, ny, seed + bonusSeed + step * 19) - 0.5) * 0.035; if (score < bestScore) { bestScore = score; best = ni; } } if (best < 0 || best === i) break; x = best % MAP_W; y = Math.floor(best / MAP_W); } return path; } const minorCandidateCells = []; for (let y = 3; y < MAP_H - 3; y += 1) { for (let x = 3; x < MAP_W - 3; x += 1) { const i = indexOf(x, y); if (sea[i]) continue; if (elevation[i] < 0.30 || elevation[i] > 0.96) continue; const drainage = valleyField[i] * 0.52 + Math.pow(flowAccum[i], 0.48) * 0.38 + moisture[i] * 0.18 + slope[i] * 0.08 - ridgeField[i] * 0.10; const stochastic = hash2(x, y, seed + 9340); if (drainage > 0.085 && stochastic > 0.10) { minorCandidateCells.push({ x, y, score: drainage + stochastic * 0.055 }); } } } const minorSources = pickEntities(minorCandidateCells, { max: 90 + Math.floor(rand(seed, 9341) * 60), minDistance: 2, threshold: 0.070, seed: seed + 9342, jitter: 0.02, }); const derivedSmallStreams = []; const occupiedMinorStarts = new Set(); for (const source of minorSources) { const startKey = `${source.x},${source.y}`; if (occupiedMinorStarts.has(startKey)) continue; const path = traceFlowLinkedMinorStream(source.x, source.y, 11000 + source.x * 13 + source.y * 17); if (path.length >= 3) { derivedSmallStreams.push(path); for (const [x, y] of path.slice(0, 4)) occupiedMinorStarts.add(`${x},${y}`); for (let k = 0; k < path.length; k++) { const [x, y] = path[k]; const i = indexOf(x, y); river[i] = Math.max(river[i], 0.045 + Math.min(0.16, flowAccum[i] * 0.10) + Math.min(0.055, k / 1900)); } } } const smallStreams = streamPaths.filter((path) => path.length >= 4) .concat(hiddenRiverPaths.filter((path) => path.length >= 5)) .concat(derivedSmallStreams); for (const path of smallStreams) { if (!path || path.length < 3) continue; const strength = path.length > 24 ? 0.020 : 0.013; addPathIncision(visibleRavineField, path, strength, path.length > 18 ? 2 : 1); } // v9: keep enclosed盆地 as habitable basins rather than over-incised pits. 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 basinFloor = clamp(basinField[i] * (1 - slope[i] * 3.0) * (1 - coastalLowland[i] * 0.7) * (1 - Math.min(1, river[i] * 0.7))); if (basinFloor <= 0.16) continue; elevation[i] = clamp(elevation[i] + basinFloor * 0.020, seaLevel + 0.008, 1); depositionalLowland[i] = clamp(depositionalLowland[i] + basinFloor * 0.12); plain[i] = clamp(plain[i] + basinFloor * 0.10); } } // Final one-cell canyon guard. Apply it to all land cells, not only river // cells, because a traced channel or earlier basin operation can leave a 0.3 // cell directly beside a 0.9 ridge. The guard preserves broad basins/coasts but // prevents single-cell cliff trenches. for (let pass = 0; pass < 4; pass++) { const guarded = 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 highNeighbor = elevation[i]; let meanNeighbor = 0; let nCount = 0; let seaTouch = 0; for (const [nx, ny] of neighbors8(x, y)) { const ni = indexOf(nx, ny); if (sea[ni]) { seaTouch++; continue; } highNeighbor = Math.max(highNeighbor, elevation[ni]); meanNeighbor += elevation[ni]; nCount++; } meanNeighbor /= Math.max(1, nCount); if (highNeighbor > 0.64 && highNeighbor - elevation[i] > 0.22) { const coastalAllowance = coastalLowland[i] * 0.10 + (seaTouch ? 0.08 : 0); const basinAllowance = basinField[i] * 0.055; const riverAllowance = clamp(river[i] / 2.8) * 0.035; const allowedDrop = 0.19 + coastalAllowance + basinAllowance + riverAllowance; guarded[i] = Math.max(elevation[i], Math.max(highNeighbor - allowedDrop, meanNeighbor - 0.085)); valleyField[i] = clamp(valleyField[i] * 0.86); erosionField[i] = Math.max(0, erosionField[i] * 0.40); } } } elevation.set(guarded); } 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.sqrt(gx * gx + gy * gy) * 10.5); } } prefectureMask = makePrefectureMask(seed, sea, elevation, slope, river); prefectureBorder = extractMaskBorder(prefectureMask, sea); const regionalPrefectures = generateRegionalPrefectures(seed, sea, elevation, slope, river, ridgeField, flowAccum, prefectureMask); const prefectureRegionId = regionalPrefectures.regionId; const regionalDebug = regionalPrefectures.debug; const regionalPrefectureBorders = extractRegionBorderSegments(prefectureRegionId, sea); 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 low = 1 - clamp((elevation[i] - 0.28) / 0.4); const flat = 1 - slope[i]; const valleyPlain = valleyField[i] * 0.44 + basinField[i] * 0.36 + coastalLowland[i] * 0.55 + depositionalLowland[i] * 0.34 + deltaField[i] * 0.28 + alluvialFanField[i] * 0.20; plain[i] = clamp(low * 0.44 + flat * 0.58 + valleyPlain - ridgeField[i] * 0.28 - (elevation[i] > 0.62 ? 0.48 : 0)); let nearRiver = 0; for (let dy = -4; dy <= 4; dy++) { for (let dx = -4; dx <= 4; dx++) { const nx = x + dx; const ny = y + dy; if (!inside(nx, ny)) continue; nearRiver = Math.max(nearRiver, river[indexOf(nx, ny)] / (1 + Math.hypot(dx, dy))); } } const fan = clamp(Math.max(alluvialFanField[i], valleyField[i] * (1 - coastalLowland[i]) * (elevation[i] > 0.34 && elevation[i] < 0.58 ? 0.9 : 0.35)) * (1 - slope[i] * 0.55)); floodplain[i] = clamp(nearRiver * plain[i] * 0.92 + coastalLowland[i] * nearRiver * 0.22 + deltaField[i] * 0.18); agriculture[i] = clamp(plain[i] * 0.58 + fan * 0.30 + basinField[i] * 0.2 + depositionalLowland[i] * 0.24 + deltaField[i] * 0.18 + moisture[i] * 0.14 + clamp(nearRiver) * 0.32 - slope[i] * 0.34 - ridgeField[i] * 0.18 - floodplain[i] * 0.06); } } 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; let seaNear = 0; let riverNear = 0; let sheltered = 0; for (let dy = -5; dy <= 5; dy++) { for (let dx = -5; dx <= 5; dx++) { const nx = x + dx; const ny = y + dy; if (!inside(nx, ny)) continue; const d = Math.hypot(dx, dy); if (sea[indexOf(nx, ny)]) seaNear += 1 / (1 + d); riverNear = Math.max(riverNear, river[indexOf(nx, ny)] / (1 + d)); } } for (let dy = -2; dy <= 2; dy++) { for (let dx = -2; dx <= 2; dx++) { const nx = x + dx; const ny = y + dy; if (inside(nx, ny) && !sea[indexOf(nx, ny)]) sheltered += 1; } } const isDelta = (riverNear > 0.22 && coastalLowland[i] > 0.18) || deltaField[i] > 0.16; const bayShelter = sheltered * 0.012 + seaNear * 0.055 + coastalLowland[i] * 0.16; portSuitability[i] = clamp(bayShelter + riverNear * 0.24 + (isDelta ? 0.22 : 0) + deltaField[i] * 0.18 + depositionalLowland[i] * 0.08 + plain[i] * 0.08 - slope[i] * 0.48 - ridgeField[i] * 0.16); } } for (let y = 3; y < MAP_H - 3; y++) { for (let x = 3; x < MAP_W - 3; x++) { const i = indexOf(x, y); if (sea[i]) continue; const r = river[i]; if (r < 0.2 || r > 1.85) continue; let bankPlain = 0; for (const [nx, ny] of neighbors8(x, y)) bankPlain += plain[indexOf(nx, ny)]; crossingSuitability[i] = clamp(r * 0.34 + (bankPlain / 8) * 0.54 + valleyField[i] * 0.18 - slope[i] * 0.55 - floodplain[i] * 0.06); } } for (let y = 4; y < MAP_H - 4; y++) { for (let x = 4; x < MAP_W - 4; x++) { const i = indexOf(x, y); if (sea[i]) continue; const e = elevation[i]; if (e < 0.43 || e > 0.82) continue; const ewHigh = (elevation[indexOf(x - 3, y)] + elevation[indexOf(x + 3, y)]) / 2; const nsHigh = (elevation[indexOf(x, y - 3)] + elevation[indexOf(x, y + 3)]) / 2; const diagLow = Math.min( elevation[indexOf(x - 3, y - 3)], elevation[indexOf(x + 3, y + 3)], elevation[indexOf(x - 3, y + 3)], elevation[indexOf(x + 3, y - 3)] ); passSuitability[i] = clamp((Math.max(ewHigh, nsHigh) - e) * 2.2 + (e - diagLow) * 0.55 + valleyField[i] * 0.28 - ridgeField[i] * 0.18 - slope[i] * 0.2); } } 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 = Math.abs(elevation[indexOf(x + 1, y)] - elevation[indexOf(x - 1, y)]); const gy = Math.abs(elevation[indexOf(x, y + 1)] - elevation[indexOf(x, y - 1)]); const slopeBreak = clamp((gx + gy) * 3.2 + Math.max(0, slope[i] - 0.28) * 0.72); const majorRiver = clamp(Math.max(0, river[i] - 0.34) * 1.45 + Math.max(0, flowAccum[i] - 0.42) * 0.58); const basinRim = clamp(basinField[i] * Math.max(0, slope[i] - 0.16) * 1.25 + ridgeField[i] * basinField[i] * 0.32); naturalBarrierScore[i] = clamp( arcSpineField[i] * 0.80 + branchRidgeField[i] * 0.62 + ridgeField[i] * 0.54 + majorRiver * 0.62 + slopeBreak * 0.34 + basinRim * 0.36 - valleyField[i] * 0.30 - depositionalLowland[i] * 0.42 - coastalLowland[i] * 0.20 - plain[i] * 0.18 ); } } function countWaterComponents(mask, minArea = 1) { const seen = new Uint8Array(SIZE); let count = 0; for (let i = 0; i < SIZE; i++) { if (!mask[i] || seen[i]) continue; const queue = [i]; seen[i] = 1; let area = 0; for (let q = 0; q < queue.length; q++) { const cur = queue[q]; area++; 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 (!mask[ni] || seen[ni]) continue; seen[ni] = 1; queue.push(ni); } } if (area >= minArea) count++; } return count; } function countSmallLandIslands(maxArea = 8) { const seen = new Uint8Array(SIZE); let count = 0; for (let i = 0; i < SIZE; i++) { if (sea[i] || seen[i]) continue; const queue = [i]; seen[i] = 1; let area = 0; let touchesEdge = false; for (let q = 0; q < queue.length; q++) { const cur = queue[q]; area++; 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 (sea[ni] || seen[ni]) continue; seen[ni] = 1; queue.push(ni); } } if (!touchesEdge && area <= maxArea) count++; } return count; } const spineValues = [...arcSpineField].filter((_, i) => !sea[i]).sort((a, b) => b - a); const strongSpineSample = Math.max(1, Math.floor(spineValues.length * 0.05)); const primarySpineStrength = spineValues.slice(0, strongSpineSample).reduce((sum, value) => sum + value, 0) / strongSpineSample; const riverConnectivityRate = mainRivers.length ? mainRivers.filter((path) => path.some(([x, y], k) => k > path.length * 0.45 && neighbors8(x, y).some(([nx, ny]) => sea[indexOf(nx, ny)] || lake[indexOf(nx, ny)]))).length / mainRivers.length : 0; const depositionLowlandArea = [...depositionalLowland].filter((value, i) => !sea[i] && value > 0.24).length; const terrainDebug = { primarySpineStrength, riverConnectivityRate, smallIslandCount: countSmallLandIslands(8), largeInlandLakeCount: countWaterComponents(Float32Array.from(lake, (value) => value ? 1 : 0), 120), depositionLowlandArea, smallStreamCount: smallStreams.length, erosionGullyCount: erosionGullyPaths.length, branchRavineCount: 0, }; return { terrainTemplate, seaLevel, 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, prefectureMask, prefectureBorder, prefectureRegionId, regionalDebug, terrainDebug, regionalPrefectureBorders, riverPaths, mainRivers, tributaryRivers, smallStreams, }; }