import { createNameDebug, generateEntityName } from "./names.js"; import { applyLandscapeUnitAdminPartition, generateAdminRegions, lockSmallUrbanComponentsToMunicipality, mergeTinyMunicipalities, removeMunicipalExclaves, smoothAdminRegionsTerrainAware, snapAdminBoundariesToTerrain, } from "./adminRegions.js"; import { pickEntities } from "./entitySelection.js"; import { createMapFields } from "./fields.js"; import { MinHeap } from "./graph.js"; import { CELL_SIZE, INF, MAP_H, MAP_W, SIZE, clamp, indexOf, inside, nearMapEdge, xyOf } from "./grid.js"; import { fbm, hash2, lerp, rand, smoothstep, valueNoise } from "./random.js"; export { CELL_SIZE, MAP_H, MAP_W, indexOf } from "./grid.js"; function neighbors8(x, y) { const out = []; for (let dy = -1; dy <= 1; dy++) { for (let dx = -1; dx <= 1; dx++) { if (dx === 0 && dy === 0) continue; const nx = x + dx; const ny = y + dy; if (inside(nx, ny)) out.push([nx, ny, Math.hypot(dx, dy)]); } } return out; } function neighbors4(x, y) { const out = []; for (const [dx, dy] of [[1, 0], [-1, 0], [0, 1], [0, -1]]) { const nx = x + dx; const ny = y + dy; if (inside(nx, ny)) out.push([nx, ny, 1]); } return out; } function distanceToNearest(points, x, y, fallback = 999) { let best = fallback; for (const p of points) best = Math.min(best, Math.hypot(p.x - x, p.y - y)); return best; } function aStar(start, goal, costAt) { const startIndex = indexOf(start.x, start.y); const goalIndex = indexOf(goal.x, goal.y); if (startIndex === goalIndex) return [[start.x, start.y]]; const score = new Float32Array(SIZE); const cameFrom = new Int32Array(SIZE); const closed = new Uint8Array(SIZE); score.fill(INF); cameFrom.fill(-1); const heap = new MinHeap(); score[startIndex] = 0; heap.push({ i: startIndex, f: Math.hypot(start.x - goal.x, start.y - goal.y) }); let guard = 0; while (heap.length > 0 && guard++ < SIZE * 3) { const current = heap.pop(); if (!current || closed[current.i]) continue; closed[current.i] = 1; if (current.i === goalIndex) { const path = []; let p = goalIndex; while (p !== -1) { const [x, y] = xyOf(p); path.push([x, y]); if (p === startIndex) break; p = cameFrom[p]; } return path.reverse(); } const [cx, cy] = xyOf(current.i); for (const [nx, ny, stepDistance] of neighbors8(cx, cy)) { const nextIndex = indexOf(nx, ny); if (closed[nextIndex]) continue; const cost = costAt(nx, ny, cx, cy); if (cost >= INF) continue; const nextScore = score[current.i] + cost * stepDistance; if (nextScore < score[nextIndex]) { score[nextIndex] = nextScore; cameFrom[nextIndex] = current.i; heap.push({ i: nextIndex, f: nextScore + Math.hypot(nx - goal.x, ny - goal.y) * 0.78 }); } } } return []; } function influenceFromPaths(paths, radius) { const grid = new Float32Array(SIZE); for (const path of paths) { for (const [x, y] of path) { for (let dy = -radius; dy <= radius; dy++) { for (let dx = -radius; dx <= radius; dx++) { const nx = x + dx; const ny = y + dy; if (!inside(nx, ny)) continue; const d = Math.hypot(dx, dy); if (d > radius) continue; const i = indexOf(nx, ny); grid[i] = Math.max(grid[i], 1 / (1 + d)); } } } } return grid; } function pointKey(p) { return `${p.x},${p.y}`; } function getDegree(degreeMap, p) { return degreeMap.get(pointKey(p)) || 0; } function incrementDegree(degreeMap, p) { degreeMap.set(pointKey(p), getDegree(degreeMap, p) + 1); } function nearestConnectable(points, target, degreeMap, maxDegree = 3) { if (!points.length) return null; const sorted = points .map((p) => ({ ...p, d: Math.hypot(p.x - target.x, p.y - target.y), degree: getDegree(degreeMap, p) })) .sort((a, b) => (a.degree >= maxDegree ? 22 : 0) + a.d + a.degree * 7 - ((b.degree >= maxDegree ? 22 : 0) + b.d + b.degree * 7)); return sorted.find((p) => p.degree < maxDegree) || sorted[0]; } function corridorPenalty(grid, x, y, hubs, endpoints, strength = 6) { if (!grid) return 0; const value = grid[indexOf(x, y)]; if (value <= 0.0001) return 0; const nearEndpoint = distanceToNearest(endpoints, x, y) <= 3.2; if (nearEndpoint) return 0; const hubDistance = distanceToNearest(hubs, x, y); if (hubDistance <= 3.5) return 0; if (hubDistance <= 7.5) return value * strength * 0.28; return value * strength; } function nodeAvoidPenalty(points, x, y, endpoints, radius = 3.0, strength = 5.0) { if (!points || points.length === 0) return 0; if (distanceToNearest(endpoints, x, y) <= radius + 0.4) return 0; const d = distanceToNearest(points, x, y); if (d >= radius) return 0; return (radius - d) * strength; } function makeTransportCost(baseCost, existingPaths, hubs, endpoints, radius = 4, strength = 6, avoidPoints = [], avoidRadius = 3.0, avoidStrength = 5.0) { const grid = existingPaths.length ? influenceFromPaths(existingPaths, radius) : null; return (x, y, cx, cy) => { const base = baseCost(x, y, cx, cy); if (base >= INF) return base; return base + corridorPenalty(grid, x, y, hubs, endpoints, strength) + nodeAvoidPenalty(avoidPoints, x, y, endpoints, avoidRadius, avoidStrength); }; } function pathLength(path) { let total = 0; for (let i = 1; i < path.length; i++) total += Math.hypot(path[i][0] - path[i - 1][0], path[i][1] - path[i - 1][1]); return total; } function pathEndpointDistance(path) { if (!path || path.length < 2) return 0; const a = path[0]; const b = path[path.length - 1]; return Math.hypot(a[0] - b[0], a[1] - b[1]); } function pathCompactness(path) { const direct = pathEndpointDistance(path); if (direct <= 0.001) return INF; return pathLength(path) / direct; } function pathOverlapRatio(path, existingPaths, radius = 2) { if (!path?.length || !existingPaths?.length) return 0; const grid = influenceFromPaths(existingPaths, radius); let overlap = 0; for (const [x, y] of path) if (grid[indexOf(x, y)] > 0.18) overlap++; return overlap / Math.max(1, path.length); } function compactPathArray(paths, { minLength = 8, maxOverlap = 0.35, maxCount = 99 } = {}) { const kept = []; for (const path of paths.slice().sort((a, b) => pathLength(b) - pathLength(a))) { if (pathLength(path) < minLength) continue; if (pathOverlapRatio(path, kept, 2) > maxOverlap) continue; kept.push(path); if (kept.length >= maxCount) break; } paths.splice(0, paths.length, ...kept); } function bresenhamCells(a, b) { const cells = []; let x0 = a[0]; let y0 = a[1]; const x1 = b[0]; const y1 = b[1]; const dx = Math.abs(x1 - x0); const dy = Math.abs(y1 - y0); const sx = x0 < x1 ? 1 : -1; const sy = y0 < y1 ? 1 : -1; let err = dx - dy; while (true) { cells.push([x0, y0]); if (x0 === x1 && y0 === y1) break; const e2 = 2 * err; if (e2 > -dy) { err -= dy; x0 += sx; } if (e2 < dx) { err += dx; y0 += sy; } } return cells; } function smoothPathByLineOfSight(path, passable, maxSegment = 9) { if (!path || path.length < 3) return path || []; const out = [path[0]]; let i = 0; while (i < path.length - 1) { let best = i + 1; const limit = Math.min(path.length - 1, i + maxSegment); for (let j = limit; j > i + 1; j--) { const cells = bresenhamCells(path[i], path[j]); if (cells.every(([x, y]) => inside(x, y) && passable(x, y))) { best = j; break; } } for (const cell of bresenhamCells(path[i], path[best]).slice(1)) out.push(cell); i = best; } return out; } function averagePathField(path, field) { if (!path?.length) return 0; let sum = 0; for (const [x, y] of path) sum += field[indexOf(x, y)] || 0; return sum / path.length; } function influenceFromPoints(points, radius, weightFn = () => 1) { const grid = new Float32Array(SIZE); for (const p of points) { const weight = weightFn(p); for (let dy = -radius; dy <= radius; dy++) { for (let dx = -radius; dx <= radius; dx++) { const nx = p.x + dx; const ny = p.y + dy; if (!inside(nx, ny)) continue; const d = Math.hypot(dx, dy); if (d > radius) continue; const i = indexOf(nx, ny); grid[i] = Math.max(grid[i], weight / (1 + d)); } } } return grid; } function samplePath(path, step) { const out = []; for (let i = step; i < path.length - step; i += step) { const [x, y] = path[i]; out.push({ x, y, score: 1 }); } return out; } function smoothMask(mask, passes = 2) { let current = new Uint8Array(mask); for (let pass = 0; pass < passes; pass++) { const next = new Uint8Array(current); for (let y = 1; y < MAP_H - 1; y++) { for (let x = 1; x < MAP_W - 1; x++) { const i = indexOf(x, y); let count = 0; for (let dy = -1; dy <= 1; dy++) { for (let dx = -1; dx <= 1; dx++) { if (current[indexOf(x + dx, y + dy)]) count++; } } if (count >= 5) next[i] = 1; else if (count <= 3) next[i] = 0; } } current = next; } return current; } function largestConnectedMask(mask) { const seen = new Uint8Array(SIZE); let best = []; const queue = []; for (let i = 0; i < SIZE; i++) { if (!mask[i] || seen[i]) continue; const component = []; queue.length = 0; queue.push(i); seen[i] = 1; for (let q = 0; q < queue.length; q++) { const cur = queue[q]; component.push(cur); const [x, y] = xyOf(cur); 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 (component.length > best.length) best = component; } const out = new Uint8Array(SIZE); for (const i of best) out[i] = 1; return out; } function componentCount(mask) { const seen = new Uint8Array(SIZE); const queue = []; let count = 0; for (let i = 0; i < SIZE; i++) { if (!mask[i] || seen[i]) continue; count++; queue.length = 0; queue.push(i); seen[i] = 1; for (let q = 0; q < queue.length; q++) { const [x, y] = xyOf(queue[q]); 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); } } } return count; } function makePrefectureMask(seed, sea, elevation, slope, river) { const candidates = []; for (let y = 8; y < MAP_H - 8; y++) { for (let x = 8; x < MAP_W - 8; x++) { const i = indexOf(x, y); if (sea[i]) continue; const centrality = 1 - Math.hypot((x / MAP_W) - 0.5, (y / MAP_H) - 0.5) / 0.72; const score = centrality * 0.28 + (1 - slope[i]) * 0.42 + (1 - Math.abs(elevation[i] - 0.42)) * 0.22 + Math.min(0.16, river[i] * 0.08); candidates.push({ x, y, score }); } } const regionSeeds = pickEntities(candidates, { max: 1, minDistance: 18, threshold: 0.35, seed: seed + 904, jitter: 0.02, }); const mask = new Uint8Array(SIZE); const dist = new Float32Array(SIZE); dist.fill(INF); const heap = new MinHeap(); const landCells = sea.reduce((a, v) => a + (v ? 0 : 1), 0); const target = Math.floor(landCells * (0.23 + rand(seed, 906) * 0.08)); for (const s of regionSeeds) { const i = indexOf(s.x, s.y); dist[i] = 0; heap.push({ i, f: 0 }); } let claimed = 0; while (heap.length > 0 && claimed < target) { const current = heap.pop(); if (!current) continue; const ci = current.i; if (current.f > dist[ci] + 1e-5 || mask[ci]) continue; const [cx, cy] = xyOf(ci); if (sea[ci]) continue; mask[ci] = 1; claimed++; for (const [nx, ny, step] of neighbors8(cx, cy)) { const ni = indexOf(nx, ny); if (sea[ni] || mask[ni]) continue; const edgePenalty = nearMapEdge(nx, ny, 2) ? 4.2 : nearMapEdge(nx, ny, 5) ? 1.8 : 0; const ridgePenalty = Math.max(0, elevation[ni] - 0.5) * 5.4 + Math.max(0, elevation[ni] - elevation[ci]) * 3.2; const slopePenalty = slope[ni] * 4.1; const riverPenalty = river[ni] > 0.65 ? 2.2 : river[ni] > 0.32 ? 0.9 : 0; const cost = Math.max(0.18, 1 + edgePenalty + ridgePenalty + slopePenalty + riverPenalty + Math.abs(elevation[ni] - elevation[ci]) * 4.2) * step; const nd = dist[ci] + cost; if (nd < dist[ni]) { dist[ni] = nd; heap.push({ i: ni, f: nd }); } } } return largestConnectedMask(smoothMask(mask, 2)); } function generateRegionalPrefectures(seed, sea, elevation, slope, river, ridgeField, flowAccum, anchorMask) { const centers = []; let sx = 0; let sy = 0; let sc = 0; for (let y = 0; y < MAP_H; y++) { for (let x = 0; x < MAP_W; x++) { const i = indexOf(x, y); if (anchorMask[i]) { sx += x; sy += y; sc++; } } } if (sc > 0) centers.push({ x: Math.round(sx / sc), y: Math.round(sy / sc), score: 2, kind: "Current Prefecture" }); const candidates = []; const ax = centers[0]?.x ?? MAP_W / 2; const ay = centers[0]?.y ?? MAP_H / 2; 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] || anchorMask[i]) continue; const edgePull = Math.max(Math.abs(x / MAP_W - 0.5), Math.abs(y / MAP_H - 0.5)); const awayFromCurrent = Math.hypot(x - ax, y - ay) / Math.hypot(MAP_W, MAP_H); const settleable = (1 - slope[i]) * 0.24 + Math.max(0, 0.62 - elevation[i]) * 0.28 + flowAccum[i] * 0.08; const score = edgePull * 0.55 + awayFromCurrent * 0.38 + settleable + hash2(x, y, seed + 6100) * 0.06; candidates.push({ x, y, score, kind: "Neighbor Prefecture" }); } } centers.push(...pickEntities(candidates, { max: 9 + Math.floor(rand(seed, 6101) * 6), minDistance: 22, threshold: 0.38, seed: seed + 6102, jitter: 0.02, })); const regionId = new Int16Array(SIZE); regionId.fill(-1); const dist = new Float32Array(SIZE); dist.fill(INF); const heap = new MinHeap(); centers.forEach((center, id) => { const i = indexOf(center.x, center.y); if (sea[i]) return; regionId[i] = id; dist[i] = 0; heap.push({ i, f: 0 }); }); let guard = 0; while (heap.length > 0 && guard++ < SIZE * 16) { const cur = heap.pop(); if (!cur || cur.f > dist[cur.i] + 1e-5) continue; const [cx, cy] = xyOf(cur.i); const curRegion = regionId[cur.i]; for (const [nx, ny, step] of neighbors8(cx, cy)) { const ni = indexOf(nx, ny); if (sea[ni]) continue; const ridge = Math.max(ridgeField[ni], ridgeField[cur.i]); const riverBarrier = Math.max(river[ni], river[cur.i]); const divide = ridge * 7.8 + Math.max(0, elevation[ni] - 0.54) * 4.4 + slope[ni] * 3.8; const watershed = Math.max(0, flowAccum[cur.i] - flowAccum[ni]) * 0.7; const riverCost = riverBarrier > 0.72 ? 4.6 : riverBarrier > 0.35 ? 1.9 : 0; const stepCost = Math.max(0.22, 1 + divide + riverCost + watershed + Math.abs(elevation[ni] - elevation[cur.i]) * 3.2) * step; const nd = dist[cur.i] + stepCost; if (nd < dist[ni]) { dist[ni] = nd; regionId[ni] = curRegion; heap.push({ i: ni, f: nd }); } } } return { regionId, centers }; } function extractRegionBorderSegments(regionId, sea) { const segments = []; for (let y = 0; y < MAP_H; y++) { for (let x = 0; x < MAP_W; x++) { const i = indexOf(x, y); if (sea[i] || regionId[i] < 0) continue; const a = regionId[i]; if (x + 1 < MAP_W && !sea[indexOf(x + 1, y)]) { const b = regionId[indexOf(x + 1, y)]; if (b >= 0 && a !== b) segments.push([[x + 1, y], [x + 1, y + 1]]); } if (y + 1 < MAP_H && !sea[indexOf(x, y + 1)]) { const b = regionId[indexOf(x, y + 1)]; if (b >= 0 && a !== b) segments.push([[x, y + 1], [x + 1, y + 1]]); } } } return segments; } function extractMaskBorder(mask, sea = null) { const segments = []; for (let y = 0; y < MAP_H; y++) { for (let x = 0; x < MAP_W; x++) { const i = indexOf(x, y); const a = mask[i]; if (x + 1 < MAP_W) { const ni = indexOf(x + 1, y); const b = mask[ni]; if (a !== b && !(sea && (sea[i] || sea[ni]))) segments.push([[x + 1, y], [x + 1, y + 1]]); } if (y + 1 < MAP_H) { const ni = indexOf(x, y + 1); const b = mask[ni]; if (a !== b && !(sea && (sea[i] || sea[ni]))) segments.push([[x, y + 1], [x + 1, y + 1]]); } } } return segments; } function extractAdminBorderSegments(adminId, prefectureMask) { const segments = []; for (let y = 0; y < MAP_H; y++) { for (let x = 0; x < MAP_W; x++) { const i = indexOf(x, y); if (!prefectureMask[i]) continue; const a = adminId[i]; if (a < 0) continue; if (x + 1 < MAP_W && prefectureMask[indexOf(x + 1, y)]) { const b = adminId[indexOf(x + 1, y)]; if (b >= 0 && a !== b) segments.push([[x + 1, y], [x + 1, y + 1]]); } if (y + 1 < MAP_H && prefectureMask[indexOf(x, y + 1)]) { const b = adminId[indexOf(x, y + 1)]; if (b >= 0 && a !== b) segments.push([[x, y + 1], [x + 1, y + 1]]); } } } return segments; } function tagInsidePrefecture(points, prefectureMask) { return points.map((p) => ({ ...p, insidePrefecture: Boolean(prefectureMask[indexOf(p.x, p.y)]) })); } function attachIdsAndNames(points, prefix, seed, kindOverride = null, nameFields = null, usedNames = null, nameDebug = null) { return points.map((p, i) => { const id = `${prefix}-${i}`; const kind = kindOverride || p.kind; const name = generateEntityName(seed + prefix.length * 1000, id, { ...p, kind }, nameFields, usedNames, nameDebug); if (usedNames) usedNames.add(name); return { ...p, id, name, insidePrefecture: Boolean(p.insidePrefecture), }; }); } function applyOutputOptions(map, options = {}) { if (options.includeDebugFields !== false) return map; const slim = { ...map }; delete slim.settlementCluster; delete slim.ridgeField; delete slim.valleyField; delete slim.basinField; delete slim.coastalLowland; delete slim.flowAccum; delete slim.erosionField; delete slim.depositionField; return slim; } function recalculatePopulationAfterLanduse(modernCities, satelliteCities, populationDensity, landuse, prefectureMask, sea, stationInfluence, roadInfluence, railInfluence) { populationDensity.fill(0); const allCities = [...modernCities, ...satelliteCities]; for (const city of allCities) { const urbanR = Math.max(4, city.urbanRadius || 8); const coreR = Math.max(2, city.coreRadius || 3); const popScale = clamp((Math.log10(Math.max(12000, city.population || 12000)) - 4) / 2.25, 0.16, 1.65); const r = Math.ceil(urbanR * 2.2); for (let dy = -r; dy <= r; dy++) { for (let dx = -r; dx <= r; dx++) { const x = city.x + dx; const y = city.y + dy; if (!inside(x, y)) continue; const i = indexOf(x, y); if (sea[i] || !prefectureMask[i]) continue; const d = Math.hypot(dx, dy); const lu = landuse[i]; const landuseWeight = lu === 3 ? 1.85 : lu === 2 ? 1.42 : lu === 4 ? 1.05 : lu === 7 ? 0.82 : lu === 8 ? 0.68 : 0.10; const radial = 1 / (1 + Math.pow(d / urbanR, 2.5)); const core = Math.exp(-(d * d) / (coreR * coreR * 2.0)); const transit = Math.max(stationInfluence?.[i] || 0, (railInfluence?.[i] || 0) * 0.55, (roadInfluence?.[i] || 0) * 0.24); populationDensity[i] += popScale * landuseWeight * (radial * 0.78 + core * 0.38 + transit * 0.18); } } } let maxDensity = 0; for (let i = 0; i < SIZE; i++) if (prefectureMask[i] && !sea[i]) maxDensity = Math.max(maxDensity, populationDensity[i]); if (maxDensity > 0) for (let i = 0; i < SIZE; i++) populationDensity[i] = clamp(populationDensity[i] / maxDensity); for (const city of allCities) { let urbanCells = 0; let coreCells = 0; let densitySum = 0; const r = Math.ceil((city.urbanRadius || 8) * 2.0); for (let dy = -r; dy <= r; dy++) { for (let dx = -r; dx <= r; dx++) { const x = city.x + dx; const y = city.y + dy; if (!inside(x, y)) continue; const i = indexOf(x, y); if (!prefectureMask[i] || sea[i]) continue; const d = Math.hypot(dx, dy); if (d > r) continue; const lu = landuse[i]; if (lu >= 2 && lu <= 8) { urbanCells++; densitySum += populationDensity[i]; if (lu === 3) coreCells++; } } } const base = city.isPrefecturalCapital ? 90000 : city.kind === "Satellite City" ? 16000 : 32000; const urbanComponent = urbanCells * (city.isPrefecturalCapital ? 1500 : city.kind === "Satellite City" ? 900 : 1200); const coreComponent = coreCells * 3200; const densityComponent = densitySum * 650; city.population = Math.round((base + urbanComponent + coreComponent + densityComponent) / 1000) * 1000; city.urbanRadius = clamp(5.0 + Math.sqrt(city.population) / 95, city.kind === "Satellite City" ? 5 : 7, city.isPrefecturalCapital ? 34 : 28); city.coreRadius = clamp(1.8 + Math.sqrt(city.population) / 360, 2.2, 9); } } export function generateMap(seedInput = 114514, options = {}) { const seed = Number(seedInput) >>> 0; let prefectureMask; let prefectureBorder; const { elevation, moisture, slope, sea, river, floodplain, plain, agriculture, ridgeField, valleyField, basinField, coastalLowland, flowAccum, erosionField, depositionField, flowTo, portSuitability, crossingSuitability, passSuitability, } = createMapFields(); const coastAngle = rand(seed, 11) * Math.PI * 2; const coastX = Math.cos(coastAngle); const coastY = Math.sin(coastAngle); const coastThreshold = 0.22 + rand(seed, 12) * 0.22; const coastStrength = 0.15 + rand(seed, 13) * 0.23; const seaLevel = 0.285; const mountainBlobs = Array.from({ length: 2 + Math.floor(rand(seed, 98) * 3) }, (_, i) => ({ x: rand(seed, 100 + i) * MAP_W, y: rand(seed, 200 + i) * MAP_H, r: 10 + rand(seed, 300 + i) * 24, h: 0.08 + rand(seed, 400 + i) * 0.16, })); const ridgeBands = Array.from({ length: 5 + Math.floor(rand(seed, 97) * 4) }, (_, i) => ({ x: rand(seed, 1500 + i) * MAP_W, y: rand(seed, 1600 + i) * MAP_H, angle: rand(seed, 1700 + i) * Math.PI * 2, width: 3 + rand(seed, 1800 + i) * 7, length: 42 + rand(seed, 1900 + i) * 92, h: 0.11 + rand(seed, 2000 + i) * 0.22, })); 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 d = Math.hypot(wx - blob.x, wy - blob.y) / blob.r; mountains += Math.exp(-d * d * 2.35) * blob.h; } let ridges = 0; for (const ridge of ridgeBands) { const dx = wx - ridge.x; const dy = wy - ridge.y; const along = dx * Math.cos(ridge.angle) + dy * Math.sin(ridge.angle); const perp = -dx * Math.sin(ridge.angle) + dy * Math.cos(ridge.angle); const lengthFade = smoothstep(1 - Math.abs(along) / ridge.length); const serration = 0.72 + valueNoise(wx + along * 0.15, wy + perp * 0.15, seed + 2220, 8) * 0.56; ridges += Math.exp(-(perp * perp) / (ridge.width * ridge.width)) * lengthFade * ridge.h * serration; } const directionalCoast = nx * coastX + ny * coastY; const coastWave = (fbm(wx * 0.72, wy * 0.72, seed + 2222) - 0.5) * 0.12 + (valueNoise(wx, wy, seed + 2233, 18) - 0.5) * 0.08; const coastLower = smoothstep((directionalCoast + coastWave - coastThreshold) / 0.26); // Four terrain-noise bands from continental structure to fine surface roughness. const terrainLarge = fbm(wx * 0.36 + 40, wy * 0.36 - 60, seed + 710); const terrainRegional = fbm(wx * 0.95 + 80, wy * 0.95 - 20, seed + 777); const terrainLocal = fbm(wx * 2.05 + 17, wy * 2.05 - 31, seed + 1777); const terrainFine = valueNoise(wx * 2.9 + 11, wy * 2.9 - 19, seed + 2444, 4.5); const fineDissection = Math.abs(terrainLocal - 0.5) * 0.08 + Math.abs(terrainFine - 0.5) * 0.035; const basin = 0.1 * Math.sin((nx * 3.1 + ny * 1.7 + rand(seed, 15)) * Math.PI) - 0.045 * Math.cos((nx * 5.2 - ny * 3.6 + rand(seed, 16)) * Math.PI); const rawElevation = 0.30 * terrainLarge + 0.235 * terrainRegional + 0.105 * terrainLocal + 0.055 * terrainFine + mountains * 0.54 + ridges * 1.22 + basin + fineDissection - coastLower * (coastStrength + 0.19) + 0.055; elevation[i] = clamp(0.5 + (rawElevation - 0.5) * 1.26); ridgeField[i] = clamp(ridges * 4.8 + Math.max(0, mountains - 0.10) * 0.95 + fineDissection * 2.0); basinField[i] = clamp(Math.max(0, -basin) * 3.0 + (1 - coastLower) * Math.max(0, 0.42 - elevation[i]) * 0.7); 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)) + 0.28 * coastLower - 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); const nx = x / (MAP_W - 1) - 0.5; const ny = y / (MAP_H - 1) - 0.5; const directionalCoast = nx * coastX + ny * coastY; const coastNoise = (fbm(x * 0.95, y * 0.95, seed + 2222) - 0.5) * 0.14 + (valueNoise(x, y, seed + 2233, 13) - 0.5) * 0.08; const oceanSide = directionalCoast + coastNoise > coastThreshold + 0.055; if (elevation[i] < seaLevel || oceanSide) sea[i] = 1; if (sea[i]) elevation[i] = Math.min(elevation[i], seaLevel - 0.018 + hash2(x, y, seed + 2311) * 0.012); } } // Align coastal elevation with the sea mask. This prevents artificial one-cell cliffs // when the directional coastline cuts through a high terrain cell. 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; for (let dy = -7; dy <= 7; dy++) { for (let dx = -7; dx <= 7; 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 (nearestSea <= 7) { const coastalCap = seaLevel + 0.018 + nearestSea * 0.028 + Math.max(0, fbm(x * 1.4, y * 1.4, seed + 2350) - 0.5) * 0.022; elevation[i] = Math.min(elevation[i], coastalCap); coastalLowland[i] = clamp(1 - nearestSea / 7); } } } 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] = 0.7 + moisture[i] * 0.7 + valleyField[i] * 0.55; 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] * 0.82; } 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] * 0.68 + Math.pow(flowAccum[i], 0.55) * 0.48); } // 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], 0.46); const incisionNoise = 0.82 + hash2(x, y, seed + 8120) * 0.36; const steepValley = clamp(flow * (0.058 + slope[i] * 0.21 + ridgeField[i] * 0.046) * incisionNoise); const lateralCut = clamp(Math.pow(flowAccum[i], 0.66) * valleyField[i] * 0.078); const lowSettling = clamp(flow * (coastalLowland[i] * 0.036 + basinField[i] * 0.020 + (elevation[i] < 0.40 ? 0.012 : 0)) * (1 - slope[i] * 0.82)); erosionField[i] = steepValley + lateralCut; depositionField[i] = lowSettling; shapedElevation[i] = clamp(elevation[i] - steepValley - lateralCut + lowSettling * 0.72, seaLevel + 0.006, 1); } } elevation.set(shapedElevation); 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); valleyField[i] = clamp(valleyField[i] + erosionField[i] * 2.1 + depositionField[i] * 0.8 - ridgeField[i] * 0.06); basinField[i] = clamp(basinField[i] + depositionField[i] * 1.6); } } 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 score = elevation[i] * 0.38 + moisture[i] * 0.24 + ridgeField[i] * 0.08 + flowAccum[i] * 0.56 + valleyField[i] * 0.28 + hash2(x, y, seed + 9000) * 0.06; if (elevation[i] > 0.40 && elevation[i] < 0.82 && moisture[i] > 0.28 && flowAccum[i] > 0.020 && ridgeField[i] < 0.88) sourceCandidates.push({ x, y, score }); } } const sources = pickEntities(sourceCandidates, { max: 20 + Math.floor(rand(seed, 910) * 28), minDistance: 8, threshold: 0.53 + rand(seed, 911) * 0.11, 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 > 0.035 && flowAccum[i] < flowAccum[ci] + 0.015) return INF; return Math.max( 0.18, 1 + uphill * 86 + slope[i] * 0.38 + elevation[i] * 0.42 - downhill * 2.1 - valleyField[i] * 0.92 - flowAccum[i] * 0.72 - moisture[i] * 0.18 - coastalLowland[i] * 0.22 ); } 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 + 0.045, elevation[ci] + 0.030)) 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] += 0.44 + path.length / 160 + flowAccum[i] * 0.55; 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 > 0.032 && flowAccum[ni] < flowAccum[i] + 0.018) 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 straightPenalty = Math.max(0, sameDirection) * 0.075; const turnPenalty = sameDirection < -0.35 ? 0.24 : 0; const sideSwing = Math.abs(dx * lastDy - dy * lastDx); const meanderPhase = Math.sin((path.length + bonusSeed * 0.013) * 0.73) * 0.5 + 0.5; const meander = sideSwing * (0.032 + meanderPhase * 0.026); const flowBonus = ni === preferred ? 0.62 : 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] * 1.72 - flowAccum[ni] * 0.94 - moisture[ni] * 0.14 - coastalLowland[ni] * 0.28 - (river[ni] > 0 ? 0.22 : 0) - flowBonus + slope[ni] * 0.04 + straightPenalty + turnPenalty + junctionPenalty * 1.35 - meander + 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] += 0.32 + flowAccum[ri] * 0.4; 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 < 160; step++) { const i = indexOf(x, y); if (seen.has(i)) break; seen.add(i); path.push([x, y]); river[i] += 0.12 + flowAccum[i] * 0.18; if ((river[i] > 0.48 && path.length > 5) || 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 value = elevation[ni] * 1.2 + Math.max(0, -drop) * 26 - Math.max(0, drop) * 1.4 - valleyField[ni] * 1.15 - flowAccum[ni] * 0.55 - moisture[ni] * 0.12 + Math.max(0, sameDirection) * 0.04 - Math.abs(dx * lastDy - dy * lastDx) * 0.018 + (hash2(nx, ny, seed + bonusSeed + step * 13) - 0.5) * 0.05; 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 riverScores = []; 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: 14 + Math.floor(rand(seed, 915) * 20), minDistance: 6, threshold: 0.45, 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 * 0.7 + accum * 0.12); } } 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 > 0.18), { max: 22 + Math.floor(rand(seed, 919) * 20), minDistance: 4, threshold: 0.18, 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] <= 0.72 && (valleyField[i] >= 0.18 || flowAccum[i] >= 0.05)) break; start++; } return path.slice(start); } for (let r = 0; r < riverPaths.length; r++) riverPaths[r] = sanitizeDownhillRiverPath(trimMountainHeadwaters(riverPaths[r]), 0.032); 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]), 0.026); 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) { for (let k = 0; k < path.length; k++) { const [x, y] = path[k]; const i = indexOf(x, y); river[i] += 0.42 + k / 170 + flowAccum[i] * 0.55; } } 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] += 0.11 + flowAccum[i] * 0.18; } } 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] * 0.35); } } } 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] / 3.4); const channelCut = clamp(Math.pow(r, 0.55) * (0.060 + slope[i] * 0.145 + ridgeField[i] * 0.038)); const valleyWiden = clamp(Math.pow(r, 0.72) * (0.020 + Math.max(0, elevation[i] - seaLevel) * 0.058 + valleyField[i] * 0.040)); const alluvium = clamp(Math.pow(r, 0.72) * (coastalLowland[i] * 0.030 + basinField[i] * 0.020 + (slope[i] < 0.10 ? 0.010 : 0))); erosionField[i] = clamp(erosionField[i] + channelCut + valleyWiden); depositionField[i] = clamp(depositionField[i] + alluvium); fluvialElevation[i] = clamp(elevation[i] - channelCut - valleyWiden + alluvium, seaLevel + 0.005, 1); valleyField[i] = clamp(valleyField[i] + r * 0.62 + channelCut * 6.4); basinField[i] = clamp(basinField[i] + alluvium * 3.2); } } // Lateral valley carving around the traced river network deepens valleys and // makes ridge/valley contrast legible at the map scale. for (const path of riverPaths) { for (const [rx, ry] of path) { const ri = indexOf(rx, ry); const r = clamp(river[ri] / 3.0); const radius = r > 0.48 ? 2 : 1; for (let dy = -radius; dy <= radius; dy++) { for (let dx = -radius; dx <= radius; dx++) { const nx = rx + dx; const ny = ry + dy; if (!inside(nx, ny)) continue; const ni = indexOf(nx, ny); if (sea[ni]) continue; const d = Math.hypot(dx, dy); if (d > radius || d === 0) continue; const weight = (radius + 0.35 - d) / (radius + 0.35); const carve = Math.max(0, weight) * (0.008 + r * 0.026) * Math.max(0.45, slope[ni] + 0.22); fluvialElevation[ni] = clamp(fluvialElevation[ni] - carve, seaLevel + 0.005, 1); erosionField[ni] = clamp(erosionField[ni] + carve * 3.0); valleyField[ni] = clamp(valleyField[ni] + carve * 12.0); } } } } // 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, 1); erosionField[i] = Math.max(0, erosionField[i] - uplift * 0.6); } } } 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; 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 + valleyField[i] * 0.34 + Math.pow(flowAccum[i], 0.58) * 0.24 - 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; 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; 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 terrace = Math.round(localMean * 42) / 42; const target = lerp(localMean, terrace, 0.28); nextElevation[i] = clamp(lerp(elevation[i], target, lowland * 0.42), seaLevel + 0.006, 1); if (lowland > 0.55) { depositionField[i] = clamp(depositionField[i] + lowland * 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]), 0.028); 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); const mainRivers = riverPaths .map((p, i) => ({ path: p, score: riverScores[i] })) .sort((a, b) => b.score - a.score) .slice(0, Math.min(6, riverPaths.length)) .map((x) => x.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)] += 0.4; } } } } const mainRiverCells = new Set(mainRivers.flatMap((path) => path.map(([x, y]) => `${x},${y}`))); const tributaryRivers = riverPaths.filter((path) => path.some(([x, y]) => !mainRiverCells.has(`${x},${y}`)) && !mainRivers.includes(path)); const smallStreams = streamPaths.filter((path) => path.length >= 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 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; 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(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); agriculture[i] = clamp(plain[i] * 0.58 + fan * 0.26 + basinField[i] * 0.2 + 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; const bayShelter = sheltered * 0.012 + seaNear * 0.055 + coastalLowland[i] * 0.16; portSuitability[i] = clamp(bayShelter + riverNear * 0.24 + (isDelta ? 0.22 : 0) + 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); } } function pickPoints(scoreArray, { threshold, max, minDistance, seedOffset = 0, predicate = () => true }) { const candidates = []; for (let y = 2; y < MAP_H - 2; y++) { for (let x = 2; x < MAP_W - 2; x++) { const i = indexOf(x, y); if (!predicate(x, y, i)) continue; const score = scoreArray[i] + hash2(x, y, seed + seedOffset) * 0.08; if (score >= threshold) candidates.push({ x, y, score }); } } return pickEntities(candidates, { max, minDistance, threshold, seed: seed + seedOffset }); } let ports = pickPoints(portSuitability, { threshold: 0.3 + rand(seed, 1001) * 0.08, max: 3 + Math.floor(rand(seed, 1002) * 7), minDistance: 10, seedOffset: 1000, predicate: (x, y, i) => !sea[i], }).map((p) => { const i = indexOf(p.x, p.y); let seaEdge = 0; for (let dy = -3; dy <= 3; dy++) for (let dx = -3; dx <= 3; dx++) { const nx = p.x + dx; const ny = p.y + dy; if (inside(nx, ny) && sea[indexOf(nx, ny)]) seaEdge += 1 / (1 + Math.hypot(dx, dy)); } const harborPotential = p.score + coastalLowland[i] * 0.28 + river[i] * 0.08 + seaEdge * 0.025 - slope[i] * 0.2; return { ...p, harborPotential, seaEdge, portClass: "fishing", kind: "Fishing Port" }; }).sort((a, b) => b.harborPotential - a.harborPotential) .map((p, n) => { const isLakeLike = p.seaEdge < 0.25 && river[indexOf(p.x, p.y)] > 0.32; const portClass = isLakeLike ? "lake" : n === 0 ? "major" : n < 3 && p.harborPotential > 0.34 ? "regional" : "fishing"; const kind = portClass === "major" ? "Major Port" : portClass === "regional" ? "Regional Port" : portClass === "lake" ? "Lake Port" : "Fishing Port"; return { ...p, portClass, kind, score: p.harborPotential }; }); if (!ports.some((p) => p.portClass === "major")) { const fallbackMajor = ports.find((p) => p.portClass !== "lake") || ports[0]; if (fallbackMajor) { fallbackMajor.portClass = "major"; fallbackMajor.kind = "Major Port"; fallbackMajor.score += 0.16; } } const majorPorts = ports.filter((p) => p.portClass === "major"); const commercialPorts = ports.filter((p) => p.portClass === "major" || p.portClass === "regional"); let crossings = pickPoints(crossingSuitability, { threshold: 0.28 + rand(seed, 1011) * 0.08, max: 8 + Math.floor(rand(seed, 1012) * 15), minDistance: 8, seedOffset: 1010, predicate: (x, y, i) => !sea[i], }).map((p) => ({ ...p, kind: "River Crossing" })); let passes = pickPoints(passSuitability, { threshold: 0.16 + rand(seed, 1021) * 0.08, max: 4 + Math.floor(rand(seed, 1022) * 10), minDistance: 9, seedOffset: 1020, predicate: (x, y, i) => !sea[i], }).map((p) => ({ ...p, kind: "Pass" })); const settlementCluster = 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 valleyCorridor = clamp(valleyField[i] * 0.62 + river[i] * 0.16); const lowlandCorridor = clamp(coastalLowland[i] * 0.38 + basinField[i] * 0.34 + plain[i] * 0.24 + agriculture[i] * 0.18); const terrainGate = clamp(1.0 - slope[i] * 1.18 - ridgeField[i] * 0.52 - Math.max(0, elevation[i] - 0.62) * 1.35, 0.08, 1); const localPatch = valueNoise(x * 0.7, y * 0.7, seed + 1037, 10); const broadPatch = fbm(x * 0.32 + 71, y * 0.32 - 19, seed + 1038); settlementCluster[i] = clamp((valleyCorridor + lowlandCorridor) * terrainGate * (0.72 + broadPatch * 0.42 + localPatch * 0.18)); } } const settlementScore = 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; let nearFeature = 0; for (const p of [...ports, ...crossings, ...passes]) nearFeature = Math.max(nearFeature, 1 / (1 + Math.hypot(x - p.x, y - p.y) / 4)); const riverPull = Math.min(0.32, river[i] * 0.14 + valleyField[i] * 0.16); const mountainVillage = valleyField[i] * clamp(elevation[i] - 0.42, 0, 0.3) * 0.52; const remoteMountainPenalty = Math.max(0, elevation[i] - 0.58) * Math.max(0, ridgeField[i] - 0.22) * (1 - valleyField[i]) * 0.75; const base = agriculture[i] * 0.50 + plain[i] * 0.14 + nearFeature * 0.23 + riverPull + basinField[i] * 0.13 + coastalLowland[i] * 0.08 + mountainVillage - slope[i] * 0.48 - ridgeField[i] * 0.24 - floodplain[i] * 0.06 - remoteMountainPenalty; settlementScore[i] = clamp(base * (0.74 + settlementCluster[i] * 0.66) + settlementCluster[i] * 0.13); } } let villages = pickPoints(settlementScore, { threshold: 0.32 + rand(seed, 1031) * 0.1, max: 28 + Math.floor(rand(seed, 1032) * 44), minDistance: 3 + Math.floor(rand(seed, 1033) * 3), seedOffset: 1030, predicate: (x, y, i) => !sea[i], }).map((p) => ({ ...p, kind: "Village" })); const marketScore = new Float32Array(SIZE); 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; let villagePull = 0; let nearbyVillages = 0; for (const v of villages) { const d = Math.hypot(x - v.x, y - v.y); if (d < 24) { villagePull += 1 / (1 + d); nearbyVillages++; } } let featurePull = 0; for (const p of [...ports, ...crossings]) featurePull = Math.max(featurePull, 1 / (1 + Math.hypot(x - p.x, y - p.y) / 3)); const confluence = river[i] > 0.36 && valleyField[i] > 0.24 ? 0.12 : 0; marketScore[i] = clamp(villagePull * 1.25 + featurePull * 0.34 + plain[i] * 0.2 + basinField[i] * 0.16 + confluence + coastalLowland[i] * 0.08 + river[i] * 0.035 - slope[i] * 0.32 - ridgeField[i] * 0.18 + nearbyVillages * 0.012); } } let markets = pickPoints(marketScore, { threshold: 0.2 + rand(seed, 1041) * 0.08, max: 6 + Math.floor(rand(seed, 1042) * 12), minDistance: 11, seedOffset: 1040, predicate: (x, y, i) => !sea[i], }).map((p) => ({ ...p, kind: "Market Town" })); const defenseScore = new Float32Array(SIZE); 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 hillShoulder = clamp(1 - Math.abs(elevation[i] - 0.50) / 0.24); let riverArms = 0; for (const [nx, ny] of neighbors8(x, y)) if (river[indexOf(nx, ny)] > 0.32) riverArms++; const confluence = riverArms >= 3 ? 0.38 : riverArms === 2 ? 0.18 : 0; const roadJunctionProxy = ( (distanceToNearest(markets, x, y) < 7 ? 1 : 0) + (distanceToNearest(crossings, x, y) < 6 ? 1 : 0) + (distanceToNearest(passes, x, y) < 7 ? 1 : 0) + (distanceToNearest(commercialPorts, x, y) < 8 ? 1 : 0) ) >= 2 ? 0.32 : 0; const hillEdge = plain[i] > 0.2 && elevation[i] > 0.36 && elevation[i] < 0.62 && (slope[i] > 0.12 || ridgeField[i] > 0.12) ? 0.3 : 0; const mountainRidgeCastle = elevation[i] > 0.56 && ridgeField[i] > 0.3 && valleyField[i] > 0.1 ? 0.28 : 0; const validCastleSite = confluence > 0 || roadJunctionProxy > 0 || hillEdge > 0 || mountainRidgeCastle > 0; defenseScore[i] = validCastleSite ? clamp(hillShoulder * 0.28 + confluence + roadJunctionProxy + hillEdge + mountainRidgeCastle + slope[i] * 0.05 - floodplain[i] * 0.42 - coastalLowland[i] * 0.12) : 0; } } let castles = pickPoints(defenseScore, { threshold: 0.34 + rand(seed, 1051) * 0.08, max: 2 + Math.floor(rand(seed, 1052) * 4), minDistance: 15, seedOffset: 1050, predicate: (x, y, i) => !sea[i] && defenseScore[i] > 0, }).map((p) => ({ ...p, kind: elevation[indexOf(p.x, p.y)] > 0.55 ? "Mountain Castle" : elevation[indexOf(p.x, p.y)] > 0.38 ? "Hilltop Castle" : "Flatland Castle", })); function normalEdgePenalty(x, y) { if (nearMapEdge(x, y, 1)) return INF; if (nearMapEdge(x, y, 2)) return 7; if (nearMapEdge(x, y, 4)) return 2.8; return 0; } function premodernCost(x, y) { const i = indexOf(x, y); if (sea[i]) return INF; const crossingBonus = distanceToNearest(crossings, x, y) < 4 ? 0.65 : 0; const passBonus = distanceToNearest(passes, x, y) < 4 ? 0.45 : 0; const riverPenalty = river[i] > 0.28 ? (crossingBonus ? 0.45 : 2.4) : 0; const highMountain = elevation[i] > 0.72 ? 4.2 : elevation[i] > 0.58 ? 1.4 : 0; return Math.max(0.35, 1 + slope[i] * 5.8 + riverPenalty + highMountain + floodplain[i] * 0.62 - plain[i] * 0.32 - valleyField[i] * 0.42 - coastalLowland[i] * 0.12 - passBonus + normalEdgePenalty(x, y) + hash2(x, y, seed + 111) * 0.16); } const premodernRoads = []; function addPremodernRoad(a, b) { const path = aStar(a, b, premodernCost); if (path.length > 3) premodernRoads.push(path); } for (const castle of castles) { const near = pickEntities([...markets, ...ports, ...crossings, ...passes].map((p) => ({ ...p, score: 1 / (1 + Math.hypot(p.x - castle.x, p.y - castle.y)) })), { max: 2 + Math.floor(rand(seed, castle.x + castle.y) * 3), minDistance: 1, threshold: 0 }); for (const p of near) addPremodernRoad(castle, p); } for (const market of markets) { const near = pickEntities([...markets.filter((p) => p !== market), ...ports, ...crossings].map((p) => ({ ...p, score: 1 / (1 + Math.hypot(p.x - market.x, p.y - market.y)) })), { max: 1 + Math.floor(rand(seed, market.x + market.y + 20) * 3), minDistance: 1, threshold: 0 }); for (const p of near) addPremodernRoad(market, p); } function urbanSiteSuitability(p) { const i = indexOf(p.x, p.y); if (sea[i]) return 0; const portBonus = p.kind === "Port Town" || p.portClass === "major" || p.portClass === "regional" ? 0.18 : 0; const historicalBonus = p.kind === "Market City" || p.kind === "Castle Town" ? 0.05 : 0; return clamp( plain[i] * 0.46 + agriculture[i] * 0.18 + basinField[i] * 0.20 + coastalLowland[i] * 0.20 + valleyField[i] * 0.12 + portBonus + historicalBonus - slope[i] * 0.58 - ridgeField[i] * 0.34 - Math.max(0, elevation[i] - 0.55) * 1.35 ); } function cityPopulationCap(p) { const i = indexOf(p.x, p.y); const suitability = urbanSiteSuitability(p); if (suitability < 0.18 || elevation[i] > 0.66 || slope[i] > 0.82 || ridgeField[i] > 0.72) return 85000; if (suitability < 0.28 || elevation[i] > 0.60 || slope[i] > 0.62) return 180000; if (suitability < 0.38) return 420000; return INF; } let castleTowns = castles.map((c) => ({ x: c.x, y: c.y, score: c.score + 0.45, kind: "Castle Town" })); const cityCandidates = [ ...castleTowns.map((p) => ({ ...p, score: p.score + 0.4 })), ...ports.map((p) => ({ ...p, kind: "Port Town", score: p.score + 0.28 })), ...markets.map((p) => ({ ...p, kind: "Market City", score: p.score + 0.12 })), ].map((p) => { const i = indexOf(p.x, p.y); const suitability = urbanSiteSuitability(p); return { ...p, urbanSuitability: suitability, score: p.score + suitability * 0.72 - slope[i] * 0.20 - ridgeField[i] * 0.16 - Math.max(0, elevation[i] - 0.58) * 0.78, }; }).filter((p) => p.urbanSuitability >= 0.10 || p.kind === "Castle Town"); let modernCities = pickEntities(cityCandidates, { max: 7 + Math.floor(rand(seed, 1061) * 10), minDistance: 9, threshold: 0.33 + rand(seed, 1062) * 0.12, seed: seed + 1060, }).map((p, n) => { const rank = n === 0 ? "Prefectural Capital" : n < 4 ? "Regional Center" : "Small City"; const r = rand(seed, 1600 + n * 13 + p.x * 3 + p.y); const rawScale = Math.pow(1 - n / Math.max(1, cityCandidates.length + 1), 1.55) * 0.58 + Math.pow(r, 3.4) * 0.42; const rankBase = rank === "Prefectural Capital" ? 420000 : rank === "Regional Center" ? 115000 : 26000; const rankSpread = rank === "Prefectural Capital" ? 1450000 : rank === "Regional Center" ? 520000 : 185000; const pi = indexOf(p.x, p.y); const suitability = p.urbanSuitability ?? urbanSiteSuitability(p); const geographyBoost = clamp(plain[pi] * 0.34 + agriculture[pi] * 0.18 + basinField[pi] * 0.2 + coastalLowland[pi] * 0.18 + valleyField[pi] * 0.12 + suitability * 0.24 + (p.kind === "Port Town" ? 0.22 : 0)); const rawPopulation = Math.round((rankBase + rankSpread * Math.pow(rawScale + geographyBoost * 0.18, 1.75)) / 1000) * 1000; const population = Math.min(rawPopulation, cityPopulationCap(p)); const urbanRadius = clamp(7.5 + Math.sqrt(population) / 80 + (rank === "Prefectural Capital" ? 3.0 : rank === "Regional Center" ? 1.5 : 0), 8, 32); const coreRadius = clamp(2.6 + Math.sqrt(population) / 320, 3, 9); const urbanWeight = clamp(0.74 + Math.log10(Math.max(10000, population)) * 0.36, 1.15, 3.05); return { ...p, population, urbanRadius, coreRadius, urbanWeight, rank, kind: p.kind || "City" }; }); function fallbackCapitalCandidate() { const pools = [...markets, ...ports, ...villages].filter((p) => p && prefectureMask[indexOf(p.x, p.y)] && !sea[indexOf(p.x, p.y)]); let best = null; let bestScore = -INF; for (const p of pools) { const i = indexOf(p.x, p.y); const score = urbanSiteSuitability(p) * 1.6 + plain[i] * 0.32 + populationDensityProxyForCapital(i) + (p.kind?.includes("Port") ? 0.18 : 0) + (p.score || 0); if (score > bestScore) { bestScore = score; best = p; } } if (best) return { ...best, kind: "Market City", population: 360000, urbanRadius: 15, coreRadius: 4.6, urbanWeight: 1.9, score: bestScore }; for (let y = 4; y < MAP_H - 4; y++) { for (let x = 4; x < MAP_W - 4; x++) { const i = indexOf(x, y); if (!prefectureMask[i] || sea[i]) continue; const score = plain[i] * 0.72 + agriculture[i] * 0.24 + basinField[i] * 0.18 + coastalLowland[i] * 0.14 - slope[i] * 0.72 - ridgeField[i] * 0.32; if (score > bestScore) { bestScore = score; best = { x, y, score, kind: "Market City" }; } } } return best ? { ...best, population: 320000, urbanRadius: 14, coreRadius: 4.2, urbanWeight: 1.7 } : null; } function populationDensityProxyForCapital(i) { return settlementScore[i] * 0.18 + marketScore[i] * 0.12; } if (modernCities.length === 0 || !modernCities.some((city) => prefectureMask[indexOf(city.x, city.y)])) { const fallbackCapital = fallbackCapitalCandidate(); if (fallbackCapital) modernCities.unshift(fallbackCapital); } if (modernCities.length > 0) { modernCities.sort((a, b) => (b.population || 0) + b.score * 90000 - ((a.population || 0) + a.score * 90000)); let capitalIndex = -1; let capitalScore = -INF; for (let i = 0; i < modernCities.length; i++) { const city = modernCities[i]; const ci = indexOf(city.x, city.y); if (!prefectureMask[ci] || sea[ci]) continue; const suitability = urbanSiteSuitability(city); const score = suitability * 900000 + (city.population || 0) * 0.55 + (city.score || 0) * 120000 - slope[ci] * 180000 - Math.max(0, elevation[ci] - 0.58) * 360000; if (score > capitalScore) { capitalScore = score; capitalIndex = i; } } if (capitalIndex > 0) modernCities.unshift(modernCities.splice(capitalIndex, 1)[0]); const capCell = indexOf(modernCities[0].x, modernCities[0].y); const capPopulation = prefectureMask[capCell] ? Math.max(modernCities[0].population || 0, 620000) : Math.min(modernCities[0].population || 0, 180000); modernCities[0] = { ...modernCities[0], rank: prefectureMask[capCell] ? "Prefectural Capital" : "Regional Center", kind: prefectureMask[capCell] ? "Prefectural Capital" : (modernCities[0].kind || "City"), isPrefecturalCapital: Boolean(prefectureMask[capCell]), population: capPopulation, urbanRadius: prefectureMask[capCell] ? Math.max(modernCities[0].urbanRadius || 0, 18) : modernCities[0].urbanRadius, coreRadius: prefectureMask[capCell] ? Math.max(modernCities[0].coreRadius || 0, 5.5) : modernCities[0].coreRadius, urbanWeight: prefectureMask[capCell] ? Math.max(modernCities[0].urbanWeight || 0, 2.15) : modernCities[0].urbanWeight, }; for (let i = 1; i < modernCities.length; i++) modernCities[i] = { ...modernCities[i], isPrefecturalCapital: false }; } const capital = modernCities.find((city) => city.isPrefecturalCapital && prefectureMask[indexOf(city.x, city.y)]) || modernCities.find((city) => prefectureMask[indexOf(city.x, city.y)]) || markets.find((p) => prefectureMask[indexOf(p.x, p.y)]) || ports.find((p) => prefectureMask[indexOf(p.x, p.y)]) || { x: Math.floor(MAP_W / 2), y: Math.floor(MAP_H / 2), score: 1, population: 0, urbanRadius: 12, coreRadius: 4, urbanWeight: 1, isPrefecturalCapital: true }; const populationDensity = new Float32Array(SIZE); let maxPopulationDensity = 0; 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 density = 0; for (const city of modernCities) { const populationScale = clamp((Math.log10(Math.max(10000, city.population || 10000)) - 4) / 2.25, 0.12, 1.55); const d = Math.hypot(city.x - x, city.y - y); const urbanR = Math.max(5, city.urbanRadius || 11); const coreR = Math.max(2.4, city.coreRadius || 4); density += populationScale * 1.55 / (1 + Math.pow(d / urbanR, 2.35)); density += populationScale * 1.05 * Math.exp(-(d * d) / (coreR * coreR * 2.2)); } for (const market of markets) { const d = Math.hypot(market.x - x, market.y - y); density += 0.22 / (1 + Math.pow(d / 7.5, 2.2)); } for (const village of villages) { const d = Math.hypot(village.x - x, village.y - y); density += 0.055 / (1 + Math.pow(d / 4.2, 2)); } density *= clamp(0.48 + plain[i] * 0.62 + agriculture[i] * 0.14 + basinField[i] * 0.22 + coastalLowland[i] * 0.18 + valleyField[i] * 0.1 - slope[i] * 1.05 - ridgeField[i] * 0.48 - Math.max(0, elevation[i] - 0.58) * 1.05, 0.018, 1.22); populationDensity[i] = density; if (density > maxPopulationDensity) maxPopulationDensity = density; } } if (maxPopulationDensity > 0) { for (let i = 0; i < SIZE; i++) populationDensity[i] = clamp(populationDensity[i] / maxPopulationDensity); } function densityValue(x, y) { return populationDensity[indexOf(x, y)] || 0; } function midDensityAffinity(x, y) { const d = densityValue(x, y); return clamp(1 - Math.abs(d - 0.38) / 0.38); } function nearPassPoint(x, y, radius = 5) { return distanceToNearest(passes, x, y) <= radius; } function mountainBarrierPenalty(x, y, type = "rail") { const i = indexOf(x, y); const e = elevation[i]; const s = slope[i]; const pass = nearPassPoint(x, y, type === "express" ? 7 : type === "rail" ? 6 : 5); if (e > 0.84) return INF; if (pass && e > 0.80 && s > 0.16) return INF; if (!pass && e > 0.78) return INF; if (!pass && e > 0.70 && s > 0.16) return INF; if (!pass && e > 0.66 && s > 0.28) return INF; if (!pass && e > 0.72) return type === "express" ? 260 : type === "rail" ? 330 : type === "minor" ? 80 : 155; if (!pass && e > 0.64 && s > 0.20) return type === "express" ? 145 : type === "rail" ? 180 : type === "minor" ? 54 : 96; const passDiscount = pass ? (type === "minor" ? 0.35 : 0.22) : 1; const mountain = Math.max(0, e - 0.48); const steep = Math.max(0, s - 0.15); const typeFactor = type === "express" ? 360 : type === "rail" ? 430 : type === "minor" ? 115 : 210; return (mountain * mountain * typeFactor + steep * steep * 150 + ridgeField[i] * 9.5) * passDiscount; } function transportAccessPoint(node, mode = "road", salt = 0) { if (!node || nearMapEdge(node.x, node.y, 1) || node.kind === "External Gateway") return node; const minR = mode === "express" ? 10 : mode === "rail" ? 2 : 4; const maxR = mode === "express" ? 20 : mode === "rail" ? 6 : 10; let best = null; let bestScore = -INF; for (let dy = -maxR; dy <= maxR; dy++) { for (let dx = -maxR; dx <= maxR; dx++) { const d = Math.hypot(dx, dy); if (d < minR || d > maxR) continue; const x = node.x + dx; const y = node.y + dy; if (!inside(x, y)) continue; const i = indexOf(x, y); if (sea[i]) continue; const barrier = mode === "express" || mode === "rail" ? mountainBarrierPenalty(x, y, mode) : mountainBarrierPenalty(x, y, "road"); if (barrier >= INF) continue; const targetD = (minR + maxR) * 0.5; const flatness = plain[i] * 1.0 + agriculture[i] * 0.2 + valleyField[i] * 0.26 + coastalLowland[i] * 0.16 - slope[i] * 1.22 - ridgeField[i] * 0.72 - Math.max(0, elevation[i] - 0.58) * 2.35; const ring = -Math.abs(d - targetD) * 0.08; const riverPenalty = river[i] > 0.5 ? 0.45 : river[i] * 0.12; const density = densityValue(x, y); const densityAffinity = mode === "rail" ? density * 0.9 : mode === "express" ? midDensityAffinity(x, y) * 0.52 - Math.max(0, density - 0.72) * 0.9 : density * 0.24; const noise = hash2(x, y, seed + salt + (mode === "rail" ? 6000 : mode === "express" ? 7000 : 5000)) * 0.12; const score = flatness + densityAffinity + ring - riverPenalty - barrier * 0.012 + noise; if (score > bestScore) { bestScore = score; best = { x, y, score: node.score || 0.5, kind: `${mode} Access`, parent: node }; } } } return best || node; } function routePoint(node, mode, salt = 0) { return transportAccessPoint(node, mode, salt); } const townAvoidNodes = [...modernCities, ...markets, ...ports]; const urbanCenters = modernCities.map((city, n) => { let best = { x: city.x, y: city.y, score: city.score + 0.5 }; let bestScore = -INF; const searchR = Math.max(2, Math.round(city.coreRadius)); for (let dy = -searchR; dy <= searchR; dy++) { for (let dx = -searchR; dx <= searchR; dx++) { const x = city.x + dx; const y = city.y + dy; if (!inside(x, y)) continue; const i = indexOf(x, y); if (sea[i]) continue; const d = Math.hypot(dx, dy); const score = plain[i] * 0.54 + agriculture[i] * 0.16 - slope[i] * 0.36 - d * 0.06 + hash2(x, y, seed + 1700 + n) * 0.07; if (score > bestScore) { bestScore = score; best = { x, y, score: city.score + 0.5, cityIndex: n, parent: city }; } } } return { ...best, kind: city.rank === "Prefectural Capital" ? "Central Business District" : "Urban Center", population: Math.round(city.population * (city.rank === "Prefectural Capital" ? 0.18 : 0.12)), insidePrefecture: Boolean(prefectureMask[indexOf(best.x, best.y)]) }; }); function railCost(x, y) { const i = indexOf(x, y); if (sea[i]) return INF; const barrier = mountainBarrierPenalty(x, y, "rail"); if (barrier >= INF) return INF; const density = densityValue(x, y); const highPenalty = Math.max(0, elevation[i] - 0.52) * 14 + barrier; const riverPenalty = river[i] > 0.5 ? 1.6 : river[i] > 0.25 ? 0.7 : 0; return Math.max(0.42, 1 + slope[i] * 22 + highPenalty + riverPenalty + floodplain[i] * 0.28 - density * 0.88 - plain[i] * 0.28 - valleyField[i] * 0.62 - coastalLowland[i] * 0.48 + ridgeField[i] * 1.4 + normalEdgePenalty(x, y) + hash2(x, y, seed + 222) * 0.08); } const railways = []; const branchRailways = []; const railDegree = new Map(); const railCore = [capital]; const railHubs = [...modernCities, ...commercialPorts]; function addRailRoute(a, b, bucket = railways) { const start = routePoint(a, "rail", a.x * 19 + a.y * 23); const goal = routePoint(b, "rail", b.x * 19 + b.y * 23 + 11); const existingRails = [...railways, ...branchRailways]; const cost = makeTransportCost(railCost, existingRails, railHubs, [start, goal], 5, 10.5, townAvoidNodes, 2.4, 4.2); const path = aStar(start, goal, cost); const length = pathLength(path); const direct = pathEndpointDistance(path); const overlap = pathOverlapRatio(path, existingRails, 2); const densityPurpose = averagePathField(path, populationDensity) + averagePathField(path, plain) * 0.28 + averagePathField(path, valleyField) * 0.2; const isMain = bucket === railways; if (path.length > 3 && direct >= (isMain ? 18 : 12) && length >= (isMain ? 22 : 14) && pathCompactness(path) < (isMain ? 3.1 : 3.4) && overlap < (isMain ? 0.30 : 0.20) && densityPurpose > (isMain ? 0.18 : 0.12)) { bucket.push(path); incrementDegree(railDegree, a); incrementDegree(railDegree, b); return true; } return false; } const transportCities = modernCities.filter((city) => (city.population || 0) >= 120000); const mainRailTargets = transportCities.filter((city) => city !== capital).slice(0, 2 + Math.floor(rand(seed, 1070) * 3)); for (const city of mainRailTargets) { const anchor = nearestConnectable(railCore, city, railDegree, 3) || capital; if (addRailRoute(anchor, city, railways)) railCore.push(city); } for (const city of modernCities.filter((city) => city !== capital && !mainRailTargets.includes(city))) { const anchor = nearestConnectable(railCore, city, railDegree, 2) || capital; if (anchor && rand(seed, city.x * 10 + city.y) > 0.2) { if (addRailRoute(city, anchor, branchRailways)) railCore.push(city); } } for (const port of majorPorts.slice(0, 1 + Math.floor(rand(seed, 1071) * 2))) { const anchor = nearestConnectable(railCore, port, railDegree, 2) || capital; if (anchor && addRailRoute(port, anchor, branchRailways)) railCore.push(port); } compactPathArray(railways, { minLength: 17, maxOverlap: 0.34, maxCount: 5 }); compactPathArray(branchRailways, { minLength: 11, maxOverlap: 0.22, maxCount: 9 }); const railInfluence = influenceFromPaths([...railways, ...branchRailways], 5); const stationCandidates = [ ...modernCities.map((p, i) => ({ ...routePoint(p, "rail", 1900 + i), score: p.score + 0.46, kind: "Major Station", population: p.population })), ...railways.flatMap((path) => samplePath(path, 18 + Math.floor(rand(seed, path.length) * 14))).map((p) => ({ ...p, kind: "Station", score: 0.52 + agriculture[indexOf(p.x, p.y)] * 0.2 })), ...branchRailways.flatMap((path) => samplePath(path, 16 + Math.floor(rand(seed, path.length + 99) * 14))).map((p) => ({ ...p, kind: "Station", score: 0.42 + agriculture[indexOf(p.x, p.y)] * 0.2 })), ]; let stations = pickEntities(stationCandidates, { max: 14 + Math.floor(rand(seed, 1080) * 22), minDistance: 6, threshold: 0.38, seed: seed + 1080 }); const industrialScore = new Float32Array(SIZE); 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 nearPort = 1 / (1 + distanceToNearest(majorPorts.length ? majorPorts : commercialPorts, x, y) / 5); const nearCity = distanceToNearest(modernCities, x, y); const cityEdge = nearCity > 5 && nearCity < 20 ? 0.22 : nearCity <= 5 ? -0.25 : 0; industrialScore[i] = clamp(plain[i] * 0.24 + coastalLowland[i] * 0.24 + railInfluence[i] * 0.38 + nearPort * 0.58 + river[i] * 0.04 + cityEdge - slope[i] * 0.36 - ridgeField[i] * 0.18 - floodplain[i] * 0.03); } } let industrialZones = pickPoints(industrialScore, { threshold: 0.31 + rand(seed, 1091) * 0.09, max: 4 + Math.floor(rand(seed, 1092) * 13), minDistance: 10, seedOffset: 1090, predicate: (x, y, i) => !sea[i], }).map((p) => ({ ...p, kind: "Industrial Zone" })); function roadCost(x, y) { const i = indexOf(x, y); if (sea[i]) return INF; const barrier = mountainBarrierPenalty(x, y, "road"); if (barrier >= INF) return INF; const density = densityValue(x, y); const nodeAvoid = distanceToNearest(townAvoidNodes, x, y) < 2.2 ? 2.0 : 0; return Math.max(0.35, 1 + slope[i] * 17.8 + barrier + Math.max(0, elevation[i] - 0.54) * 9.2 + nodeAvoid + (river[i] > 0.45 ? 0.85 : 0) + floodplain[i] * 0.22 - density * 0.50 - plain[i] * 0.22 - valleyField[i] * 0.28 - coastalLowland[i] * 0.20 + ridgeField[i] * 1.15 + normalEdgePenalty(x, y) + hash2(x, y, seed + 333) * 0.08); } function expresswayCost(x, y) { const i = indexOf(x, y); if (sea[i]) return INF; const barrier = mountainBarrierPenalty(x, y, "express"); if (barrier >= INF) return INF; const density = densityValue(x, y); const midDensity = midDensityAffinity(x, y); const cityDistance = distanceToNearest(modernCities, x, y); const cityAvoid = cityDistance < 5 ? 22.0 : cityDistance < 9 ? 11.0 : cityDistance < 13 ? 4.0 : distanceToNearest(markets, x, y) < 4 ? 3.2 : 0; const densityPenalty = density > 0.66 ? (density - 0.66) * 9.5 : density < 0.08 ? (0.08 - density) * 2.4 : 0; const highPenalty = barrier + (elevation[i] > 0.72 ? 26 : elevation[i] > 0.62 ? 8.5 : 0); return Math.max(0.42, 1 + slope[i] * 23.0 + highPenalty + cityAvoid + densityPenalty + (river[i] > 0.45 ? 1.0 : 0) - midDensity * 0.82 - plain[i] * 0.16 - valleyField[i] * 0.16 - coastalLowland[i] * 0.18 + ridgeField[i] * 1.20 + normalEdgePenalty(x, y) + hash2(x, y, seed + 444) * 0.015); } const nationalRoads = []; const roadDegree = new Map(); function transportDemand(p) { const pop = Math.sqrt(Math.max(0, p.population || 0)) / 700; const capitalBoost = p.isPrefecturalCapital || p.rank === "Prefectural Capital" ? 2.1 : 0; const portBoost = p.portClass === "major" ? 1.4 : p.portClass === "regional" ? 0.8 : p.portClass ? 0.35 : 0; const historyBoost = p.kind?.includes("Castle") ? 0.55 : p.kind === "Market Town" ? 0.42 : 0; const gatewayBoost = p.kind === "External Gateway" ? 1.1 : 0; return 0.35 + pop + capitalBoost + portBoost + historyBoost + gatewayBoost; } function sameCorridorAffinity(a, b) { const ai = indexOf(a.x, a.y); const bi = indexOf(b.x, b.y); return Math.min(0.6, (basinField[ai] + basinField[bi]) * 0.14 + (valleyField[ai] + valleyField[bi]) * 0.10 + (coastalLowland[ai] + coastalLowland[bi]) * 0.10); } const roadTargetCandidates = [...modernCities.filter((p) => (p.population || 0) >= 90000), ...ports, ...markets, ...castles] .map((p) => ({ ...p, demand: transportDemand(p), score: (p.score || 0.4) + transportDemand(p) * 0.24 + ((p.population || 0) >= 180000 ? 0.18 : 0.05) })); const pickedRoadTargets = pickEntities(roadTargetCandidates, { max: 8 + Math.floor(rand(seed, 1101) * 10), minDistance: 9, threshold: 0, seed: seed + 1100, }); const roadTargets = [ capital, ...pickedRoadTargets .filter((p) => Math.hypot(p.x - capital.x, p.y - capital.y) > 2) .sort((a, b) => transportDemand(b) - transportDemand(a)), ]; const roadHubs = [...modernCities, ...ports, ...markets, ...stations]; const roadCore = [capital]; function addNationalRoad(a, b) { const start = routePoint(a, "road", a.x * 31 + a.y * 37); const goal = routePoint(b, "road", b.x * 31 + b.y * 37 + 17); const existing = [...nationalRoads, ...railways, ...branchRailways]; const path = aStar(start, goal, makeTransportCost(roadCost, existing, roadHubs, [start, goal], 3, 5.8, townAvoidNodes, 3.2, 5.4)); const direct = pathEndpointDistance(path); const urbanPasses = modernCities.filter((city) => path.some(([x, y]) => Math.hypot(x - city.x, y - city.y) <= Math.max(6, Math.min(13, (city.urbanRadius || 8) * 0.78)))).length; const passBonusOk = urbanPasses >= 2 || direct >= 24; if (path.length > 3 && direct >= 16 && pathLength(path) >= 20 && pathCompactness(path) < 3.35 && pathOverlapRatio(path, existing, 2) < 0.48 && passBonusOk) { nationalRoads.push(path); incrementDegree(roadDegree, a); incrementDegree(roadDegree, b); return true; } return false; } for (const target of roadTargets.slice(1, 8 + Math.floor(rand(seed, 1102) * 7))) { const anchor = nearestConnectable(roadCore, target, roadDegree, 3) || capital; if (addNationalRoad(anchor, target)) roadCore.push(target); } const roadLinkCandidates = []; for (let i = 0; i < roadTargets.length; i++) { for (let j = i + 1; j < roadTargets.length; j++) { const a = roadTargets[i]; const b = roadTargets[j]; const d = Math.hypot(a.x - b.x, a.y - b.y); if (d < 18 || d > 58) continue; const demand = Math.sqrt(transportDemand(a) * transportDemand(b)); roadLinkCandidates.push({ a, b, score: demand / (1 + d / 18) + sameCorridorAffinity(a, b) + hash2(a.x + b.x, a.y + b.y, seed + 1111) * 0.05 }); } } roadLinkCandidates.sort((a, b) => b.score - a.score); let extraRoadLinks = 0; for (const link of roadLinkCandidates) { if (extraRoadLinks >= 4) break; if (getDegree(roadDegree, link.a) >= 4 || getDegree(roadDegree, link.b) >= 4) continue; if (addNationalRoad(link.a, link.b)) { extraRoadLinks++; } } // National roads should behave like long trunk corridors: they intentionally // pass near as many urbanized cells/cities as possible, unlike expressways. const trunkCities = modernCities .filter((city) => prefectureMask[indexOf(city.x, city.y)] && (city.population || 0) >= 90000) .slice() .sort((a, b) => a.x - b.x || a.y - b.y); for (let i = 0; i < trunkCities.length - 1; i += 2) { const a = trunkCities[i]; const b = trunkCities[Math.min(trunkCities.length - 1, i + 2)]; if (a && b && Math.hypot(a.x - b.x, a.y - b.y) >= 22 && getDegree(roadDegree, a) < 5) addNationalRoad(a, b); } const expressTargets = pickEntities(modernCities.filter((p) => p !== capital && (p.population || 0) >= 180000).map((p) => ({ ...p, score: p.score + Math.hypot(p.x - capital.x, p.y - capital.y) / 80 + 0.15 })).concat(majorPorts.map((p) => ({ ...p, score: p.score + 0.55 }))), { max: 1 + Math.floor(rand(seed, 1120) * 3), minDistance: 20, threshold: 0.05, seed: seed + 1120, }); const expressways = []; const expressDegree = new Map(); const expressCore = [capital]; function addExpressway(a, b, bucket = expressways) { const start = routePoint(a, "express", a.x * 41 + a.y * 43); const goal = routePoint(b, "express", b.x * 41 + b.y * 43 + 29); const existing = [...expressways, ...nationalRoads, ...railways, ...branchRailways]; let path = aStar(start, goal, makeTransportCost(expresswayCost, existing, roadHubs, [start, goal], 5, 10.8, townAvoidNodes, 8.5, 14.0)); path = smoothPathByLineOfSight(path, (x, y) => expresswayCost(x, y, x, y) < INF && slope[indexOf(x, y)] < 0.54 && elevation[indexOf(x, y)] < 0.78, 10); const direct = pathEndpointDistance(path); if (path.length > 8 && direct >= 26 && pathLength(path) >= 30 && pathCompactness(path) < 2.35 && pathOverlapRatio(path, existing, 2) < 0.30) { bucket.push(path); incrementDegree(expressDegree, a); incrementDegree(expressDegree, b); return true; } return false; } for (const target of expressTargets) { const anchor = nearestConnectable(expressCore, target, expressDegree, 2) || capital; if (addExpressway(anchor, target)) expressCore.push(target); } const ringRoads = []; const ringExpressways = []; const ringRailways = []; function ringAnchorCandidates(city, mode, targetRadius, sectors = 8) { const anchors = []; const minR = Math.max(5, targetRadius - 5); const maxR = targetRadius + 7; for (let s = 0; s < sectors; s++) { const angle0 = (s / sectors) * Math.PI * 2; let best = null; let bestScore = -INF; for (let dy = -Math.ceil(maxR); dy <= Math.ceil(maxR); dy++) { for (let dx = -Math.ceil(maxR); dx <= Math.ceil(maxR); dx++) { const d = Math.hypot(dx, dy); if (d < minR || d > maxR) continue; const angle = Math.atan2(dy, dx); let delta = Math.abs(Math.atan2(Math.sin(angle - angle0), Math.cos(angle - angle0))); if (delta > Math.PI / sectors * 0.95) continue; const x = city.x + dx; const y = city.y + dy; if (!inside(x, y)) continue; const i = indexOf(x, y); if (sea[i] || !prefectureMask[i]) continue; const barrier = mode === "road" ? mountainBarrierPenalty(x, y, "road") : mountainBarrierPenalty(x, y, mode === "express" ? "express" : "rail"); if (barrier >= INF) continue; const density = densityValue(x, y); const densityTerm = mode === "rail" ? density * 0.75 : mode === "express" ? midDensityAffinity(x, y) * 0.72 : density * 0.28 + midDensityAffinity(x, y) * 0.22; const score = plain[i] * 0.72 + agriculture[i] * 0.12 + densityTerm - slope[i] * 1.25 - Math.max(0, elevation[i] - 0.58) * 1.3 - barrier * 0.01 - Math.abs(d - targetRadius) * 0.035 + hash2(x, y, seed + 4100 + s * 37 + mode.length * 101) * 0.08; if (score > bestScore) { bestScore = score; best = { x, y, score, kind: `${mode} ring anchor`, parent: city }; } } } if (best) anchors.push(best); } return anchors; } function ringCost(baseCost, city, targetRadius, mode) { return (x, y, cx, cy) => { const base = baseCost(x, y, cx, cy); if (base >= INF) return base; const d = Math.hypot(x - city.x, y - city.y); const tooClose = Math.max(0, targetRadius * 0.46 - d); const tooFar = Math.max(0, d - targetRadius * 1.55); const bandPenalty = tooClose * 0.34 + tooFar * 0.16 + Math.abs(d - targetRadius) * 0.018; const density = densityValue(x, y); const densityBias = mode === "rail" ? -density * 0.42 : mode === "express" ? -midDensityAffinity(x, y) * 0.32 + Math.max(0, density - 0.82) * 0.8 : -density * 0.12; return Math.max(0.36, base + bandPenalty + densityBias); }; } function softRingRailCost(x, y) { const i = indexOf(x, y); const barrier = mountainBarrierPenalty(x, y, "rail"); if (sea[i] || barrier >= INF) return INF; const density = densityValue(x, y); return Math.max(0.38, 1 + slope[i] * 14 + barrier + Math.max(0, elevation[i] - 0.56) * 22 + (river[i] > 0.5 ? 1.3 : river[i] * 0.6) - density * 0.62 - plain[i] * 0.20 + normalEdgePenalty(x, y) + hash2(x, y, seed + 7222) * 0.05); } function softRingExpressCost(x, y) { const i = indexOf(x, y); const barrier = mountainBarrierPenalty(x, y, "express"); if (sea[i] || barrier >= INF) return INF; return Math.max(0.38, 1 + slope[i] * 13 + barrier + Math.max(0, elevation[i] - 0.58) * 20 + (river[i] > 0.5 ? 1.0 : river[i] * 0.5) - midDensityAffinity(x, y) * 0.42 - plain[i] * 0.14 + normalEdgePenalty(x, y) + hash2(x, y, seed + 7444) * 0.05); } function addEnvironmentalRing(city, mode, bucket, baseCost, existingPaths, targetRadius) { const anchors = ringAnchorCandidates(city, mode, targetRadius, mode === "road" ? 7 : 8); if (anchors.length < 3) return 0; let made = 0; const cost = ringCost(baseCost, city, targetRadius, mode); for (let i = 0; i < anchors.length - (anchors.length < 4 ? 1 : 0); i++) { const a = anchors[i]; const b = anchors[(i + 1) % anchors.length]; if (Math.hypot(a.x - b.x, a.y - b.y) > targetRadius * 1.85) continue; const path = aStar(a, b, makeTransportCost(cost, [...existingPaths, ...bucket], roadHubs, [a, b], mode === "road" ? 3 : 4, mode === "road" ? 4.8 : 7.0, townAvoidNodes, mode === "express" ? 3.8 : 2.2, mode === "express" ? 4.8 : 2.8)); if (path.length >= 5 && path.length <= targetRadius * 8.0) { bucket.push(path); made++; } } return made; } function flexibleRingAnchors(city, targetRadius, maxAnchors = 6) { const candidates = []; const maxR = targetRadius + 11; const minR = Math.max(5, targetRadius * 0.45); for (let dy = -Math.ceil(maxR); dy <= Math.ceil(maxR); dy++) { for (let dx = -Math.ceil(maxR); dx <= Math.ceil(maxR); dx++) { const d = Math.hypot(dx, dy); if (d < minR || d > maxR) continue; const x = city.x + dx; const y = city.y + dy; if (!inside(x, y)) continue; const i = indexOf(x, y); if (sea[i] || !prefectureMask[i] || elevation[i] > 0.82) continue; const score = plain[i] * 0.7 + midDensityAffinity(x, y) * 0.32 + densityValue(x, y) * 0.2 - slope[i] * 1.15 - Math.max(0, elevation[i] - 0.58) * 0.88 - Math.abs(d - targetRadius) * 0.02 + hash2(x, y, seed + 7555) * 0.06; candidates.push({ x, y, score, angle: Math.atan2(dy, dx), kind: "flexible ring anchor", parent: city }); } } return pickEntities(candidates, { max: maxAnchors, minDistance: 5, threshold: -1, seed: seed + city.x * 83 + city.y * 89 }) .sort((a, b) => a.angle - b.angle); } function addLooseEnvironmentalRing(city, bucket, baseCost, targetRadius) { let anchors = ringAnchorCandidates(city, "road", targetRadius, 6); if (anchors.length < 3) anchors = flexibleRingAnchors(city, targetRadius, 6); if (anchors.length < 2) return 0; let made = 0; for (let i = 0; i < anchors.length; i++) { const a = anchors[i]; const b = anchors[(i + 1) % anchors.length]; const path = aStar(a, b, (x, y, cx, cy) => { const base = baseCost(x, y, cx, cy); if (base >= INF) return INF; const d = Math.hypot(x - city.x, y - city.y); const band = Math.max(0, targetRadius * 0.42 - d) * 0.22 + Math.max(0, d - targetRadius * 1.7) * 0.14 + Math.abs(d - targetRadius) * 0.012; return Math.max(0.3, base + band); }); if (path.length >= 4 && path.length <= targetRadius * 9.0) { bucket.push(path); made++; } } return made; } const mediumRingCities = modernCities.filter((c) => (c.population || 0) >= 130000).slice(0, 6); for (const city of mediumRingCities) { const radius = clamp(8 + Math.sqrt(city.population || 100000) / 170, 10, 22); addEnvironmentalRing(city, "road", ringRoads, roadCost, [...nationalRoads, ...railways, ...branchRailways], radius); } const largeRingCities = modernCities.filter((c) => (c.population || 0) >= 900000).slice(0, 1); for (const city of largeRingCities) { const roadRadius = clamp(10 + Math.sqrt(city.population || 400000) / 155, 13, 28); const expressRadius = roadRadius + 3 + rand(seed, city.x * 71 + city.y * 73) * 3; const railRadius = Math.max(8, roadRadius - 4); addEnvironmentalRing(city, "road", ringRoads, roadCost, [...nationalRoads, ...expressways, ...railways, ...branchRailways], roadRadius); // Expressway rings are intentionally disabled; expressways stay as sparse interurban corridors. const railRingSegments = addEnvironmentalRing(city, "rail", ringRailways, railCost, [...railways, ...branchRailways, ...nationalRoads, ...expressways], railRadius); // Expressway rings should be rare; do not force a fallback ring when terrain rejects it. if (railRingSegments === 0) addLooseEnvironmentalRing(city, ringRailways, softRingRailCost, railRadius); } ringExpressways.length = 0; compactPathArray(ringRoads, { minLength: 8, maxOverlap: 0.32, maxCount: 18 }); compactPathArray(ringRailways, { minLength: 8, maxOverlap: 0.26, maxCount: 8 }); const gatewayCandidates = []; for (let x = 0; x < MAP_W; x++) for (const y of [0, MAP_H - 1]) { const i = indexOf(x, y); if (!sea[i]) gatewayCandidates.push({ x, y, side: y === 0 ? "N" : "S", score: plain[i] + agriculture[i] + (1 - slope[i]) * 0.5 + coastalLowland[i] * 0.2 - Math.max(0, elevation[i] - 0.56) * 1.6 - ridgeField[i] * 0.35 }); } for (let y = 0; y < MAP_H; y++) for (const x of [0, MAP_W - 1]) { const i = indexOf(x, y); if (!sea[i]) gatewayCandidates.push({ x, y, side: x === 0 ? "W" : "E", score: plain[i] + agriculture[i] + (1 - slope[i]) * 0.5 + coastalLowland[i] * 0.2 - Math.max(0, elevation[i] - 0.56) * 1.6 - ridgeField[i] * 0.35 }); } let externalGateways = pickEntities(gatewayCandidates, { max: 2 + Math.floor(rand(seed, 1201) * 3), minDistance: 28, threshold: 0.4, seed: seed + 1201, }).map((p) => ({ ...p, kind: "External Gateway" })); function externalRoadCost(goal) { return (x, y) => { const i = indexOf(x, y); if (sea[i]) return INF; const barrier = mountainBarrierPenalty(x, y, "road"); if (barrier >= INF) return INF; const borderPenalty = nearMapEdge(x, y, 1) && !(Math.abs(x - goal.x) <= 2 && Math.abs(y - goal.y) <= 2) ? 7 : nearMapEdge(x, y, 3) ? 1.5 : 0; const density = densityValue(x, y); const nodeAvoid = distanceToNearest(townAvoidNodes, x, y) < 2.2 ? 2.0 : 0; return Math.max(0.35, 1 + slope[i] * 13 + barrier + Math.max(0, elevation[i] - 0.54) * 7.5 + nodeAvoid + (river[i] > 0.45 ? 0.9 : 0) + floodplain[i] * 0.24 - density * 0.3 - plain[i] * 0.24 + borderPenalty + hash2(x, y, seed + 333) * 0.06); }; } function externalExpresswayCost(goal) { return (x, y) => { const i = indexOf(x, y); if (sea[i]) return INF; const barrier = mountainBarrierPenalty(x, y, "express"); if (barrier >= INF) return INF; const borderPenalty = nearMapEdge(x, y, 1) && !(Math.abs(x - goal.x) <= 2 && Math.abs(y - goal.y) <= 2) ? 7 : nearMapEdge(x, y, 3) ? 1.5 : 0; const density = densityValue(x, y); const cityDistance = distanceToNearest(modernCities, x, y); const cityAvoid = cityDistance < 5 ? 22.0 : cityDistance < 9 ? 11.0 : cityDistance < 13 ? 4.0 : distanceToNearest(markets, x, y) < 4 ? 3.2 : 0; const densityPenalty = density > 0.66 ? (density - 0.66) * 9.5 : density < 0.08 ? (0.08 - density) * 2.4 : 0; return Math.max(0.42, 1 + slope[i] * 19 + barrier + cityAvoid + densityPenalty + (river[i] > 0.45 ? 1 : 0) + floodplain[i] * 0.2 - midDensityAffinity(x, y) * 0.7 - plain[i] * 0.12 + borderPenalty + hash2(x, y, seed + 444) * 0.05); }; } function externalRailCost(goal) { return (x, y) => { const i = indexOf(x, y); if (sea[i]) return INF; const barrier = mountainBarrierPenalty(x, y, "rail"); if (barrier >= INF) return INF; const borderPenalty = nearMapEdge(x, y, 1) && !(Math.abs(x - goal.x) <= 2 && Math.abs(y - goal.y) <= 2) ? 9 : nearMapEdge(x, y, 3) ? 1.8 : 0; const density = densityValue(x, y); return Math.max(0.42, 1 + slope[i] * 22 + barrier + Math.max(0, elevation[i] - 0.52) * 14 + (river[i] > 0.45 ? 1.2 : 0) + borderPenalty - density * 1.0 - plain[i] * 0.28 + hash2(x, y, seed + 222) * 0.05); }; } const externalRoads = []; const externalExpressways = []; const externalRailways = []; function selectExternalStart(pool, gate, degreeMap, maxDegree = 2) { const sorted = pool .filter(Boolean) .map((p) => ({ ...p, d: Math.hypot(p.x - gate.x, p.y - gate.y), degree: getDegree(degreeMap, p) })) .sort((a, b) => a.d + a.degree * 16 + (a.degree >= maxDegree ? 30 : 0) - (b.d + b.degree * 16 + (b.degree >= maxDegree ? 30 : 0))); return sorted.find((p) => p.degree < maxDegree) || sorted[0] || capital; } externalGateways.forEach((gate, idx) => { const makeExpressLink = idx === 0 || rand(seed, 1210 + idx) > 0.4; const roadStartRaw = selectExternalStart([...roadCore, ...modernCities, ...ports, ...markets], gate, roadDegree, 3); const roadStart = routePoint(roadStartRaw, makeExpressLink ? "express" : "road", gate.x * 53 + gate.y * 59); const roadExisting = [...nationalRoads, ...expressways, ...externalRoads, ...externalExpressways, ...railways, ...branchRailways]; const roadBaseCost = makeExpressLink ? externalExpresswayCost(gate) : externalRoadCost(gate); const roadPath = aStar(roadStart, gate, makeTransportCost(roadBaseCost, roadExisting, roadHubs, [roadStart, gate], makeExpressLink ? 4 : 3, makeExpressLink ? 8.2 : 6.2, townAvoidNodes, makeExpressLink ? 5.4 : 3.2, makeExpressLink ? 7.8 : 5.6)); if (roadPath.length > 6) { if (makeExpressLink) { externalExpressways.push(roadPath); incrementDegree(expressDegree, roadStartRaw); incrementDegree(expressDegree, gate); expressCore.push(gate); } else { externalRoads.push(roadPath); incrementDegree(roadDegree, roadStartRaw); incrementDegree(roadDegree, gate); } } if ((idx === 0 || rand(seed, 1220 + idx) > 0.5) && modernCities.length > 0) { const railStartRaw = selectExternalStart([...railCore, ...modernCities, ...ports], gate, railDegree, 2); const railStart = routePoint(railStartRaw, "rail", gate.x * 61 + gate.y * 67); const railExisting = [...railways, ...branchRailways, ...externalRailways, ...nationalRoads, ...expressways, ...externalExpressways]; const railPath = aStar(railStart, gate, makeTransportCost(externalRailCost(gate), railExisting, railHubs, [railStart, gate], 4, 8.2, townAvoidNodes, 2.5, 4.4)); if (railPath.length > 6) { externalRailways.push(railPath); incrementDegree(railDegree, railStartRaw); incrementDegree(railDegree, gate); } } }); function pruneHighMountainTransport(paths, threshold = 0.82) { for (let i = paths.length - 1; i >= 0; i--) { if (paths[i].some(([x, y]) => elevation[indexOf(x, y)] > threshold)) paths.splice(i, 1); } } for (const paths of [railways, branchRailways, ringRailways, externalRailways, expressways, externalExpressways]) pruneHighMountainTransport(paths, 0.82); const expressInfluence = influenceFromPaths([...expressways, ...externalExpressways], 6); const roadInfluence = influenceFromPaths([...nationalRoads, ...ringRoads, ...expressways, ...externalRoads, ...externalExpressways], 4); const icCandidates = []; for (const path of [...expressways, ...externalExpressways]) { icCandidates.push(...samplePath(path, 11 + Math.floor(rand(seed, path.length + 333) * 5)).map((p) => ({ ...p, score: 0.62 + plain[indexOf(p.x, p.y)] * 0.24 + midDensityAffinity(p.x, p.y) * 0.16, kind: "Interchange" }))); for (const city of modernCities) { let best = null; let bestDistance = 999; for (const [x, y] of path) { const d = Math.hypot(x - city.x, y - city.y); if (d < bestDistance) { bestDistance = d; best = { x, y }; } } if (best && bestDistance > 4 && bestDistance < 18) icCandidates.push({ ...best, score: 0.8 + city.score * 0.1, kind: "Urban Interchange" }); } } let interchanges = pickEntities(icCandidates, { max: 14 + Math.floor(rand(seed, 1130) * 18), minDistance: 7, threshold: 0.44, seed: seed + 1130 }); const icAccessRoads = []; const nationalRoadAccessPoints = nationalRoads.flatMap((path) => samplePath(path, 8)); for (const ic of interchanges) { const accessTargets = [ ...industrialZones.map((p) => ({ ...p, score: 0.95 / (1 + Math.hypot(p.x - ic.x, p.y - ic.y) / 7) })), ...modernCities.map((p) => ({ ...routePoint(p, "road", 8200 + p.x * 7 + p.y), score: 0.72 / (1 + Math.hypot(p.x - ic.x, p.y - ic.y) / 10) })), ...nationalRoadAccessPoints.map((p) => ({ ...p, score: 0.62 / (1 + Math.hypot(p.x - ic.x, p.y - ic.y) / 6), kind: "National Road Access" })), ]; const target = pickEntities(accessTargets, { max: 1, minDistance: 1, threshold: 0, seed: seed + 1134 + ic.x * 3 + ic.y })[0]; if (!target || Math.hypot(target.x - ic.x, target.y - ic.y) > 22) continue; const path = aStar(ic, target, roadCost); if (path.length > 2 && path.length < 36) icAccessRoads.push(path); } const logisticsScore = new Float32Array(SIZE); 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 nearIC = 1 / (1 + distanceToNearest(interchanges, x, y) / 3); const cityPenalty = distanceToNearest(modernCities, x, y) < 5 ? 0.28 : 0; logisticsScore[i] = clamp(nearIC * 0.56 + plain[i] * 0.24 + roadInfluence[i] * 0.22 + expressInfluence[i] * 0.16 - slope[i] * 0.32 - cityPenalty); } } let logisticsParks = pickPoints(logisticsScore, { threshold: 0.32 + rand(seed, 1141) * 0.1, max: 3 + Math.floor(rand(seed, 1142) * 13), minDistance: 9, seedOffset: 1140, predicate: (x, y, i) => !sea[i], }).map((p) => ({ ...p, kind: "Logistics Park" })); const cityInfluence = influenceFromPoints(modernCities, 34, (p) => p.urbanWeight || 1.2); const cityCoreInfluence = influenceFromPoints(urbanCenters, 11, (p) => p.parent?.coreRadius ? 1.35 + p.parent.coreRadius / 5 : 1.2); const stationInfluence = influenceFromPoints(stations, 10, () => 1); const railInfluence2 = influenceFromPaths([...railways, ...branchRailways, ...ringRailways, ...externalRailways], 6); const satelliteScore = new Float32Array(SIZE); const largeCitiesForSatellites = modernCities.filter((c) => (c.population || 0) >= 320000); 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] || !prefectureMask[i]) continue; let ringPull = 0; let parent = null; for (const city of largeCitiesForSatellites) { const d = Math.hypot(city.x - x, city.y - y); const ideal = clamp(11 + Math.sqrt(city.population || 320000) / 150, 13, 27); const v = clamp(1 - Math.abs(d - ideal) / 9); if (v > ringPull) { ringPull = v; parent = city; } } if (!parent) continue; const railPull = Math.max(railInfluence2[i], stationInfluence[i] * 0.84); const separated = distanceToNearest(modernCities, x, y) > 7 ? 1 : 0; satelliteScore[i] = clamp(ringPull * 0.42 + railPull * 0.38 + populationDensity[i] * 0.14 + plain[i] * 0.2 + basinField[i] * 0.08 + agriculture[i] * 0.05 - slope[i] * 0.86 - ridgeField[i] * 0.34 - Math.max(0, elevation[i] - 0.56) * 0.72 + separated * 0.1 + hash2(x, y, seed + 1160) * 0.035); } } let satelliteCities = pickPoints(satelliteScore, { threshold: 0.43 + rand(seed, 1161) * 0.07, max: Math.min(14, 2 + largeCitiesForSatellites.length * 4 + Math.floor(rand(seed, 1162) * 4)), minDistance: 8, seedOffset: 1160, predicate: (x, y, i) => !sea[i] && prefectureMask[i], }).map((p, n) => { const parent = largeCitiesForSatellites.slice().sort((a, b) => Math.hypot(a.x - p.x, a.y - p.y) - Math.hypot(b.x - p.x, b.y - p.y))[0]; const basePop = parent ? parent.population * (0.045 + rand(seed, 1165 + n) * 0.11) : 42000 + rand(seed, 1165 + n) * 90000; return { ...p, kind: "Satellite City", parentCityIndex: parent ? modernCities.indexOf(parent) : -1, population: Math.round(basePop / 1000) * 1000, urbanRadius: 5 + Math.sqrt(basePop) / 135, coreRadius: 1.5 + Math.sqrt(basePop) / 420, urbanWeight: 0.55 + Math.sqrt(basePop) / 720 }; }); const satelliteInfluence = influenceFromPoints(satelliteCities, 16, (p) => p.urbanWeight || 0.8); const oldCoreInfluence = influenceFromPoints([...castleTowns, ...markets, ...ports], 12, () => 1); const industrialInfluence = influenceFromPoints(industrialZones, 9, () => 1); const logisticsInfluence = influenceFromPoints(logisticsParks, 9, () => 1); const interchangeInfluence = influenceFromPoints(interchanges, 8, () => 1); const premodernInfluence = influenceFromPaths(premodernRoads, 4); const villageInfluence = influenceFromPoints(villages, 7, () => 1); const newTownScore = new Float32Array(SIZE); 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 dCity = distanceToNearest(modernCities, x, y); const ring = dCity > 8 && dCity < 22 ? 1 : 0; const uplandTerrace = elevation[i] > 0.36 && elevation[i] < 0.58 && slope[i] < 0.34 && ridgeField[i] < 0.34 ? 0.24 : 0; newTownScore[i] = clamp(ring * 0.34 + stationInfluence[i] * 0.24 + roadInfluence[i] * 0.08 + railInfluence2[i] * 0.1 + plain[i] * 0.14 + uplandTerrace + agriculture[i] * 0.06 - slope[i] * 0.72 - ridgeField[i] * 0.22 - floodplain[i] * 0.22 - satelliteInfluence[i] * 0.18); } } let newTowns = pickPoints(newTownScore, { threshold: 0.32 + rand(seed, 1151) * 0.1, max: 2 + Math.floor(rand(seed, 1152) * 10), minDistance: 11, seedOffset: 1150, predicate: (x, y, i) => !sea[i], }).map((p) => ({ ...p, kind: "New Town" })); const minorRoads = []; const trunkNodes = [...markets, ...modernCities, ...stations.slice(0, 24), ...crossings.slice(0, 16)]; const roadNetInfluence = influenceFromPaths([...nationalRoads, ...ringRoads, ...expressways, ...ringExpressways, ...externalRoads, ...externalExpressways, ...premodernRoads], 3); function minorRoadCost(x, y) { const i = indexOf(x, y); if (sea[i] || elevation[i] > 0.72) return INF; const barrier = mountainBarrierPenalty(x, y, "minor"); if (barrier >= INF) return INF; return Math.max(0.3, 1 + slope[i] * 8.4 + barrier * 0.55 + Math.max(0, elevation[i] - 0.58) * 4.4 + floodplain[i] * 0.18 + (river[i] > 0.5 ? 1.0 : 0.18 * river[i]) - plain[i] * 0.24 - valleyField[i] * 0.36 - coastalLowland[i] * 0.12 + ridgeField[i] * 0.58 - roadNetInfluence[i] * 0.35 + normalEdgePenalty(x, y) + hash2(x, y, seed + 555) * 0.15); } const connectedPairs = new Set(); function addMinorRoad(a, b) { const key = `${a.x},${a.y}|${b.x},${b.y}`; if (connectedPairs.has(key)) return; connectedPairs.add(key); const path = aStar(a, b, minorRoadCost); if (path.length > 2 && path.length < 90) minorRoads.push(path); } for (const village of villages) { if (rand(seed, village.x * 13 + village.y * 17) < 0.42) { const target = pickEntities(trunkNodes.map((p) => ({ ...p, score: 1 / (1 + Math.hypot(p.x - village.x, p.y - village.y)) })), { max: 1, minDistance: 1, threshold: 0 })[0]; if (target && Math.hypot(target.x - village.x, target.y - village.y) < 28) addMinorRoad(village, target); } } for (const market of markets) { const localVillages = pickEntities(villages.map((v) => ({ ...v, score: 1 / (1 + Math.hypot(v.x - market.x, v.y - market.y)) })), { max: 3, minDistance: 1, threshold: 0 }); for (const v of localVillages) addMinorRoad(market, v); } for (const pass of passes.slice(0, 8)) { const target = pickEntities([...markets, ...villages].map((p) => ({ ...p, score: 1 / (1 + Math.hypot(p.x - pass.x, p.y - pass.y)) })), { max: 1, minDistance: 1, threshold: 0 })[0]; if (target) addMinorRoad(pass, target); } const newTownInfluence = influenceFromPoints(newTowns, 8, () => 1); const landuse = new Uint8Array(SIZE); 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 mountain = elevation[i] > 0.62 || slope[i] > 0.46 || ridgeField[i] > 0.64; const farm = agriculture[i] > 0.26 && (plain[i] > 0.2 || valleyField[i] > 0.32 || basinField[i] > 0.25); let nearestCity = null; let nearestCityDistance = INF; for (const city of modernCities) { const d = Math.hypot(city.x - x, city.y - y); if (d < nearestCityDistance) { nearestCityDistance = d; nearestCity = city; } } const dCity = nearestCityDistance; const populationScale = nearestCity ? clamp(Math.log10(Math.max(10000, nearestCity.population)) - 4, 0.25, 2.2) : 0.5; const normalizedUrbanDistance = nearestCity ? dCity / Math.max(6, nearestCity.urbanRadius) : 99; const cityClusterBoost = nearestCity ? clamp(1 - normalizedUrbanDistance) * (0.18 + populationScale * 0.16) : 0; const density = populationDensity[i]; const oldTownScore = oldCoreInfluence[i] * 0.64 + premodernInfluence[i] * 0.32 + plain[i] * 0.12 + density * 0.08; const terrainUrbanPenalty = slope[i] * 1.02 + ridgeField[i] * 0.55 + Math.max(0, elevation[i] - 0.56) * 0.56; const nodeCausalPull = Math.max(stationInfluence[i] * 0.18, premodernInfluence[i] * 0.13, coastalLowland[i] * river[i] * 0.12, valleyField[i] * 0.08); const satelliteEnvelope = satelliteInfluence[i] * 0.54; const urbanEnvelope = cityInfluence[i] * 0.58 + cityCoreInfluence[i] * 0.3 + satelliteEnvelope + density * 0.47 + stationInfluence[i] * 0.18 + oldCoreInfluence[i] * 0.14 + newTownInfluence[i] * 0.12 + cityClusterBoost + nodeCausalPull - terrainUrbanPenalty; const coreScore = cityCoreInfluence[i] * 0.74 + urbanEnvelope * 0.3 + density * 0.36 + satelliteInfluence[i] * 0.16 + stationInfluence[i] * 0.06 + railInfluence2[i] * 0.04 - slope[i] * 0.82 - ridgeField[i] * 0.28; const suburbScore = urbanEnvelope * 0.54 + density * 0.14 + satelliteInfluence[i] * 0.22 + stationInfluence[i] * 0.09 + roadInfluence[i] * 0.05 + railInfluence2[i] * 0.05 + plain[i] * 0.16 + valleyField[i] * 0.04 + populationScale * 0.05 + (coreScore < 0.58 ? 0.05 : 0) - slope[i] * 0.76 - ridgeField[i] * 0.22; const roadsideScore = interchangeInfluence[i] * 0.54 + logisticsInfluence[i] * 0.18 + roadInfluence[i] * 0.1 + plain[i] * 0.1 - cityInfluence[i] * 0.02; const isolatedCorridor = roadInfluence[i] > 0.22 && cityInfluence[i] < 0.08 && stationInfluence[i] < 0.08 && interchangeInfluence[i] < 0.18; const ruralScore = villageInfluence[i] * 0.3 + agriculture[i] * 0.38 + plain[i] * 0.18 - slope[i] * 0.08; if (mountain) landuse[i] = 9; else if (industrialInfluence[i] > 0.44) landuse[i] = 5; else if (logisticsInfluence[i] > 0.42) landuse[i] = 6; else if (newTownInfluence[i] > 0.42 && urbanEnvelope > 0.16) landuse[i] = 7; else if (coreScore > 0.68 && density > 0.48 && stationInfluence[i] > 0.05 && slope[i] < 0.24 && ridgeField[i] < 0.36) landuse[i] = 3; else if (oldTownScore > 0.49) landuse[i] = 2; else if (suburbScore > 0.235 && !isolatedCorridor && slope[i] < 0.32 && ridgeField[i] < 0.48 && (normalizedUrbanDistance < 1.42 || satelliteInfluence[i] > 0.24)) landuse[i] = 4; else if (roadsideScore > 0.5 && plain[i] > 0.18 && slope[i] < 0.34 && ridgeField[i] < 0.5 && !isolatedCorridor && (interchangeInfluence[i] > 0.24 || logisticsInfluence[i] > 0.16 || cityInfluence[i] > 0.09)) landuse[i] = 8; else if (farm) landuse[i] = 1; else if (ruralScore > 0.3) landuse[i] = 0; else landuse[i] = 0; } } function hasUrbanNeighborCluster(x, y, radius = 2, minUrban = 7) { let urban = 0; for (let dy = -radius; dy <= radius; dy++) { for (let dx = -radius; dx <= radius; dx++) { const nx = x + dx; const ny = y + dy; if (!inside(nx, ny)) continue; const lu = landuse[indexOf(nx, ny)]; if (lu === 2 || lu === 3 || lu === 4 || lu === 7 || lu === 8) urban++; } } return urban >= minUrban; } function removeIsolatedUrbanPatches(maxCells = 22) { const seen = new Uint8Array(SIZE); const namedCenters = [...modernCities, ...(satelliteCities || []), ...markets, ...ports, ...newTowns, ...stations]; const queue = []; for (let i = 0; i < SIZE; i++) { if (seen[i] || !prefectureMask[i] || sea[i]) continue; const lu0 = landuse[i]; if (!(lu0 >= 2 && lu0 <= 8)) continue; const component = []; let maxDensity = 0; queue.length = 0; queue.push(i); seen[i] = 1; for (let q = 0; q < queue.length; q++) { const cur = queue[q]; component.push(cur); maxDensity = Math.max(maxDensity, populationDensity[cur]); const [x, y] = xyOf(cur); for (const [nx, ny] of neighbors8(x, y)) { const ni = indexOf(nx, ny); if (seen[ni] || !prefectureMask[ni] || sea[ni]) continue; if (!(landuse[ni] >= 2 && landuse[ni] <= 8)) continue; seen[ni] = 1; queue.push(ni); } } if (component.length > maxCells) continue; let hasAnchor = false; for (const ci of component) { const [x, y] = xyOf(ci); if (distanceToNearest(namedCenters, x, y) <= 5.8) { hasAnchor = true; break; } } if (!hasAnchor) { for (const ci of component) landuse[ci] = agriculture[ci] > 0.34 ? 1 : 0; } } } for (let pass = 0; pass < 2; pass++) removeIsolatedUrbanPatches(36); // CBD is no longer a marker. It is a DID-like contiguous high-density core: // first remove isolated core cells, then grow connected high-density cells // from each urban center according to population scale. for (let y = 1; y < MAP_H - 1; y++) { for (let x = 1; x < MAP_W - 1; x++) { const i = indexOf(x, y); if (landuse[i] === 3 && !hasUrbanNeighborCluster(x, y, 2, 8)) landuse[i] = 4; } } function growDidCore(center, city, salt) { if (!center || !city) return 0; const start = indexOf(center.x, center.y); if (sea[start] || !prefectureMask[start]) return 0; if ((city.population || 0) < 220000) return 0; const targetCells = Math.round(clamp(2 + Math.sqrt(city.population || 80000) / 74, 4, 22)); const maxRadius = clamp((city.coreRadius || 3) * 2.4 + Math.sqrt(city.population || 80000) / 260, 6, 16); const selected = new Set(); const queued = new Set([start]); const heap = new MinHeap(); heap.push({ i: start, f: -10 }); let made = 0; while (heap.length > 0 && made < targetCells) { const cur = heap.pop(); if (!cur || selected.has(cur.i)) continue; const [x, y] = xyOf(cur.i); const i = cur.i; const d = Math.hypot(x - center.x, y - center.y); const support = populationDensity[i] * 1.18 + cityInfluence[i] * 0.22 + stationInfluence[i] * 0.18 + plain[i] * 0.12 - slope[i] * 1.24 - ridgeField[i] * 0.54 - Math.max(0, elevation[i] - 0.58) * 0.50 - floodplain[i] * 0.08 - d / maxRadius * 0.22; if (d > maxRadius || support < 0.44 || sea[i] || !prefectureMask[i]) continue; if (!(landuse[i] === 2 || landuse[i] === 3 || landuse[i] === 4 || landuse[i] === 7 || populationDensity[i] > 0.22 || stationInfluence[i] > 0.14)) continue; selected.add(i); landuse[i] = 3; made++; for (const [nx, ny] of neighbors8(x, y)) { const ni = indexOf(nx, ny); if (queued.has(ni) || selected.has(ni) || sea[ni] || !prefectureMask[ni]) continue; const nd = Math.hypot(nx - center.x, ny - center.y); if (nd > maxRadius + 1) continue; const score = populationDensity[ni] * 1.24 + cityInfluence[ni] * 0.22 + stationInfluence[ni] * 0.18 + plain[ni] * 0.12 - slope[ni] * 1.25 - ridgeField[ni] * 0.54 - nd / maxRadius * 0.22 + hash2(nx, ny, seed + salt) * 0.03; queued.add(ni); heap.push({ i: ni, f: -score }); } } return made; } urbanCenters.forEach((center, n) => growDidCore(center, center.parent || modernCities[n], 9400 + n * 17)); for (let pass = 0; pass < 3; pass++) removeIsolatedUrbanPatches(42); for (let y = 1; y < MAP_H - 1; y++) { for (let x = 1; x < MAP_W - 1; x++) { const i = indexOf(x, y); if (landuse[i] === 3 && !hasUrbanNeighborCluster(x, y, 2, 8)) landuse[i] = 4; } } const prefectureArea = prefectureMask.reduce((sum, v) => sum + (v ? 1 : 0), 0); const municipalityCandidates = []; for (let y = 2; y < MAP_H - 2; y++) { for (let x = 2; x < MAP_W - 2; x++) { const i = indexOf(x, y); if (!prefectureMask[i] || sea[i]) continue; const urbanBias = landuse[i] === 3 ? 0.62 : landuse[i] === 2 ? 0.56 : landuse[i] === 4 ? 0.5 : landuse[i] === 1 ? 0.4 : 0.28; const score = urbanBias + settlementScore[i] * 0.22 + roadInfluence[i] * 0.08 + railInfluence2[i] * 0.05 + villageInfluence[i] * 0.04 - slope[i] * 0.18 - ridgeField[i] * 0.06 + hash2(x, y, seed + 1300) * 0.025; if (score > 0.40) municipalityCandidates.push({ x, y, score }); } } const majorMunicipalSeeds = modernCities .filter((city) => (city.population || 0) >= 220000 && prefectureMask[indexOf(city.x, city.y)]) .map((city) => ({ x: city.x, y: city.y, score: 1.55 + (city.population || 0) / 700000, protectedCity: city })); const filteredMunicipalityCandidates = municipalityCandidates.filter((p) => { const nearMajor = majorMunicipalSeeds.some((city) => Math.hypot(city.x - p.x, city.y - p.y) < clamp(12 + Math.sqrt(city.protectedCity.population || 300000) / 130, 14, 28)); const nearSmallUrban = modernCities.some((city) => (city.population || 0) < 260000 && Math.hypot(city.x - p.x, city.y - p.y) < 8 && p.x !== city.x && p.y !== city.y); return !nearMajor && !nearSmallUrban; }); const satelliteMunicipalSeeds = (satelliteCities || []) .filter((city) => prefectureMask[indexOf(city.x, city.y)]) .map((city) => ({ x: city.x, y: city.y, score: 1.05 + (city.population || 40000) / 260000, protectedSatellite: city })); let adminCentersRaw = [ ...majorMunicipalSeeds, ...satelliteMunicipalSeeds, ...pickEntities(filteredMunicipalityCandidates.filter((p) => satelliteMunicipalSeeds.every((s) => Math.hypot(s.x - p.x, s.y - p.y) >= 6)), { max: Math.min(20, Math.max(10, Math.floor(prefectureArea / 950) + 6 + Math.floor(rand(seed, 1301) * 3))), minDistance: 9 + Math.floor(rand(seed, 1302) * 3), threshold: 0.40, seed: seed + 1300, jitter: 0.025, }), ]; if (adminCentersRaw.length < 12) { const fallback = [...modernCities, ...satelliteCities, ...markets, ...newTowns, ...stations, ...villages] .filter((p) => prefectureMask[indexOf(p.x, p.y)]) .map((p) => ({ x: p.x, y: p.y, score: p.score || 0.5 })); adminCentersRaw = pickEntities(fallback, { max: 12, minDistance: 8, threshold: 0, seed: seed + 1303 }); } if (adminCentersRaw.length < 10) { const extra = pickEntities(municipalityCandidates, { max: 10 - adminCentersRaw.length, minDistance: 8, threshold: 0.32, seed: seed + 1304 }); adminCentersRaw.push(...extra.filter((p) => adminCentersRaw.every((q) => Math.hypot(p.x - q.x, p.y - q.y) >= 6))); } const adminId = generateAdminRegions(adminCentersRaw, prefectureMask, sea, elevation, slope, river, ridgeField, valleyField, populationDensity, landuse); smoothAdminRegionsTerrainAware(adminId, prefectureMask, sea, elevation, slope, river, ridgeField, valleyField, populationDensity, landuse, 7); function lockUrbanClusterToMunicipality(city, radius, allowSuburban = true) { if (!city || !prefectureMask[indexOf(city.x, city.y)]) return; let bestAdmin = -1; let bestD = INF; adminCentersRaw.forEach((center, id) => { const d = Math.hypot(center.x - city.x, center.y - city.y); if (d < bestD) { bestD = d; bestAdmin = id; } }); if (bestAdmin < 0) return; const r = Math.ceil(radius); for (let dy = -r; dy <= r; dy++) { for (let dx = -r; dx <= r; dx++) { const x = city.x + dx; const y = city.y + dy; if (!inside(x, y)) continue; const i = indexOf(x, y); if (!prefectureMask[i] || sea[i]) continue; const d = Math.hypot(dx, dy); if (d > radius) continue; const urban = landuse[i] === 2 || landuse[i] === 3 || (allowSuburban && (landuse[i] === 4 || landuse[i] === 7 || landuse[i] === 8)); if (urban || populationDensity[i] > 0.22) adminId[i] = bestAdmin; } } } for (const city of modernCities) { const radius = (city.population || 0) >= 500000 ? clamp(17 + Math.sqrt(city.population) / 120, 20, 38) : clamp(5 + Math.sqrt(city.population || 70000) / 210, 6, 11); lockUrbanClusterToMunicipality(city, radius, true); } // Satellite cities should remain independent municipalities, not swallowed by the parent core city. for (const sat of satelliteCities || []) { if (!prefectureMask[indexOf(sat.x, sat.y)]) continue; let bestAdmin = -1; let bestD = INF; adminCentersRaw.forEach((center, id) => { const d = Math.hypot(center.x - sat.x, center.y - sat.y); if (d < bestD) { bestD = d; bestAdmin = id; } }); if (bestAdmin >= 0) { const r = 5; for (let dy = -r; dy <= r; dy++) { for (let dx = -r; dx <= r; dx++) { const x = sat.x + dx; const y = sat.y + dy; if (!inside(x, y)) continue; const i = indexOf(x, y); if (!prefectureMask[i] || sea[i] || Math.hypot(dx, dy) > r) continue; if ((landuse[i] >= 2 && landuse[i] <= 4) || landuse[i] === 7 || populationDensity[i] > 0.18) adminId[i] = bestAdmin; } } } } lockSmallUrbanComponentsToMunicipality(adminId, prefectureMask, sea, landuse, populationDensity, 520); lockSmallUrbanComponentsToMunicipality(adminId, prefectureMask, sea, landuse, populationDensity, 620); mergeTinyMunicipalities(adminId, prefectureMask, sea, populationDensity, [...modernCities, ...satelliteCities], 260); removeMunicipalExclaves(adminId, prefectureMask, sea, adminCentersRaw, [...modernCities, ...satelliteCities], 180); applyLandscapeUnitAdminPartition(adminId, prefectureMask, sea, elevation, slope, river, ridgeField, valleyField, basinField, coastalLowland, flowAccum, plain, agriculture, populationDensity, landuse, adminCentersRaw); snapAdminBoundariesToTerrain(adminId, prefectureMask, sea, elevation, slope, river, ridgeField, valleyField, flowAccum, populationDensity, landuse, adminCentersRaw, [...modernCities, ...satelliteCities, ...ports, ...industrialZones, ...logisticsParks], 5); removeMunicipalExclaves(adminId, prefectureMask, sea, adminCentersRaw, [...modernCities, ...satelliteCities], 360); mergeTinyMunicipalities(adminId, prefectureMask, sea, populationDensity, [...modernCities, ...satelliteCities], 220); const adminBorders = extractAdminBorderSegments(adminId, prefectureMask); // Final population pass after land-use cleanup, satellite municipality locking, and isolated urban deletion. // This keeps population figures proportional to the actually rendered urbanized area. recalculatePopulationAfterLanduse(modernCities, satelliteCities, populationDensity, landuse, prefectureMask, sea, stationInfluence, roadInfluence, railInfluence2); for (const city of modernCities) { if (city.isPrefecturalCapital) continue; const cap = cityPopulationCap(city); if (cap < INF && (city.population || 0) > cap) { city.population = Math.round(cap / 1000) * 1000; city.urbanRadius = clamp(5.0 + Math.sqrt(city.population) / 100, 6, 16); city.coreRadius = clamp(1.8 + Math.sqrt(city.population) / 400, 2.2, 5.2); city.urbanWeight = clamp(0.72 + Math.log10(Math.max(10000, city.population)) * 0.30, 1.0, 2.0); } } function makeHarborWorks(ports) { const out = []; for (const port of ports) { const parts = []; const limit = port.portClass === "major" ? 5 : port.portClass === "regional" ? 3 : 1; for (const [dx, dy] of [[1,0],[-1,0],[0,1],[0,-1],[1,1],[-1,1],[1,-1],[-1,-1]]) { const sx = port.x + dx; const sy = port.y + dy; if (!inside(sx, sy) || !sea[indexOf(sx, sy)]) continue; parts.push([[port.x, port.y], [sx, sy]]); const wx = sx + dx; const wy = sy + dy; if (port.portClass === "major" && inside(wx, wy) && sea[indexOf(wx, wy)] && rand(seed, sx * 101 + sy * 103) > 0.22) parts.push([[sx, sy], [wx, wy]]); if (parts.length >= limit) break; } if (parts.length) out.push({ port, segments: parts, kind: port.portClass === "major" ? "Major Harbor Works" : "Harbor Works" }); } return out; } // Bridge and tunnel icon systems were removed from the visual model. // Arrays remain empty for backward-compatible tests and downstream code. const bridges = []; const tunnels = []; const harborWorks = makeHarborWorks(ports); const abandonedRailways = branchRailways.filter((_, i) => i % 3 === 0); let castleRuins = castles.filter((_, i) => i % 2 === 1).map((c) => ({ ...c, kind: "Castle Ruins" })); const preservedOldRoads = premodernRoads.filter((_, i) => i % 2 === 0); const nameFields = { elevation, slope, sea, river, plain, agriculture, ridgeField, valleyField, basinField, coastalLowland, flowAccum, landuse, populationDensity }; const usedNames = new Set(); const nameDebug = createNameDebug(); villages = attachIdsAndNames(tagInsidePrefecture(villages, prefectureMask), "village", seed, null, nameFields, usedNames, nameDebug); ports = attachIdsAndNames(tagInsidePrefecture(ports, prefectureMask), "port", seed, null, nameFields, usedNames, nameDebug); crossings = attachIdsAndNames(tagInsidePrefecture(crossings, prefectureMask), "crossing", seed, null, nameFields, usedNames, nameDebug); passes = attachIdsAndNames(tagInsidePrefecture(passes, prefectureMask), "pass", seed, null, nameFields, usedNames, nameDebug); markets = attachIdsAndNames(tagInsidePrefecture(markets, prefectureMask), "market", seed, null, nameFields, usedNames, nameDebug); castles = attachIdsAndNames(tagInsidePrefecture(castles, prefectureMask), "castle", seed, null, nameFields, usedNames, nameDebug); castleTowns = attachIdsAndNames(tagInsidePrefecture(castleTowns, prefectureMask), "castleTown", seed, null, nameFields, usedNames, nameDebug); modernCities = attachIdsAndNames(tagInsidePrefecture(modernCities, prefectureMask), "city", seed, null, nameFields, usedNames, nameDebug); stations = attachIdsAndNames(tagInsidePrefecture(stations, prefectureMask), "station", seed, null, nameFields, usedNames, nameDebug); industrialZones = attachIdsAndNames(tagInsidePrefecture(industrialZones, prefectureMask), "industrial", seed, null, nameFields, usedNames, nameDebug); interchanges = attachIdsAndNames(tagInsidePrefecture(interchanges, prefectureMask), "interchange", seed, null, nameFields, usedNames, nameDebug); logisticsParks = attachIdsAndNames(tagInsidePrefecture(logisticsParks, prefectureMask), "logistics", seed, null, nameFields, usedNames, nameDebug); satelliteCities = attachIdsAndNames(tagInsidePrefecture(satelliteCities, prefectureMask), "satellite", seed, null, nameFields, usedNames, nameDebug); newTowns = attachIdsAndNames(tagInsidePrefecture(newTowns, prefectureMask), "newtown", seed, null, nameFields, usedNames, nameDebug); castleRuins = attachIdsAndNames(tagInsidePrefecture(castleRuins, prefectureMask), "castleRuin", seed, null, nameFields, usedNames, nameDebug); externalGateways = attachIdsAndNames(tagInsidePrefecture(externalGateways, prefectureMask), "gateway", seed, "External Gateway", nameFields, usedNames, nameDebug); const adminCenters = attachIdsAndNames(tagInsidePrefecture(adminCentersRaw, prefectureMask), "admin", seed, "Municipal Center", nameFields, usedNames, nameDebug); const entitiesForNames = [ ...modernCities, ...ports, ...markets, ...castles, ...stations, ...industrialZones, ...interchanges, ...logisticsParks, ...satelliteCities, ...newTowns, ...passes, ...crossings, ...externalGateways, ].filter((p) => p.insidePrefecture || p.kind === "External Gateway"); return applyOutputOptions({ width: MAP_W, height: MAP_H, cellSize: CELL_SIZE, prefectureMask, prefectureBorder, prefectureRegionId, regionalPrefectureBorders, elevation, moisture, slope, sea, river, floodplain, plain, agriculture, settlementCluster, ridgeField, valleyField, basinField, coastalLowland, flowAccum, erosionField, depositionField, villages, ports, crossings, passes, markets, castles, castleTowns, premodernRoads, minorRoads, modernCities, prefecturalCapital: modernCities.find((city) => city.isPrefecturalCapital && prefectureMask[indexOf(city.x, city.y)]) || null, totalPopulation: [...modernCities, ...satelliteCities].reduce((sum, city) => sum + (city.population || 0), 0), populationDensity, railways, branchRailways, ringRailways, externalRailways, stations, industrialZones, nationalRoads, ringRoads, expressways, ringExpressways, icAccessRoads, externalRoads, externalExpressways, interchanges, logisticsParks, satelliteCities, newTowns, bridges, tunnels, harborWorks, landuse, adminCenters, adminId, adminBorders, abandonedRailways, castleRuins, preservedOldRoads, riverPaths, mainRivers, tributaryRivers, smallStreams, externalGateways, entitiesForNames, nameDebug, }, options); }