1630 lines
70 KiB
JavaScript
1630 lines
70 KiB
JavaScript
import { INF, MAP_H, MAP_W, SIZE, clamp, createMapFields, fbm, hash2, indexOf, inside, lerp, pickEntities, rand, smoothstep, valueNoise } from "./mapUtils.js";
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import {
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aStar,
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extractMaskBorder,
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extractRegionBorderSegments,
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generateRegionalPrefectures,
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makePrefectureMask,
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neighbors8,
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} from "./mapGeneratorHelpers.js";
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export function buildTerrainTemplate(seed) {
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const deposition = 0.32 + rand(seed, 41) * 0.58;
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const erosion = 0.42 + rand(seed, 42) * 0.48;
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const roughness = 0.28 + rand(seed, 43) * 0.48;
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const coastAxisPick = Math.floor(rand(seed, 10) * 3);
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const coastAngle = coastAxisPick === 0
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? Math.PI / 2
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: coastAxisPick === 1
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? 0
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: (rand(seed, 11) > 0.5 ? Math.PI / 4 : -Math.PI / 4) + (rand(seed, 14) - 0.5) * 0.28;
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const ridgeJaggedness = 0.18 + rand(seed, 44) * 0.48;
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// Japan-like regional relief: discontinuous mountain belts made of massifs.
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// Avoid a centered, ruler-like spine. Two separated belts are common; a single
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// dominant belt or three belts appear occasionally.
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const spineRoll = rand(seed, 45);
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const spineCount = spineRoll < 0.18 ? 1 : spineRoll < 0.86 ? 2 : 3;
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const spineSpacing = 0.215 + rand(seed, 62) * 0.165;
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const sideAPlain = 0.035 + rand(seed, 56) * 0.115 + deposition * 0.085;
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const sideBPlain = 0.035 + rand(seed, 57) * 0.115 + deposition * 0.085;
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return {
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seed,
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spineCount,
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spineSpacing,
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// The ranges track the long island/coastal axis with modest local wobble.
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spineAngle: coastAngle + Math.PI / 2 + (rand(seed, 46) - 0.5) * 0.18,
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spineCurve: (rand(seed, 47) - 0.5) * 0.20,
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spinePosition: (rand(seed, 48) - 0.5) * 0.62,
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spineStrength: 1.05 + rand(seed, 49) * 0.44,
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spineWidth: 0.030 + rand(seed, 50) * 0.024,
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secondaryMountainCount: 10 + Math.floor(rand(seed, 51) * 10),
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secondaryMountainSize: 0.040 + rand(seed, 52) * 0.095,
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secondaryMountainStrength: 0.40 + rand(seed, 53) * 0.52,
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auxiliaryRangeCount: 6 + Math.floor(rand(seed, 63) * 8),
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coastAxis: coastAxisPick === 0 ? "east-west" : coastAxisPick === 1 ? "north-south" : "diagonal",
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coastAngle,
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coastBias: 0.18 + rand(seed, 12) * 0.24,
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coastRoughness: 0.34 + rand(seed, 54) * 0.58,
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coastSides: [
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{
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penetration: 0.24 + rand(seed, 58) * 0.24,
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inletStrength: 0.18 + rand(seed, 59) * 0.56,
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plainWidth: sideAPlain,
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},
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{
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penetration: 0.24 + rand(seed, 60) * 0.24,
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inletStrength: 0.18 + rand(seed, 61) * 0.56,
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plainWidth: sideBPlain,
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},
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],
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deposition,
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erosion,
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roughness,
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ridgeJaggedness,
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ridgeBranchiness: 0.26 + rand(seed, 55) * 0.58,
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};
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}
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function jaggedRidgeContribution(x, y, ridge, seed) {
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const dx = x - ridge.x;
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const dy = y - ridge.y;
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const ca = Math.cos(ridge.angle);
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const sa = Math.sin(ridge.angle);
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const along = dx * ca + dy * sa;
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const perp = -dx * sa + dy * ca;
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const nAlong = along / Math.max(0.001, ridge.length);
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const lengthFade = smoothstep(1 - Math.abs(nAlong));
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if (lengthFade <= 0) return 0;
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// Bend the centerline with long waves and coherent noise. This keeps ranges
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// arcuate and wandering instead of a ruler-straight belt through the map.
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const low = (valueNoise(along * 0.46 + ridge.seedOffset, ridge.seedOffset * 0.37, seed + 6100, 34) - 0.5) * 2;
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const mid = (valueNoise(along * 0.95 - ridge.seedOffset, ridge.seedOffset * 0.23, seed + 6200, 18) - 0.5) * 2;
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const detail = (valueNoise(along * 1.85 + ridge.seedOffset * 0.11, ridge.seedOffset * 0.31, seed + 6217, 9) - 0.5) * 2;
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const curve = (ridge.curve || 0) * along * along * 0.46 * (along >= 0 ? 1 : -1);
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const axisOffset = low * ridge.axisWobble * 0.70 + mid * ridge.axisWobble * 0.42 + detail * ridge.axisWobble * 0.18 + curve;
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// Real mountain belts are made of linked massifs, not sinusoidal ribbons.
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// Use coherent along-strike noise for strengthening/gaps; avoid periodic waves.
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let continuity = 1;
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if (ridge.segmentFrequency) {
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const segA = valueNoise(along * ridge.segmentFrequency * 0.42 + ridge.seedOffset * 0.19, ridge.seedOffset * 0.41, seed + ridge.seedOffset + 101, 1.35);
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const segB = valueNoise(along * ridge.segmentFrequency * 0.78 - ridge.seedOffset * 0.27, ridge.seedOffset * 0.33, seed + ridge.seedOffset + 271, 0.78);
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const seg = segA * 0.68 + segB * 0.32;
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const broken = smoothstep((seg - 0.24) / 0.46);
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continuity = lerp(1, broken * 0.90 + 0.10, ridge.gapStrength || 0);
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}
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if (continuity <= 0.018) return 0;
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const widthNoise = 0.82 + (valueNoise(along * 0.88 + ridge.seedOffset, ridge.seedOffset * 0.19, seed + 6300, 21) - 0.5) * ridge.widthVariation;
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const localWidth = Math.max(0.006, ridge.width * widthNoise);
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const jaggedPerp = perp - axisOffset;
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// A rounded Gaussian-like section gives ridges and uplands, while local
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// summit noise and later erosion prevent broad, flat-looking mountaintops.
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const d = Math.abs(jaggedPerp) / localWidth;
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const core = Math.exp(-Math.pow(d, ridge.crestPower || 1.85));
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const massifNoise = 0.72 + valueNoise(along * 1.10 + ridge.seedOffset, ridge.seedOffset * 0.53, seed + ridge.seedOffset + 411, 6.5) * 0.56;
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const serration = 0.78 + (valueNoise(x * 2.3 + along * 0.18, y * 2.3 + perp * 0.18, seed + ridge.seedOffset, 5.2) - 0.5) * 0.42;
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const summitNoise = 0.82 + (valueNoise(x * 4.6 + ridge.seedOffset, y * 4.6 - ridge.seedOffset, seed + ridge.seedOffset + 333, 2.6) - 0.5) * 0.36;
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return core * lengthFade * continuity * ridge.h * massifNoise * serration * summitNoise;
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}
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function primarySpineCrossOffset(seed, template, i) {
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const shift = template.spinePosition * 0.24;
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if (template.spineCount === 1) {
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const side = rand(seed, 680) > 0.5 ? 1 : -1;
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return shift + side * (0.105 + rand(seed, 681) * 0.230);
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}
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if (template.spineCount === 2) {
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const side = i === 0 ? -1 : 1;
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return shift + side * (0.225 + rand(seed, 681 + i) * 0.155) + (rand(seed, 705 + i) - 0.5) * 0.035;
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}
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const side = i === 0 ? -1 : i === 1 ? 1 : (rand(seed, 706) > 0.5 ? -1 : 1);
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const base = i === 2 ? 0.055 + rand(seed, 707) * 0.110 : 0.235 + rand(seed, 708 + i) * 0.125;
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return shift + side * base + (rand(seed, 705 + i) - 0.5) * 0.045;
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}
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function makePrimarySpine(seed, template, spineIndex) {
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const crossOffset = primarySpineCrossOffset(seed, template, spineIndex);
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const angle = template.spineAngle + (rand(seed, 700 + spineIndex) - 0.5) * 0.24;
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const x = 0.5 + Math.cos(angle + Math.PI / 2) * crossOffset + Math.cos(angle) * (rand(seed, 690 + spineIndex) - 0.5) * 0.08;
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const y = 0.5 + Math.sin(angle + Math.PI / 2) * crossOffset + Math.sin(angle) * (rand(seed, 691 + spineIndex) - 0.5) * 0.08;
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return {
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x, y, angle,
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width: template.spineWidth * (0.92 + rand(seed, 710 + spineIndex) * 0.44),
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length: 0.46 + rand(seed, 720 + spineIndex) * 0.34,
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h: template.spineStrength * (0.225 + rand(seed, 730 + spineIndex) * 0.120),
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curve: template.spineCurve + (rand(seed, 735 + spineIndex) - 0.5) * 0.18,
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axisWobble: template.spineWidth * (0.52 + template.ridgeJaggedness * 0.90),
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kinkFrequency: 4 + rand(seed, 740 + spineIndex) * 8,
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kinkPhase: rand(seed, 750 + spineIndex) * Math.PI * 2,
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seedOffset: 7600 + spineIndex * 211,
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widthVariation: 0.20 + template.ridgeJaggedness * 0.30,
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segmentFrequency: 2.0 + rand(seed, 755 + spineIndex) * 2.0,
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segmentPhase: rand(seed, 756 + spineIndex),
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gapStrength: 0.26 + rand(seed, 757 + spineIndex) * 0.30,
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crestPower: 1.72 + rand(seed, 758 + spineIndex) * 0.36,
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};
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}
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function spineFieldAt(x, y, template, spineIndex) {
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const seed = template.seed || 0;
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return jaggedRidgeContribution(x, y, makePrimarySpine(seed, template, spineIndex), seed);
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}
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function broadRidgeContribution(x, y, ridge, seed, widthScale = 4.2, heightScale = 0.14) {
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return jaggedRidgeContribution(x, y, {
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...ridge,
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width: ridge.width * widthScale,
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h: ridge.h * heightScale,
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axisWobble: ridge.axisWobble * 0.55,
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widthVariation: Math.max(0.06, ridge.widthVariation * 0.42),
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gapStrength: Math.max(0.14, (ridge.gapStrength || 0) * 0.55),
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crestPower: 1.65,
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}, seed);
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}
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function recalcSlope(elevation, sea, slope) {
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slope.fill(0);
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for (let y = 1; y < MAP_H - 1; y++) {
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for (let x = 1; x < MAP_W - 1; x++) {
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const i = indexOf(x, y);
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if (sea[i]) continue;
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const gx = elevation[indexOf(x + 1, y)] - elevation[indexOf(x - 1, y)];
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const gy = elevation[indexOf(x, y + 1)] - elevation[indexOf(x, y - 1)];
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slope[i] = clamp(Math.sqrt(gx * gx + gy * gy) * 10.8);
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}
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}
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}
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function buildSpineRidges(seed, template) {
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const spines = [];
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const branches = [];
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const auxRanges = [];
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for (let i = 0; i < template.spineCount; i++) {
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const spine = makePrimarySpine(seed, template, i);
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spines.push(spine);
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const branchCount = 2 + Math.floor(template.ridgeBranchiness * 4);
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for (let b = 0; b < branchCount; b++) {
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const along = (rand(seed, 810 + i * 31 + b) - 0.5) * spine.length * 0.74;
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const side = rand(seed, 820 + i * 31 + b) > 0.5 ? 1 : -1;
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const branchAngle = spine.angle + side * (0.46 + rand(seed, 830 + i * 31 + b) * 0.88);
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branches.push({
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x: spine.x + Math.cos(spine.angle) * along,
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y: spine.y + Math.sin(spine.angle) * along,
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angle: branchAngle,
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width: template.spineWidth * (0.48 + rand(seed, 840 + i * 31 + b) * 0.62),
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length: 0.10 + rand(seed, 850 + i * 31 + b) * 0.22,
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h: template.spineStrength * (0.055 + template.ridgeBranchiness * 0.062 + rand(seed, 860 + i * 31 + b) * 0.060),
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curve: template.spineCurve * 0.42 + (rand(seed, 865 + i * 31 + b) - 0.5) * 0.18,
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axisWobble: template.spineWidth * (0.45 + template.ridgeJaggedness * 0.80),
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kinkFrequency: 4 + rand(seed, 870 + i * 31 + b) * 9,
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kinkPhase: rand(seed, 880 + i * 31 + b) * Math.PI * 2,
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seedOffset: 8800 + i * 311 + b * 37,
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widthVariation: 0.24 + template.ridgeJaggedness * 0.34,
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segmentFrequency: 2.4 + rand(seed, 882 + i * 31 + b) * 3.6,
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segmentPhase: rand(seed, 883 + i * 31 + b),
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gapStrength: 0.22 + rand(seed, 884 + i * 31 + b) * 0.35,
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crestPower: 2.30,
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});
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}
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}
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// Subsidiary uplands/ranges around the main mountain systems: examples in
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// the target style are Atsumi-like peninsular uplands and Kitakami-like
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// parallel outer highlands. They are not dominant spines, but they prevent
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// the terrain from reading as only two artificial stripes.
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for (let a = 0; a < template.auxiliaryRangeCount; a++) {
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const base = spines[Math.floor(rand(seed, 940 + a) * spines.length) % spines.length];
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const along = (rand(seed, 941 + a) - 0.5) * base.length * 0.95;
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const side = rand(seed, 942 + a) > 0.5 ? 1 : -1;
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const offset = side * (0.105 + rand(seed, 943 + a) * 0.255);
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const angle = base.angle + (rand(seed, 944 + a) - 0.5) * 0.48 + (rand(seed, 945 + a) > 0.72 ? side * (0.35 + rand(seed, 946 + a) * 0.35) : 0);
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auxRanges.push({
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x: base.x + Math.cos(base.angle) * along + Math.cos(base.angle + Math.PI / 2) * offset,
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y: base.y + Math.sin(base.angle) * along + Math.sin(base.angle + Math.PI / 2) * offset,
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angle,
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width: template.spineWidth * (1.05 + rand(seed, 947 + a) * 1.30),
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length: 0.16 + rand(seed, 948 + a) * 0.34,
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h: template.spineStrength * (0.075 + rand(seed, 949 + a) * 0.125),
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curve: (rand(seed, 950 + a) - 0.5) * 0.22,
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axisWobble: template.spineWidth * (0.48 + template.ridgeJaggedness * 0.85),
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kinkFrequency: 3 + rand(seed, 951 + a) * 8,
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kinkPhase: rand(seed, 952 + a) * Math.PI * 2,
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seedOffset: 9400 + a * 173,
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widthVariation: 0.22 + template.ridgeJaggedness * 0.36,
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segmentFrequency: 1.8 + rand(seed, 953 + a) * 3.0,
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segmentPhase: rand(seed, 954 + a),
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gapStrength: 0.16 + rand(seed, 955 + a) * 0.28,
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crestPower: 1.60,
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});
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}
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return { spines, branches, auxRanges };
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}
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export function generateTerrainAndRivers(seed) {
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let prefectureMask;
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let prefectureBorder;
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const {
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elevation,
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moisture,
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slope,
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sea,
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ocean,
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lake,
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river,
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floodplain,
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plain,
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agriculture,
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ridgeField,
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valleyField,
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basinField,
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coastalLowland,
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flowAccum,
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erosionField,
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depositionField,
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arcSpineField,
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branchRidgeField,
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depositionalLowland,
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alluvialFanField,
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deltaField,
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naturalBarrierScore,
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flowTo,
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portSuitability,
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crossingSuitability,
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passSuitability,
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} = createMapFields();
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const terrainTemplate = buildTerrainTemplate(seed);
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const coastAngle = terrainTemplate.coastAngle;
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const coastX = Math.cos(coastAngle);
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const coastY = Math.sin(coastAngle);
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const coastThreshold = terrainTemplate.coastBias;
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const coastStrength = 0.13 + (1 - terrainTemplate.deposition) * 0.16 + rand(seed, 13) * 0.13;
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const { spines, branches, auxRanges } = buildSpineRidges(seed, terrainTemplate);
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function coastPressureAt(x, y, wx = x, wy = y) {
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const nx = x / (MAP_W - 1) - 0.5;
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const ny = y / (MAP_H - 1) - 0.5;
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const axis = nx * coastX + ny * coastY;
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const waveA = (fbm(wx * 0.72 + 31, wy * 0.72 - 17, seed + 2222) - 0.5) * (0.05 + terrainTemplate.coastRoughness * terrainTemplate.coastSides[0].inletStrength * 0.18) +
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(valueNoise(wx + 19, wy - 23, seed + 2233, 18) - 0.5) * (0.03 + terrainTemplate.coastSides[0].inletStrength * 0.10);
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const waveB = (fbm(wx * 0.68 - 41, wy * 0.68 + 29, seed + 3222) - 0.5) * (0.05 + terrainTemplate.coastRoughness * terrainTemplate.coastSides[1].inletStrength * 0.18) +
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(valueNoise(wx - 13, wy + 37, seed + 3233, 16) - 0.5) * (0.03 + terrainTemplate.coastSides[1].inletStrength * 0.10);
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const sideA = smoothstep((axis + waveA - (0.50 - terrainTemplate.coastSides[0].penetration)) / Math.max(0.08, terrainTemplate.coastSides[0].plainWidth * 2.4));
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const sideB = smoothstep((-axis + waveB - (0.50 - terrainTemplate.coastSides[1].penetration)) / Math.max(0.08, terrainTemplate.coastSides[1].plainWidth * 2.4));
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return { sideA, sideB, pressure: Math.max(sideA, sideB), signedAxis: axis };
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}
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const seaLevel = 0.285;
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const mountainBlobs = Array.from({ length: terrainTemplate.secondaryMountainCount }, (_, i) => {
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const spine = spines[i % spines.length];
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const nearSpine = rand(seed, 98 + i) < 0.72;
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const edgeBias = rand(seed, 99 + i) < 0.28;
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const along = (rand(seed, 100 + i) - 0.5) * spine.length * 0.95;
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const side = rand(seed, 101 + i) > 0.5 ? 1 : -1;
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const offset = (0.055 + rand(seed, 102 + i) * 0.22) * side;
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let x = nearSpine ? spine.x + Math.cos(spine.angle) * along + Math.cos(spine.angle + Math.PI / 2) * offset : rand(seed, 103 + i);
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let y = nearSpine ? spine.y + Math.sin(spine.angle) * along + Math.sin(spine.angle + Math.PI / 2) * offset : rand(seed, 104 + i);
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if (edgeBias) {
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const edgeSide = Math.floor(rand(seed, 105 + i) * 4);
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if (edgeSide === 0) x = Math.min(x, 0.08 + rand(seed, 106 + i) * 0.10);
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if (edgeSide === 1) x = Math.max(x, 0.92 - rand(seed, 107 + i) * 0.10);
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if (edgeSide === 2) y = Math.min(y, 0.08 + rand(seed, 108 + i) * 0.10);
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if (edgeSide === 3) y = Math.max(y, 0.92 - rand(seed, 109 + i) * 0.10);
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}
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const coastSide = (x - 0.5) * coastX + (y - 0.5) * coastY;
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const mountainSide = coastSide >= 0 ? 1 : -1;
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if (rand(seed, 110 + i) < 0.46 && Math.abs(coastSide) > 0.28 - coastThreshold * 0.35) {
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x -= coastX * mountainSide * (0.05 + rand(seed, 111 + i) * 0.11);
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y -= coastY * mountainSide * (0.05 + rand(seed, 112 + i) * 0.11);
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}
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return {
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x: clamp(x) * MAP_W,
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y: clamp(y) * MAP_H,
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r: (terrainTemplate.secondaryMountainSize * (0.72 + rand(seed, 300 + i) * 0.72)) * Math.min(MAP_W, MAP_H),
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h: terrainTemplate.secondaryMountainStrength * (0.13 + rand(seed, 400 + i) * 0.24),
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};
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});
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// Stage 1-3: start from a submerged surface, uplift several roughly
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// parallel spine ranges, preserve near-sea-level paleo-platforms, then add
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// terrain noise. This replaces the previous "high central plateau" bias.
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const axisX = Math.cos(terrainTemplate.spineAngle);
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const axisY = Math.sin(terrainTemplate.spineAngle);
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const crossX = Math.cos(terrainTemplate.spineAngle + Math.PI / 2);
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const crossY = Math.sin(terrainTemplate.spineAngle + Math.PI / 2);
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const glacialFlatLevel = seaLevel + 0.012 + (rand(seed, 66) - 0.5) * 0.020;
|
|
|
|
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 * 0.46 + 180, y * 0.46 - 90, seed + 3101) - 0.5) * 7.5;
|
|
const warpY = (fbm(x * 0.46 - 70, y * 0.46 + 210, seed + 3201) - 0.5) * 7.5;
|
|
const wx = x + warpX;
|
|
const wy = y + warpY;
|
|
const px = wx / (MAP_W - 1);
|
|
const py = wy / (MAP_H - 1);
|
|
const rx = px - 0.5;
|
|
const ry = py - 0.5;
|
|
const along = rx * axisX + ry * axisY;
|
|
const cross = rx * crossX + ry * crossY;
|
|
|
|
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 * 2.70) * blob.h;
|
|
}
|
|
|
|
let spineRidges = 0;
|
|
let broadSpineUplift = 0;
|
|
for (const spine of spines) {
|
|
spineRidges += jaggedRidgeContribution(px, py, spine, seed);
|
|
broadSpineUplift += broadRidgeContribution(px, py, spine, seed, 4.6, 0.135);
|
|
}
|
|
let branchRidges = 0;
|
|
for (const ridge of branches) branchRidges += jaggedRidgeContribution(px, py, ridge, seed);
|
|
for (const ridge of auxRanges) branchRidges += jaggedRidgeContribution(px, py, ridge, seed);
|
|
|
|
// Long-island basement. It keeps the map from becoming a square continent,
|
|
// but does not itself create a high plateau.
|
|
const coastWave = (fbm(wx * 0.26 + 901, wy * 0.26 - 307, seed + 4210) - 0.5) * (0.060 + terrainTemplate.coastRoughness * 0.075)
|
|
+ (valueNoise(wx + 109, wy - 53, seed + 4211, 30) - 0.5) * 0.050;
|
|
const longFade = smoothstep((0.82 - Math.abs(along)) / 0.20);
|
|
const halfWidth = 0.305 + terrainTemplate.deposition * 0.040 + (valueNoise(wx - 141, wy + 70, seed + 4212, 44) - 0.5) * 0.105;
|
|
const islandCore = smoothstep((halfWidth - Math.abs(cross + coastWave)) / 0.115) * longFade;
|
|
const offshorePlatform = smoothstep((halfWidth + 0.120 - Math.abs(cross + coastWave)) / 0.145) * longFade;
|
|
|
|
// Intermontane troughs between parallel ridges: a low background around
|
|
// ridges prevents the ridges from blending into one beige plateau.
|
|
const nearestSpine = clamp(spineRidges * 3.3);
|
|
const broadHighland = clamp(broadSpineUplift * 2.2);
|
|
const betweenRanges = clamp(broadHighland * (1 - nearestSpine * 0.82));
|
|
const trough = betweenRanges * (0.028 + terrainTemplate.deposition * 0.020);
|
|
|
|
const terrainLarge = fbm(wx * 0.24 + 40, wy * 0.24 - 60, seed + 710) - 0.5;
|
|
const terrainRegional = fbm(wx * 0.72 + 80, wy * 0.72 - 20, seed + 777) - 0.5;
|
|
const terrainLocal = fbm(wx * 1.65 + 17, wy * 1.65 - 31, seed + 1777) - 0.5;
|
|
const terrainFine = valueNoise(wx * 2.55 + 11, wy * 2.55 - 19, seed + 2444, 4.5) - 0.5;
|
|
const ridgeNoiseGate = clamp(nearestSpine * 0.55 + branchRidges * 2.4 + mountains * 1.55 + broadSpineUplift * 1.15);
|
|
const surfaceNoise =
|
|
terrainLarge * 0.105 +
|
|
terrainRegional * 0.068 +
|
|
terrainLocal * (0.028 + terrainTemplate.roughness * 0.024) +
|
|
terrainFine * (0.010 + terrainTemplate.roughness * 0.016);
|
|
const mountainTexture = (terrainLocal * 0.064 + terrainFine * 0.036 + terrainRegional * 0.025) * ridgeNoiseGate;
|
|
const ravineCut = Math.pow(clamp(0.58 - terrainLocal), 1.45) * (0.030 + terrainTemplate.erosion * 0.032) * ridgeNoiseGate;
|
|
|
|
// All cells start below sea. Land exists where the island basement and
|
|
// mountain belts uplift it above the current sea level. Primary ranges
|
|
// are massifs on a broad base, not flat, full-width bars.
|
|
let rawElevation =
|
|
seaLevel - 0.090 +
|
|
islandCore * (0.175 + terrainTemplate.deposition * 0.045) +
|
|
offshorePlatform * 0.026 +
|
|
broadSpineUplift * 0.43 +
|
|
spineRidges * 1.34 +
|
|
branchRidges * 0.82 +
|
|
mountains * 0.66 +
|
|
surfaceNoise +
|
|
mountainTexture -
|
|
ravineCut -
|
|
trough;
|
|
|
|
// Randomly preserve flat shelves around the glacial sea-level band. These
|
|
// later become coastal terraces, valley floors, and broad alluvial plains.
|
|
const seaBand = clamp(1 - Math.abs(rawElevation - glacialFlatLevel) / (0.070 + terrainTemplate.deposition * 0.045));
|
|
const platformMask = clamp(offshorePlatform * (1 - nearestSpine * 0.82) * (0.55 + valueNoise(wx + 314, wy - 271, seed + 4300, 22) * 0.55));
|
|
const paleoFlat = seaBand * platformMask;
|
|
if (paleoFlat > 0.02) {
|
|
const terraceStep = 0.010 + terrainTemplate.deposition * 0.008;
|
|
const terraced = glacialFlatLevel + Math.round((rawElevation - glacialFlatLevel) / terraceStep) * terraceStep;
|
|
rawElevation = lerp(rawElevation, terraced, paleoFlat * 0.72);
|
|
}
|
|
|
|
elevation[i] = clamp(rawElevation, 0, 1);
|
|
arcSpineField[i] = clamp(spineRidges * 3.20 + broadSpineUplift * 0.85);
|
|
branchRidgeField[i] = clamp(branchRidges * 2.80 + mountains * 0.42);
|
|
ridgeField[i] = clamp(arcSpineField[i] * 0.72 + branchRidgeField[i] * 0.66 + Math.max(0, mountains - 0.06) * 0.90 + ridgeNoiseGate * 0.18);
|
|
basinField[i] = clamp(paleoFlat * 0.42 + betweenRanges * 0.14 + (1 - islandCore) * offshorePlatform * 0.08);
|
|
coastalLowland[i] = clamp((elevation[i] < seaLevel + 0.105 ? platformMask * 0.48 + offshorePlatform * 0.18 : 0) * (1 - ridgeField[i] * 0.55));
|
|
moisture[i] = clamp(0.46 * fbm(wx + 400, wy - 200, seed + 333) + 0.18 * valueNoise(wx, wy, seed + 343, 11) + 0.24 * offshorePlatform + 0.16 * islandCore - Math.max(0, elevation[i] - 0.68) * 0.24);
|
|
}
|
|
}
|
|
|
|
for (let y = 0; y < MAP_H; y++) {
|
|
for (let x = 0; x < MAP_W; x++) {
|
|
const i = indexOf(x, y);
|
|
const edgeBleed = Math.max(
|
|
smoothstep((5 - x) / 5),
|
|
smoothstep((x - (MAP_W - 6)) / 5),
|
|
smoothstep((5 - y) / 5),
|
|
smoothstep((y - (MAP_H - 6)) / 5)
|
|
);
|
|
const coastalNoise = (hash2(x, y, seed + 2311) - 0.5) * 0.010;
|
|
if (elevation[i] + coastalNoise < seaLevel || (edgeBleed > 0.65 && elevation[i] < seaLevel + 0.050 && ridgeField[i] < 0.28)) sea[i] = 1;
|
|
if (sea[i]) elevation[i] = Math.min(elevation[i], seaLevel - 0.020 + hash2(x, y, seed + 2311) * 0.010);
|
|
}
|
|
}
|
|
|
|
// Edge-connected water is ocean. Isolated water is only kept when it reads as
|
|
// a small mountain/valley lake or lagoon; oversized round basins become wet lowland.
|
|
const waterSeen = new Uint8Array(SIZE);
|
|
const oceanQueue = [];
|
|
for (let x = 0; x < MAP_W; x++) {
|
|
for (const y of [0, MAP_H - 1]) {
|
|
const i = indexOf(x, y);
|
|
if (sea[i] && !waterSeen[i]) {
|
|
waterSeen[i] = 1;
|
|
ocean[i] = 1;
|
|
oceanQueue.push(i);
|
|
}
|
|
}
|
|
}
|
|
for (let y = 0; y < MAP_H; y++) {
|
|
for (const x of [0, MAP_W - 1]) {
|
|
const i = indexOf(x, y);
|
|
if (sea[i] && !waterSeen[i]) {
|
|
waterSeen[i] = 1;
|
|
ocean[i] = 1;
|
|
oceanQueue.push(i);
|
|
}
|
|
}
|
|
}
|
|
for (let q = 0; q < oceanQueue.length; q++) {
|
|
const cur = oceanQueue[q];
|
|
const [x, y] = [cur % MAP_W, Math.floor(cur / MAP_W)];
|
|
for (const [nx, ny] of neighbors8(x, y)) {
|
|
const ni = indexOf(nx, ny);
|
|
if (!sea[ni] || waterSeen[ni]) continue;
|
|
waterSeen[ni] = 1;
|
|
ocean[ni] = 1;
|
|
oceanQueue.push(ni);
|
|
}
|
|
}
|
|
for (let i = 0; i < SIZE; i++) {
|
|
if (!sea[i] || waterSeen[i]) continue;
|
|
const queue = [i];
|
|
const component = [i];
|
|
waterSeen[i] = 1;
|
|
let sx = 0, sy = 0, perimeter = 0, ridgeSum = 0, valleySum = 0, coastTouch = 0;
|
|
for (let q = 0; q < queue.length; q++) {
|
|
const cur = queue[q];
|
|
const x = cur % MAP_W;
|
|
const y = Math.floor(cur / MAP_W);
|
|
sx += x;
|
|
sy += y;
|
|
ridgeSum += ridgeField[cur];
|
|
valleySum += valleyField[cur];
|
|
for (const [nx, ny] of neighbors8(x, y)) {
|
|
const ni = indexOf(nx, ny);
|
|
if (!sea[ni]) {
|
|
perimeter++;
|
|
if (coastalLowland[ni] > 0.12 || coastPressureAt(nx, ny).pressure > 0.42) coastTouch++;
|
|
continue;
|
|
}
|
|
if (waterSeen[ni]) continue;
|
|
waterSeen[ni] = 1;
|
|
queue.push(ni);
|
|
component.push(ni);
|
|
}
|
|
}
|
|
const area = component.length;
|
|
const cx = sx / area;
|
|
const cy = sy / area;
|
|
let radiusSum = 0;
|
|
for (const ci of component) {
|
|
const x = ci % MAP_W;
|
|
const y = Math.floor(ci / MAP_W);
|
|
radiusSum += Math.hypot(x - cx, y - cy);
|
|
}
|
|
const meanRadius = radiusSum / Math.max(1, area);
|
|
const circularity = perimeter > 0 ? (4 * Math.PI * area) / (perimeter * perimeter) : 1;
|
|
const mountainLake = area <= 38 && ridgeSum / area > 0.28;
|
|
const valleyLake = area <= 70 && valleySum / area > 0.24 && circularity < 0.58;
|
|
const lagoon = area <= 110 && coastTouch / Math.max(1, perimeter) > 0.18 && circularity < 0.70;
|
|
const rareSpecial = area <= 145 && circularity < 0.52 && hash2(Math.round(cx), Math.round(cy), seed + 2401) > 0.88;
|
|
const keepLake = mountainLake || valleyLake || lagoon || rareSpecial;
|
|
for (const ci of component) {
|
|
if (keepLake) {
|
|
lake[ci] = 1;
|
|
continue;
|
|
}
|
|
sea[ci] = 0;
|
|
elevation[ci] = Math.max(seaLevel + 0.012, seaLevel + Math.min(0.055, meanRadius * 0.004) + hash2(ci, area, seed + 2402) * 0.012);
|
|
basinField[ci] = clamp(basinField[ci] + 0.42);
|
|
valleyField[ci] = clamp(valleyField[ci] + 0.18);
|
|
depositionalLowland[ci] = clamp(depositionalLowland[ci] + 0.28);
|
|
depositionField[ci] = clamp(depositionField[ci] + 0.035);
|
|
}
|
|
}
|
|
|
|
// 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;
|
|
let nearestOcean = 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 (ocean[indexOf(nx, ny)]) nearestOcean = Math.min(nearestOcean, Math.hypot(dx, dy));
|
|
}
|
|
}
|
|
if (nearestSea <= 7) {
|
|
const coastalCap = seaLevel + 0.018 + nearestSea * (0.022 + terrainTemplate.deposition * 0.012) + Math.max(0, fbm(x * 1.4, y * 1.4, seed + 2350) - 0.5) * (0.014 + terrainTemplate.coastRoughness * 0.018);
|
|
elevation[i] = Math.min(elevation[i], coastalCap);
|
|
if (nearestOcean <= 7) {
|
|
const coast = coastPressureAt(x, y);
|
|
const side = coast.sideA >= coast.sideB ? terrainTemplate.coastSides[0] : terrainTemplate.coastSides[1];
|
|
const plainReach = clamp(4.5 + side.plainWidth * 34, 5, 9);
|
|
coastalLowland[i] = clamp((1 - nearestOcean / plainReach) * (0.62 + terrainTemplate.deposition * 0.48 + side.plainWidth * 1.9) * (1 - ridgeField[i] * 0.35));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Sea-level platform smoothing from the glacial-stage surface. Only low,
|
|
// weakly dissected terrain is affected; mountain belts remain sharp.
|
|
for (let pass = 0; pass < 2; 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 nearSeaLevel = clamp(1 - Math.abs(elevation[i] - (seaLevel + 0.050)) / 0.105);
|
|
const flatPotential = clamp(nearSeaLevel * (coastalLowland[i] * 0.75 + basinField[i] * 0.42 + (1 - ridgeField[i]) * 0.22));
|
|
if (flatPotential <= 0.10) continue;
|
|
let sum = 0;
|
|
let wsum = 0;
|
|
for (let dy = -2; dy <= 2; dy++) {
|
|
for (let dx = -2; dx <= 2; dx++) {
|
|
const ni = indexOf(x + dx, y + dy);
|
|
if (sea[ni]) continue;
|
|
const d = Math.hypot(dx, dy);
|
|
if (d > 2.3) continue;
|
|
const compatible = clamp(1 - Math.abs(elevation[ni] - elevation[i]) / 0.12);
|
|
const w = compatible / (1 + d);
|
|
sum += elevation[ni] * w;
|
|
wsum += w;
|
|
}
|
|
}
|
|
if (wsum > 0) {
|
|
nextElevation[i] = clamp(lerp(elevation[i], sum / wsum, flatPotential * 0.34), seaLevel + 0.006, 1);
|
|
depositionalLowland[i] = clamp(depositionalLowland[i] + flatPotential * 0.12);
|
|
basinField[i] = clamp(basinField[i] + flatPotential * 0.08);
|
|
}
|
|
}
|
|
}
|
|
elevation.set(nextElevation);
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
// Stage 4: coarse fluvial simulation on the elevation field before drawing
|
|
// explicit rivers. Steep, high-flow cells are incised; low-gradient cells
|
|
// near sea level, basins, and coasts receive sediment and are smoothed.
|
|
for (let pass = 0; pass < 3; pass++) {
|
|
recalcSlope(elevation, sea, slope);
|
|
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 flow = Math.pow(flowAccum[i], 0.50);
|
|
const steep = slope[i];
|
|
const high = clamp((elevation[i] - seaLevel) / 0.46);
|
|
const incise = clamp(flow * steep * (0.021 + terrainTemplate.erosion * 0.040) * (0.66 + high * 0.82) * (0.60 + ridgeField[i] * 0.44));
|
|
const deposit = clamp(flow * (1 - steep) * (coastalLowland[i] * 0.42 + basinField[i] * 0.34 + (elevation[i] < seaLevel + 0.16 ? 0.18 : 0)) * (0.012 + terrainTemplate.deposition * 0.035) * (1 - ridgeField[i] * 0.60));
|
|
if (incise > 0.002 || deposit > 0.002) {
|
|
nextElevation[i] = clamp(elevation[i] - incise + deposit * 0.56, seaLevel + 0.005, 1);
|
|
erosionField[i] = clamp(erosionField[i] + incise * 2.7);
|
|
depositionField[i] = clamp(depositionField[i] + deposit * 2.1);
|
|
valleyField[i] = clamp(valleyField[i] + incise * 5.4 + flow * 0.10);
|
|
depositionalLowland[i] = clamp(depositionalLowland[i] + deposit * 8.0);
|
|
}
|
|
}
|
|
}
|
|
elevation.set(nextElevation);
|
|
}
|
|
recalcSlope(elevation, sea, slope);
|
|
|
|
// 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 * (0.026 + terrainTemplate.erosion * 0.038 + slope[i] * (0.105 + terrainTemplate.erosion * 0.095) + ridgeField[i] * (0.016 + terrainTemplate.erosion * 0.032)) * incisionNoise);
|
|
const lateralCut = clamp(Math.pow(flowAccum[i], 0.66) * valleyField[i] * (0.032 + terrainTemplate.erosion * 0.046));
|
|
const lowSettling = clamp(flow * (coastalLowland[i] * (0.018 + terrainTemplate.deposition * 0.040) + basinField[i] * (0.010 + terrainTemplate.deposition * 0.028) + (elevation[i] < 0.40 ? 0.006 + terrainTemplate.deposition * 0.018 : 0)) * (1 - slope[i] * 0.82) * (1 - ridgeField[i] * 0.45));
|
|
erosionField[i] = steepValley + lateralCut;
|
|
depositionField[i] = lowSettling;
|
|
depositionalLowland[i] = clamp(lowSettling * 6.5 + basinField[i] * terrainTemplate.deposition * 0.28 + coastalLowland[i] * terrainTemplate.deposition * 0.34);
|
|
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 + arcSpineField[i] * 0.07 + branchRidgeField[i] * 0.04 + flowAccum[i] * 0.56 + valleyField[i] * 0.28 + hash2(x, y, seed + 9000) * 0.06;
|
|
if (elevation[i] > 0.40 && elevation[i] < 0.84 && moisture[i] > 0.28 && flowAccum[i] > 0.020 && ridgeField[i] < 0.95) 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 = 0.075) {
|
|
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 && flowAccum[i] < flowAccum[pi] + 0.025) 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] <= 0.84 && (valleyField[i] >= 0.10 || flowAccum[i] >= 0.022 || river[i] > 0.12)) break;
|
|
start++;
|
|
}
|
|
return path.slice(start);
|
|
}
|
|
for (let r = 0; r < riverPaths.length; r++) riverPaths[r] = forceRiverToWater(sanitizeDownhillRiverPath(trimMountainHeadwaters(riverPaths[r]), 0.075));
|
|
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]), 0.060);
|
|
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) * (0.034 + terrainTemplate.erosion * 0.052 + slope[i] * (0.075 + terrainTemplate.erosion * 0.120) + ridgeField[i] * (0.018 + terrainTemplate.erosion * 0.048)));
|
|
const valleyWiden = clamp(Math.pow(r, 0.72) * (0.012 + terrainTemplate.erosion * 0.026 + Math.max(0, elevation[i] - seaLevel) * (0.030 + terrainTemplate.erosion * 0.050) + valleyField[i] * (0.020 + terrainTemplate.erosion * 0.045)));
|
|
const alluvium = clamp(Math.pow(r, 0.72) * (coastalLowland[i] * (0.014 + terrainTemplate.deposition * 0.040) + basinField[i] * (0.010 + terrainTemplate.deposition * 0.028) + (slope[i] < 0.10 ? 0.006 + terrainTemplate.deposition * 0.018 : 0)) * (1 - ridgeField[i] * 0.45));
|
|
erosionField[i] = clamp(erosionField[i] + channelCut + valleyWiden);
|
|
depositionField[i] = clamp(depositionField[i] + alluvium);
|
|
depositionalLowland[i] = clamp(depositionalLowland[i] + alluvium * 5.5);
|
|
fluvialElevation[i] = clamp(elevation[i] - channelCut - valleyWiden + alluvium, seaLevel + 0.005, 1);
|
|
valleyField[i] = clamp(valleyField[i] + r * 0.62 + 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) * (0.005 + terrainTemplate.erosion * 0.007 + r * (0.014 + terrainTemplate.erosion * 0.022)) * 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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Large downstream alluvial plains: expand lowland around the lower reaches of
|
|
// the strongest rivers before the generic deposition pass. This creates Kanto-
|
|
// or Nobi-like broad plains while still rejecting ridge/high-slope cells.
|
|
const protoMainRivers = riverPaths
|
|
.map((path, i) => ({ path, score: riverScores[i] ?? path.length }))
|
|
.sort((a, b) => b.score - a.score)
|
|
.slice(0, Math.min(4, riverPaths.length))
|
|
.map((entry) => entry.path);
|
|
|
|
for (const path of protoMainRivers) {
|
|
const start = Math.floor(path.length * 0.45);
|
|
for (let k = start; k < path.length; k += 2) {
|
|
const [rx, ry] = path[k];
|
|
const lowerReach = k / Math.max(1, path.length - 1);
|
|
const radius = 3.5 + lowerReach * 6.5 + terrainTemplate.deposition * 4.0;
|
|
const radiusCells = Math.ceil(radius);
|
|
|
|
for (let dy = -radiusCells; dy <= radiusCells; dy++) {
|
|
for (let dx = -radiusCells; dx <= radiusCells; 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) continue;
|
|
|
|
const radial = smoothstep(1 - d / radius);
|
|
const lowEnergy = clamp(
|
|
coastalLowland[ni] * 0.55 +
|
|
basinField[ni] * 0.38 +
|
|
Math.pow(flowAccum[ni], 0.45) * 0.34 +
|
|
(1 - slope[ni]) * 0.18 -
|
|
ridgeField[ni] * 0.58 -
|
|
Math.max(0, fluvialElevation[ni] - 0.50) * 1.35
|
|
);
|
|
const w = radial * lowEnergy * (0.25 + terrainTemplate.deposition * 0.75);
|
|
if (w <= 0.015) continue;
|
|
|
|
depositionalLowland[ni] = clamp(depositionalLowland[ni] + w * 0.65);
|
|
deltaField[ni] = clamp(deltaField[ni] + w * coastalLowland[ni] * 0.55);
|
|
floodplain[ni] = clamp(floodplain[ni] + w * 0.45);
|
|
valleyField[ni] = clamp(valleyField[ni] + w * 0.22);
|
|
basinField[ni] = clamp(basinField[ni] + w * 0.18);
|
|
|
|
const floor = seaLevel + 0.018 + coastalLowland[ni] * 0.010 + basinField[ni] * 0.020 + d * 0.0015;
|
|
fluvialElevation[ni] = clamp(
|
|
lerp(fluvialElevation[ni], Math.max(floor, fluvialElevation[ni] - 0.035), w * 0.26),
|
|
seaLevel + 0.006,
|
|
1
|
|
);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Template-driven deposition is limited to plausible low-energy places:
|
|
// river mouths, basin floors, coastal plains, and slope breaks below ridges.
|
|
const depositionElevation = new Float32Array(fluvialElevation);
|
|
for (let y = 2; y < MAP_H - 2; y++) {
|
|
for (let x = 2; x < MAP_W - 2; x++) {
|
|
const i = indexOf(x, y);
|
|
if (sea[i]) continue;
|
|
let nearSea = 0;
|
|
let localRiver = river[i];
|
|
let highSide = 0;
|
|
let lowSide = 1;
|
|
for (let dy = -4; dy <= 4; dy++) {
|
|
for (let dx = -4; dx <= 4; dx++) {
|
|
const nx = x + dx;
|
|
const ny = y + dy;
|
|
if (!inside(nx, ny)) continue;
|
|
const ni = indexOf(nx, ny);
|
|
const d = Math.hypot(dx, dy);
|
|
if (d > 4.25) continue;
|
|
if (sea[ni]) nearSea = Math.max(nearSea, 1 - d / 4.25);
|
|
localRiver = Math.max(localRiver, river[ni] / (1 + d * 0.5));
|
|
highSide = Math.max(highSide, fluvialElevation[ni]);
|
|
lowSide = Math.min(lowSide, fluvialElevation[ni]);
|
|
}
|
|
}
|
|
const reliefDrop = clamp((highSide - lowSide - 0.075) * 4.5);
|
|
const lowlandPotential = clamp(
|
|
basinField[i] * 0.44 +
|
|
coastalLowland[i] * 0.52 +
|
|
Math.pow(flowAccum[i], 0.56) * 0.32 +
|
|
plain[i] * 0.18 +
|
|
localRiver * 0.16 -
|
|
ridgeField[i] * 0.48 -
|
|
slope[i] * 0.52 -
|
|
Math.max(0, fluvialElevation[i] - 0.55) * 1.35
|
|
);
|
|
const delta = clamp(nearSea * localRiver * coastalLowland[i] * (0.32 + terrainTemplate.deposition * 1.25) * (1 - ridgeField[i] * 0.55));
|
|
const fan = clamp(reliefDrop * localRiver * valleyField[i] * (0.20 + terrainTemplate.deposition * 0.95) * (1 - coastalLowland[i] * 0.45));
|
|
const lowland = clamp(lowlandPotential * terrainTemplate.deposition + delta * 0.72 + fan * 0.42);
|
|
if (lowland <= 0.01) continue;
|
|
deltaField[i] = clamp(deltaField[i] + delta);
|
|
alluvialFanField[i] = clamp(alluvialFanField[i] + fan);
|
|
depositionalLowland[i] = clamp(depositionalLowland[i] + lowland);
|
|
depositionField[i] = clamp(depositionField[i] + lowland * 0.050);
|
|
erosionField[i] = Math.max(0, erosionField[i] - lowland * 0.018);
|
|
const floor = seaLevel + 0.008 + basinField[i] * 0.012 + coastalLowland[i] * 0.010;
|
|
depositionElevation[i] = clamp(lerp(fluvialElevation[i], Math.max(floor, fluvialElevation[i] - 0.032), lowland * 0.55), seaLevel + 0.005, 1);
|
|
}
|
|
}
|
|
fluvialElevation.set(depositionElevation);
|
|
|
|
// Restore rugged summit relief after strong river incision. This prevents highlands
|
|
// from becoming unnaturally flat or visually concave while keeping valleys cut.
|
|
for (let y = 1; y < MAP_H - 1; y++) {
|
|
for (let x = 1; x < MAP_W - 1; x++) {
|
|
const i = indexOf(x, y);
|
|
if (sea[i]) continue;
|
|
const high = clamp((fluvialElevation[i] - 0.54) / 0.30);
|
|
const summit = high * clamp(ridgeField[i] * 1.25 + arcSpineField[i] * 0.55 + branchRidgeField[i] * 0.30 - flowAccum[i] * 0.65);
|
|
const rugged = (valueNoise(x * 2.1 + 19, y * 2.1 - 23, seed + 9661, 3.2) - 0.5) * 0.040;
|
|
const uplift = summit * (0.038 + 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 < 3 + Math.round(terrainTemplate.deposition * 2); pass++) {
|
|
const nextElevation = new Float32Array(elevation);
|
|
for (let y = 2; y < MAP_H - 2; y++) {
|
|
for (let x = 2; x < MAP_W - 2; x++) {
|
|
const i = indexOf(x, y);
|
|
if (sea[i]) continue;
|
|
const lowland = clamp(
|
|
coastalLowland[i] * 0.72 +
|
|
basinField[i] * 0.54 +
|
|
depositionalLowland[i] * 0.52 +
|
|
deltaField[i] * 0.34 +
|
|
alluvialFanField[i] * 0.22 +
|
|
valleyField[i] * 0.34 +
|
|
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 * (0.30 + terrainTemplate.deposition * 0.26)), seaLevel + 0.006, 1);
|
|
if (lowland > 0.55) {
|
|
depositionField[i] = clamp(depositionField[i] + lowland * (0.010 + terrainTemplate.deposition * 0.018));
|
|
erosionField[i] = Math.max(0, erosionField[i] - lowland * 0.012);
|
|
}
|
|
}
|
|
}
|
|
elevation.set(nextElevation);
|
|
}
|
|
|
|
// Alpine summit reinforcement. The geomorphic pipeline can otherwise erode
|
|
// the whole mountain system into mid-altitude upland, especially in high-
|
|
// deposition seeds. Add rugged peaks only where existing ridge fields agree,
|
|
// not as a continuous stripe.
|
|
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 alpinePotential = clamp(
|
|
arcSpineField[i] * 0.72 +
|
|
branchRidgeField[i] * 0.54 +
|
|
ridgeField[i] * 0.30 -
|
|
flowAccum[i] * 0.34 -
|
|
coastalLowland[i] * 0.24 -
|
|
basinField[i] * 0.16
|
|
);
|
|
if (alpinePotential <= 0.38) continue;
|
|
const summitNoise = 0.72 + valueNoise(x * 1.55 + 103, y * 1.55 - 89, seed + 9731, 4.7) * 0.58;
|
|
const cragNoise = 0.82 + (valueNoise(x * 3.3 - 71, y * 3.3 + 47, seed + 9732, 2.2) - 0.5) * 0.42;
|
|
const lift = Math.pow(alpinePotential, 1.58) * (0.060 + terrainTemplate.roughness * 0.050) * summitNoise * cragNoise;
|
|
elevation[i] = clamp(elevation[i] + lift, seaLevel + 0.006, 1);
|
|
if (alpinePotential > 0.54) {
|
|
const target = 0.675 + Math.pow(alpinePotential, 1.28) * 0.170 + (summitNoise - 1) * 0.035;
|
|
elevation[i] = clamp(lerp(elevation[i], Math.max(elevation[i], target), (alpinePotential - 0.54) * 0.92), seaLevel + 0.006, 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
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] = forceRiverToWater(sanitizeDownhillRiverPath(trimMountainHeadwaters(riverPaths[r]), 0.075));
|
|
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]), 0.055);
|
|
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 regionalDebug = regionalPrefectures.debug;
|
|
const regionalPrefectureBorders = extractRegionBorderSegments(prefectureRegionId, sea);
|
|
|
|
for (let y = 1; y < MAP_H - 1; y++) {
|
|
for (let x = 1; x < MAP_W - 1; x++) {
|
|
const i = indexOf(x, y);
|
|
if (sea[i]) continue;
|
|
const low = 1 - clamp((elevation[i] - 0.28) / 0.4);
|
|
const flat = 1 - slope[i];
|
|
const valleyPlain = valleyField[i] * 0.44 + basinField[i] * 0.36 + coastalLowland[i] * 0.55 + depositionalLowland[i] * 0.34 + deltaField[i] * 0.28 + alluvialFanField[i] * 0.20;
|
|
plain[i] = clamp(low * 0.44 + flat * 0.58 + valleyPlain - ridgeField[i] * 0.28 - (elevation[i] > 0.62 ? 0.48 : 0));
|
|
|
|
let nearRiver = 0;
|
|
for (let dy = -4; dy <= 4; dy++) {
|
|
for (let dx = -4; dx <= 4; dx++) {
|
|
const nx = x + dx;
|
|
const ny = y + dy;
|
|
if (!inside(nx, ny)) continue;
|
|
nearRiver = Math.max(nearRiver, river[indexOf(nx, ny)] / (1 + Math.hypot(dx, dy)));
|
|
}
|
|
}
|
|
|
|
const fan = clamp(Math.max(alluvialFanField[i], valleyField[i] * (1 - coastalLowland[i]) * (elevation[i] > 0.34 && elevation[i] < 0.58 ? 0.9 : 0.35)) * (1 - slope[i] * 0.55));
|
|
floodplain[i] = clamp(nearRiver * plain[i] * 0.92 + coastalLowland[i] * nearRiver * 0.22 + deltaField[i] * 0.18);
|
|
agriculture[i] = clamp(plain[i] * 0.58 + fan * 0.30 + basinField[i] * 0.2 + depositionalLowland[i] * 0.24 + deltaField[i] * 0.18 + moisture[i] * 0.14 + clamp(nearRiver) * 0.32 - slope[i] * 0.34 - ridgeField[i] * 0.18 - floodplain[i] * 0.06);
|
|
}
|
|
}
|
|
|
|
for (let y = 2; y < MAP_H - 2; y++) {
|
|
for (let x = 2; x < MAP_W - 2; x++) {
|
|
const i = indexOf(x, y);
|
|
if (sea[i]) continue;
|
|
let seaNear = 0;
|
|
let riverNear = 0;
|
|
let sheltered = 0;
|
|
|
|
for (let dy = -5; dy <= 5; dy++) {
|
|
for (let dx = -5; dx <= 5; dx++) {
|
|
const nx = x + dx;
|
|
const ny = y + dy;
|
|
if (!inside(nx, ny)) continue;
|
|
const d = Math.hypot(dx, dy);
|
|
if (sea[indexOf(nx, ny)]) seaNear += 1 / (1 + d);
|
|
riverNear = Math.max(riverNear, river[indexOf(nx, ny)] / (1 + d));
|
|
}
|
|
}
|
|
|
|
for (let dy = -2; dy <= 2; dy++) {
|
|
for (let dx = -2; dx <= 2; dx++) {
|
|
const nx = x + dx;
|
|
const ny = y + dy;
|
|
if (inside(nx, ny) && !sea[indexOf(nx, ny)]) sheltered += 1;
|
|
}
|
|
}
|
|
|
|
const isDelta = (riverNear > 0.22 && coastalLowland[i] > 0.18) || deltaField[i] > 0.16;
|
|
const bayShelter = sheltered * 0.012 + seaNear * 0.055 + coastalLowland[i] * 0.16;
|
|
portSuitability[i] = clamp(bayShelter + riverNear * 0.24 + (isDelta ? 0.22 : 0) + deltaField[i] * 0.18 + depositionalLowland[i] * 0.08 + plain[i] * 0.08 - slope[i] * 0.48 - ridgeField[i] * 0.16);
|
|
}
|
|
}
|
|
|
|
for (let y = 3; y < MAP_H - 3; y++) {
|
|
for (let x = 3; x < MAP_W - 3; x++) {
|
|
const i = indexOf(x, y);
|
|
if (sea[i]) continue;
|
|
const r = river[i];
|
|
if (r < 0.2 || r > 1.85) continue;
|
|
let bankPlain = 0;
|
|
for (const [nx, ny] of neighbors8(x, y)) bankPlain += plain[indexOf(nx, ny)];
|
|
crossingSuitability[i] = clamp(r * 0.34 + (bankPlain / 8) * 0.54 + valleyField[i] * 0.18 - slope[i] * 0.55 - floodplain[i] * 0.06);
|
|
}
|
|
}
|
|
|
|
for (let y = 4; y < MAP_H - 4; y++) {
|
|
for (let x = 4; x < MAP_W - 4; x++) {
|
|
const i = indexOf(x, y);
|
|
if (sea[i]) continue;
|
|
const e = elevation[i];
|
|
if (e < 0.43 || e > 0.82) continue;
|
|
const ewHigh = (elevation[indexOf(x - 3, y)] + elevation[indexOf(x + 3, y)]) / 2;
|
|
const nsHigh = (elevation[indexOf(x, y - 3)] + elevation[indexOf(x, y + 3)]) / 2;
|
|
const diagLow = Math.min(
|
|
elevation[indexOf(x - 3, y - 3)],
|
|
elevation[indexOf(x + 3, y + 3)],
|
|
elevation[indexOf(x - 3, y + 3)],
|
|
elevation[indexOf(x + 3, y - 3)]
|
|
);
|
|
passSuitability[i] = clamp((Math.max(ewHigh, nsHigh) - e) * 2.2 + (e - diagLow) * 0.55 + valleyField[i] * 0.28 - ridgeField[i] * 0.18 - slope[i] * 0.2);
|
|
}
|
|
}
|
|
|
|
for (let y = 1; y < MAP_H - 1; y++) {
|
|
for (let x = 1; x < MAP_W - 1; x++) {
|
|
const i = indexOf(x, y);
|
|
if (sea[i]) continue;
|
|
const gx = Math.abs(elevation[indexOf(x + 1, y)] - elevation[indexOf(x - 1, y)]);
|
|
const gy = Math.abs(elevation[indexOf(x, y + 1)] - elevation[indexOf(x, y - 1)]);
|
|
const slopeBreak = clamp((gx + gy) * 3.2 + Math.max(0, slope[i] - 0.28) * 0.72);
|
|
const majorRiver = clamp(Math.max(0, river[i] - 0.34) * 1.45 + Math.max(0, flowAccum[i] - 0.42) * 0.58);
|
|
const basinRim = clamp(basinField[i] * Math.max(0, slope[i] - 0.16) * 1.25 + ridgeField[i] * basinField[i] * 0.32);
|
|
naturalBarrierScore[i] = clamp(
|
|
arcSpineField[i] * 0.80 +
|
|
branchRidgeField[i] * 0.62 +
|
|
ridgeField[i] * 0.54 +
|
|
majorRiver * 0.62 +
|
|
slopeBreak * 0.34 +
|
|
basinRim * 0.36 -
|
|
valleyField[i] * 0.30 -
|
|
depositionalLowland[i] * 0.42 -
|
|
coastalLowland[i] * 0.20 -
|
|
plain[i] * 0.18
|
|
);
|
|
}
|
|
}
|
|
|
|
function countWaterComponents(mask, minArea = 1) {
|
|
const seen = new Uint8Array(SIZE);
|
|
let count = 0;
|
|
for (let i = 0; i < SIZE; i++) {
|
|
if (!mask[i] || seen[i]) continue;
|
|
const queue = [i];
|
|
seen[i] = 1;
|
|
let area = 0;
|
|
for (let q = 0; q < queue.length; q++) {
|
|
const cur = queue[q];
|
|
area++;
|
|
const x = cur % MAP_W;
|
|
const y = Math.floor(cur / MAP_W);
|
|
for (const [nx, ny] of neighbors8(x, y)) {
|
|
const ni = indexOf(nx, ny);
|
|
if (!mask[ni] || seen[ni]) continue;
|
|
seen[ni] = 1;
|
|
queue.push(ni);
|
|
}
|
|
}
|
|
if (area >= minArea) count++;
|
|
}
|
|
return count;
|
|
}
|
|
|
|
function countSmallLandIslands(maxArea = 8) {
|
|
const seen = new Uint8Array(SIZE);
|
|
let count = 0;
|
|
for (let i = 0; i < SIZE; i++) {
|
|
if (sea[i] || seen[i]) continue;
|
|
const queue = [i];
|
|
seen[i] = 1;
|
|
let area = 0;
|
|
let touchesEdge = false;
|
|
for (let q = 0; q < queue.length; q++) {
|
|
const cur = queue[q];
|
|
area++;
|
|
const x = cur % MAP_W;
|
|
const y = Math.floor(cur / MAP_W);
|
|
if (x === 0 || y === 0 || x === MAP_W - 1 || y === MAP_H - 1) touchesEdge = true;
|
|
for (const [nx, ny] of neighbors8(x, y)) {
|
|
const ni = indexOf(nx, ny);
|
|
if (sea[ni] || seen[ni]) continue;
|
|
seen[ni] = 1;
|
|
queue.push(ni);
|
|
}
|
|
}
|
|
if (!touchesEdge && area <= maxArea) count++;
|
|
}
|
|
return count;
|
|
}
|
|
|
|
const spineValues = [...arcSpineField].filter((_, i) => !sea[i]).sort((a, b) => b - a);
|
|
const strongSpineSample = Math.max(1, Math.floor(spineValues.length * 0.05));
|
|
const primarySpineStrength = spineValues.slice(0, strongSpineSample).reduce((sum, value) => sum + value, 0) / strongSpineSample;
|
|
const riverConnectivityRate = mainRivers.length
|
|
? mainRivers.filter((path) => path.some(([x, y], k) => k > path.length * 0.45 && neighbors8(x, y).some(([nx, ny]) => sea[indexOf(nx, ny)] || lake[indexOf(nx, ny)]))).length / mainRivers.length
|
|
: 0;
|
|
const depositionLowlandArea = [...depositionalLowland].filter((value, i) => !sea[i] && value > 0.24).length;
|
|
const terrainDebug = {
|
|
primarySpineStrength,
|
|
riverConnectivityRate,
|
|
smallIslandCount: countSmallLandIslands(8),
|
|
largeInlandLakeCount: countWaterComponents(Float32Array.from(lake, (value) => value ? 1 : 0), 120),
|
|
depositionLowlandArea,
|
|
};
|
|
|
|
return {
|
|
terrainTemplate,
|
|
seaLevel,
|
|
elevation,
|
|
moisture,
|
|
slope,
|
|
sea,
|
|
ocean,
|
|
lake,
|
|
river,
|
|
floodplain,
|
|
plain,
|
|
agriculture,
|
|
ridgeField,
|
|
valleyField,
|
|
basinField,
|
|
coastalLowland,
|
|
flowAccum,
|
|
erosionField,
|
|
depositionField,
|
|
arcSpineField,
|
|
branchRidgeField,
|
|
depositionalLowland,
|
|
alluvialFanField,
|
|
deltaField,
|
|
naturalBarrierScore,
|
|
portSuitability,
|
|
crossingSuitability,
|
|
passSuitability,
|
|
prefectureMask,
|
|
prefectureBorder,
|
|
prefectureRegionId,
|
|
regionalDebug,
|
|
terrainDebug,
|
|
regionalPrefectureBorders,
|
|
riverPaths,
|
|
mainRivers,
|
|
tributaryRivers,
|
|
smallStreams,
|
|
};
|
|
}
|