map/mapFeatures.js
2026-05-26 15:32:27 +09:00

1009 lines
42 KiB
JavaScript

import { INF, MAP_H, MAP_W, SIZE, clamp, fbm, hash2, indexOf, inside, pickEntities, rand, valueNoise } from "./mapUtils.js";
import { distanceToNearest, influenceFromPaths, influenceFromPoints, samplePath } from "./mapGeneratorHelpers.js";
import { LANDUSE } from "./landuseCodes.js";
// Lightweight Human Geography V2
// --------------------------------
// This replaces the heavy iterative human stage with a sparse skeleton + raster
// synthesis model:
// 1. build terrain-derived human context once
// 2. place villages/towns/cities by region quotas
// 3. make sparse approximate transport paths without full-resolution A*
// 4. synthesize population and land-use fields in one raster pass
export function generateMapFeatures(seed, terrain) {
const {
elevation,
moisture,
slope,
sea,
river,
floodplain,
plain,
agriculture,
ridgeField,
valleyField,
basinField,
coastalLowland,
flowAccum,
arcSpineField,
branchRidgeField,
depositionalLowland,
alluvialFanField,
deltaField,
portSuitability,
crossingSuitability,
passSuitability,
prefectureMask,
prefectureRegionId,
naturalBarrierScore,
} = terrain;
function regionIdAt(x, y) {
if (!inside(x, y)) return -1;
const i = indexOf(x, y);
if (sea[i]) return -1;
if (prefectureMask?.[i]) return 0;
if (!prefectureRegionId) return 0;
const id = prefectureRegionId?.[i];
return id !== undefined && id >= 0 ? id : -1;
}
function inFocusedPrefecture(p) {
return Boolean(p && inside(p.x, p.y) && prefectureMask[indexOf(p.x, p.y)] && !sea[indexOf(p.x, p.y)]);
}
function localConfluenceScore(x, y) {
let arms = 0;
let strong = 0;
for (const [dx, dy] of [[1,0],[-1,0],[0,1],[0,-1],[1,1],[-1,1],[1,-1],[-1,-1]]) {
const nx = x + dx;
const ny = y + dy;
if (!inside(nx, ny)) continue;
const rv = river[indexOf(nx, ny)];
if (rv > 0.18) arms++;
if (rv > 0.34) strong++;
}
return clamp((arms >= 3 ? 0.22 : arms === 2 ? 0.09 : 0) + strong * 0.04);
}
// --- 1. Human context: one full raster pass -----------------------------
const developable = new Float32Array(SIZE);
const ruralSuitability = new Float32Array(SIZE);
const townSuitability = new Float32Array(SIZE);
const valleySettlement = new Float32Array(SIZE);
const coastalSettlement = new Float32Array(SIZE);
const confluenceField = new Float32Array(SIZE);
const barrierCost = new Float32Array(SIZE);
const corridorCost = new Float32Array(SIZE);
const settlementCluster = new Float32Array(SIZE);
const settlementScore = new Float32Array(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]) {
barrierCost[i] = INF;
corridorCost[i] = INF;
continue;
}
const depositional = (depositionalLowland?.[i] || 0) + (alluvialFanField?.[i] || 0) * 0.62 + (deltaField?.[i] || 0) * 0.90;
const highPenalty = Math.max(0, elevation[i] - 0.56);
const lowSlope = clamp(1 - slope[i] * 2.3);
const confluence = x > 0 && y > 0 && x < MAP_W - 1 && y < MAP_H - 1 ? localConfluenceScore(x, y) : 0;
const spine = (arcSpineField?.[i] || 0) * 0.58 + (branchRidgeField?.[i] || 0) * 0.38;
confluenceField[i] = confluence;
developable[i] = clamp(
plain[i] * 0.34 +
agriculture[i] * 0.24 +
basinField[i] * 0.24 +
valleyField[i] * 0.24 +
coastalLowland[i] * 0.18 +
depositional * 0.22 +
lowSlope * 0.10 -
slope[i] * 0.82 -
ridgeField[i] * 0.52 -
spine * 0.24 -
highPenalty * 1.14 -
floodplain[i] * 0.03
);
valleySettlement[i] = clamp(
valleyField[i] * 0.52 +
river[i] * 0.08 +
confluence * 0.38 +
depositional * 0.20 +
basinField[i] * 0.16 +
plain[i] * 0.08 +
lowSlope * 0.12 -
slope[i] * 0.54 -
ridgeField[i] * 0.30 -
spine * 0.16 -
highPenalty * 0.70 -
floodplain[i] * 0.10
);
coastalSettlement[i] = clamp(
coastalLowland[i] * 0.50 +
(portSuitability?.[i] || 0) * 0.30 +
(deltaField?.[i] || 0) * 0.20 +
plain[i] * 0.10 -
slope[i] * 0.52 -
ridgeField[i] * 0.24 -
spine * 0.12
);
const clusterNoise = 0.72 + fbm(x * 0.34 + 13, y * 0.34 - 31, seed + 7001) * 0.46 + valueNoise(x, y, seed + 7002, 8) * 0.16;
settlementCluster[i] = clamp((developable[i] * 0.52 + valleySettlement[i] * 0.28 + coastalSettlement[i] * 0.18 + agriculture[i] * 0.22) * clusterNoise);
ruralSuitability[i] = clamp(
agriculture[i] * 0.42 +
developable[i] * 0.28 +
valleySettlement[i] * 0.24 +
coastalSettlement[i] * 0.15 +
settlementCluster[i] * 0.24 -
Math.max(0, elevation[i] - 0.64) * 0.56
);
townSuitability[i] = clamp(
developable[i] * 0.40 +
valleySettlement[i] * 0.26 +
coastalSettlement[i] * 0.20 +
confluence * 0.34 +
basinField[i] * 0.16 +
plain[i] * 0.12 +
settlementCluster[i] * 0.16 -
slope[i] * 0.34 -
ridgeField[i] * 0.17 -
spine * 0.10
);
settlementScore[i] = clamp(ruralSuitability[i] * 0.58 + townSuitability[i] * 0.34 + confluence * 0.10);
const naturalBarrier = naturalBarrierScore?.[i] || 0;
barrierCost[i] = 1 + slope[i] * 6.4 + ridgeField[i] * 3.2 + spine * 2.2 + highPenalty * 5.8 + river[i] * 0.25 + naturalBarrier * 1.2 - valleyField[i] * 0.55 - plain[i] * 0.30 - coastalLowland[i] * 0.14;
corridorCost[i] = Math.max(0.25, barrierCost[i] - developable[i] * 0.42 - valleySettlement[i] * 0.36 - coastalSettlement[i] * 0.12 + hash2(x, y, seed + 7011) * 0.05);
}
}
// --- region statistics ---------------------------------------------------
const regionStats = new Map();
function ensureRegion(regionId) {
let st = regionStats.get(regionId);
if (!st) {
st = {
id: regionId,
area: 0,
developableCells: 0,
developableSum: 0,
valleyCells: 0,
coastCells: 0,
townCells: 0,
plainCells: 0,
minX: MAP_W,
minY: MAP_H,
maxX: 0,
maxY: 0,
};
regionStats.set(regionId, st);
}
return st;
}
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 regionId = regionIdAt(x, y);
if (regionId < 0) continue;
const st = ensureRegion(regionId);
st.area++;
st.developableSum += developable[i];
if (developable[i] > 0.16) st.developableCells++;
if (valleySettlement[i] > 0.24) st.valleyCells++;
if (coastalSettlement[i] > 0.25) st.coastCells++;
if (townSuitability[i] > 0.28) st.townCells++;
if (plain[i] > 0.24) st.plainCells++;
st.minX = Math.min(st.minX, x);
st.minY = Math.min(st.minY, y);
st.maxX = Math.max(st.maxX, x);
st.maxY = Math.max(st.maxY, y);
}
}
function visibilityFactor(regionId, st) {
if (!st || st.area <= 0) return 0;
// Treat the focused prefecture and neighboring prefectures with the same
// density curve. Only genuinely clipped map-edge slivers are downscaled.
return clamp(Math.sqrt(st.area / 1900), 0.32, 1.05);
}
function pickRegionalPoints(scoreArray, {
stride = 1,
threshold = 0.25,
minDistance = 6,
totalMax = 100,
seedOffset = 0,
quotaForRegion,
predicate = () => true,
kind = "Point",
extraScore = () => 0,
}) {
const byRegion = new Map();
for (let y = 2; y < MAP_H - 2; y += stride) {
for (let x = 2; x < MAP_W - 2; x += stride) {
const i = indexOf(x, y);
if (sea[i] || !predicate(x, y, i)) continue;
const regionId = regionIdAt(x, y);
if (regionId < 0) continue;
const score = scoreArray[i] + extraScore(x, y, i) + hash2(x, y, seed + seedOffset) * 0.055;
if (score < threshold) continue;
if (!byRegion.has(regionId)) byRegion.set(regionId, []);
byRegion.get(regionId).push({ x, y, score, kind, regionId });
}
}
const out = [];
for (const [regionId, candidates] of [...byRegion.entries()].sort((a, b) => a[0] - b[0])) {
const st = regionStats.get(regionId);
const quota = quotaForRegion ? quotaForRegion(regionId, st) : 0;
if (quota <= 0) continue;
out.push(...pickEntities(candidates, {
max: quota,
minDistance,
threshold,
seed: seed + seedOffset + regionId * 1009,
jitter: 0.04,
}));
}
return out.sort((a, b) => b.score - a.score).slice(0, totalMax);
}
function pickGlobalPoints(scoreArray, { threshold, max, minDistance, seedOffset = 0, predicate = () => true, stride = 1 }) {
const candidates = [];
for (let y = 2; y < MAP_H - 2; y += stride) {
for (let x = 2; x < MAP_W - 2; x += stride) {
const i = indexOf(x, y);
if (sea[i] || !predicate(x, y, i)) continue;
const score = scoreArray[i] + hash2(x, y, seed + seedOffset) * 0.07;
if (score >= threshold) candidates.push({ x, y, score, regionId: regionIdAt(x, y) });
}
}
return pickEntities(candidates, { max, minDistance, threshold, seed: seed + seedOffset });
}
// --- 2. Sparse points ----------------------------------------------------
let ports = pickGlobalPoints(portSuitability || coastalSettlement, {
threshold: 0.30 + rand(seed, 1001) * 0.08,
max: 10,
minDistance: 13,
seedOffset: 1000,
predicate: (x, y, i) => coastalSettlement[i] > 0.14 || (portSuitability?.[i] || 0) > 0.25,
}).map((p, n) => {
const i = indexOf(p.x, p.y);
const harborPotential = (portSuitability?.[i] || 0) + coastalLowland[i] * 0.22 + (deltaField?.[i] || 0) * 0.08 - slope[i] * 0.18;
const portClass = n === 0 ? "major" : n < 3 && harborPotential > 0.34 ? "regional" : harborPotential > 0.24 ? "fishing" : "lake";
const kind = portClass === "major" ? "Major Port" : portClass === "regional" ? "Regional Port" : portClass === "lake" ? "Lake Port" : "Fishing Port";
return { ...p, harborPotential, portClass, kind, score: harborPotential };
}).sort((a, b) => b.harborPotential - a.harborPotential);
if (ports.length && !ports.some((p) => p.portClass === "major")) {
ports[0].portClass = "major";
ports[0].kind = "Major Port";
}
const commercialPorts = ports.filter((p) => p.portClass === "major" || p.portClass === "regional");
const crossings = pickGlobalPoints(crossingSuitability || confluenceField, {
threshold: 0.30 + rand(seed, 1011) * 0.06,
max: 18,
minDistance: 9,
seedOffset: 1010,
predicate: (x, y, i) => river[i] > 0.12 || confluenceField[i] > 0.09,
}).map((p) => ({ ...p, kind: "River Crossing" }));
const passes = pickGlobalPoints(passSuitability || valleySettlement, {
threshold: 0.18 + rand(seed, 1021) * 0.06,
max: 12,
minDistance: 11,
seedOffset: 1020,
predicate: (x, y, i) => elevation[i] > 0.42 && !sea[i],
}).map((p) => ({ ...p, kind: "Pass" }));
const villageScore = new Float32Array(SIZE);
for (let i = 0; i < SIZE; i++) {
if (sea[i]) continue;
villageScore[i] = clamp(ruralSuitability[i] * 0.68 + valleySettlement[i] * 0.26 + coastalSettlement[i] * 0.18 + settlementCluster[i] * 0.08);
}
const villages = pickRegionalPoints(villageScore, {
stride: 2,
threshold: 0.25 + rand(seed, 1031) * 0.04,
totalMax: 140,
minDistance: 5,
seedOffset: 1030,
kind: "Village",
quotaForRegion: (regionId, st) => {
if (!st || st.developableCells < 10) return 0;
const vf = visibilityFactor(regionId, st);
const raw = (st.developableCells / 65 + st.valleyCells / 44 + st.coastCells / 55 + 1.2) * vf;
const min = st.area > 2600 ? 7 : st.area > 1400 ? 4 : st.area > 520 ? 2 : st.area > 220 ? 1 : 0;
const max = st.area > 3600 ? 24 : st.area > 2200 ? 17 : st.area > 900 ? 9 : 4;
return Math.round(clamp(raw + rand(seed, 1033 + regionId * 19) * 1.5, min, max));
},
}).map((p, n) => {
const i = indexOf(p.x, p.y);
const kind = valleySettlement[i] > 0.42 ? "Valley Village" : coastalSettlement[i] > 0.43 ? "Coastal Village" : "Village";
const population = Math.round((300 + Math.pow(rand(seed, 18000 + n * 17 + p.x * 3 + p.y), 1.85) * 4700 + ruralSuitability[i] * 2600) / 100) * 100;
return { ...p, kind, population };
});
const villageInfluence = influenceFromPoints(villages, 6, (v) => clamp((v.population || 1800) / 4200, 0.35, 1.2));
const marketScore = 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 featurePull = Math.max(
distanceToNearest(ports, x, y) < 8 ? 0.10 : 0,
distanceToNearest(crossings, x, y) < 6 ? 0.06 : 0,
confluenceField[i] * 0.16
);
const valleyMouth = valleyField[i] > 0.22 && (plain[i] > 0.22 || basinField[i] > 0.18 || coastalLowland[i] > 0.18) ? 0.14 : 0;
marketScore[i] = clamp(
townSuitability[i] * 0.62 +
villageInfluence[i] * 0.38 +
featurePull +
valleyMouth +
basinField[i] * 0.12 +
plain[i] * 0.14 +
coastalLowland[i] * 0.08 -
slope[i] * 0.18 -
ridgeField[i] * 0.08
);
}
}
const markets = pickRegionalPoints(marketScore, {
stride: 2,
threshold: 0.31 + rand(seed, 1041) * 0.045,
totalMax: 52,
minDistance: 9,
seedOffset: 1040,
kind: "Market Town",
quotaForRegion: (regionId, st) => {
if (!st || st.townCells < 8) return 0;
const vf = visibilityFactor(regionId, st);
const raw = (st.developableCells / 260 + st.valleyCells / 150 + st.coastCells / 160 + 0.8) * vf;
const min = st.area > 2600 ? 3 : st.area > 1200 ? 2 : st.area > 520 ? 1 : 0;
const max = st.area > 3600 ? 9 : st.area > 2200 ? 7 : st.area > 800 ? 4 : 2;
return Math.round(clamp(raw + rand(seed, 1043 + regionId * 23) * 0.8, min, max));
},
extraScore: (x, y, i) => (distanceToNearest(commercialPorts, x, y) < 8 ? 0.07 : 0) + confluenceField[i] * 0.08,
}).map((p, n) => {
const i = indexOf(p.x, p.y);
const kind = coastalSettlement[i] > 0.45 && distanceToNearest(ports, p.x, p.y) < 9 ? "Port Town" : valleySettlement[i] > 0.42 ? "Valley Market Town" : "Market Town";
const population = Math.round((4000 + Math.pow(rand(seed, 18100 + n * 19 + p.x * 5 + p.y), 1.50) * 24000 + marketScore[i] * 13000) / 1000) * 1000;
return { ...p, kind, population };
});
const defenseScore = new Float32Array(SIZE);
for (let i = 0; i < SIZE; i++) {
if (sea[i]) continue;
defenseScore[i] = clamp(
confluenceField[i] * 0.38 +
townSuitability[i] * 0.16 +
ridgeField[i] * clamp(1 - Math.abs(elevation[i] - 0.52) / 0.25) * 0.42 +
plain[i] * 0.08 -
floodplain[i] * 0.36 -
coastalLowland[i] * 0.08
);
}
const castles = pickGlobalPoints(defenseScore, {
threshold: 0.34 + rand(seed, 1051) * 0.06,
max: 5,
minDistance: 16,
seedOffset: 1050,
}).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",
}));
const castleTowns = castles.map((c, n) => {
const near = markets.slice().sort((a, b) => Math.hypot(a.x - c.x, a.y - c.y) - Math.hypot(b.x - c.x, b.y - c.y))[0];
const x = near && Math.hypot(near.x - c.x, near.y - c.y) < 10 ? near.x : c.x;
const y = near && Math.hypot(near.x - c.x, near.y - c.y) < 10 ? near.y : c.y;
return { x, y, score: c.score, kind: "Castle Town", population: 12000 + Math.round(rand(seed, 1060 + n) * 22000 / 1000) * 1000, regionId: regionIdAt(x, y) };
});
// --- 3. Cities by region, without detailed urban flood-fill --------------
function estimateUrbanCapacity(p, radius = 22, densityBias = 1.0) {
if (!p || !inside(p.x, p.y)) return 0;
const centerRegion = regionIdAt(p.x, p.y);
let capacity = 0;
const r = Math.ceil(radius);
for (let dy = -r; dy <= r; dy++) {
for (let dx = -r; dx <= r; dx++) {
const x = p.x + dx;
const y = p.y + dy;
if (!inside(x, y)) continue;
const i = indexOf(x, y);
if (sea[i]) continue;
if (centerRegion >= 0 && regionIdAt(x, y) !== centerRegion) continue;
const d = Math.hypot(dx, dy);
if (d > radius) continue;
const dev = developable[i];
if (dev < 0.04) continue;
const radial = clamp(1 - d / Math.max(1, radius));
const terrainMultiplier = clamp(0.60 + plain[i] * 0.28 + basinField[i] * 0.18 + coastalLowland[i] * 0.16 + valleyField[i] * 0.13 - slope[i] * 0.42 - ridgeField[i] * 0.18, 0.26, 1.24);
capacity += dev * (900 + 6200 * Math.pow(radial, 1.25)) * terrainMultiplier * densityBias;
}
}
return Math.max(26000, Math.round(capacity / 1000) * 1000);
}
const urbanCandidates = [
...markets.map((p) => ({ ...p, candidateKind: "town" })),
...castleTowns.map((p) => ({ ...p, candidateKind: "castleTown" })),
...commercialPorts.map((p) => ({ ...p, candidateKind: "port" })),
...crossings.filter((p) => confluenceField[indexOf(p.x, p.y)] > 0.12).map((p) => ({ ...p, candidateKind: "crossing" })),
];
const cityCandidateByRegion = new Map();
for (const p of urbanCandidates) {
const i = indexOf(p.x, p.y);
const regionId = regionIdAt(p.x, p.y);
if (regionId < 0) continue;
const st = regionStats.get(regionId);
const cityRadius = st && st.area > 2400 ? 28 : st && st.area > 900 ? 24 : 20;
const capacity = estimateUrbanCapacity(p, cityRadius, 1.0);
const score =
Math.log10(capacity + 1) * 0.72 +
townSuitability[i] * 1.40 +
developable[i] * 1.05 +
confluenceField[i] * 0.22 +
(p.candidateKind === "port" ? 0.48 : 0) +
(p.candidateKind === "castleTown" ? 0.22 : 0) +
hash2(p.x, p.y, seed + 12000) * 0.16;
if (!cityCandidateByRegion.has(regionId)) cityCandidateByRegion.set(regionId, []);
cityCandidateByRegion.get(regionId).push({ ...p, score, capacity, regionId });
}
const modernCities = [];
const usedCitySites = [];
for (const [regionId, list] of [...cityCandidateByRegion.entries()].sort((a, b) => a[0] - b[0])) {
const st = regionStats.get(regionId);
if (!st || st.developableCells < 30) continue;
const vf = visibilityFactor(regionId, st);
const maxCities = clamp(
Math.round((st.developableCells / 720 + 0.9) * vf + rand(seed, 12100 + regionId * 17) * 1.2),
st.area > 1600 ? 1 : 0,
st.area > 3600 ? 6 : st.area > 2200 ? 4 : st.area > 900 ? 3 : 1
);
const selected = pickEntities(list, {
max: maxCities,
minDistance: 17,
threshold: 0,
seed: seed + 12110 + regionId * 313,
jitter: 0.02,
});
for (const p of selected) {
if (usedCitySites.some((q) => Math.hypot(q.x - p.x, q.y - p.y) < 12)) continue;
usedCitySites.push(p);
modernCities.push(p);
}
}
// No focused-prefecture fallback: all prefecture regions use the same city
// selection rules, so the highlighted region is not overwritten after the
// regional pass.
modernCities.sort((a, b) => b.capacity - a.capacity || b.score - a.score);
for (const [rank, city] of modernCities.entries()) {
const isFirstInRegion = !modernCities.slice(0, rank).some((c) => c.regionId === city.regionId);
const isPrefecturalCapital = inFocusedPrefecture(city) && !modernCities.slice(0, rank).some((c) => c.isPrefecturalCapital);
const isRegionalCapital = isFirstInRegion;
const rawPop = isRegionalCapital
? 150000 + rand(seed, 12201 + city.regionId * 17) * 520000
: 32000 + Math.pow(rand(seed, 12202 + rank * 19 + city.x), 0.7) * 260000;
const capMultiplier = isRegionalCapital ? 1.10 : 1.0;
const population = Math.round(Math.min(rawPop, city.capacity * capMultiplier) / 1000) * 1000;
city.population = Math.max(isRegionalCapital ? 90000 : 24000, population);
city.isPrefecturalCapital = isPrefecturalCapital;
city.isRegionalCapital = isRegionalCapital;
city.rank = isPrefecturalCapital ? "Prefectural Capital" : isRegionalCapital ? "Regional Capital" : city.population >= 200000 ? "Regional City" : "Local City";
city.kind = city.rank;
city.urbanRadius = clamp(5.8 + Math.sqrt(city.population) / 72, 8, isRegionalCapital ? 34 : 24);
city.coreRadius = clamp(1.8 + Math.sqrt(city.population) / 380, 2.2, isRegionalCapital ? 6.5 : 5.6);
city.sprawlRadius = clamp(city.urbanRadius * (isRegionalCapital ? 1.45 : city.population >= 120000 ? 1.28 : 1.15), city.urbanRadius + 2, isRegionalCapital ? 44 : 30);
city.urbanWeight = clamp(0.95 + Math.log10(Math.max(10000, city.population)) * 0.29, 1.08, 2.5);
}
function cityPopulationCap(city) {
const radius = city?.isRegionalCapital ? 29 : city?.population >= 350000 ? 26 : 18;
const bias = city?.isRegionalCapital ? 1.12 : 1.0;
return estimateUrbanCapacity(city, radius, bias);
}
// --- 4. Lightweight corridors -------------------------------------------
function routeLight(a, b, snapRadius = 3) {
if (!a || !b) return [];
const steps = Math.max(2, Math.ceil(Math.hypot(a.x - b.x, a.y - b.y) * 1.15));
const out = [];
let lastKey = "";
for (let s = 0; s <= steps; s++) {
const t = s / steps;
const fx = a.x + (b.x - a.x) * t;
const fy = a.y + (b.y - a.y) * t;
let best = null;
let bestCost = INF;
const radius = snapRadius + (s > 0 && s < steps ? 1 : 0);
for (let dy = -radius; dy <= radius; dy++) {
for (let dx = -radius; dx <= radius; dx++) {
const x = Math.round(fx + dx);
const y = Math.round(fy + dy);
if (!inside(x, y)) continue;
const i = indexOf(x, y);
if (sea[i]) continue;
const lineDist = Math.hypot(x - fx, y - fy);
const cost = lineDist * 0.72 + corridorCost[i] * 0.62 - valleySettlement[i] * 0.34 - developable[i] * 0.18 + hash2(x, y, seed + 13000 + s) * 0.05;
if (cost < bestCost) {
bestCost = cost;
best = [x, y];
}
}
}
if (!best) best = [Math.round(fx), Math.round(fy)];
const key = `${best[0]},${best[1]}`;
if (key !== lastKey) {
out.push(best);
lastKey = key;
}
}
return out;
}
function importantNodesForRegion(regionId) {
const inRegion = (p) => regionIdAt(p.x, p.y) === regionId;
return [
...modernCities.filter(inRegion).map((p) => ({ ...p, nodeWeight: 8 + (p.population || 0) / 120000 })),
...markets.filter(inRegion).map((p) => ({ ...p, nodeWeight: 3.2 + (p.population || 0) / 25000 })),
...commercialPorts.filter(inRegion).map((p) => ({ ...p, nodeWeight: p.portClass === "major" ? 6.5 : 4.6 })),
...passes.filter(inRegion).map((p) => ({ ...p, nodeWeight: 2.2 })),
].sort((a, b) => b.nodeWeight - a.nodeWeight).slice(0, (regionStats.get(regionId)?.area || 0) > 2200 ? 16 : 10);
}
const premodernRoads = [];
const nationalRoads = [];
const minorRoads = [];
const railways = [];
const branchRailways = [];
const externalRoads = [];
const externalRailways = [];
const expressways = [];
const ringRoads = [];
const ringRailways = [];
const ringExpressways = [];
const externalExpressways = [];
const icAccessRoads = [];
const externalGateways = [];
// Premodern roads connect castles/markets/ports sparsely.
for (const c of castles) {
const near = [...markets, ...ports, ...crossings].sort((a, b) => Math.hypot(a.x - c.x, a.y - c.y) - Math.hypot(b.x - c.x, b.y - c.y)).slice(0, 2);
for (const n of near) {
const path = routeLight(c, n, 2);
if (path.length > 2) premodernRoads.push(path);
}
}
for (const regionId of [...regionStats.keys()].sort((a, b) => a - b)) {
const nodes = importantNodesForRegion(regionId);
if (nodes.length < 2) continue;
const connected = [nodes[0]];
const remaining = nodes.slice(1);
const maxEdges = (regionStats.get(regionId)?.area || 0) > 2200 ? Math.min(13, nodes.length + 3) : Math.min(7, nodes.length + 1);
while (remaining.length && nationalRoads.length < 48) {
let best = null;
let bestScore = INF;
for (const a of connected) {
for (const b of remaining) {
const d = Math.hypot(a.x - b.x, a.y - b.y);
const score = d - (a.nodeWeight + b.nodeWeight) * 0.9;
if (score < bestScore) { bestScore = score; best = { a, b }; }
}
}
if (!best) break;
const path = routeLight(best.a, best.b, 3);
if (path.length > 2) nationalRoads.push(path);
connected.push(best.b);
remaining.splice(remaining.indexOf(best.b), 1);
if (connected.length - 1 >= maxEdges) break;
}
// A few k-nearest shortcuts for urbanized regions.
const urbanNodes = nodes.filter((p) => p.population || p.portClass).slice(0, (regionStats.get(regionId)?.area || 0) > 2200 ? 7 : 4);
for (let i = 0; i < urbanNodes.length; i++) {
const a = urbanNodes[i];
const b = urbanNodes.slice(i + 1).sort((p, q) => Math.hypot(a.x - p.x, a.y - p.y) - Math.hypot(a.x - q.x, a.y - q.y))[0];
if (!b || Math.hypot(a.x - b.x, a.y - b.y) > 48) continue;
const path = routeLight(a, b, 3);
if (path.length > 2) nationalRoads.push(path);
}
// Railways: only high-order cities/ports, as a lightweight placeholder.
const railNodes = nodes.filter((p) => (p.population || 0) > 80000 || p.portClass === "major" || p.portClass === "regional").slice(0, (regionStats.get(regionId)?.area || 0) > 2200 ? 6 : 4);
railNodes.sort((a, b) => a.x - b.x || a.y - b.y);
for (let i = 1; i < railNodes.length; i++) {
const path = routeLight(railNodes[i - 1], railNodes[i], 4);
if (path.length > 4) railways.push(path);
}
}
// External gateways at land edges; used by naming/UI and later transport work.
for (const regionId of [...regionStats.keys()].sort((a, b) => a - b)) {
const st = regionStats.get(regionId);
if (!st || st.area < 140) continue;
const edgeCandidates = [];
for (let y = st.minY; y <= st.maxY; y += 3) {
for (const x of [st.minX, st.maxX]) {
if (!inside(x, y)) continue;
const i = indexOf(x, y);
if (!sea[i] && regionIdAt(x, y) === regionId && (x < 5 || y < 5 || x > MAP_W - 6 || y > MAP_H - 6)) edgeCandidates.push({ x, y, score: developable[i] + valleySettlement[i] });
}
}
for (let x = st.minX; x <= st.maxX; x += 3) {
for (const y of [st.minY, st.maxY]) {
if (!inside(x, y)) continue;
const i = indexOf(x, y);
if (!sea[i] && regionIdAt(x, y) === regionId && (x < 5 || y < 5 || x > MAP_W - 6 || y > MAP_H - 6)) edgeCandidates.push({ x, y, score: developable[i] + valleySettlement[i] });
}
}
const gateway = pickEntities(edgeCandidates, { max: (regionStats.get(regionId)?.area || 0) > 2200 ? 2 : 1, minDistance: 16, seed: seed + 13200 + regionId * 11 })[0];
if (gateway) {
gateway.kind = "External Gateway";
gateway.regionId = regionId;
externalGateways.push(gateway);
const target = importantNodesForRegion(regionId)[0];
if (target) {
const path = routeLight(gateway, target, 3);
if (path.length > 2) externalRoads.push(path);
}
}
}
// Approximate expressways as a very small subset of top inter-city links.
const topCities = modernCities.slice().sort((a, b) => (b.population || 0) - (a.population || 0)).slice(0, 6);
for (let i = 1; i < topCities.length && expressways.length < 4; i++) {
const a = topCities[i - 1];
const b = topCities[i];
if (Math.hypot(a.x - b.x, a.y - b.y) < 85) {
const path = routeLight(a, b, 5);
if (path.length > 5) expressways.push(path);
}
}
// Land-use road influence intentionally excludes expressways. Expressways
// are through-corridors here, not automatic suburbanization generators.
// A narrow field controls land-use attachment, while a broader field raises
// population density around trunk roads without painting a wide suburb band.
const roadLanduseInfluence = influenceFromPaths([...nationalRoads, ...ringRoads, ...externalRoads], 2.25);
const roadInfluence = influenceFromPaths([...nationalRoads, ...ringRoads, ...externalRoads], 5.0);
const roadDensityInfluence = influenceFromPaths([...nationalRoads, ...ringRoads, ...externalRoads], 9.0);
const railInfluence2 = influenceFromPaths([...railways, ...branchRailways, ...externalRailways], 4);
const stations = [];
const usedStationKeys = new Set();
function addStation(x, y, kind = "Station", score = 1) {
x = Math.round(x); y = Math.round(y);
if (!inside(x, y) || sea[indexOf(x, y)]) return;
const key = `${x},${y}`;
if (usedStationKeys.has(key)) return;
usedStationKeys.add(key);
stations.push({ x, y, kind, score, regionId: regionIdAt(x, y) });
}
for (const city of modernCities) addStation(city.x, city.y, city.isPrefecturalCapital || city.isRegionalCapital ? "Major Station" : "Station", 1.5);
for (const path of railways) for (const p of samplePath(path, 14)) addStation(p.x, p.y, "Station", 0.8);
const stationInfluence = influenceFromPoints(stations, 7, (s) => s.kind === "Major Station" ? 1.35 : 0.85);
const stationDensityInfluence = influenceFromPoints(stations, 10, (s) => s.kind === "Major Station" ? 1.85 : 1.05);
// --- 5. Approximate city/town influence and land-use ---------------------
const cityInfluence = new Float32Array(SIZE);
const coreInfluence = new Float32Array(SIZE);
const oldTownInfluence = influenceFromPoints([...markets, ...castleTowns, ...ports], 7, (p) => p.kind === "Major Port" ? 1.2 : 0.9);
const populationDensity = new Float32Array(SIZE);
function addKernel(grid, p, radius, weight, exponent = 1.7, terrainWeighted = true, combine = "max") {
const r = Math.ceil(radius);
const angle = hash2(p.x, p.y, seed + 14901) * Math.PI * 2;
const stretch = 1.35 + hash2(p.x, p.y, seed + 14902) * 0.85;
const squeeze = 0.62 + hash2(p.x, p.y, seed + 14903) * 0.28;
const ca = Math.cos(angle);
const sa = Math.sin(angle);
for (let dy = -r; dy <= r; dy++) {
for (let dx = -r; dx <= r; dx++) {
const x = p.x + dx;
const y = p.y + dy;
if (!inside(x, y)) continue;
const i = indexOf(x, y);
if (sea[i]) continue;
const along = (dx * ca + dy * sa) / stretch;
const across = (-dx * sa + dy * ca) / squeeze;
const baseD = Math.hypot(along, across);
const conduit = clamp(
plain[i] * 0.18 +
valleySettlement[i] * 0.26 +
coastalSettlement[i] * 0.16 +
roadDensityInfluence[i] * 0.34 +
roadInfluence[i] * 0.22 +
railInfluence2[i] * 0.26 +
stationDensityInfluence[i] * 0.12
);
const barrier = clamp(
slope[i] * 0.62 +
ridgeField[i] * 0.74 +
Math.max(0, elevation[i] - 0.58) * 0.82 +
(river[i] > 0.68 ? 0.60 : river[i] > 0.34 ? 0.22 : 0)
);
const noise = 0.78 + hash2(x, y, seed + 14910 + Math.round((p.population || 0) / 1000)) * 0.46;
const d = baseD * (1.10 - conduit * 0.42 + barrier * 0.62) * noise;
if (d > radius) continue;
const terrain = terrainWeighted ? clamp(0.06 + developable[i] * 1.08 + valleySettlement[i] * 0.24 + coastalSettlement[i] * 0.14 + conduit * 0.38 - barrier * 0.70, 0, 1.42) : 1;
const v = weight * Math.pow(1 - d / Math.max(1, radius), exponent) * terrain;
if (combine === "add") grid[i] = Math.min(3.4, grid[i] + v);
else if (v > grid[i]) grid[i] = v;
}
}
}
for (const city of modernCities) {
addKernel(cityInfluence, city, city.sprawlRadius || Math.round((city.urbanRadius || 10) * 1.4), (city.urbanWeight || 1.0) * (city.isRegionalCapital ? 0.38 : 0.30), 2.75, true, "add");
addKernel(cityInfluence, city, city.urbanRadius || 10, city.urbanWeight || 1.0, 1.18, true, "add");
addKernel(coreInfluence, city, city.coreRadius || 3, (city.urbanWeight || 1.0) * 1.10, 1.65, true, "max");
}
const townInfluence = influenceFromPoints(markets, 6, (m) => clamp((m.population || 10000) / 26000, 0.45, 1.25));
// Industrial/logistics/new town placeholders remain lightweight. They are
// routed by land-use proximity rather than expensive search passes.
const industrialZones = [];
for (const p of [...commercialPorts, ...modernCities.slice(0, 5)]) {
const candidates = [];
for (let dy = -10; dy <= 10; dy++) {
for (let dx = -10; dx <= 10; dx++) {
const x = p.x + dx;
const y = p.y + dy;
if (!inside(x, y)) continue;
const i = indexOf(x, y);
if (sea[i]) continue;
const d = Math.hypot(dx, dy);
if (d < 3 || d > 10) continue;
const score = coastalLowland[i] * 0.22 + developable[i] * 0.22 + roadInfluence[i] * 0.20 + plain[i] * 0.12 - slope[i] * 0.25 + hash2(x, y, seed + 14000) * 0.06;
if (score > 0.22) candidates.push({ x, y, score, kind: "Industrial Zone", regionId: regionIdAt(x, y) });
}
}
const z = pickEntities(candidates, { max: 1, minDistance: 6, seed: seed + 14010 + p.x * 3 + p.y })[0];
if (z && industrialZones.every((q) => Math.hypot(q.x - z.x, q.y - z.y) > 13)) industrialZones.push(z);
if (industrialZones.length >= 8) break;
}
const industrialInfluence = influenceFromPoints(industrialZones, 5, () => 1.0);
const satelliteCities = [];
const newTowns = [];
const logisticsParks = [];
const interchanges = [];
var landuse = new Uint8Array(SIZE);
// Re-run land-use classification after landuse allocation. The loop above is
// intentionally inside a helper to keep all thresholds in one place.
function classifyLanduse() {
landuse.fill(LANDUSE.RURAL);
let maxDensity = 0;
const baseNoiseSeed = seed + 15000;
const urbanCapacity = new Float32Array(SIZE);
const ruralDensityFloor = new Float32Array(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 transport = Math.max(roadLanduseInfluence[i] * 0.95, railInfluence2[i] * 0.95, stationInfluence[i] * 0.82);
const densityTransport = Math.max(roadDensityInfluence[i] * 0.95, stationDensityInfluence[i] * 1.05, railInfluence2[i] * 0.85);
const urban = cityInfluence[i] * 0.76 + stationInfluence[i] * 0.30 + roadInfluence[i] * 0.14 + railInfluence2[i] * 0.10;
const core = coreInfluence[i];
const oldTown = oldTownInfluence[i] * 0.70 + townInfluence[i] * 0.38;
const rural = villageInfluence[i] * 0.24 + ruralSuitability[i] * 0.30;
const riverUrban = clamp(river[i] * 0.12 + valleyField[i] * 0.10 + plain[i] * 0.08 + basinField[i] * 0.08 - floodplain[i] * 0.10);
urbanCapacity[i] = clamp(
developable[i] * 0.66 +
plain[i] * 0.16 +
basinField[i] * 0.16 +
valleyField[i] * 0.16 +
coastalLowland[i] * 0.12 +
roadInfluence[i] * 0.14 + roadDensityInfluence[i] * 0.16 + transport * 0.08 +
riverUrban * 0.14 -
slope[i] * 0.18 -
ridgeField[i] * 0.12 -
floodplain[i] * 0.08
);
const highPenaltyDensity = Math.max(0, elevation[i] - 0.58);
const agrarianDensity = clamp(
agriculture[i] * 0.045 +
ruralSuitability[i] * 0.035 +
developable[i] * 0.028 +
plain[i] * 0.018 +
basinField[i] * 0.014 +
valleySettlement[i] * 0.014 +
coastalSettlement[i] * 0.012 +
villageInfluence[i] * 0.040 +
townInfluence[i] * 0.022 +
roadDensityInfluence[i] * 0.038 +
stationDensityInfluence[i] * 0.020 +
railInfluence2[i] * 0.012 -
slope[i] * 0.030 -
ridgeField[i] * 0.020 -
highPenaltyDensity * 0.058
);
const remoteWilderness = elevation[i] > 0.60 && slope[i] > 0.34 && ridgeField[i] > 0.38 && densityTransport < 0.035 && villageInfluence[i] < 0.025 && townInfluence[i] < 0.025 && cityInfluence[i] < 0.025;
ruralDensityFloor[i] = remoteWilderness ? 0 : clamp(agrarianDensity, 0, elevation[i] > 0.62 || slope[i] > 0.42 ? 0.052 : 0.105);
populationDensity[i] = clamp(
urban * 0.66 +
core * 0.46 +
oldTown * 0.28 +
townInfluence[i] * 0.16 +
villageInfluence[i] * 0.14 +
roadDensityInfluence[i] * 0.42 +
stationDensityInfluence[i] * 0.34 +
railInfluence2[i] * 0.12 +
transport * 0.05 +
agrarianDensity * 0.34
);
maxDensity = Math.max(maxDensity, populationDensity[i]);
if (elevation[i] > 0.67 || (slope[i] > 0.56 && ridgeField[i] > 0.30) || ridgeField[i] > 0.70) {
landuse[i] = LANDUSE.FOREST;
continue;
}
if (industrialInfluence[i] > 0.22 && urbanCapacity[i] > 0.10) {
landuse[i] = LANDUSE.INDUSTRIAL;
continue;
}
if (core > 0.38 && urbanCapacity[i] > 0.10) {
landuse[i] = LANDUSE.CBD;
continue;
}
if (oldTown > 0.18 && urbanCapacity[i] > 0.09) {
landuse[i] = LANDUSE.OLD_URBAN;
continue;
}
const suburbanity = urban * 0.88 + transport * 0.23 + stationInfluence[i] * 0.12 + townInfluence[i] * 0.08 + riverUrban * 0.08;
const edgeTaper = clamp(cityInfluence[i] * 0.52 + stationInfluence[i] * 0.16 + roadLanduseInfluence[i] * 0.10 + 0.28);
const sprawlBias = clamp(0.58 + hash2(x, y, baseNoiseSeed) * 0.42);
const sprawlScore = suburbanity * sprawlBias * edgeTaper - core * 0.12;
if (sprawlScore > 0.24 && urbanCapacity[i] > 0.10) {
landuse[i] = LANDUSE.SUBURB;
} else if (roadLanduseInfluence[i] > 0.30 && urbanCapacity[i] > 0.10 && (townInfluence[i] > 0.05 || cityInfluence[i] > 0.11)) {
landuse[i] = LANDUSE.SUBURB;
} else if (agriculture[i] > 0.24 || rural > 0.22 || (developable[i] > 0.18 && plain[i] > 0.18)) {
landuse[i] = LANDUSE.FARMLAND;
} else {
landuse[i] = elevation[i] > 0.52 || slope[i] > 0.34 ? LANDUSE.FOREST : LANDUSE.RURAL;
}
}
}
const baseLanduse = landuse.slice();
const isBuilt = (lu) => lu >= LANDUSE.OLD_URBAN && lu <= LANDUSE.ROADSIDE;
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] || baseLanduse[i] === LANDUSE.FOREST) continue;
const transport = Math.max(roadLanduseInfluence[i] * 0.95, railInfluence2[i] * 0.95, stationInfluence[i] * 0.82);
const densityTransport = Math.max(roadDensityInfluence[i] * 0.95, stationDensityInfluence[i] * 1.05, railInfluence2[i] * 0.85);
let urbanNeighbors = 0;
let cbdNeighbors = 0;
for (let dy = -1; dy <= 1; dy++) {
for (let dx = -1; dx <= 1; dx++) {
if (!dx && !dy) continue;
const lu = baseLanduse[indexOf(x + dx, y + dy)];
if (isBuilt(lu)) urbanNeighbors++;
if (lu === LANDUSE.CBD) cbdNeighbors++;
}
}
if (baseLanduse[i] === LANDUSE.OLD_URBAN && coreInfluence[i] > 0.31 && cbdNeighbors >= 3) {
landuse[i] = LANDUSE.CBD;
continue;
}
if ((baseLanduse[i] === LANDUSE.FARMLAND || baseLanduse[i] === LANDUSE.RURAL) && urbanCapacity[i] > 0.10) {
const fringeChance = urbanNeighbors * 0.055 + cityInfluence[i] * 0.13 + transport * 0.12 + stationInfluence[i] * 0.08;
const noise = 0.23 + hash2(x, y, seed + 15050) * 0.24;
if (fringeChance > 0.34 + noise) {
landuse[i] = LANDUSE.SUBURB;
}
}
if ((river[i] > 0.10 || railInfluence2[i] > 0.16 || roadLanduseInfluence[i] > 0.22) && urbanNeighbors >= 3 && landuse[i] <= LANDUSE.FARMLAND && urbanCapacity[i] > 0.09) {
landuse[i] = cbdNeighbors >= 1 || coreInfluence[i] > 0.15 ? LANDUSE.OLD_URBAN : LANDUSE.SUBURB;
}
}
}
if (maxDensity > 0) {
for (let i = 0; i < SIZE; i++) {
if (sea[i]) continue;
const lu = landuse[i];
let floor = ruralDensityFloor[i];
if (lu === LANDUSE.FARMLAND) {
floor = Math.max(floor, clamp(0.024 + agriculture[i] * 0.044 + ruralSuitability[i] * 0.024 + roadDensityInfluence[i] * 0.030 + stationDensityInfluence[i] * 0.026 + villageInfluence[i] * 0.018, 0, 0.110));
} else if (lu === LANDUSE.RURAL) {
floor = Math.max(floor, clamp(0.012 + ruralSuitability[i] * 0.020 + developable[i] * 0.014 + roadDensityInfluence[i] * 0.024 + stationDensityInfluence[i] * 0.020, 0, 0.070));
} else if (lu === LANDUSE.FOREST) {
floor = Math.min(floor, (roadDensityInfluence[i] > 0.04 || villageInfluence[i] > 0.03) ? 0.026 : 0);
}
const normalized = populationDensity[i] / maxDensity;
populationDensity[i] = clamp(Math.max(normalized, floor));
if (lu === LANDUSE.FOREST && floor === 0 && populationDensity[i] < 0.012) populationDensity[i] = 0;
}
}
}
classifyLanduse();
for (const city of modernCities) {
let urbanFootprintCells = 0;
let coreFootprintCells = 0;
const r = Math.ceil((city.urbanRadius || 8) * 1.3);
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]) continue;
if (Math.hypot(dx, dy) > r) continue;
if (landuse[i] >= LANDUSE.OLD_URBAN && landuse[i] <= LANDUSE.ROADSIDE) urbanFootprintCells++;
if (landuse[i] === LANDUSE.CBD) coreFootprintCells++;
}
}
city.urbanFootprintCells = urbanFootprintCells;
city.coreFootprintCells = coreFootprintCells;
}
const transportDebug = {
humanStageVersion: "v2-sparse-raster",
aStarRoutes: 0,
regionalNodeCount: [...regionStats.keys()].reduce((sum, regionId) => sum + importantNodesForRegion(regionId).length, 0),
nationalRoadPopulationCoverage: 0,
nationalRoadUncoveredPopulation: 0,
};
return {
ports,
crossings,
passes,
settlementCluster,
settlementScore,
villages,
markets,
castles,
castleTowns,
premodernRoads,
minorRoads,
modernCities,
populationDensity,
railways,
branchRailways,
ringRailways,
externalRailways,
stations,
industrialZones,
nationalRoads,
ringRoads,
expressways,
ringExpressways,
icAccessRoads,
externalRoads,
externalExpressways,
interchanges,
logisticsParks,
satelliteCities,
newTowns,
landuse,
stationInfluence,
roadInfluence,
roadDensityInfluence,
stationDensityInfluence,
railInfluence2,
villageInfluence,
externalGateways,
cityPopulationCap,
transportDebug,
};
}