/**
* Heightmap manipulation functionality
*
* A heightmapt is an array of width arrays of height floats
* Width and height is normally mapSize+1 (Number of vertices is one bigger than number of tiles in each direction)
* The default heightmap is g_Map.height (See the Map object)
*
* @warning - Ambiguous naming and potential confusion:
* For using this heightmap functionalities it is VITAL that TILE_CENTERED_HEIGHT_MAP = false (default)!
* Otherwise TILE_CENTERED_HEIGHT_MAP has nothing to do with any tile centered heightmap in this library!
* All tile centered heightmaps in this module are temporary objects only and should never replace g_Map.height!
* (Tile centered heightmaps are one less in width and hight than heightmaps used by the engine)
* (Multiple conversions will lead to strange smoothing effects at best and potentially break the map entirely!)
* In the long run TILE_CENTERED_HEIGHT_MAP should be removed and g_Map.height should never be tile centered...
*/
/**
* Get the height range of a heightmap
* @param {array} [heightmap=g_Map.height] - The reliefmap the minimum and maximum height should be determined for
* @return {object} [height] - Height range with 2 floats in properties "min" and "max"
*/
function getMinAndMaxHeight(heightmap = g_Map.height)
{
var height = {};
height.min = Infinity;
height.max = - Infinity;
for (let x = 0; x < heightmap.length; ++x)
{
for (let y = 0; y < heightmap[x].length; ++y)
{
if (heightmap[x][y] < height.min)
height.min = heightmap[x][y];
else if (heightmap[x][y] > height.max)
height.max = heightmap[x][y];
}
}
return height;
}
/**
* Rescales a heightmap so its minimum and maximum height is as the arguments told preserving it's global shape
* @param {float} [minHeight=MIN_HEIGHT] - Minimum height that should be used for the resulting heightmap
* @param {float} [maxHeight=MAX_HEIGHT] - Maximum height that should be used for the resulting heightmap
* @param {array} [heightmap=g_Map.height] - A reliefmap
* @todo Add preserveRatios to not change relative heights within the given height range
* @todo Add preserveCostline to leave a certain height untoucht and scale below and above that seperately
*/
function rescaleHeightmap(minHeight = MIN_HEIGHT, maxHeight = MAX_HEIGHT, heightmap = g_Map.height)
{
var oldHeightRange = getMinAndMaxHeight(heightmap);
var max_x = heightmap.length;
var max_y = heightmap[0].length;
for (let x = 0; x < max_x; ++x)
for (let y = 0; y < max_y; ++y)
heightmap[x][y] = minHeight + (heightmap[x][y] - oldHeightRange.min) / (oldHeightRange.max - oldHeightRange.min) * (maxHeight - minHeight);
}
/**
* Get start location with the largest minimum distance between players
* @param {array} [hightRange] - The height range start locations are allowed
* @param {integer} [maxTries=1000] - How often random player distributions are rolled to be compared
* @param {float} [minDistToBorder=20.] - How far start locations have to be away from the map border
* @param {integer} [numberOfPlayers=g_MapSettings.PlayerData.length] - How many start locations should be placed
* @param {array} [heightmap=g_Map.height] - The reliefmap for the start locations to be placed on
* @return {array} [finalStartLoc] - Array of 2D points in the format { "x": float, "y": float}
*/
function getStartLocationsByHeightmap(hightRange, maxTries = 1000, minDistToBorder = 20, numberOfPlayers = g_MapSettings.PlayerData.length - 1, heightmap = g_Map.height)
{
var validStartLoc = [];
for (let x = minDistToBorder; x < heightmap.length - minDistToBorder; ++x)
for (let y = minDistToBorder; y < heightmap[0].length - minDistToBorder; ++y)
if (heightmap[x][y] > hightRange.min && heightmap[x][y] < hightRange.max) // Is in height range
validStartLoc.push({ "x": x, "y": y });
var maxMinDist = 0;
var finalStartLoc;
for (let tries = 0; tries < maxTries; ++tries)
{
var startLoc = [];
var minDist = heightmap.length;
for (let p = 0; p < numberOfPlayers; ++p)
startLoc.push(validStartLoc[randInt(validStartLoc.length)]);
for (let p1 = 0; p1 < numberOfPlayers - 1; ++p1)
{
for (let p2 = p1 + 1; p2 < numberOfPlayers; ++p2)
{
var dist = getDistance(startLoc[p1].x, startLoc[p1].y, startLoc[p2].x, startLoc[p2].y);
if (dist < minDist)
minDist = dist;
}
}
if (minDist > maxMinDist)
{
maxMinDist = minDist;
finalStartLoc = startLoc;
}
}
return finalStartLoc;
}
/**
* Meant to place e.g. resource spots within a hight range
* @param {array} [hightRange] - The height range in which to place the entities (An associative array with keys "min" and "max" each containing a float)
* @param {array} [avoidPoints] - An array of 2D points (arrays of length 2), points that will be avoided in the given minDistance e.g. start locations
* @param {integer} [minDistance=30] - How many tile widths the entities to place have to be away from each other, start locations and the map border
* @param {array} [heightmap=g_Map.height] - The reliefmap the entities should be distributed on
* @param {array} [entityList=[g_Gaia.stoneLarge, g_Gaia.metalLarge]] - Entity/actor strings to be placed with placeObject()
* @param {integer} [maxTries=1000] - How often random player distributions are rolled to be compared
*/
function distributeEntitiesByHeight(hightRange, avoidPoints, minDistance = 30, entityList = [g_Gaia.stoneLarge, g_Gaia.metalLarge], maxTries = 1000, heightmap = g_Map.height)
{
var placements = deepcopy(avoidPoints);
var validTiles = [];
for (let x = minDistance; x < heightmap.length - minDistance; ++x)
for (let y = minDistance; y < heightmap[0].length - minDistance; ++y)
if (heightmap[x][y] > hightRange.min && heightmap[x][y] < hightRange.max) // Has the right hight
validTiles.push({ "x": x, "y": y });
for (let tries = 0; tries < maxTries; ++tries)
{
var tile = validTiles[randInt(validTiles.length)];
var isValid = true;
for (let p = 0; p < placements.length; ++p)
{
if (getDistance(placements[p].x, placements[p].y, tile.x, tile.y) < minDistance)
{
isValid = false;
break;
}
}
if (isValid)
{
placeObject(tile.x, tile.y, entityList[randInt(entityList.length)], 0, randFloat(0, 2*PI));
placements.push(tile);
}
}
}
/**
* Sets a given heightmap to entirely random values within a given range
* @param {float} [minHeight=MIN_HEIGHT] - Lower limit of the random height to be rolled
* @param {float} [maxHeight=MAX_HEIGHT] - Upper limit of the random height to be rolled
* @param {array} [heightmap=g_Map.height] - The reliefmap that should be randomized
*/
function setRandomHeightmap(minHeight = MIN_HEIGHT, maxHeight = MAX_HEIGHT, heightmap = g_Map.height)
{
for (let x = 0; x < heightmap.length; ++x)
for (let y = 0; y < heightmap[0].length; ++y)
heightmap[x][y] = randFloat(minHeight, maxHeight);
}
/**
* Sets the heightmap to a relatively realistic shape
* @note min/maxHeight will not necessarily be present in the heightmap
* @note On circular maps the edges (given by initialHeightmap) may not be in the playable map area
* The function doubles the size of the initial heightmap (if given, else a random 2x2 one) until it's big enough.
* Then the extend is cut off. So the impact and scale of the initial heightmap depends on its size and the target map size!
* @param {float} [minHeight=MIN_HEIGHT] - Lower limit of the random height to be rolled
* @param {float} [maxHeight=MAX_HEIGHT] - Upper limit of the random height to be rolled
* @param {array} [initialHeightmap] - Optional, Small (e.g. 3x3) heightmap describing the global shape of the map e.g. an island [[MIN_HEIGHT, MIN_HEIGHT, MIN_HEIGHT], [MIN_HEIGHT, MAX_HEIGHT, MIN_HEIGHT], [MIN_HEIGHT, MIN_HEIGHT, MIN_HEIGHT]]
* @param {float} [smoothness=0.5] - Float between 0 (rough, more local structures) to 1 (smoother, only larger scale structures)
* @param {array} [heightmap=g_Map.height] - The reliefmap that will be set by this function
*/
function setBaseTerrainDiamondSquare(minHeight = MIN_HEIGHT, maxHeight = MAX_HEIGHT, initialHeightmap = undefined, smoothness = 0.5, heightmap = g_Map.height)
{
initialHeightmap = (initialHeightmap || [[randFloat(minHeight / 2, maxHeight / 2), randFloat(minHeight / 2, maxHeight / 2)], [randFloat(minHeight / 2, maxHeight / 2), randFloat(minHeight / 2, maxHeight / 2)]]);
var heightRange = maxHeight - minHeight;
if (heightRange <= 0)
warn("setBaseTerrainDiamondSquare: heightRange <= 0");
var offset = heightRange / 2;
// Double initialHeightmap width until target width is reached (diamond square method)
while (initialHeightmap.length < heightmap.length)
{
var newHeightmap = [];
var oldWidth = initialHeightmap.length;
// Square
for (let x = 0; x < 2 * oldWidth - 1; ++x)
{
newHeightmap.push([]);
for (let y = 0; y < 2 * oldWidth - 1; ++y)
{
if (x % 2 == 0 && y % 2 == 0) // Old tile
newHeightmap[x].push(initialHeightmap[x/2][y/2]);
else if (x % 2 == 1 && y % 2 == 1) // New tile with diagonal old tile neighbors
{
newHeightmap[x].push((initialHeightmap[(x-1)/2][(y-1)/2] + initialHeightmap[(x+1)/2][(y-1)/2] + initialHeightmap[(x-1)/2][(y+1)/2] + initialHeightmap[(x+1)/2][(y+1)/2]) / 4);
newHeightmap[x][y] += (newHeightmap[x][y] - minHeight) / heightRange * randFloat(-offset, offset);
}
else // New tile with straight old tile neighbors
newHeightmap[x].push(undefined); // Define later
}
}
// Diamond
for (let x = 0; x < 2 * oldWidth - 1; ++x)
{
for (let y = 0; y < 2 * oldWidth - 1; ++y)
{
if (newHeightmap[x][y] !== undefined)
continue;
if (x > 0 && x + 1 < newHeightmap.length - 1 && y > 0 && y + 1 < newHeightmap.length - 1) // Not a border tile
{
newHeightmap[x][y] = (newHeightmap[x+1][y] + newHeightmap[x][y+1] + newHeightmap[x-1][y] + newHeightmap[x][y-1]) / 4;
newHeightmap[x][y] += (newHeightmap[x][y] - minHeight) / heightRange * randFloat(-offset, offset);
}
else if (x < newHeightmap.length - 1 && y > 0 && y < newHeightmap.length - 1) // Left border
{
newHeightmap[x][y] = (newHeightmap[x+1][y] + newHeightmap[x][y+1] + newHeightmap[x][y-1]) / 3;
newHeightmap[x][y] += (newHeightmap[x][y] - minHeight) / heightRange * randFloat(-offset, offset);
}
else if (x > 0 && y > 0 && y < newHeightmap.length - 1) // Right border
{
newHeightmap[x][y] = (newHeightmap[x][y+1] + newHeightmap[x-1][y] + newHeightmap[x][y-1]) / 3;
newHeightmap[x][y] += (newHeightmap[x][y] - minHeight) / heightRange * randFloat(-offset, offset);
}
else if (x > 0 && x < newHeightmap.length - 1 && y < newHeightmap.length - 1) // Bottom border
{
newHeightmap[x][y] = (newHeightmap[x+1][y] + newHeightmap[x][y+1] + newHeightmap[x-1][y]) / 3;
newHeightmap[x][y] += (newHeightmap[x][y] - minHeight) / heightRange * randFloat(-offset, offset);
}
else if (x > 0 && x < newHeightmap.length - 1 && y > 0) // Top border
{
newHeightmap[x][y] = (newHeightmap[x+1][y] + newHeightmap[x-1][y] + newHeightmap[x][y-1]) / 3;
newHeightmap[x][y] += (newHeightmap[x][y] - minHeight) / heightRange * randFloat(-offset, offset);
}
}
}
initialHeightmap = deepcopy(newHeightmap);
offset /= Math.pow(2, smoothness);
}
// Cut initialHeightmap to fit target width
var shift = [floor((newHeightmap.length - heightmap.length) / 2), floor((newHeightmap[0].length - heightmap[0].length) / 2)];
for (let x = 0; x < heightmap.length; ++x)
for (let y = 0; y < heightmap[0].length; ++y)
heightmap[x][y] = newHeightmap[x + shift[0]][y + shift[1]];
}
/**
* Smoothens the entire map
* @param {float} [strength=0.8] - How strong the smooth effect should be: 0 means no effect at all, 1 means quite strong, higher values might cause interferences, better apply it multiple times
* @param {array} [heightmap=g_Map.height] - The heightmap to be smoothed
* @param {array} [smoothMap=[[1, 0], [1, 1], [0, 1], [-1, 1], [-1, 0], [-1, -1], [0, -1], [1, -1]]] - Array of offsets discribing the neighborhood tiles to smooth the height of a tile to
*/
function globalSmoothHeightmap(strength = 0.8, heightmap = g_Map.height, smoothMap = [[1, 0], [1, 1], [0, 1], [-1, 1], [-1, 0], [-1, -1], [0, -1], [1, -1]])
{
var referenceHeightmap = deepcopy(heightmap);
var max_x = heightmap.length;
var max_y = heightmap[0].length;
for (let x = 0; x < max_x; ++x)
{
for (let y = 0; y < max_y; ++y)
{
for (let i = 0; i < smoothMap.length; ++i)
{
var mapX = x + smoothMap[i][0];
var mapY = y + smoothMap[i][1];
if (mapX >= 0 && mapX < max_x && mapY >= 0 && mapY < max_y)
heightmap[x][y] += strength / smoothMap.length * (referenceHeightmap[mapX][mapY] - referenceHeightmap[x][y]);
}
}
}
}
/**
* Pushes a rectangular area towards a given height smoothing it into the original terrain
* @note The window function to determine the smooth is not exactly a gaussian to ensure smooth edges
* @param {object} [center] - The x and y coordinates of the center point (rounded in this function)
* @param {float} [dx] - Distance from the center in x direction the rectangle ends (half width, rounded in this function)
* @param {float} [dy] - Distance from the center in y direction the rectangle ends (half depth, rounded in this function)
* @param {float} [targetHeight] - Height the center of the rectangle will be pushed to
* @param {float} [strength=1] - How strong the height is pushed: 0 means not at all, 1 means the center will be pushed to the target height
* @param {array} [heightmap=g_Map.height] - The heightmap to be manipulated
* @todo Make the window function an argument and maybe add some
*/
function rectangularSmoothToHeight(center, dx, dy, targetHeight, strength = 0.8, heightmap = g_Map.height)
{
var x = round(center.x);
var y = round(center.y);
dx = round(dx);
dy = round(dy);
var heightmapWin = [];
for (let wx = 0; wx < 2 * dx + 1; ++wx)
{
heightmapWin.push([]);
for (let wy = 0; wy < 2 * dy + 1; ++wy)
{
var actualX = x - dx + wx;
var actualY = y - dy + wy;
if (actualX >= 0 && actualX < heightmap.length - 1 && actualY >= 0 && actualY < heightmap[0].length - 1) // Is in map
heightmapWin[wx].push(heightmap[actualX][actualY]);
else
heightmapWin[wx].push(targetHeight);
}
}
for (let wx = 0; wx < 2 * dx + 1; ++wx)
{
for (let wy = 0; wy < 2 * dy + 1; ++wy)
{
var actualX = x - dx + wx;
var actualY = y - dy + wy;
if (actualX >= 0 && actualX < heightmap.length - 1 && actualY >= 0 && actualY < heightmap[0].length - 1) // Is in map
{
// Window function polynomial 2nd degree
var scaleX = 1 - (wx / dx - 1) * (wx / dx - 1);
var scaleY = 1 - (wy / dy - 1) * (wy / dy - 1);
heightmap[actualX][actualY] = heightmapWin[wx][wy] + strength * scaleX * scaleY * (targetHeight - heightmapWin[wx][wy]);
}
}
}
}