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MapSim.ts
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1653 lines (1388 loc) · 43.9 KB
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import {Site, Vertex, Edge, Voronoi, BBox} from "./rhill-voronoi-core"
import {RNG } from "./RNG"
import {SVGRoot, SVGReset, SVGGroup, CPoly, SVGText, Rect, Circle} from "./SVG"
import { Color, hsbToRGB} from "./mycolor";
import {PNoise, TiledOctNoise} from "./Perlin"
let cc = console.log
function strToNum(a:any)
{
if (isNaN(a))
{
let v = 1
for (let i = 0; i < a.length; i++)
{
let c = a.charCodeAt(i);
v = (v * 31 + c * 127) % 999565999
}
return v
}
else
{
return a
}
}
class TimeKeeper {
first = -1
last = -1
mark (msg)
{
let t = new Date().getTime();
if (this.first == -1)
{
this.last = this.first = t
console.log("Start: "+msg)
return
}
else
{
console.log((t-this.last)+" "+(t-this.first)+" : "+msg)
this.last = t
return
}
}
}
class Queue {
items: any[]
size: number = 0
start: number = 0
count: number = 0
constructor(size: number) {
this.size = size
this.items = new Array(size);
}
clear() {
for (let i = 0; i < this.size; i++)
{
this.items[i] = null;
}
}
// clone() {
// return new Queue(...this.items);
// }
// contains(item) {
// return this.items.includes(item);
// }
peek() {
var item = null;
if (this.count > 0) {
item = this.items[0];
}
return item;
}
dequeue() {
if (this.count <= 0)
{
return null
}
var removedItem = this.items[this.start];
this.start = (this.start + 1) % this.size
// this.items[this.start] = null;// maybe slow
this.count--
return removedItem;
}
enqueue(item) {
if (this.count >= this.size)
{
throw "Queue overflow!"
// return
}
this.items[(this.start+this.count) % this.size] = item;
this.count++
return item;
}
}
enum Biome{
SEA, GRASS, MOUNTAIN
}
class MSite extends Site
{
// Component based coordinates, not faster yet
// id:number
// static xarr
// static yarr
polyx:number[] = null
polyy:number[] = null
plate:number = 0
isMapEdge = false
plateDist:number[] = []
biome: Biome = Biome.SEA
toString():string{
return "Site:"+this.voronoiId
}
// Dint work much better
// get x() {
// return MSite.xarr[this.id];
// }
// set x(v:number) {
// MSite.xarr[this.id] = v
// }
// get y() {
// return MSite.yarr[this.id];
// }
// set y(v:number) {
// MSite.yarr[this.id] = v
// }
}
class Plate {
id:number
x:number
y:number
// Plate attr
clr = null
type:number = 0
}
class AdjListII
{
// Vertices are ints
edges:number[][] = []
directional:boolean = false
storeEdge(v1:number, v2:number)
{
let lst = this.edges[v1];
if (!lst)
lst = this.edges[v1] = []
if (lst.indexOf(v2) == -1)
lst.push(v2)
if (!this.directional)
{
lst = this.edges[v2];
if (!lst)
lst = this.edges[v2] = []
if (lst.indexOf(v1) == -1)
lst.push(v1)
}
}
isEdge(v1:number, v2:number)
{
let lst = this.edges[v1]
return lst && lst.indexOf(v2)>-1
}
removeEdge(v1:number, v2:number)
{
let lst = this.edges[v1];
if (lst) this.removeElem(lst, v2)
if (!this.directional)
{
lst = this.edges[v2];
if (lst) this.removeElem(lst, v1)
}
}
private removeElem(arr:number[], val)
{
let idx = arr.indexOf(val)
if (idx > -1)
arr.splice(idx, 1)
}
}
class AdjMat
{
edges = []
directional:boolean = false
storeEdge(v1:number, v2:number, wt?:number)
{
let lst = this.edges[v1];
if (wt != 0)
wt = wt || 1
if (!lst)
lst = this.edges[v1] = []
lst[v2] = wt
if (!this.directional)
{
lst = this.edges[v2];
if (!lst)
lst = this.edges[v2] = []
lst[v1] = wt
}
}
isEdge(v1:number, v2:number)
{
let lst = this.edges[v1]
return lst && lst[v2]
}
getWeight(v1:number, v2:number)
{
let lst = this.edges[v1]
if (!lst || !lst[v2])
return undefined
return lst[v2]
}
removeEdge(v1:number, v2:number)
{
let lst = this.edges[v1];
if (lst) delete lst[v2]
if (!this.directional)
{
lst = this.edges[v2];
if (lst) delete lst[v1]
}
}
}
class ArrSet<T>
{
arr:T[] = []
add(v:T)
{
for (let v1 of this.arr)
if (v1 === v)
return;
this.arr.push(v)
}
}
// Voronoi vert, vertices of the polygons in voronoi
class VVert
{
static _id = 1
/* readonly */id: number
x:number
y:number
sites: ArrSet<number> = new ArrSet()
constructor(v:Vertex)
{
this.id = VVert._id++
this.x = v.x
this.y = v.y
}
isEq(v:Vertex)
{
return this.x == v.x && this.y == v.y
}
}
function clamp(val:number, min:number, max:number)
{
if (val < min)
return min;
else if (val > max)
return max;
else return val;
}
let generateTerrain = window['generateTerrain'] = function(ctx:any)
{
// const NSITES = 5000
// const NPLATES = 150
// const NSITES = 10000
// const NPLATES = 200
// const NSITES = 20
// const NPLATES = 5
// const LAND_PLATE_CHANCE = .35
// const MOUNTAIN_CHANCE = .15
const POLE_LESS_POINTS = false // Expt later, not pretty yet
// const PLATE_PERTURB_AMP = .05//.05
// const PLATE_PERTURB_FREQ = 15//10
// const HT_SMOOTH = .2
// const HT_SMOOTH_TIMES = 3
const T_MAX = 1
const T_LAT_FACTOR = 1.1 // T goes 1 in eq to 0 in poles
const T_HT_FACTOR = 1.1 // T goes 1 at bottom to 0 at 1ht which is max ht
const T_LAND_HOTTER = .3
// const LLOYD_COUNT = 2
const SIMW = 1.5
let NSITES:number = ctx["NSITES"]
const LLOYD_COUNT = ctx["LLOYD_COUNT"]
const NPLATES = ctx["NPLATES"]
const PLATE_SEED = strToNum(ctx["PLATE_SEED"])
const LAND_PLATE_CHANCE = ctx["LAND_PLATE_CHANCE"]
const MOUNTAIN_CHANCE = ctx["MOUNTAIN_CHANCE"]
const ISLAND_CHANCE = ctx["ISLAND_CHANCE"]
const ISLAND_DENSITY = ctx["ISLAND_DENSITY"]
const PLATE_PERTURB_AMP = ctx["PLATE_PERTURB_AMP"]
const PLATE_PERTURB_FREQ = Math.floor(ctx["PLATE_PERTURB_FREQ"])
const PLATE_PERTURB_OCT = ctx["PLATE_PERTURB_OCT"]
// Mountain height
const MT_HT = ctx["MT_HT"]
const MT_HT_VAR = ctx["MT_HT_VAR"]
// Plateau heights
const PLATEAU_HT = ctx["PLATEAU_HT"]
const PLATEAU_HT_VAR = ctx["PLATEAU_HT_VAR"]
const HT_SMOOTH = ctx["HT_SMOOTH"]
const HT_SMOOTH_TIMES = ctx["HT_SMOOTH_TIMES"]
let t = new TimeKeeper()
t.mark("")
// let g = new AdjListII()
// g.storeEdge(0, 1)
// g.storeEdge(2, 3)
// console.log(g.isEdge(0, 1))
// console.log(g.isEdge(1, 0))
// console.log(g.isEdge(0, 2))
let sites:MSite[] = []
let randPlates = new RNG(PLATE_SEED)
let rand = new RNG(randPlates.nextInt(1, 99999999))
const abs = Math.abs, cos = Math.cos, pi = Math.PI
// SID_DEBUG code for square and hex
// let gridy = Math.floor(Math.sqrt(NSITES/SIMW))
// let gridx = Math.floor(gridy * SIMW)
// let gg = 1 / (gridy)
// NSITES = gridx * gridy
// cc("~~", gridx, gridy, gg, NSITES)
// MSite.xarr = new Float32Array(new ArrayBuffer(NSITES * Float32Array.BYTES_PER_ELEMENT))
// MSite.yarr = new Float32Array(new ArrayBuffer(NSITES * Float32Array.BYTES_PER_ELEMENT))
for (let i = 0; i < NSITES; i++)
{
sites[i] = new MSite()
// sites[i].id = i
sites[i].x = rand.nextDouble() * SIMW
if (!POLE_LESS_POINTS)
sites[i].y = rand.nextDouble()
else
{
// less points at poles
// pick a point, pick its chance (cosine curve)
var y
while (true)
{
y = rand.nextDouble()
let chance = cos((2*y-1)*pi*.5*1.2)// last numebr is adjustment
if (rand.chance(chance))
break;
}
sites[i].y = y
}
// SID_DEBUG Code for square and hex
// let xx = i % gridx
// let yy = Math.floor(i/gridx)
// sites[i].x = xx * gg +(yy%2)*gg/2 +gg/2//+ yy*.001
// sites[i].y = yy * gg + gg/2
// // cc (" ", xx, yy, sites[i].x, sites[i].y)
}
t.mark("Created sites")
var bbox = <BBox>{xl:0, xr:SIMW, yt:0, yb:1};
var voronoi = new Voronoi();
// pass an object which exhibits xl, xr, yt, yb properties. The bounding
// box will be used to connect unbound edges, and to close open cells
let result = voronoi.compute(sites, bbox);
for (let count = 0 ; count < LLOYD_COUNT; count++)
{
// Lloys relaxation
for (let c of result.cells)
{
// Move Site center to centroid instead of Voronoi seeds
let sx = 0, sy = 0;
for (let h of c.halfedges)
{
let v = h.getStartpoint()
sx += v.x
sy += v.y
}
c.site.x = sx/c.halfedges.length
c.site.y = sy/c.halfedges.length
}
// TODO SID_DEBUG wrap around map
// Create fake Sites
{
// let sites1 = sites.slice(0)
result = voronoi.compute(sites, bbox);
}
}
t.mark("Voronoi done")
// TODO: just assign ids = index
// NOTE: VV Imp that index === id
sites.sort((a, b)=>a.voronoiId - b.voronoiId)// Sort by voronoiId
let siteAdj = new AdjListII()
for (let e of result.edges)
{
if (e.lSite && e.rSite)
siteAdj.storeEdge(e.lSite.voronoiId, e.rSite.voronoiId)
if (e.lSite && !e.rSite)
(e.lSite as MSite).isMapEdge = true
if (e.rSite && !e.lSite)
(e.rSite as MSite).isMapEdge = true
}
t.mark("Site graph")
let vorVertSet:VVert[] = []
let m = new Map<Vertex, VVert>()
let vorGAdj = new AdjListII()
function findInVertSet(v:Vertex): VVert
{
var vv:VVert
vv = m.get(v)
// TODO SID_DEBUG Wrap around
// When working for wrapped around maps, vertices of voronoi polygons
// with x < 0 or x > 1 need to be mapped to correct vertices. Only way to do that
// is to search for the vertex by comparing x and y, whcih may be very slow.
// Even though only out of bounds vertices need to be mapped.
// Using a array just for x and y of vertices may help, as it will be stored as
// a plain array
if (vv) return vv
// NOTE IMPORTANT SID_DEBUG *****************************
// This below block takes 250 ms for
// 500 verts, which is HUGE. All it does is
// make vertices on the bounding box unique.
// If we dont care about those, keep this commented.
// for (vv of vorVertSet)
// {
// if (vv.isEq(v))
// {
// return vv
// }
// }
vv = new VVert(v)
vv.id = vorVertSet.length// Id must be equal to index
vorVertSet.push(vv)
m.set(v, vv)
return vv
}
for (let e of result.edges)
{
var v1 = findInVertSet(e.va)
var v2 = findInVertSet(e.vb)
if (e.lSite)
{
v1.sites.add((e.lSite as MSite).voronoiId)
v2.sites.add((e.lSite as MSite).voronoiId)
}
if (e.rSite)
{
v1.sites.add((e.rSite as MSite).voronoiId)
v2.sites.add((e.rSite as MSite).voronoiId)
}
vorGAdj.storeEdge(v1.id, v2.id)
}
t.mark("Site graph, voronoi graph")
// Create the polygons
for (let c of result.cells)
{
let x:number[] = [], y:number[] = []
// let v0 = c.halfedges[0].getStartpoint()
// let v1 = c.halfedges[0].getEndpoint()
// x.push(v0.x); x.push(v1.x);
// y.push(v0.y); y.push(v1.y);
for (let i = 0; i < c.halfedges.length; i++)
{
let v0 = c.halfedges[i].getStartpoint()
// let v1 = c.halfedges[i].getEndpoint()
// if (x[x.length-1] != v0.x) console.log("Error! "+x+" "+v0.x)
let yy = v0.y
if (POLE_LESS_POINTS)
{// Squeeze the coordinates at poles
// yy /= 1
yy = (2*yy-1)
// yy = Math.sign(yy) * Math.pow(abs(yy), .7)
yy = yy * (1 - .3*yy*yy)
yy = (yy+1)* .5
}
x.push(v0.x);
y.push(yy);
}
(c.site as MSite).polyx = x;
(c.site as MSite).polyy = y;
// Move Site center to centroid instead of Voronoi seeds
let sx = 0, sy = 0;
for (let i = 0; i < x.length; i++)
{
sx += x[i]
sy += y[i]
}
c.site.x = sx/x.length
c.site.y = sy/x.length
}
t.mark("Created site poly")
// console.log(siteAdj)
//
// console.log(result.vertices.length+" "+vorVertSet.length)
// console.log(vorVertSet[0])
// console.log(vorGAdj)
// console.log(result)
//console.log(sites)
// Plates
let plates:Plate[] = []
let num_land_plates = 0;
for (let i = 0; i < NPLATES; i++)
{
let p = new Plate()
p.x = randPlates.nextDouble() * SIMW
p.y = randPlates.nextDouble()
p.id = i
p.type = randPlates.chance(LAND_PLATE_CHANCE)?1:0
if (p.type == 1)
num_land_plates++;
p.clr = hsbToRGB(rand.nextDouble()* .4 - .2 + p.type * .6,
.9, rand.range(.6, .7)).toHex();//SID_DEBUG
plates.push(p)
}
t.mark("Made plates")
let randPlatesNoise = new RNG(randPlates.nextDouble()
* 99999999)
let w_perturb_x = new TiledOctNoise(randPlatesNoise, PLATE_PERTURB_FREQ, PLATE_PERTURB_FREQ, PLATE_PERTURB_FREQ, PLATE_PERTURB_OCT)
let w_perturb_y = new TiledOctNoise(randPlatesNoise, PLATE_PERTURB_FREQ, PLATE_PERTURB_FREQ, PLATE_PERTURB_FREQ, PLATE_PERTURB_OCT)
let pertx:number[] = []
let perty:number[] = []
t.mark("Start Assign site to plate")
{
for (let s of sites)
{
let sid = s.voronoiId
let min = Infinity
let min_i = -1
// Perturb points to make plate boundaries curvy
let sx = s.x, sy = s.y
//Map 0 to 1, keep it square
let dx1 = (w_perturb_x.noise(sx/SIMW, sy/SIMW)*2-1) * PLATE_PERTURB_AMP
let dy1 = (w_perturb_y.noise(sx/SIMW, sy/SIMW)*2-1) * PLATE_PERTURB_AMP
sx += dx1
sy += dy1
pertx[sid] = sx
perty[sid] = sy
for (let p of plates)
{
// WRAP around distnace calc plate to sites
// let offx = 0
// NOTE!! SID_DEBUG Notes on wraparound:
// 1. Plate warp noise must be wrap around
// 2. Plateau noises must also be wrap around
for (let offx = -SIMW; offx <= SIMW; offx += SIMW)
{
let dx = sx - p.x - offx
let dy = sy - p.y
// More inflence at poles
// DID NOT WORK
// let dy1 = Math.abs(dy - .5)
// dy1 = dy1 * 200 + dy1 * dy1 * 4 * 20
// dx *= (1 + dy1)
let dist = dx*dx+dy*dy
if (dist < min)
{
min = dist
min_i = p.id
}
}
}
s.plate = min_i
if (min_i == -1)
cc("Cannot find plate for site", s.voronoiId, min_i)
}
}
t.mark("End assign site to plate")
// Calculate plate adjacency
let pAdj = new AdjListII()
for (let vi1=0; vi1 < NSITES; vi1++)
{
if (!siteAdj.edges[vi1])
continue
let varr = siteAdj.edges[vi1]
for (let vi2 of varr)
{
let site1 = sites[vi1], site2 = sites[vi2]
if (site1.plate != site2.plate)
{
pAdj.storeEdge(site1.plate, site2.plate)
site1.plateDist[site2.plate] = 1
site2.plateDist[site1.plate] = 1
}
}
}
t.mark("Calculated plate adj")
// Calculate distance of (non member) sites from neighbouring plates
// upto distance 2
for (let vi1 in siteAdj.edges)
{
let varr = siteAdj.edges[vi1]
for (let vi2 of varr)
{
let site1 = sites[vi1], site2 = sites[vi2]
for (let pi in site1.plateDist)
{
if (site1.plateDist[pi] == 1) // ONLY calculating dist 2 saves 200ms
{
if (!site2.plateDist[pi])
site2.plateDist[pi] = site1.plateDist[pi] + 1
else if (site2.plateDist[pi] > site1.plateDist[pi]+1)
site2.plateDist[pi] = site1.plateDist[pi] + 1
// else no need to update, shorter path exists
}
}
for (let pi in site2.plateDist)
{
if (site2.plateDist[pi] == 1)// ONLY calculating dist 2 saves 200ms
{
if (!site1.plateDist[pi])
site1.plateDist[pi] = site2.plateDist[pi] + 1
else if (site1.plateDist[pi] > site2.plateDist[pi]+1)
site1.plateDist[pi] = site2.plateDist[pi] + 1
// else no need to update, shorter path exists
}
}
}
}
t.mark("Site to plate dist 2 steps")
let heights = new Float32Array(new ArrayBuffer(
NSITES * Float32Array.BYTES_PER_ELEMENT
))
for (let i = 0; i < NSITES; i++) heights[i] = -1
{
class PlateHt{
min:number
max:number
nn:PNoise
acos:number
asin: number
constructor()
{
this.max = Math.abs(randPlates.nextGaussian()+.1) * .25 * PLATEAU_HT
if (this.max > PLATEAU_HT)
this.max = PLATEAU_HT
// this.min = (randPlates.nextDouble() * .2 + randPlates.nextDouble() * .6) * this.max
this.min = ((1-PLATEAU_HT_VAR) + randPlates.nextDouble() * PLATEAU_HT_VAR)
* this.max
if (randPlates.chance(.5))
{
// Smooth plateau
this.nn = new PNoise(randPlatesNoise,
.05 + randPlatesNoise.nextDouble()*5, .05 + randPlatesNoise.nextDouble()*5, 2)
}
else
{
// Folds plateau
this.nn = new PNoise(randPlatesNoise,
.05 + randPlatesNoise.nextDouble(), 50 *(1+2*randPlatesNoise.nextDouble()), 2)
}
// cos + sin, -sin + cos
let angle = randPlatesNoise.nextDouble() * Math.PI
this.acos = Math.cos(angle)
this.asin = Math.sin(angle)
}
}
let plans: PlateHt[] = [];
for (let i = 0; i < NPLATES; i++)
{
plans.push(new PlateHt())
}
for (let s of sites)
{
let id = s.voronoiId
if (plates[s.plate].type == 0)// Dont do water
continue;
let plan = plans[s.plate]
// if (heights[id] == 0) // If not declared plate fold mountain
{
// 1. Use perturbed coords to avoid ugly straight lines
// 2. rotate the point
// 2. Apply noise to area, may lead to simple variation or
// striations/ graben hurst
let xx = pertx[id] * plan.acos + perty[id] * plan.asin;
let yy = -pertx[id] * plan.asin + perty[id] * plan.acos;
let nval = plan.nn.noise(xx, yy)
// nval = clamp(nval, 0, 1)
heights[id] = nval * (plan.max - plan.min) + plan.min
}
heights[id] = clamp(heights[id], 0, 1)
}
}
t.mark("Done Height calculate")
let mountains = new AdjMat()
mountains.directional = true
let num_mountains = 0;
for (let pi1 = 0; pi1 < NPLATES; pi1++)
for (let pi2 = pi1+1; pi2 < NPLATES; pi2++)
{
let roll = randPlates.nextDouble(); // Eat the random number,
// use it or not for consistency
// IMPORTANT NOTE!!! This will prevent mountains moving around due to
// small tweaks to the map.
let ht = MT_HT * .2 + Math.abs(randPlates.nextGaussian()) * MT_HT * .3
if (pAdj.isEdge(pi1, pi2))
{
if (ht > 2 * MT_HT)
ht = 2 * MT_HT;// Capped to 1 after smooth
if (plates[pi1].type == 0 && plates[pi2].type == 0)// SEA SEA, island
{
if (roll <= ISLAND_CHANCE)
{
mountains.storeEdge(pi1, pi2, ht)
}
}
else if (roll <= MOUNTAIN_CHANCE)
{
num_mountains++
if (plates[pi1].type == plates[pi2].type)// Both mountains or sea
{
mountains.storeEdge(pi1, pi2, ht)
// if (rand.chance(.3))
// mountains.storeEdge(pi2, pi1)
}
else if (plates[pi1].type == 1) // Sea plates always go below
{
mountains.storeEdge(pi1, pi2, ht)
}
else if (plates[pi2].type == 1)
{
mountains.storeEdge(pi2, pi1, ht)
}
}
}
}
;
// let land_sites:MSite[] = []
for (let s of sites)
{
let p = plates[s.plate]
if (p.type == 0)// Sea
{
s.biome = Biome.SEA
heights[s.voronoiId] = -1
}
else
{
s.biome = Biome.GRASS
// land_sites.push(s)
}
s.plateDist.forEach((dist, pi:number)=>{
if (mountains.isEdge(s.plate, pi))
{
if (s.biome == Biome.SEA)
{
if (plates[pi].type == 0
&& s.plateDist[pi] /*== 1*/ <= 2
&& randPlates.chance(ISLAND_DENSITY))
{// Sea Sea, create volcanic island
s.biome = Biome.GRASS
heights[s.voronoiId] = clamp(Math.abs(randPlates.nextGaussian()) * .1, 0, 1)
}
}
else
{
if (
(plates[pi].type == 1
&& s.plateDist[pi] == 1)// Land land, dist 1
|| (plates[pi].type == 0
&& s.plateDist[pi] == 2) // sea land
)
{
s.biome = Biome.MOUNTAIN
heights[s.voronoiId] += mountains.getWeight(s.plate, pi)
* ( (1-MT_HT_VAR) + randPlates.nextDouble() * MT_HT_VAR)
// heights[s.voronoiId] = clamp(heights[s.voronoiId], 0, 1)// cap after smoothing
}
}
}
})
}
t.mark("Done techtonic fold mountain")
// Smooth heights
for(let sct = 0; sct < HT_SMOOTH_TIMES; sct++)
{
let heights1 = new Float32Array(new ArrayBuffer(
NSITES * Float32Array.BYTES_PER_ELEMENT
))
for (let i = 0; i < NSITES; i++)
{
if (heights[i]< 0) // water
{
// NOTE: Water is counted as 0 so it will never bring down
// land height to negative.
heights1[i] = -1
continue
}
let nbrs = siteAdj.edges[i]
let n_nbrs = 0
let sumHNbrs = 0
for (let nbr of nbrs)
{
n_nbrs++
if (heights[nbr] >= 0)// land
{
sumHNbrs += heights[nbr]
}
// else water counts as 0
}
// Note: Water contributes 0, so land next to water is a bit shorter
let avgHNbrs = sumHNbrs / n_nbrs
let ht = heights[i] * (1-HT_SMOOTH) + avgHNbrs * HT_SMOOTH
heights1[i] = ht
}
heights = heights1
}
for (let i = 0; i < NSITES; i++){
if (heights[i] != -1)
heights[i] = clamp(heights[i], 0, 1)
}
// Note: Remember -1 for water
t.mark("Done Height smoothing")
// Distnace of site from sea
let seadist = new Uint16Array(new ArrayBuffer(
NSITES * Uint16Array.BYTES_PER_ELEMENT
))
{
for (let i = 0; i < NSITES; i++)
seadist[i] = 0
let q = new Queue(NSITES * 2)
// 1. Insert each site next to sea into q. Assign dist = 1
// 2. For each site in q, go to nbr. If seadist[nbr] = 0 (unassigned) and land
// That neighbour has not been handled yet
// set seadist = seadist[this]+1, insert nbr in q
// Each nbr can go only once in q, when seadist (was) 0
for (let s of sites)
{
if (heights[s.voronoiId] >= 0)// land
{
for (let nbr of siteAdj.edges[s.voronoiId])
{
if (heights[nbr] == -1)// sea
{
seadist[s.voronoiId] = 1
q.enqueue(s.voronoiId)
break
}
}
}
}
var sid
while((sid = q.dequeue()) != null)
{
let thisdist = seadist[sid]
for (let nbr of siteAdj.edges[sid])
{
if (heights[nbr] >= 0 // land
&& seadist[nbr] == 0)// not calculated yet
{
seadist[nbr] = thisdist + 1
q.enqueue(nbr)
}
}
}
}
t.mark("Done calculate distance from sea")
let is_river: boolean[] = []
function bfs(start:number): number[]{
//!!!!!!!!!!!!!!!!!!!! NOTE SID_DEBUG
// THERE IS A BUG HERE
// Some rivers dont take the shortest route
let q = new Queue(vorVertSet.length)
q.enqueue(start)
let parents:number[] = []// NOTE: Sparse
parents[start] = -1