107 lines
5.1 KiB
JavaScript
107 lines
5.1 KiB
JavaScript
// Tuning constants for the world map view.
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import { HEX_H } from "../../../shared/hex.js";
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import { EDGE_SEGMENTS } from "./distortion.js";
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export const RESYNC_HOURS = 0.75;
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export const PREDICTION_GRACE_HOURS = 2.0;
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export const DRAG_THRESHOLD = 5;
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export const ZOOM_MIN = 0.2;
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export const ZOOM_MAX = 2.0;
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// The camera looks north from an orthographic elevation of 70° above the
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// ground. That foreshortens the north-south axis by sin(70°) ~= 0.94 while the
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// east-west axis is untouched: a gentle 3D tilt that keeps the current
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// orientation. It is applied to the terrain, roads, borders, fog and ground
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// overlays; units, cities and labels stay upright on top.
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export const CAMERA_ELEVATION_DEG = 45;
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export const CAMERA_TILT = Math.sin((CAMERA_ELEVATION_DEG * Math.PI) / 180);
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// How far the tallest terrain (normalised height 1, see map_view/heightmap.js)
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// is lifted off the ground plane, in world pixels. The projection turns a lift
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// into a northward screen shift of `lift * cos(elevation)`, while the ground
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// distance between a tile and its northern neighbour is
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// `HEX_H * sin(elevation) = HEX_H * CAMERA_TILT`. A tile already reaches half a
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// hex north of its centre, so keeping the lift under half that spacing (here at
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// 45%) means even a height-1 ridge stops short of the next tile's centre: no
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// tile north of a peak is eclipsed, and the painter's-order layers below need
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// no depth buffer.
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export const HEIGHT_LIFT = HEX_H * CAMERA_TILT * 1; // set by a human
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// The normalised-height band where a mountain's cap texture (rock/snow) fades
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// in: below `low` the slopes stay grass, above `high` the cap is at full
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// strength and in between it blends. Tune these to move the snow line.
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export const MOUNTAIN_ROCK_LOW = 0.3;
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export const MOUNTAIN_ROCK_HIGH = 0.8;
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// Grass shifts towards a drier yellow-green as the ground climbs, standing in
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// for the old hill overlay art. Below `low` it keeps its colour, above `high`
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// it is shifted by `strength` (0..1), and in between it blends. The tint is the
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// target hue; the shader renormalises it so the luminance is preserved.
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export const GRASS_DRY_LOW = 0.08;
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export const GRASS_DRY_HIGH = 0.45;
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export const GRASS_DRY_STRENGTH = 0.8;
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export const GRASS_DRY_TINT = [1.2, 1.0, 0.45];
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// Coastal wavelets: the baked coast field spans COAST_RANGE tiles and sets how
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// strongly the ripples run near land, while `pulse` is how fast each wavelet
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// comes and goes (cycles/s).
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export const COAST_RANGE = 6;
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export const COAST_WAVE_PULSE = 0.35;
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export const COAST_WAVE_STRENGTH = 0.8;
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// The baked Voronoi map repeats every WATER_REPEAT world pixels and holds
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// `WATER_BUMP_CELLS` cells across it, so a cell is about
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// WATER_REPEAT / WATER_BUMP_CELLS world pixels — a few map pixels. Those are
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// the glinting wavelets; WATER_BUMP is how far they tilt the surface.
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export const WATER_REPEAT = 32;
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export const WATER_BUMP_CELLS = 8;
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export const WATER_BUMP = 0.5;
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// Levels of detail for the terrain mesh, from the closest zoom to the furthest.
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// `segments` is the wavy-edge subdivision (1 draws straight hexes), `relief`
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// scales the normal maps' surface detail so distant terrain does not shimmer
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// (the height-gradient lighting stays on at every level), and `subdivisions`
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// splits each fan triangle in four to sample the height field more finely. The
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// coarsest level's `minZoom` is -Infinity so every zoom maps to a level.
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export const TERRAIN_LODS = [
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{ minZoom: 0.6, segments: EDGE_SEGMENTS, subdivisions: 1, relief: 1.0 },
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{ minZoom: 0.3, segments: 2, subdivisions: 1, relief: 0.55 },
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{ minZoom: -Infinity, segments: 1, subdivisions: 0, relief: 0.0 },
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];
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// The level of detail that serves a camera zoom.
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export function terrainLod(zoom) {
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for (let i = 0; i < TERRAIN_LODS.length; i++) {
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if (zoom >= TERRAIN_LODS[i].minZoom) return i;
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}
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return TERRAIN_LODS.length - 1;
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}
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// Past this zoom the map stops being a terrain map and becomes a political one:
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// each country's territory is painted in its colour and its name is drawn once
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// per contiguous holding. It matches the threshold between the two coarsest
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// terrain levels of detail, where tile art is already sub-pixel.
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export const POLITICAL_ZOOM = 0.5;
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export function politicalMode(zoom) {
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return zoom <= POLITICAL_ZOOM;
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}
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// A battle spreads the two stacks to either side of the tile centre, with the
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// battle icon between them. Side offset is in pixels; step is the spacing
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// between the (half-size) units of one stack.
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export const BATTLE_SIDE_OFFSET = 15;
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export const BATTLE_STACK_STEP = 9;
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// The detailed view is built from square blocks of tiles. Only the blocks that
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// intersect the viewport (plus CHUNK_MARGIN blocks of slack on every side) are
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// materialised, so panning costs the same no matter how big the map is. Tiles
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// are pooled and recycled as blocks leave the view.
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export const CHUNK_SIZE = 8;
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export const CHUNK_MARGIN = 1;
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// Built chunks are kept detached in an LRU cache so panning back over ground
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// already visited reattaches them instead of rebuilding hundreds of tiles. The
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// cap bounds how many detached tile nodes can be held at once.
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export const CHUNK_CACHE_LIMIT = 160;
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