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index.js
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672 lines (625 loc) · 27.9 KB
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let page = 'main';
let map_size;
const tribes_list = ['Xin-xi', 'Imperius', 'Bardur', 'Oumaji', 'Kickoo', 'Hoodrick', 'Luxidoor', 'Vengir', 'Zebasi',
'Ai-mo', 'Quetzali', 'Yadakk', 'Aquarion', 'Elyrion', 'Polaris'];
const terrain = ['forest', 'fruit', 'game', 'ground', 'mountain'];
const general_terrain = ['crop', 'fish', 'metal', 'ocean', 'ruin', 'village', 'water', 'whale'];
const $$$$$ = 2;
const $$$$ = 1.5;
const ___ = 1;
const $$ = 0.5;
const $ = 0.1;
const BORDER_EXPANSION = 1/3;
const terrain_probs = {'water': {'Xin-xi': 0, 'Imperius': 0, 'Bardur': 0, 'Oumaji': 0, 'Kickoo': 0.4, 'Hoodrick': 0, 'Luxidoor': 0,
'Vengir': 0, 'Zebasi': 0, 'Ai-mo': 0, 'Quetzali': 0, 'Yadakk': 0, 'Aquarion': 0.3, 'Elyrion': 0},
'forest': {'Xin-xi': ___, 'Imperius': ___, 'Bardur': ___, 'Oumaji': $, 'Kickoo': ___, 'Hoodrick': $$$$, 'Luxidoor': ___,
'Vengir': ___, 'Zebasi': $$, 'Ai-mo': ___, 'Quetzali': ___, 'Yadakk': $$, 'Aquarion': $$, 'Elyrion': ___},
'mountain': {'Xin-xi': $$$$, 'Imperius': ___, 'Bardur': ___, 'Oumaji': ___, 'Kickoo': $$, 'Hoodrick': $$, 'Luxidoor': ___,
'Vengir': ___, 'Zebasi': $$, 'Ai-mo': $$$$, 'Quetzali': ___, 'Yadakk': $$, 'Aquarion': ___, 'Elyrion': $$},
'metal': {'Xin-xi': ___, 'Imperius': ___, 'Bardur': ___, 'Oumaji': ___, 'Kickoo': ___, 'Hoodrick': ___, 'Luxidoor': ___,
'Vengir': $$$$$, 'Zebasi': ___, 'Ai-mo': ___, 'Quetzali': $, 'Yadakk': ___, 'Aquarion': ___, 'Elyrion': ___},
'fruit': {'Xin-xi': ___, 'Imperius': ___, 'Bardur': $$$$, 'Oumaji': ___, 'Kickoo': ___, 'Hoodrick': ___, 'Luxidoor': $$$$$,
'Vengir': $, 'Zebasi': $$, 'Ai-mo': ___, 'Quetzali': $$$$$, 'Yadakk': $$$$, 'Aquarion': ___, 'Elyrion': ___},
'crop': {'Xin-xi': ___, 'Imperius': ___, 'Bardur': $, 'Oumaji': ___, 'Kickoo': ___, 'Hoodrick': ___, 'Luxidoor': ___,
'Vengir': ___, 'Zebasi': ___, 'Ai-mo': $, 'Quetzali': $, 'Yadakk': ___, 'Aquarion': ___, 'Elyrion': $$$$},
'game': {'Xin-xi': ___, 'Imperius': ___, 'Bardur': $$$$$, 'Oumaji': ___, 'Kickoo': ___, 'Hoodrick': ___, 'Luxidoor': $$,
'Vengir': $, 'Zebasi': ___, 'Ai-mo': ___, 'Quetzali': ___, 'Yadakk': ___, 'Aquarion': ___, 'Elyrion': ___},
'fish': {'Xin-xi': ___, 'Imperius': ___, 'Bardur': ___, 'Oumaji': ___, 'Kickoo': $$$$, 'Hoodrick': ___, 'Luxidoor': ___,
'Vengir': $, 'Zebasi': ___, 'Ai-mo': ___, 'Quetzali': ___, 'Yadakk': ___, 'Aquarion': ___, 'Elyrion': ___},
'whale': {'Xin-xi': ___, 'Imperius': ___, 'Bardur': ___, 'Oumaji': ___, 'Kickoo': ___, 'Hoodrick': ___, 'Luxidoor': ___,
'Vengir': ___, 'Zebasi': ___, 'Ai-mo': ___, 'Quetzali': ___, 'Yadakk': ___, 'Aquarion': ___, 'Elyrion': ___}};
const general_probs = {'mountain': 0.15, 'forest': 0.4, 'fruit': 0.5, 'crop': 0.5, 'fish': 0.5, 'game': 0.5, 'whale': 0.4, 'metal': 0.5};
let assets = [];
let get_assets = new Promise(resolve => {
for (let tribe of tribes_list) {
assets[tribe] = [];
}
for (let g_t of general_terrain) {
assets[g_t] = get_image("assets/" + g_t + ".png");
}
for (let tribe of tribes_list) {
for (let terr of terrain) {
assets[tribe][terr] = get_image("assets/" + tribe + "/" + tribe + " " + terr + ".png");
}
assets[tribe]['capital'] = get_image("assets/" + tribe + "/" + tribe + " head.png");
}
resolve();
});
function onload() {
get_assets.then(() => {
generate();
})
}
function switch_page(new_page) {
document.getElementById("main").style.display='none';
document.getElementById("faq").style.display='none';
page = new_page;
document.getElementById(new_page).style.display='block';
}
function get_image(src) {
let image = new Image();
image.src = src;
return image;
}
function generate() {
map_size = parseInt(document.getElementById("map_size").value);
if (map_size < 5 || map_size !== Math.floor(map_size)) {
document.getElementById("warning").innerText = 'Warning: Map size must be integer at least 5.';
document.getElementById("warning").style.display='block';
return;
}
let initial_land = parseFloat(document.getElementById("initial_land").value);
if (initial_land < 0 || initial_land > 1) {
document.getElementById("warning").innerText = 'Warning: Initial land must be float between 0 and 1.';
document.getElementById("warning").style.display='block';
return;
}
let smoothing = parseInt(document.getElementById("smoothing").value);
if (smoothing < 0 || smoothing !== Math.floor(smoothing)) {
document.getElementById("warning").innerText = 'Warning: Smoothing must be integer at least 0.';
document.getElementById("warning").style.display='block';
return;
}
let relief = parseInt(document.getElementById("relief").value);
if (relief < 1 || relief > 8 || relief !== Math.floor(relief)) {
document.getElementById("warning").innerText = 'Warning: Relief must be integer between 1 and 8.';
document.getElementById("warning").style.display='block';
return;
}
let tribes = document.getElementById("tribes").value;
tribes = tribes.split(" ");
for (let tribe of tribes) {
if (!tribes_list.includes(tribe)) {
document.getElementById("warning").innerText = 'Warning: list tribes in pick-order separating with spaces.';
document.getElementById("warning").style.display='block';
return;
}
}
let fill = document.getElementById("fill").value;
if (fill !== '') {
if (!tribes_list.includes(fill)) {
document.getElementById("warning").innerText = 'Warning: there is no such a tribe.';
document.getElementById("warning").style.display='block';
return;
}
}
document.getElementById("warning").style.display='none';
// let the show begin
console.time('Initial map');
let land_coefficient = (0.5 + relief) / 9;
let map = new Array(map_size**2);
// add initial ocean tiles
for (let i = 0; i < map_size**2; i++) {
map[i] = {type: 'ocean', above: null, road: false, tribe: fill ? fill : 'Xin-xi'}; // tribes don't matter so far
}
// randomly replace half of the tiles with ground
let i = 0;
while (i < map_size**2 * initial_land) {
let cell = random_int(0, map_size**2);
if (map[cell]['type'] === 'ocean') {
i++;
map[cell]['type'] = 'ground';
}
}
console.timeEnd('Initial map');
// turning random water/ground grid into something smooth
console.time('Smoothing');
for (let i = 0; i < smoothing; i++) {
for (let cell = 0; cell < map_size**2; cell++) {
let water_count = 0;
let tile_count = 0;
let neighbours = round(cell, 1);
for (let i = 0; i < neighbours.length; i++) {
if (map[neighbours[i]]['type'] === 'ocean') {
water_count++;
}
tile_count++;
}
if (water_count / tile_count <= land_coefficient)
map[cell]['road'] = true; // mark as a road if it has to be ground (most of the neighbours are ground)
}
// turn marked tiles into ground & everything else into water
for (let cell = 0; cell < map_size**2; cell++) {
if (map[cell]['road'] === true) {
map[cell]['road'] = false;
map[cell]['type'] = 'ground';
} else {
map[cell]['type'] = 'ocean';
}
}
}
console.timeEnd('Smoothing');
// capital distribution
let capital_cells = [];
if (!fill) {
console.time('Capital distribution');
let capital_map = {};
// make a map of potential (ground) tiles associated with numbers (0 by default)
for (let tribe of tribes) {
for (let row = 2; row < map_size - 2; row++) {
for (let column = 2; column < map_size - 2; column++) {
if (map[row * map_size + column]['type'] === 'ground') {
capital_map[row * map_size + column] = 0;
}
}
}
}
for (let tribe of tribes) {
let max = 0;
// this number is a sum of distances between the tile and all capitals
for (let cell in capital_map) {
capital_map[cell] = map_size;
for (let capital_cell of capital_cells) {
capital_map[cell] = Math.min(capital_map[cell], distance(cell, capital_cell, map_size));
}
max = Math.max(max, capital_map[cell]);
}
let len = 0;
for (let cell in capital_map) {
if (capital_map[cell] === max) {
len++;
}
}
// we want to find a tile with a maximum sum
let rand_cell = random_int(0, len);
for (let cell of Object.entries(capital_map)) {
if (cell[1] === max) {
if (rand_cell === 0) {
capital_cells.push(parseInt(cell[0]));
}
rand_cell--;
}
}
}
for (let i = 0; i < capital_cells.length; i++) {
map[(capital_cells[i] / map_size | 0) * map_size + (capital_cells[i] % map_size)]['above'] = 'capital';
map[(capital_cells[i] / map_size | 0) * map_size + (capital_cells[i] % map_size)]['tribe'] = tribes[i];
}
console.timeEnd('Capital distribution');
}
// terrain distribution
if (!fill) {
console.time('Terrain distribution');
let done_tiles = [];
let active_tiles = []; // done tiles that generate terrain around them
for (let i = 0; i < capital_cells.length; i++) {
done_tiles[i] = capital_cells[i];
active_tiles[i] = [capital_cells[i]];
}
// we'll start from capital tiles and evenly expand until the whole map is covered
while (done_tiles.length !== map_size**2) {
for (let i = 0; i < tribes.length; i++) {
if (active_tiles[i].length && tribes[i] !== 'Polaris') {
let rand_number = random_int(0, active_tiles[i].length);
let rand_cell = active_tiles[i][rand_number];
let neighbours = circle(rand_cell, 1);
let valid_neighbours = neighbours.filter(value => done_tiles.indexOf(value) === -1 && map[value]['type'] !== 'water');
if (!valid_neighbours.length) {
valid_neighbours = neighbours.filter(value => done_tiles.indexOf(value) === -1);
} // if there are no land tiles around, accept water tiles
if (valid_neighbours.length) {
let new_rand_number = random_int(0, valid_neighbours.length);
let new_rand_cell = valid_neighbours[new_rand_number];
map[new_rand_cell]['tribe'] = tribes[i];
active_tiles[i].push(new_rand_cell);
done_tiles.push(new_rand_cell);
} else {
active_tiles[i].splice(rand_number, 1); // deactivate tiles surrounded with done tiles
}
}
}
}
console.timeEnd('Terrain distribution');
}
// generate forest, mountains, and extra water according to terrain underneath
let no_biomes_check = document.getElementById("no_biomes_check").checked;
if (!no_biomes_check) {
console.time('Biome generation');
for (let cell = 0; cell < map_size**2; cell++) {
if (map[cell]['type'] === 'ground' && map[cell]['above'] === null) {
let rand = Math.random(); // 0 (---forest---)--nothing--(-mountain-) 1
if (rand < general_probs['forest'] * terrain_probs['forest'][map[cell]['tribe']]) {
map[cell]['type'] = 'forest';
} else if (rand > 1 - general_probs['mountain'] * terrain_probs['mountain'][map[cell]['tribe']]) {
map[cell]['type'] = 'mountain';
}
rand = Math.random(); // 0 (---water---)--------nothing-------- 1
if (rand < terrain_probs['water'][map[cell]['tribe']]) {
map[cell]['type'] = 'ocean';
}
}
}
console.timeEnd('Biome generation');
}
// -1 - water far away
// 0 - far away
// 1 - border expansion
// 2 - initial territory
// 3 - village
let village_map = [];
if (!fill) {
console.time('Initial village map');
for (let cell = 0; cell < map_size**2; cell++) {
let row = cell / map_size | 0;
let column = cell % map_size;
if (map[cell]['type'] === 'ocean' || map[cell]['type'] === 'mountain') {
village_map[cell] = -1;
} else if (row === 0 || row === map_size - 1 || column === 0 || column === map_size - 1) {
village_map[cell] = -1; // villages don't spawn next to the map border
} else {
village_map[cell] = 0;
}
}
console.timeEnd('Initial village map');
}
// we'll place villages until there are none of 'far away' tiles
// replace some ocean with shallow water
console.time('Shallow water');
let land_like_terrain = ['ground', 'forest', 'mountain'];
for (let cell = 0; cell < map_size**2; cell++) {
if (map[cell]['type'] === 'ocean') {
for (let neighbour of plus_sign(cell)) {
if (land_like_terrain.indexOf(map[neighbour]['type']) !== -1) {
map[cell]['type'] = 'water';
break;
}
}
}
}
console.timeEnd('Shallow water');
// mark tiles next to capitals according to the notation
let village_count = 0;
if (!fill) {
console.time('Village map generation');
for (let capital of capital_cells) {
village_map[capital] = 3;
for (let cell of circle(capital, 1)) {
village_map[cell] = Math.max(village_map[cell], 2);
}
for (let cell of circle(capital, 2)) {
village_map[cell] = Math.max(village_map[cell], 1);
}
}
// generate villages & mark tiles next to them
while (village_map.indexOf(0) !== -1) {
let new_village = rand_array_element(village_map.map((cell, index) => cell === 0 ? index : null).filter(cell => cell !== null));
village_map[new_village] = 3;
for (let cell of circle(new_village, 1)) {
village_map[cell] = Math.max(village_map[cell], 2);
}
for (let cell of circle(new_village, 2)) {
village_map[cell] = Math.max(village_map[cell], 1);
}
village_count++;
}
console.timeEnd('Village map generation');
}
function proc(cell, probability) {
return (village_map[cell] === 2 && Math.random() < probability) || (village_map[cell] === 1 && Math.random() < probability * BORDER_EXPANSION)
}
// generate resources
let no_resources_check = document.getElementById("no_resources_check").checked;
if (!no_resources_check && !no_biomes_check && !fill) {
console.time('Resource generation');
for (let cell = 0; cell < map_size**2; cell++) {
switch (map[cell]['type']) {
case 'ground':
let fruit = general_probs['fruit'] * terrain_probs['fruit'][map[cell]['tribe']];
let crop = general_probs['crop'] * terrain_probs['crop'][map[cell]['tribe']];
if (map[cell]['above'] !== 'capital') {
if (village_map[cell] === 3) {
map[cell]['above'] = 'village';
} else if (proc(cell, fruit * (1 - crop / 2))) {
map[cell]['above'] = 'fruit';
} else if (proc(cell, crop * (1 - fruit / 2))) {
map[cell]['above'] = 'crop';
}
}
break;
case 'forest':
if (map[cell]['above'] !== 'capital') {
if (village_map[cell] === 3) {
map[cell]['type'] = 'ground';
map[cell]['above'] = 'village';
} else if (proc(cell, general_probs['game'] * terrain_probs['game'][map[cell]['tribe']])) {
map[cell]['above'] = 'game';
}
}
break;
case 'water':
if (proc(cell, general_probs['fish'] * terrain_probs['fish'][map[cell]['tribe']])) {
map[cell]['above'] = 'fish';
}
break;
case 'ocean':
if (proc(cell, general_probs['whale'] * terrain_probs['whale'][map[cell]['tribe']])) {
map[cell]['above'] = 'whale';
}
break;
case 'mountain':
if (proc(cell, general_probs['metal'] * terrain_probs['metal'][map[cell]['tribe']])) {
map[cell]['above'] = 'metal';
}
break;
}
}
console.timeEnd('Resource generation');
}
// ruins generation
let ruins_number;
if (!fill) {
console.time('Ruin generation');
ruins_number = Math.round(map_size**2/40);
let water_ruins_number = Math.round(ruins_number/3);
let ruins_count = 0;
let water_ruins_count = 0;
while (ruins_count < ruins_number) {
let ruin = rand_array_element(village_map.map((cell, index) => cell === 0 || cell === 1 || cell === -1 ? index : null).filter(cell => cell !== null));
let terrain = map[ruin].type;
if (terrain !== 'water' && (water_ruins_count < water_ruins_number || terrain !== 'ocean')) {
map[ruin].above = 'ruin'; // actually there can be both ruin and resource on a single tile but only ruin is displayed; as it is just a map generator it doesn't matter
if (terrain === 'ocean') {
water_ruins_count++;
}
for (let cell of circle(ruin, 1)) {
village_map[cell] = Math.max(village_map[cell], 2); // we won't use this array anymore anyway
}
ruins_count++;
}
}
console.timeEnd('Ruin generation');
}
function check_resources(resource, capital) {
let resources = 0;
for (let neighbour of circle(capital, 1)) {
if (map[neighbour]['above'] === resource) {
resources++;
}
}
return resources;
}
function post_generate(resource, underneath, quantity, capital) {
let resources = check_resources(resource, capital);
while (resources < quantity) {
let pos = random_int(0, 8);
let territory = circle(capital, 1);
map[territory[pos]]['type'] = underneath;
map[territory[pos]]['above'] = resource;
for (let neighbour of plus_sign(territory[pos])) {
if (map[neighbour]['type'] === 'ocean') {
map[neighbour]['type'] = 'water';
}
}
resources = check_resources(resource, capital);
}
}
// tribe specific things
console.time('Tribe specific');
for (let capital of capital_cells) {
switch (map[capital]['tribe']) {
case 'Imperius':
post_generate('fruit', 'ground', 2, capital);
break;
case 'Bardur':
post_generate('game', 'forest', 2, capital);
break;
case 'Kickoo':
let resources = check_resources('fish', capital);
while (resources < 2) {
let pos = random_int(0, 4);
let territory = plus_sign(capital);
map[territory[pos]]['type'] = 'water';
map[territory[pos]]['above'] = 'fish';
for (let neighbour of plus_sign(territory[pos])) {
if (map[neighbour]['type'] === 'water') {
map[neighbour]['type'] = 'ocean';
for (let double_neighbour of plus_sign(neighbour)) {
if (map[double_neighbour]['type'] !== 'water' && map[double_neighbour]['type'] !== 'ocean') {
map[neighbour]['type'] = 'water';
break;
}
}
}
}
resources = check_resources('fish', capital);
}
break;
case 'Zebasi':
post_generate('crop', 'ground', 1, capital);
break;
case 'Elyrion':
post_generate('game', 'forest', 2, capital);
break;
case 'Polaris':
for (let neighbour of circle(capital, 1)) {
map[neighbour]['tribe'] = 'Polaris';
}
break;
}
}
console.timeEnd('Tribe specific');
// we're done!
console.time('Display');
display_map(map);
console.timeEnd('Display');
console.log('_______________________');
console.log('Number of villages: ' + village_count);
console.log('Number of ruins: ' + ruins_number);
console.log('_______________________');
// display text-map if necessary
let text_output_check = document.getElementById("text_output_check").checked;
if (text_output_check)
print_map(map);
else
document.getElementById("text_display").style.display='none';
}
// we use pythagorean distances
function distance(a, b, size) {
let ax = a % size;
let ay = a / size | 0;
let bx = b % size;
let by = b / size | 0;
return Math.max(Math.abs(ax - bx), Math.abs(ay - by));
}
function print_map(map) {
let seen_grid = Array(map_size**2 * 4);
for (let i = 0; i < map_size**2 * 4; i++) {
seen_grid[i] = '-';
}
for (let i = 0; i < map_size**2; i++) {
let row = Math.floor(i / map_size);
let column = i % map_size;
seen_grid[map_size - 1 + column - row + (column + row) * map_size * 2] = map[row * map_size + column]['type'][0];
}
let output = '';
for (let i = 0; i < map_size * 2; i++) {
output += seen_grid.slice(i * map_size * 2, (i + 1) * map_size * 2).join('');
output += '\n'
}
document.getElementById("text_display").innerText = output;
document.getElementById("text_display").style.display='block';
}
// better ignore this part; broken assets turn map display into a mess with a ton of exceptions
function display_map(map) {
let graphic_display = document.getElementById("graphic_display");
graphic_display.width = graphic_display.width + 0;
let canvas = graphic_display.getContext("2d");
let tile_size = 1000 / map_size;
let tile_height = assets['Xin-xi']['ground'].height;
let tile_width = assets['Xin-xi']['ground'].width;
for (let i = 0; i < map_size**2; i++) {
let row = i / map_size | 0;
let column = i % map_size;
let x = 500 - tile_size / 2 + (column - row) * tile_size / 2;
let y = (column + row) * tile_height * tile_size / tile_width / 1908 * 606;
let type = map[row * map_size + column]['type'];
let above = map[row * map_size + column]['above'];
let tribe = map[row * map_size + column]['tribe'];
if (general_terrain.includes(type)) {
canvas.drawImage(assets[type], x, y, tile_size, assets[type].height * tile_size / assets[type].width);
} else if (tribe) {
if (type === 'forest' || type === 'mountain') {
canvas.drawImage(assets[tribe]['ground'], x, y, tile_size, assets[tribe]['ground'].height * tile_size / assets[tribe]['ground'].width);
let lowering = tribe === 'Kickoo' && type === 'mountain' ? 0.82 : 0.52;
canvas.drawImage(assets[tribe][type], x, y + lowering * tile_size - tile_size * assets[tribe][type].height / assets[tribe][type].width, tile_size, assets[tribe]['ground'].height * tile_size / assets[tribe]['ground'].width);
} else if (type === 'water' || type === 'ocean') {
canvas.drawImage(assets[tribe][type], x, y - 0.3 * tile_size, tile_size, assets[tribe][type].height * tile_size / assets[tribe][type].width);
} else {
canvas.drawImage(assets[tribe][type], x, y, tile_size, assets[tribe][type].height * tile_size / assets[tribe][type].width);
}
}
function draw_above(image) {
canvas.drawImage(image, x, y, tile_size, image.height * tile_size / image.width);
}
if (above === 'capital') {
canvas.drawImage(assets[tribe]['capital'], x, y - 0.3 * tile_size, tile_size, assets[tribe]['capital'].height * tile_size / assets[tribe]['capital'].width);
} else if (above === 'whale') {
draw_above(assets['whale']);
} else if (above === 'village') {
draw_above(assets['village']);
} else if (above === 'game') {
draw_above(assets[tribe]['game']);
} else if (above === 'fruit') {
draw_above(assets[tribe]['fruit']);
} else if (above === 'crop') {
draw_above(assets['crop']);
} else if (above === 'fish') {
draw_above(assets['fish']);
} else if (above === 'metal') {
draw_above(assets['metal']);
} else if (above === 'ruin') {
draw_above(assets['ruin']);
}
}
}
function random_int(min, max) {
let rand = min + Math.random() * (max - min);
return Math.floor(rand);
}
function rand_array_element(arr) {
return arr[Math.random() * arr.length | 0];
}
function circle(center, radius) {
let circle = [];
let row = center / map_size | 0;
let column = center % map_size;
let i = row - radius;
if (i >= 0 && i < map_size) {
for (let j = column - radius; j < column + radius; j++) {
if (j >= 0 && j < map_size) {
circle.push(i * map_size + j)
}
}
}
i = row + radius;
if (i >= 0 && i < map_size) {
for (let j = column + radius; j > column - radius; j--) {
if (j >= 0 && j < map_size) {
circle.push(i * map_size + j)
}
}
}
let j = column - radius;
if (j >= 0 && j < map_size) {
for (let i = row + radius; i > row - radius; i--) {
if (i >= 0 && i < map_size) {
circle.push(i * map_size + j)
}
}
}
j = column + radius;
if (j >= 0 && j < map_size) {
for (let i = row - radius; i < row + radius; i++) {
if (i >= 0 && i < map_size) {
circle.push(i * map_size + j)
}
}
}
return circle;
}
function round(center, radius) {
let round = [];
for (let r = 1; r <= radius; r++) {
round = round.concat(circle(center, r));
}
round.push(center);
return round;
}
function plus_sign(center) {
let plus_sign = [];
let row = center / map_size | 0;
let column = center % map_size;
if (column > 0) {
plus_sign.push(center - 1);
}
if (column < map_size - 1) {
plus_sign.push(center + 1);
}
if (row > 0) {
plus_sign.push(center - map_size);
}
if (row < map_size - 1) {
plus_sign.push(center + map_size);
}
return plus_sign;
}