\ Phase 28 Session 5: Rivers & Lakes Complete - RiverSystem + LakeSystem with biome-aware water rendering"
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src/systems/LakeSystem.js
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318
src/systems/LakeSystem.js
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/**
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* 🏞️ LAKE SYSTEM
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* Generates and manages lakes across the world
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* - Creates natural lake shapes
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* - Biome-specific lake placement
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* - Lake depth and shorelines
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* - Connects to river system
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*/
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export default class LakeSystem {
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constructor(worldWidth, worldHeight, biomeSystem) {
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this.worldWidth = worldWidth;
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this.worldHeight = worldHeight;
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this.biomeSystem = biomeSystem;
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// Lake map (stores depth: 0-1)
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this.lakeMap = new Map();
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// Lakes array
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this.lakes = [];
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// Lake settings
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this.lakeCountPerBiome = {
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grassland: 2,
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forest: 3,
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desert: 0, // No lakes in desert (unless oasis)
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mountain: 2,
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swamp: 4 // Most lakes in swamp
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};
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//小 pond settings
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this.pondCount = 15; // Small ponds in grassland
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console.log(`🏞️ Initializing Lake System (${worldWidth}x${worldHeight})`);
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}
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/**
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* Generate all lakes
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*/
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generateLakes(riverSystem = null) {
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console.log(`🏞️ Generating lakes...`);
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// 1. Generate major lakes per biome
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for (const [biomeName, count] of Object.entries(this.lakeCountPerBiome)) {
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for (let i = 0; i < count; i++) {
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const lake = this.generateLakeInBiome(biomeName);
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if (lake) {
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this.lakes.push(lake);
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}
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}
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}
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// 2. Generate small ponds
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for (let i = 0; i < this.pondCount; i++) {
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const pond = this.generatePond();
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if (pond) {
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this.lakes.push(pond);
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}
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}
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// 3. Generate desert oases (rare)
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this.generateOases(2);
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console.log(`✅ Generated ${this.lakes.length} lakes with ${this.lakeMap.size} water tiles`);
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}
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/**
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* Generate a lake in specific biome
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*/
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generateLakeInBiome(biomeName) {
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// Find suitable location
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const location = this.findLakeLocation(biomeName);
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if (!location) return null;
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// Lake size based on biome
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const size = this.getLakeSizeForBiome(biomeName);
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// Create lake
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const lake = {
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x: location.x,
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y: location.y,
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biome: biomeName,
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size: size,
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type: 'lake',
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tiles: []
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};
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// Generate organic lake shape
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this.generateLakeShape(lake);
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return lake;
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}
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/**
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* Find suitable location for lake
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*/
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findLakeLocation(biomeName) {
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const maxAttempts = 50;
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for (let attempt = 0; attempt < maxAttempts; attempt++) {
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const x = Math.floor(Math.random() * this.worldWidth);
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const y = Math.floor(Math.random() * this.worldHeight);
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const biome = this.biomeSystem.getBiomeAt(x, y);
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if (biome === biomeName) {
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// Check not too close to other lakes
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const tooClose = this.lakes.some(lake => {
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const dist = Math.sqrt((lake.x - x) ** 2 + (lake.y - y) ** 2);
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return dist < 50;
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});
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if (!tooClose) {
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return { x, y };
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}
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}
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}
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return null;
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}
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/**
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* Get lake size for biome
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*/
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getLakeSizeForBiome(biomeName) {
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switch (biomeName) {
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case 'grassland':
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return 8 + Math.floor(Math.random() * 7); // 8-15 tiles
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case 'forest':
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return 10 + Math.floor(Math.random() * 8); // 10-18 tiles
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case 'mountain':
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return 6 + Math.floor(Math.random() * 5); // 6-11 tiles
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case 'swamp':
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return 12 + Math.floor(Math.random() * 10); // 12-22 tiles
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default:
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return 8;
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}
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}
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/**
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* Generate organic lake shape
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*/
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generateLakeShape(lake) {
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const centerX = lake.x;
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const centerY = lake.y;
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const radius = lake.size;
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// Use cellular automata-like approach for organic shape
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for (let dy = -radius; dy <= radius; dy++) {
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for (let dx = -radius; dx <= radius; dx++) {
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const x = centerX + dx;
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const y = centerY + dy;
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if (x < 0 || x >= this.worldWidth || y < 0 || y >= this.worldHeight) {
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continue;
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}
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// Distance from center
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const dist = Math.sqrt(dx * dx + dy * dy);
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// Add noise for organic shape
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const noise = (Math.random() - 0.5) * 2;
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const threshold = radius + noise;
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if (dist < threshold) {
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// Calculate depth (1.0 at center, 0.0 at edge)
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const depth = 1.0 - (dist / radius);
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const key = `${x},${y}`;
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this.lakeMap.set(key, {
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depth: Math.max(0, Math.min(1, depth)),
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lakeId: this.lakes.length,
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biome: lake.biome
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});
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lake.tiles.push({ x, y, depth });
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}
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}
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}
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}
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/**
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* Generate small pond
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*/
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generatePond() {
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// Ponds only in grassland
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const location = this.findLakeLocation('grassland');
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if (!location) return null;
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const pond = {
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x: location.x,
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y: location.y,
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biome: 'grassland',
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size: 3 + Math.floor(Math.random() * 3), // 3-6 tiles
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type: 'pond',
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tiles: []
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};
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this.generateLakeShape(pond);
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return pond;
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}
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/**
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* Generate desert oases
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*/
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generateOases(count) {
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for (let i = 0; i < count; i++) {
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const location = this.findLakeLocation('desert');
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if (!location) continue;
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const oasis = {
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x: location.x,
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y: location.y,
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biome: 'desert',
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size: 4 + Math.floor(Math.random() * 3), // 4-7 tiles
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type: 'oasis',
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tiles: []
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};
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this.generateLakeShape(oasis);
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this.lakes.push(oasis);
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}
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}
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/**
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* Check if tile is lake
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*/
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isLake(x, y) {
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const key = `${x},${y}`;
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return this.lakeMap.has(key);
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}
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/**
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* Get lake data at tile
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*/
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getLakeData(x, y) {
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const key = `${x},${y}`;
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return this.lakeMap.get(key) || null;
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}
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/**
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* Get lake color based on depth and biome
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*/
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getLakeColor(x, y) {
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const data = this.getLakeData(x, y);
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if (!data) return 0x4682B4;
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const biome = data.biome;
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const depth = data.depth;
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// Base colors
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let baseColor;
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switch (biome) {
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case 'forest':
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baseColor = { r: 42, g: 95, b: 79 }; // Dark green
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break;
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case 'swamp':
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baseColor = { r: 61, g: 90, b: 61 }; // Murky
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break;
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case 'desert':
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baseColor = { r: 135, g: 206, b: 235 }; // Oasis blue
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break;
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case 'mountain':
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baseColor = { r: 70, g: 130, b: 180 }; // Mountain blue
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break;
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default:
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baseColor = { r: 30, g: 144, b: 255 }; // Default blue
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}
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// Darken based on depth
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const r = Math.floor(baseColor.r * depth);
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const g = Math.floor(baseColor.g * depth);
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const b = Math.floor(baseColor.b * depth);
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return (r << 16) | (g << 8) | b;
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}
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/**
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* Get statistics
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*/
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getStats() {
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const typeCount = {
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lake: 0,
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pond: 0,
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oasis: 0
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};
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for (const lake of this.lakes) {
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typeCount[lake.type]++;
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}
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return {
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totalLakes: this.lakes.length,
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lakes: typeCount.lake,
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ponds: typeCount.pond,
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oases: typeCount.oasis,
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totalWaterTiles: this.lakeMap.size
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};
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}
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/**
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* Export lake data
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*/
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exportData() {
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return {
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lakes: this.lakes,
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lakeMap: Array.from(this.lakeMap.entries())
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};
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}
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/**
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* Import lake data
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*/
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importData(data) {
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this.lakes = data.lakes || [];
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this.lakeMap = new Map(data.lakeMap || []);
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}
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}
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