\ Phase 28 Session 5: Rivers & Lakes Complete - RiverSystem + LakeSystem with biome-aware water rendering"
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src/systems/RiverSystem.js
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267
src/systems/RiverSystem.js
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/**
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* 🌊 RIVER SYSTEM
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* Generates and manages rivers across the 500x500 world
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* - Creates flowing rivers from mountains to lakes
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* - Handles river width, curves, and junctions
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* - Biome-aware water coloring
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*/
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export default class RiverSystem {
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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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// River map (stores river type: 'river', 'tributary', 'spring')
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this.riverMap = new Map();
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// River paths (array of segments)
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this.rivers = [];
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// River settings
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this.riverCount = 3; // Number of major rivers
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this.minRiverLength = 50; // Minimum river length
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this.maxRiverLength = 200; // Maximum river length
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this.riverWidth = 2; // Base width (tiles)
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this.tributaryChance = 0.15; // Chance to spawn tributary
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console.log(`🌊 Initializing River System (${worldWidth}x${worldHeight})`);
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}
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/**
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* Generate all rivers
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*/
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generateRivers() {
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console.log(`🌊 Generating ${this.riverCount} rivers...`);
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// 1. Find river sources (springs in mountains)
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const sources = this.findRiverSources();
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// 2. Generate river paths from each source
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for (let i = 0; i < sources.length; i++) {
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const source = sources[i];
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const river = this.generateRiverPath(source, i);
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if (river && river.length > this.minRiverLength) {
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this.rivers.push(river);
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this.markRiverTiles(river);
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}
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}
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console.log(`✅ Generated ${this.rivers.length} rivers with ${this.riverMap.size} water tiles`);
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}
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/**
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* Find river sources (prefer mountains)
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*/
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findRiverSources() {
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const sources = [];
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const attempts = this.riverCount * 3;
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for (let i = 0; i < attempts && sources.length < this.riverCount; i++) {
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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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// Prefer mountain sources, but allow forest
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if (biome === 'mountain' || (biome === 'forest' && Math.random() < 0.3)) {
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// Check not too close to other sources
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const tooClose = sources.some(s =>
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Math.abs(s.x - x) < 100 && Math.abs(s.y - y) < 100
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);
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if (!tooClose) {
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sources.push({ x, y, biome });
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}
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}
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}
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// If not enough, add random sources
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while (sources.length < this.riverCount) {
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sources.push({
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x: Math.floor(Math.random() * this.worldWidth),
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y: Math.floor(Math.random() * this.worldHeight),
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biome: 'forest'
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});
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}
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console.log(`🏔️ Found ${sources.length} river sources:`, sources);
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return sources;
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}
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/**
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* Generate a single river path from source
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*/
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generateRiverPath(source, riverIndex) {
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const path = [];
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let x = source.x;
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let y = source.y;
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// Random target direction (generally downward/outward)
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const targetAngle = Math.random() * Math.PI * 2;
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// River length
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const length = this.minRiverLength + Math.floor(Math.random() * (this.maxRiverLength - this.minRiverLength));
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// Generate path using noise
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for (let step = 0; step < length; step++) {
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// Add current position to path
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path.push({ x: Math.floor(x), y: Math.floor(y) });
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// Check bounds
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if (x < 0 || x >= this.worldWidth || y < 0 || y >= this.worldHeight) {
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break;
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}
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// Check if reached lake
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const biome = this.biomeSystem.getBiomeAt(Math.floor(x), Math.floor(y));
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if (biome === 'swamp' && Math.random() < 0.3) {
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// River ends in swamp lake
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break;
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}
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// Move river forward
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// Add some randomness to create curves
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const noise = (Math.random() - 0.5) * 0.5;
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const angle = targetAngle + noise;
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const dx = Math.cos(angle);
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const dy = Math.sin(angle);
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x += dx;
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y += dy;
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// Occasionally create tributary
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if (Math.random() < this.tributaryChance && path.length > 10) {
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this.createTributary(x, y, 10);
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}
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}
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return path;
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}
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/**
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* Create a small tributary
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*/
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createTributary(startX, startY, length) {
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const path = [];
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let x = startX;
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let y = startY;
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const angle = Math.random() * Math.PI * 2;
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for (let i = 0; i < length; i++) {
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path.push({ x: Math.floor(x), y: Math.floor(y) });
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const noise = (Math.random() - 0.5) * 0.8;
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x += Math.cos(angle + noise);
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y += Math.sin(angle + noise);
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if (x < 0 || x >= this.worldWidth || y < 0 || y >= this.worldHeight) {
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break;
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}
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}
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this.markRiverTiles(path, 'tributary');
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}
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/**
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* Mark river tiles on the river map
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*/
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markRiverTiles(path, type = 'river') {
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for (const point of path) {
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const key = `${point.x},${point.y}`;
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// Main river tile
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this.riverMap.set(key, { type, width: this.riverWidth });
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// Add width (make river wider)
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const width = type === 'tributary' ? 1 : this.riverWidth;
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for (let dy = -width; dy <= width; dy++) {
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for (let dx = -width; dx <= width; dx++) {
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if (dx === 0 && dy === 0) continue;
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// Check if within circle
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const dist = Math.sqrt(dx * dx + dy * dy);
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if (dist <= width) {
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const nx = point.x + dx;
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const ny = point.y + dy;
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if (nx >= 0 && nx < this.worldWidth && ny >= 0 && ny < this.worldHeight) {
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const nkey = `${nx},${ny}`;
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if (!this.riverMap.has(nkey)) {
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this.riverMap.set(nkey, { type: 'riverbank', width });
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}
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}
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}
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}
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}
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}
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}
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/**
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* Check if tile is river
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*/
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isRiver(x, y) {
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const key = `${x},${y}`;
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return this.riverMap.has(key);
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}
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/**
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* Get river data at tile
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*/
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getRiverData(x, y) {
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const key = `${x},${y}`;
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return this.riverMap.get(key) || null;
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}
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/**
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* Get river color based on biome
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*/
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getRiverColor(x, y) {
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const biome = this.biomeSystem.getBiomeAt(x, y);
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switch (biome) {
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case 'forest':
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return 0x2a5f4f; // Dark green water
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case 'swamp':
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return 0x3d5a3d; // Murky swamp water
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case 'desert':
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return 0x87CEEB; // Clear oasis water
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case 'mountain':
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return 0x4682B4; // Cool mountain water
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default:
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return 0x1E90FF; // Default blue water
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}
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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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return {
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riverCount: this.rivers.length,
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totalWaterTiles: this.riverMap.size,
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avgRiverLength: this.rivers.reduce((sum, r) => sum + r.length, 0) / this.rivers.length || 0
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};
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}
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/**
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* Export river data for saving
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*/
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exportData() {
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return {
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rivers: this.rivers,
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riverMap: Array.from(this.riverMap.entries())
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};
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}
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/**
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* Import river data from save
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*/
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importData(data) {
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this.rivers = data.rivers || [];
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this.riverMap = new Map(data.riverMap || []);
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}
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}
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