f22c5ebbfe
- PHP/MySQL Backend (XAMPP + Produktionsserver) - Front-Controller, API-Endpunkte, Session-Management - Flussmanagement-Simulation (Echtzeit, Punkt-basierter Fluss) - Stadt & Raumplanung (Prototyp, Top-Down Kachelsystem) - Klimawaechter 3D: Deiche kleiner, Baeume kippen, Budget angepasst - persistence.ts: Dualer Speicher (localStorage + Server-API) - 6 Unit-Test-Dateien fuer bestehende Simulationen Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
353 lines
11 KiB
TypeScript
353 lines
11 KiB
TypeScript
/**
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* SIM-12: Flussmanagement — Canvas Renderer
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*
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* Zeichnet eine Landschaft mit Fluss, Vegetation, Siedlung, Auen.
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* Alle visuellen Elemente reagieren auf den Simulationszustand.
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*/
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import type { State, Controls } from './logic'
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export class FlussRenderer {
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private ctx: CanvasRenderingContext2D
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private w: number
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private h: number
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private time = 0
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constructor(private canvas: HTMLCanvasElement) {
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this.ctx = canvas.getContext('2d')!
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this.w = canvas.width
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this.h = canvas.height
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}
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resize(): void {
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const rect = this.canvas.getBoundingClientRect()
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const dpr = window.devicePixelRatio || 1
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this.canvas.width = rect.width * dpr
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this.canvas.height = rect.height * dpr
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this.ctx.scale(dpr, dpr)
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this.w = rect.width
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this.h = rect.height
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}
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render(state: State, controls: Controls): void {
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this.time += 0.02
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const ctx = this.ctx
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const w = this.w
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const h = this.h
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// Hintergrund — Himmel
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const skyGrad = ctx.createLinearGradient(0, 0, 0, h * 0.4)
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skyGrad.addColorStop(0, '#87CEEB')
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skyGrad.addColorStop(1, '#B0E0E6')
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ctx.fillStyle = skyGrad
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ctx.fillRect(0, 0, w, h)
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// Grund — Erde/Gras
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const groundY = h * 0.35
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const groundGrad = ctx.createLinearGradient(0, groundY, 0, h)
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const greenIntensity = Math.round(80 + state.biodiversity * 0.8)
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groundGrad.addColorStop(0, `rgb(${120 - state.soilFertility * 0.3}, ${greenIntensity}, ${60 - state.erosion * 0.3})`)
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groundGrad.addColorStop(1, `rgb(${140 - state.soilFertility * 0.2}, ${100 + state.biodiversity * 0.4}, ${70})`)
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ctx.fillStyle = groundGrad
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ctx.fillRect(0, groundY, w, h - groundY)
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// Berge im Hintergrund
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this.drawMountains(ctx, w, h)
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// Auen-Bereich (wenn freigegeben)
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if (controls.floodplainRelease > 10) {
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this.drawFloodplains(ctx, w, h, controls.floodplainRelease, state)
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}
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// Fluss zeichnen
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this.drawRiver(ctx, w, h, state, controls)
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// Deiche
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if (controls.levees > 10) {
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this.drawLevees(ctx, w, h, controls.levees)
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}
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// Hochwasser-Overlay
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if (state.floodLocal > 50) {
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this.drawFlood(ctx, w, h, state.floodLocal)
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}
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// Vegetation / Baeume (Biodiversitaet)
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this.drawVegetation(ctx, w, h, state.biodiversity, state.soilFertility)
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// Siedlung
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this.drawSettlement(ctx, w, h, state.economy, state.usableLand)
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// Felder (Landwirtschaft)
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this.drawFarms(ctx, w, h, state.soilFertility, controls.irrigation)
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// Erosionsspuren
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if (state.erosion > 40) {
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this.drawErosion(ctx, w, h, state.erosion)
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}
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// Wolken
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this.drawClouds(ctx, w, h)
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}
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private drawMountains(ctx: CanvasRenderingContext2D, w: number, h: number): void {
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const baseY = h * 0.35
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ctx.fillStyle = '#8BA89A'
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ctx.beginPath()
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ctx.moveTo(0, baseY)
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ctx.lineTo(w * 0.1, baseY - h * 0.15)
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ctx.lineTo(w * 0.2, baseY - h * 0.08)
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ctx.lineTo(w * 0.35, baseY - h * 0.2)
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ctx.lineTo(w * 0.5, baseY - h * 0.05)
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ctx.lineTo(w * 0.65, baseY - h * 0.18)
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ctx.lineTo(w * 0.8, baseY - h * 0.1)
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ctx.lineTo(w * 0.9, baseY - h * 0.14)
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ctx.lineTo(w, baseY)
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ctx.closePath()
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ctx.fill()
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// Schneedecke
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ctx.fillStyle = 'rgba(255,255,255,0.5)'
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ctx.beginPath()
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ctx.moveTo(w * 0.33, baseY - h * 0.2)
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ctx.lineTo(w * 0.35, baseY - h * 0.2)
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ctx.lineTo(w * 0.37, baseY - h * 0.17)
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ctx.lineTo(w * 0.31, baseY - h * 0.17)
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ctx.closePath()
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ctx.fill()
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}
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private drawRiver(ctx: CanvasRenderingContext2D, w: number, h: number, state: State, controls: Controls): void {
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const riverWidth = 20 + (100 - controls.straightening) * 0.15
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const meander = (100 - controls.straightening) * 0.4 // Maeander-Amplitude
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const riverY = h * 0.55
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// Flussverlauf (von links nach rechts)
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ctx.beginPath()
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ctx.moveTo(0, riverY)
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const steps = 50
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for (let i = 0; i <= steps; i++) {
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const x = (i / steps) * w
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const progress = i / steps
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const wave = Math.sin(progress * Math.PI * 3 + this.time) * meander
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const y = riverY + wave
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ctx.lineTo(x, y)
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}
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// Untere Kante (Flussbreite)
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for (let i = steps; i >= 0; i--) {
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const x = (i / steps) * w
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const progress = i / steps
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const wave = Math.sin(progress * Math.PI * 3 + this.time) * meander
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const y = riverY + wave + riverWidth
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ctx.lineTo(x, y)
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}
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ctx.closePath()
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// Flussfarbe: klar (biodiversitaet hoch) bis trueb (erosion hoch)
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const clarity = Math.max(0, Math.min(1, (state.biodiversity - state.erosion * 0.5) / 80))
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const r = Math.round(30 + (1 - clarity) * 60)
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const g = Math.round(100 + clarity * 50)
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const b = Math.round(160 + clarity * 40)
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ctx.fillStyle = `rgba(${r}, ${g}, ${b}, 0.85)`
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ctx.fill()
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// Wasseroberflaeche Glanz
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ctx.strokeStyle = 'rgba(255, 255, 255, 0.3)'
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ctx.lineWidth = 1
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for (let i = 0; i < 5; i++) {
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const sx = Math.random() * w
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const sy = riverY + Math.sin(sx / w * Math.PI * 3 + this.time) * meander + riverWidth * 0.3
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ctx.beginPath()
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ctx.moveTo(sx, sy)
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ctx.lineTo(sx + 15 + Math.random() * 20, sy - 1)
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ctx.stroke()
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}
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}
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private drawLevees(ctx: CanvasRenderingContext2D, w: number, h: number, intensity: number): void {
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const leveeH = 3 + intensity * 0.08
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const riverY = h * 0.55
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ctx.fillStyle = '#8B7355'
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// Oberer Deich
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ctx.fillRect(0, riverY - leveeH - 5, w, leveeH)
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// Unterer Deich
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ctx.fillRect(0, riverY + 30, w, leveeH)
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}
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private drawFloodplains(ctx: CanvasRenderingContext2D, w: number, h: number, intensity: number, state: State): void {
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const riverY = h * 0.55
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const extent = intensity * 0.3
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const alpha = 0.15 + intensity * 0.002
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ctx.fillStyle = `rgba(100, 180, 140, ${alpha})`
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// Aue oben
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ctx.fillRect(0, riverY - extent - 20, w, extent)
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// Aue unten
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ctx.fillRect(0, riverY + 35, w, extent)
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// Schilf in den Auen
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if (intensity > 30) {
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ctx.fillStyle = '#5A8A3E'
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for (let i = 0; i < intensity * 0.3; i++) {
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const x = (i * 47 + 20) % w
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const y = riverY - 25 - Math.random() * extent * 0.5
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this.drawReeds(ctx, x, y)
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}
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}
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}
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private drawReeds(ctx: CanvasRenderingContext2D, x: number, y: number): void {
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ctx.save()
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ctx.strokeStyle = '#4A7A2E'
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ctx.lineWidth = 1.5
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for (let i = 0; i < 3; i++) {
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const lean = Math.sin(this.time * 2 + x * 0.1) * 3
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ctx.beginPath()
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ctx.moveTo(x + i * 3, y)
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ctx.quadraticCurveTo(x + i * 3 + lean, y - 8, x + i * 3 + lean * 1.5, y - 15)
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ctx.stroke()
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}
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ctx.restore()
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}
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private drawFlood(ctx: CanvasRenderingContext2D, w: number, h: number, intensity: number): void {
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const alpha = Math.min(0.4, (intensity - 50) / 100)
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const extent = (intensity - 50) * 0.8
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const riverY = h * 0.55
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ctx.fillStyle = `rgba(70, 130, 180, ${alpha})`
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// Ueberflutung breitet sich vom Fluss aus
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ctx.fillRect(0, riverY - extent, w, extent * 2 + 30)
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// Wellenlinien
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ctx.strokeStyle = `rgba(255, 255, 255, ${alpha * 0.5})`
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ctx.lineWidth = 1
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for (let row = 0; row < 3; row++) {
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ctx.beginPath()
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const baseY = riverY - extent + row * extent * 0.6
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for (let x = 0; x < w; x += 5) {
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const y = baseY + Math.sin(x * 0.05 + this.time * 3 + row) * 3
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x === 0 ? ctx.moveTo(x, y) : ctx.lineTo(x, y)
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}
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ctx.stroke()
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}
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}
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private drawVegetation(ctx: CanvasRenderingContext2D, w: number, h: number, biodiversity: number, fertility: number): void {
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const treeCount = Math.floor(biodiversity * 0.15)
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const groundY = h * 0.35
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for (let i = 0; i < treeCount; i++) {
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const seed = i * 137.5 // goldener Winkel fuer Verteilung
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const x = (seed % w)
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const yBase = groundY + 10 + (seed * 7 % (h * 0.15))
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// Nur Baeume die nicht im Flussbereich sind
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if (yBase > h * 0.5 && yBase < h * 0.65) continue
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const treeH = 12 + (fertility * 0.1) + (i % 5) * 2
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const green = Math.round(60 + biodiversity * 0.8 + (i % 3) * 20)
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// Stamm
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ctx.fillStyle = '#6B4423'
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ctx.fillRect(x - 1.5, yBase - treeH * 0.4, 3, treeH * 0.4)
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// Krone
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ctx.fillStyle = `rgb(${40 + (i % 20)}, ${green}, ${30 + (i % 15)})`
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ctx.beginPath()
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ctx.arc(x, yBase - treeH * 0.5, treeH * 0.35, 0, Math.PI * 2)
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ctx.fill()
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}
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}
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private drawSettlement(ctx: CanvasRenderingContext2D, w: number, h: number, economy: number, usableLand: number): void {
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const houseCount = Math.floor(3 + economy * 0.08)
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const startX = w * 0.6
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const baseY = h * 0.42
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for (let i = 0; i < houseCount; i++) {
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const x = startX + (i % 4) * 30 + Math.floor(i / 4) * 15
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const y = baseY + Math.floor(i / 4) * 20
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const houseH = 12 + (economy * 0.05)
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if (x > w - 20) continue
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// Haus
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ctx.fillStyle = i < 3 ? '#D4A574' : '#C4956A'
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ctx.fillRect(x, y - houseH, 16, houseH)
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// Dach
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ctx.fillStyle = '#8B4513'
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ctx.beginPath()
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ctx.moveTo(x - 3, y - houseH)
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ctx.lineTo(x + 8, y - houseH - 8)
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ctx.lineTo(x + 19, y - houseH)
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ctx.closePath()
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ctx.fill()
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// Fenster
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ctx.fillStyle = '#FFF8DC'
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ctx.fillRect(x + 3, y - houseH + 3, 4, 4)
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ctx.fillRect(x + 9, y - houseH + 3, 4, 4)
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}
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}
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private drawFarms(ctx: CanvasRenderingContext2D, w: number, h: number, fertility: number, irrigation: number): void {
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const farmArea = h * 0.75
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const rows = Math.floor(3 + fertility * 0.04)
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for (let r = 0; r < rows; r++) {
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const y = farmArea + r * 12
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const x = w * 0.05 + r * 20
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// Feldstreifen
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const green = Math.round(100 + fertility * 0.8)
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const brown = Math.round(180 - fertility * 0.5)
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ctx.fillStyle = r % 2 === 0
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? `rgb(${brown}, ${green}, 60)`
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: `rgb(${brown - 20}, ${Math.min(180, green + 20)}, 40)`
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ctx.fillRect(x, y, w * 0.25, 8)
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// Bewaesserungskanaele
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if (irrigation > 20) {
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ctx.strokeStyle = 'rgba(70, 130, 200, 0.4)'
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ctx.lineWidth = 1
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ctx.setLineDash([3, 3])
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ctx.beginPath()
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ctx.moveTo(x, y + 4)
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ctx.lineTo(x + w * 0.25, y + 4)
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ctx.stroke()
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ctx.setLineDash([])
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}
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}
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}
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private drawErosion(ctx: CanvasRenderingContext2D, w: number, h: number, erosion: number): void {
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const count = Math.floor((erosion - 40) * 0.2)
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ctx.fillStyle = 'rgba(139, 115, 85, 0.3)'
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for (let i = 0; i < count; i++) {
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const x = (i * 89 + 30) % w
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const y = h * 0.6 + (i * 43 % (h * 0.2))
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ctx.beginPath()
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ctx.ellipse(x, y, 8 + erosion * 0.05, 3, 0.3, 0, Math.PI * 2)
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ctx.fill()
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}
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}
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private drawClouds(ctx: CanvasRenderingContext2D, w: number, h: number): void {
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ctx.fillStyle = 'rgba(255, 255, 255, 0.7)'
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for (let i = 0; i < 3; i++) {
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const cx = (i * 250 + this.time * 15) % (w + 100) - 50
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const cy = 30 + i * 25
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ctx.beginPath()
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ctx.arc(cx, cy, 20, 0, Math.PI * 2)
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ctx.arc(cx + 15, cy - 5, 15, 0, Math.PI * 2)
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ctx.arc(cx + 30, cy, 18, 0, Math.PI * 2)
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ctx.arc(cx - 12, cy + 2, 14, 0, Math.PI * 2)
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ctx.fill()
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}
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}
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}
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