function generateTileFormations(buildings, neighborhood) {
    const tiles = generateTiles({ surface: neighborhood.surface });
    const kdTree = loadKDTree(tiles);
    const formations = {};
    Object.keys(tiles).forEach(id => formations[id] = []);
    neighborhood.getNeighborhoodCentroids({ surface: neighborhood.surface, tiles }).forEach(centroid => {
        const [neighborhoodRadius, neighbors] = findNearest(centroid, kdTree, neighborhood.numTiles, neighborhood.maxRadius, tiles);
        Object.values(neighbors).forEach(neighbor => {
            const id = neighbor.id;
            const replace = !formations[id].length || formations[id] && THREE.Math.randInt(0, 1) == 1;
            if (replace && neighborhood.rules(neighbor)) {
                const { allowedBuildings, subdivisions } = neighborhood.pickBuildings(neighbor, buildings);
                formations[id] = formatN({ n: subdivisions, buildings: allowedBuildings, ...neighbor });
            }
        });
    });
    return formations;
}
// expensive 1-time operation for tileset
expensive 1-time operation for tileset
expensive 1 - time operation for tileset
function generateTileFormations(buildings, neighborhood) {
    const tiles = generateTiles({ surface: neighborhood.surface });
    const kdTree = loadKDTree(tiles);
    const formations = {};
    Object.keys(tiles).forEach(id => formations[id] = []);
    neighborhood.getNeighborhoodCentroids({ surface: neighborhood.surface, tiles }).forEach(centroid => {
        const [neighborhoodRadius, neighbors] = findNearest(centroid, kdTree, neighborhood.numTiles, neighborhood.maxRadius, tiles);
        Object.values(neighbors).forEach(neighbor => {
            const id = neighbor.id;
            const replace = !formations[id].length || formations[id] && THREE.Math.randInt(0, 1) == 1;
            if (replace && neighborhood.rules(neighbor)) {
                const { allowedBuildings, subdivisions } = neighborhood.pickBuildings(neighbor, buildings);
                formations[id] = formatN({ n: subdivisions, buildings: allowedBuildings, ...neighbor });
            }
        });
    });
    return formations;
}
function generateTileFormations ( buildings , neighborhood ) { const tiles = generateTiles ( { surface : neighborhood . surface } ) ; const kdTree = loadKDTree ( tiles ) ; const formations = { } ; Object . keys ( tiles ) . forEach ( id => formations [ id ] = [ ] ) ; neighborhood . getNeighborhoodCentroids ( { surface : neighborhood . surface , tiles } ) . forEach ( centroid => { const [ neighborhoodRadius , neighbors ] = findNearest ( centroid , kdTree , neighborhood . numTiles , neighborhood . maxRadius , tiles ) ; Object . values ( neighbors ) . forEach ( neighbor => { const id = neighbor . id ; const replace = ! formations [ id ] . length || formations [ id ] && THREE . Math . randInt ( 0 , 1 ) == 1 ; if ( replace && neighborhood . rules ( neighbor ) ) { const { allowedBuildings , subdivisions } = neighborhood . pickBuildings ( neighbor , buildings ) ; formations [ id ] = formatN ( { n : subdivisions , buildings : allowedBuildings , ... neighbor } ) ; } } ) ; } ) ; return formations ; }
expensive 1-time operation for tileset
expensive 1 - time operation for tileset