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https://github.com/Azgaar/Fantasy-Map-Generator.git
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custom spread models
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parent
02d0782386
commit
131c19a448
4 changed files with 188 additions and 60 deletions
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@ -10,7 +10,7 @@
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// apply logic on save
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// apply logic on load
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let cells;
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let cells, cellId;
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const getDefault = function () {
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// model: cells eligibility function; chance: chance to get rosource in model-eligible cell
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@ -24,14 +24,14 @@
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{i: 7, name: "Silver", category: "Ore", icon: "resource-silver", color: "#C0C0C0", value: 15, chance: 3, model: "Mountains", bonus: {prestige: 2}},
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{i: 8, name: "Gold", category: "Ore", icon: "resource-gold", color: "#d4af37", value: 30, chance: 1, model: "Headwaters", bonus: {prestige: 3}},
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{i: 9, name: "Grain", category: "Food", icon: "resource-grain", color: "#F5DEB3", value: 1, chance: 15, model: "Biome_habitability", bonus: {population: 4}},
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{i: 10, name: "Сattle", category: "Food", icon: "resource-cattle", color: "#56b000", value: 2, chance: 10, model: "Pastures_and_temperate_forest", bonus: {population: 2}},
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{i: 10, name: "Cattle", category: "Food", icon: "resource-cattle", color: "#56b000", value: 2, chance: 10, model: "Pastures_and_temperate_forest", bonus: {population: 2}},
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{i: 11, name: "Fish", category: "Food", icon: "resource-fish", color: "#7fcdff", value: 1, chance: 5, model: "Marine_and_rivers", bonus: {population: 2}},
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{i: 12, name: "Game", category: "Food", icon: "resource-game", color: "#c38a8a", value: 2, chance: 3, model: "Any_forest", bonus: {archers: 2, population: 1}},
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{i: 13, name: "Wine", category: "Food", icon: "resource-wine", color: "#963e48", value: 3, chance: 4, model: "Tropical_forests", bonus: {population: 1, prestige: 1}},
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{i: 14, name: "Olives", category: "Food", icon: "resource-olives", color: "#BDBD7D", value: 3, chance: 4, model: "Tropical_forests", bonus: {population: 1}},
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{i: 15, name: "Honey", category: "Food", icon: "resource-honey", color: "#DCBC66", value: 4, chance: 3, model: "Temperate_and_boreal_forests", bonus: {population: 1}},
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{i: 16, name: "Salt", category: "Food", icon: "resource-salt", color: "#E5E4E5", value: 5, chance: 4, model: "Arid_land_and_salt_lakes", bonus: {population: 1, defence: 1}},
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{i: 17, name: "Dates", category: "Food", icon: "resource-dates", color: "#dbb2a3", value: 3, chance: 3, model: "Deserts", bonus: {population: 1}},
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{i: 17, name: "Dates", category: "Food", icon: "resource-dates", color: "#dbb2a3", value: 3, chance: 3, model: "Hot_desert", bonus: {population: 1}},
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{i: 18, name: "Horses", category: "Supply", icon: "resource-horses", color: "#ba7447", value: 10, chance: 6, model: "Grassland_and_cold_desert", bonus: {cavalry: 2}},
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{i: 19, name: "Elephants", category: "Supply", icon: "resource-elephants", color: "#C5CACD", value: 15, chance: 2, model: "Hot_biomes", bonus: {cavalry: 1}},
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{i: 20, name: "Camels", category: "Supply", icon: "resource-camels", color: "#C19A6B", value: 13, chance: 4, model: "Deserts", bonus: {cavalry: 1}},
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@ -44,7 +44,7 @@
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{i: 27, name: "Spices", category: "Luxury", icon: "resource-spices", color: "#e99c75", value: 30, chance: 2, model: "Tropical_rainforest", bonus: {prestige: 2}},
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{i: 28, name: "Amber", category: "Luxury", icon: "resource-amber", color: "#e68200", value: 15, chance: 2, model: "Foresty_seashore", bonus: {prestige: 1}},
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{i: 29, name: "Furs", category: "Material", icon: "resource-furs", color: "#8a5e51", value: 13, chance: 2, model: "Boreal_forests", bonus: {prestige: 1}},
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{i: 30, name: "Sheeps", category: "Material", icon: "resource-sheeps", color: "#53b574", value: 2, chance: 5, model: "Pastures_and_temperate_forest", bonus: {infantry: 1}},
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{i: 30, name: "Sheep", category: "Material", icon: "resource-sheeps", color: "#53b574", value: 2, chance: 5, model: "Pastures_and_temperate_forest", bonus: {infantry: 1}},
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{i: 31, name: "Slaves", category: "Supply", icon: "resource-slaves", color: "#757575", value: 10, chance: 3, model: "Less_habitable_seashore", bonus: {population: 2}},
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{i: 32, name: "Tar", category: "Material", icon: "resource-tar", color: "#727272", value: 3, chance: 3, model: "Any_forest", bonus: {fleet: 1}},
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{i: 33, name: "Saltpeter", category: "Material", icon: "resource-saltpeter", color: "#e6e3e3", value: 8, chance: 2, model: "Biome_habitability", bonus: {artillery: 3}},
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@ -58,46 +58,52 @@
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];
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};
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// "0 Marine", "1 Hot Deserts", "2 Cold Deserts", "3 Savanna", "4 Grassland", "5 Tropical seasonal forest", "6 Temperate deciduous forest",
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// "7 Tropical rainforest", "8 Temperate rainforest", "9 Taiga", "10 Tundra", "11 Glacier", "12 Wetland"
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const models = {
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Deciduous_forests: i => [6, 7, 8].includes(cells.biome[i]),
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Any_forest: i => [5, 6, 7, 8, 9].includes(cells.biome[i]),
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Temperate_and_boreal_forests: i => [6, 8, 9].includes(cells.biome[i]),
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Hills: i => cells.h[i] >= 40 || (cells.h[i] >= 30 && !(i % 10)),
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Mountains: i => cells.h[i] >= 60 || (cells.h[i] >= 40 && !(i % 10)),
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Mountains_and_wetlands: i => cells.h[i] >= 60 || (cells.biome[i] === 12 && !(i % 8)),
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Headwaters: i => cells.h[i] >= 40 && cells.r[i],
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Biome_habitability: i => chance(biomesData.habitability[cells.biome[i]]),
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Marine_and_rivers: i => (cells.t[i] < 0 && ["ocean", "freshwater", "salt"].includes(group(i))) || (cells.t[i] > 0 && cells.t[i] < 3 && cells.r[i]),
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Pastures_and_temperate_forest: i => chance(100 - cells.h[i]) && chance([0, 0, 0, 100, 100, 20, 80, 0, 0, 0, 0, 0, 0][cells.biome[i]]),
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Tropical_forests: i => [5, 7].includes(cells.biome[i]),
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Arid_land_and_salt_lakes: i => chance([0, 80, 60, 0, 0, 0, 0, 0, 0, 0, 0, 0, 10][cells.biome[i]]) || group(i) === "salt" || group(i) === "dry",
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Deserts: i => cells.biome[i] === 1 || cells.biome[i] === 2,
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Grassland_and_cold_desert: i => cells.biome[i] === 3 || (!(i % 4) && cells.biome[i] === 2),
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Hot_biomes: i => [1, 3, 5, 7].includes(cells.biome[i]),
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Hot_desert_and_tropical_forest: i => [1, 7].includes(cells.biome[i]),
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Tropical_rainforest: i => cells.biome[i] === 7,
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Tropical_waters: i => cells.t[i] === -1 && temp(i) >= 18,
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Hilly_tropical_rainforest: i => cells.h[i] >= 40 && cells.biome[i] === 7,
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Subtropical_waters: i => cells.t[i] === -1 && temp(i) >= 14,
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Habitable_biome_or_marine: i => biomesData.habitability[cells.biome[i]] || cells.t[i] === -1,
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Foresty_seashore: i => cells.t[i] === 1 && [6, 7, 8, 9].includes(cells.biome[i]),
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Boreal_forests: i => chance([0, 0, 0, 0, 0, 0, 20, 0, 20, 100, 50, 0, 10][cells.biome[i]]),
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Less_habitable_seashore: i => cells.t[i] === 1 && chance([0, 50, 30, 30, 20, 10, 10, 20, 10, 20, 10, 0, 5][cells.biome[i]]),
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Less_habitable_biomes: i => chance([5, 80, 30, 10, 20, 5, 5, 5, 5, 30, 90, 0, 5][cells.biome[i]]),
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Arctic_waters: i => cells.t[i] < 0 && temp(i) < 8
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const defaultModels = {
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Deciduous_forests: 'biome(6, 7, 8)',
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Any_forest: 'biome(5, 6, 7, 8, 9)',
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Temperate_and_boreal_forests: 'biome(6, 8, 9)',
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Hills: 'minHeight(40) || (minHeight(30) && nth(10))',
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Mountains: 'minHeight(60) || (minHeight(40) && nth(10))',
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Mountains_and_wetlands: 'minHeight(60) || (biome(12) && nth(8))',
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Headwaters: 'river() && minHeight(40)',
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Biome_habitability: 'habitability()',
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Marine_and_rivers: 'type("ocean", "freshwater", "salt") || (river() && shore(1, 2))',
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Pastures_and_temperate_forest: '(biome(3, 4) && !elevation()) || (biome(6) && random(70)) || (biome(5) && nth(5))',
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Tropical_forests: 'biome(5, 7)',
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Arid_land_and_salt_lakes: 'type("salt", "dry") || (biome(1, 2) && random(70)) || (biome(12) && nth(10))',
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Hot_desert: 'biome(1)',
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Deserts: 'biome(1, 2)',
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Grassland_and_cold_desert: 'biome(3) || (biome(2) && nth(4))',
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Hot_biomes: 'biome(1, 3, 5, 7)',
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Hot_desert_and_tropical_forest: 'biome(1, 7)',
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Tropical_rainforest: 'biome(7)',
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Tropical_waters: 'shore(-1) && minTemp(18)',
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Hilly_tropical_rainforest: 'minHeight(40) && biome(7)',
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Subtropical_waters: 'shore(-1) && minTemp(14)',
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Habitable_biome_or_marine: 'shore(-1) || habitable()',
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Foresty_seashore: 'shore(1) && biome(6, 7, 8, 9)',
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Boreal_forests: 'biome(9) || (biome(10) && nth(2)) || (biome(6, 8) && nth(5)) || (biome(12) && nth(10))',
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Less_habitable_seashore: 'shore(1) && habitable() && !habitability()',
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Less_habitable_biomes: 'habitable() && !habitability()',
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Arctic_waters: 'biome(0) && maxTemp(7)'
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};
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const chance = v => {
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if (v < 0.01) return false;
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if (v > 99.99) return true;
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return v / 100 > Math.random();
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};
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const temp = i => grid.cells.temp[pack.cells.g[i]];
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const group = i => pack.features[cells.f[i]].group;
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const methods = {
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random: (number) => number >= 100 || number > 0 && number / 100 > Math.random(),
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nth: (number) => !(cellId % number),
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habitable: () => biomesData.habitability[pack.cells.biome[cellId]],
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habitability: () => biomesData.habitability[cells.biome[cellId]] / 100 > Math.random(),
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elevation: () => pack.cells.h[cellId] / 100 > Math.random(),
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biome: (...biomes) => biomes.includes(pack.cells.biome[cellId]),
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minHeight: (heigh) => pack.cells.h[cellId] >= heigh,
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maxHeight: (heigh) => pack.cells.h[cellId] <= heigh,
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minTemp: (temp) => grid.cells.temp[pack.cells.g[cellId]] >= temp,
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maxTemp: (temp) => grid.cells.temp[pack.cells.g[cellId]] <= temp,
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shore: (...rings) => rings.includes(pack.cells.t[cellId]),
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type: (...types) => types.includes(pack.features[cells.f[cellId]].group),
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river: () => pack.cells.r[cellId]
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}
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const allMethods = "{" + Object.keys(methods).join(", ") + "}";
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const generate = function () {
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console.time("generateResources");
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@ -105,19 +111,25 @@
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cells.resource = new Uint8Array(cells.i.length); // resources array [0, 255]
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const resourceMaxCells = Math.ceil((200 * cells.i.length) / 5000);
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if (!pack.resources) pack.resources = getDefault();
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pack.resources.forEach(r => (r.cells = 0));
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pack.resources.forEach(r => {
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r.cells = 0;
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const model = r.custom || defaultModels[r.model];
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r.fn = new Function(allMethods, "return " + model);
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});
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const skipGlaciers = biomesData.habitability[11] === 0;
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const shuffledCells = d3.shuffle(cells.i.slice());
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for (const i of shuffledCells) {
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if (!(i % 10)) d3.shuffle(pack.resources);
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if (skipGlaciers && cells.biome[i] === 11) continue;
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const rnd = Math.random() * 100;
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cellId = i;
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for (const resource of pack.resources) {
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if (resource.cells >= resourceMaxCells) continue;
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if (!models[resource.model](i)) continue;
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if (resource.cells >= resource.chance && rnd > resource.chance) continue;
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if (!resource.fn({...methods})) continue;
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cells.resource[i] = resource.i;
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resource.cells++;
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@ -132,5 +144,5 @@
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const getStroke = color => d3.color(color).darker(2).hex();
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const get = i => pack.resources.find(resource => resource.i === i);
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return {generate, getDefault, getStroke, get};
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return {generate, getDefault, defaultModels, getStroke, get};
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});
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