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refactor: migrate military generator (#1330)
* refactor: migrate military gnerator * fix: build + lint * Update src/modules/military-generator.ts Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * Update src/modules/military-generator.ts Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * Update src/modules/military-generator.ts Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * fix: clean up regiment notes and improve emblem retrieval logic * Update src/modules/military-generator.ts Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> --------- Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
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6 changed files with 658 additions and 436 deletions
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@ -1,406 +0,0 @@
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"use strict";
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window.Military = (function () {
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const generate = function () {
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TIME && console.time("generateMilitary");
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const {cells, states} = pack;
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const {p} = cells;
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const valid = states.filter(s => s.i && !s.removed); // valid states
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if (!options.military) options.military = getDefaultOptions();
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const expn = d3.sum(valid.map(s => s.expansionism)); // total expansion
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const area = d3.sum(valid.map(s => s.area)); // total area
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const rate = {
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x: 0,
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Ally: -0.2,
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Friendly: -0.1,
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Neutral: 0,
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Suspicion: 0.1,
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Enemy: 1,
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Unknown: 0,
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Rival: 0.5,
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Vassal: 0.5,
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Suzerain: -0.5
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};
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const stateModifier = {
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melee: {Nomadic: 0.5, Highland: 1.2, Lake: 1, Naval: 0.7, Hunting: 1.2, River: 1.1},
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ranged: {Nomadic: 0.9, Highland: 1.3, Lake: 1, Naval: 0.8, Hunting: 2, River: 0.8},
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mounted: {Nomadic: 2.3, Highland: 0.6, Lake: 0.7, Naval: 0.3, Hunting: 0.7, River: 0.8},
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machinery: {Nomadic: 0.8, Highland: 1.4, Lake: 1.1, Naval: 1.4, Hunting: 0.4, River: 1.1},
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naval: {Nomadic: 0.5, Highland: 0.5, Lake: 1.2, Naval: 1.8, Hunting: 0.7, River: 1.2},
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armored: {Nomadic: 1, Highland: 0.5, Lake: 1, Naval: 1, Hunting: 0.7, River: 1.1},
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aviation: {Nomadic: 0.5, Highland: 0.5, Lake: 1.2, Naval: 1.2, Hunting: 0.6, River: 1.2},
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magical: {Nomadic: 1, Highland: 2, Lake: 1, Naval: 1, Hunting: 1, River: 1}
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};
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const cellTypeModifier = {
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nomadic: {
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melee: 0.2,
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ranged: 0.5,
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mounted: 3,
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machinery: 0.4,
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naval: 0.3,
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armored: 1.6,
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aviation: 1,
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magical: 0.5
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},
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wetland: {
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melee: 0.8,
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ranged: 2,
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mounted: 0.3,
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machinery: 1.2,
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naval: 1.0,
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armored: 0.2,
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aviation: 0.5,
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magical: 0.5
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},
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highland: {
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melee: 1.2,
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ranged: 1.6,
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mounted: 0.3,
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machinery: 3,
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naval: 1.0,
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armored: 0.8,
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aviation: 0.3,
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magical: 2
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}
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};
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const burgTypeModifier = {
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nomadic: {
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melee: 0.3,
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ranged: 0.8,
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mounted: 3,
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machinery: 0.4,
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naval: 1.0,
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armored: 1.6,
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aviation: 1,
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magical: 0.5
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},
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wetland: {
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melee: 1,
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ranged: 1.6,
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mounted: 0.2,
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machinery: 1.2,
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naval: 1.0,
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armored: 0.2,
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aviation: 0.5,
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magical: 0.5
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},
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highland: {melee: 1.2, ranged: 2, mounted: 0.3, machinery: 3, naval: 1.0, armored: 0.8, aviation: 0.3, magical: 2}
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};
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valid.forEach(s => {
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s.temp = {};
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const d = s.diplomacy;
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const expansionRate = minmax(s.expansionism / expn / (s.area / area), 0.25, 4); // how much state expansionism is realized
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const diplomacyRate = d.some(d => d === "Enemy")
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? 1
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: d.some(d => d === "Rival")
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? 0.8
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: d.some(d => d === "Suspicion")
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? 0.5
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: 0.1; // peacefulness
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const neighborsRateRaw = s.neighbors
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.map(n => (n ? pack.states[n].diplomacy[s.i] : "Suspicion"))
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.reduce((s, r) => (s += rate[r]), 0.5);
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const neighborsRate = minmax(neighborsRateRaw, 0.3, 3); // neighbors rate
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s.alert = minmax(rn(expansionRate * diplomacyRate * neighborsRate, 2), 0.1, 5); // alert rate (area modifier)
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s.temp.platoons = [];
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// apply overall state modifiers for unit types based on state features
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for (const unit of options.military) {
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if (!stateModifier[unit.type]) continue;
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let modifier = stateModifier[unit.type][s.type] || 1;
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if (unit.type === "mounted" && s.formName.includes("Horde")) modifier *= 2;
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else if (unit.type === "naval" && s.form === "Republic") modifier *= 1.2;
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s.temp[unit.name] = modifier * s.alert;
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}
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});
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const getType = cell => {
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if ([1, 2, 3, 4].includes(cells.biome[cell])) return "nomadic";
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if ([7, 8, 9, 12].includes(cells.biome[cell])) return "wetland";
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if (cells.h[cell] >= 70) return "highland";
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return "generic";
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};
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function passUnitLimits(unit, biome, state, culture, religion) {
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if (unit.biomes && !unit.biomes.includes(biome)) return false;
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if (unit.states && !unit.states.includes(state)) return false;
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if (unit.cultures && !unit.cultures.includes(culture)) return false;
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if (unit.religions && !unit.religions.includes(religion)) return false;
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return true;
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}
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// rural cells
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for (const i of cells.i) {
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if (!cells.pop[i]) continue;
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const biome = cells.biome[i];
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const state = cells.state[i];
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const culture = cells.culture[i];
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const religion = cells.religion[i];
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const stateObj = states[state];
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if (!state || stateObj.removed) continue;
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let modifier = cells.pop[i] / 100; // basic rural army in percentages
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if (culture !== stateObj.culture) modifier = stateObj.form === "Union" ? modifier / 1.2 : modifier / 2; // non-dominant culture
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if (religion !== cells.religion[stateObj.center])
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modifier = stateObj.form === "Theocracy" ? modifier / 2.2 : modifier / 1.4; // non-dominant religion
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if (cells.f[i] !== cells.f[stateObj.center])
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modifier = stateObj.type === "Naval" ? modifier / 1.2 : modifier / 1.8; // different landmass
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const type = getType(i);
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for (const unit of options.military) {
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const perc = +unit.rural;
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if (isNaN(perc) || perc <= 0 || !stateObj.temp[unit.name]) continue;
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if (!passUnitLimits(unit, biome, state, culture, religion)) continue;
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if (unit.type === "naval" && !cells.haven[i]) continue; // only near-ocean cells create naval units
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const cellTypeMod = type === "generic" ? 1 : cellTypeModifier[type][unit.type]; // cell specific modifier
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const army = modifier * perc * cellTypeMod; // rural cell army
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const total = rn(army * stateObj.temp[unit.name] * populationRate); // total troops
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if (!total) continue;
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let [x, y] = p[i];
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let n = 0;
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// place naval units to sea
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if (unit.type === "naval") {
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const haven = cells.haven[i];
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[x, y] = p[haven];
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n = 1;
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}
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stateObj.temp.platoons.push({
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cell: i,
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a: total,
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t: total,
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x,
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y,
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u: unit.name,
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n,
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s: unit.separate,
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type: unit.type
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});
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}
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}
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// burgs
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for (const b of pack.burgs) {
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if (!b.i || b.removed || !b.state || !b.population) continue;
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const biome = cells.biome[b.cell];
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const state = b.state;
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const culture = b.culture;
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const religion = cells.religion[b.cell];
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const stateObj = states[state];
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let m = (b.population * urbanization) / 100; // basic urban army in percentages
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if (b.capital) m *= 1.2; // capital has household troops
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if (culture !== stateObj.culture) m = stateObj.form === "Union" ? m / 1.2 : m / 2; // non-dominant culture
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if (religion !== cells.religion[stateObj.center]) m = stateObj.form === "Theocracy" ? m / 2.2 : m / 1.4; // non-dominant religion
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if (cells.f[b.cell] !== cells.f[stateObj.center]) m = stateObj.type === "Naval" ? m / 1.2 : m / 1.8; // different landmass
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const type = getType(b.cell);
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for (const unit of options.military) {
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const perc = +unit.urban;
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if (isNaN(perc) || perc <= 0 || !stateObj.temp[unit.name]) continue;
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if (!passUnitLimits(unit, biome, state, culture, religion)) continue;
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if (unit.type === "naval" && (!b.port || !cells.haven[b.cell])) continue; // only ports create naval units
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const mod = type === "generic" ? 1 : burgTypeModifier[type][unit.type]; // cell specific modifier
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const army = m * perc * mod; // urban cell army
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const total = rn(army * stateObj.temp[unit.name] * populationRate); // total troops
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if (!total) continue;
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let [x, y] = p[b.cell];
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let n = 0;
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// place naval to sea
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if (unit.type === "naval") {
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const haven = cells.haven[b.cell];
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[x, y] = p[haven];
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n = 1;
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}
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stateObj.temp.platoons.push({
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cell: b.cell,
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a: total,
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t: total,
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x,
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y,
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u: unit.name,
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n,
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s: unit.separate,
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type: unit.type
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});
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}
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}
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const expected = 3 * populationRate; // expected regiment size
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const mergeable = (n0, n1) => (!n0.s && !n1.s) || n0.u === n1.u; // check if regiments can be merged
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// remove all existing regiment notes before regenerating
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for (let i = notes.length - 1; i >= 0; i--) {
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if (notes[i].id.startsWith("regiment")) notes.splice(i, 1);
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}
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// get regiments for each state
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valid.forEach(s => {
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s.military = createRegiments(s.temp.platoons, s);
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delete s.temp; // do not store temp data
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});
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function createRegiments(nodes, s) {
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if (!nodes.length) return [];
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nodes.sort((a, b) => a.a - b.a); // form regiments in cells with most troops
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const tree = d3.quadtree(
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nodes,
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d => d.x,
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d => d.y
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);
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nodes.forEach(node => {
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tree.remove(node);
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const overlap = tree.find(node.x, node.y, 20);
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if (overlap && overlap.t && mergeable(node, overlap)) {
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merge(node, overlap);
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return;
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}
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if (node.t > expected) return;
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const r = (expected - node.t) / (node.s ? 40 : 20); // search radius
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const candidates = findAllInQuadtree(node.x, node.y, r, tree);
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for (const c of candidates) {
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if (c.t < expected && mergeable(node, c)) {
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merge(node, c);
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break;
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}
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}
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});
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// add n0 to n1's ultimate parent
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function merge(n0, n1) {
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if (!n1.childen) n1.childen = [n0];
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else n1.childen.push(n0);
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if (n0.childen) n0.childen.forEach(n => n1.childen.push(n));
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n1.t += n0.t;
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n0.t = 0;
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}
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// parse regiments data
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const regiments = nodes
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.filter(n => n.t)
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.sort((a, b) => b.t - a.t)
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.map((r, i) => {
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const u = {};
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u[r.u] = r.a;
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(r.childen || []).forEach(n => (u[n.u] = u[n.u] ? (u[n.u] += n.a) : n.a));
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return {i, a: r.t, cell: r.cell, x: r.x, y: r.y, bx: r.x, by: r.y, u, n: r.n, name, state: s.i};
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});
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// generate name for regiments
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regiments.forEach(r => {
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r.name = getName(r, regiments);
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r.icon = getEmblem(r);
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generateNote(r, s);
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});
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return regiments;
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}
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TIME && console.timeEnd("generateMilitary");
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};
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const getDefaultOptions = function () {
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return [
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{icon: "⚔️", name: "infantry", rural: 0.25, urban: 0.2, crew: 1, power: 1, type: "melee", separate: 0},
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{icon: "🏹", name: "archers", rural: 0.12, urban: 0.2, crew: 1, power: 1, type: "ranged", separate: 0},
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{icon: "🐴", name: "cavalry", rural: 0.12, urban: 0.03, crew: 2, power: 2, type: "mounted", separate: 0},
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{icon: "💣", name: "artillery", rural: 0, urban: 0.03, crew: 8, power: 12, type: "machinery", separate: 0},
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{icon: "🌊", name: "fleet", rural: 0, urban: 0.015, crew: 100, power: 50, type: "naval", separate: 1}
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];
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};
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// utilize si function to make regiment total text fit regiment box
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const getTotal = reg => (reg.a > (reg.n ? 999 : 99999) ? si(reg.a) : reg.a);
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const getName = function (r, regiments) {
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const cells = pack.cells;
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const proper = r.n
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? null
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: cells.province[r.cell] && pack.provinces[cells.province[r.cell]]
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? pack.provinces[cells.province[r.cell]].name
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: cells.burg[r.cell] && pack.burgs[cells.burg[r.cell]]
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? pack.burgs[cells.burg[r.cell]].name
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: null;
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const number = nth(regiments.filter(reg => reg.n === r.n && reg.i < r.i).length + 1);
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const form = r.n ? "Fleet" : "Regiment";
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return `${number}${proper ? ` (${proper}) ` : ` `}${form}`;
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};
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// get default regiment emblem
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const getEmblem = function (r) {
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if (!r.n && !Object.values(r.u).length) return "🔰"; // "Newbie" regiment without troops
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if (
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!r.n &&
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pack.states[r.state].form === "Monarchy" &&
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pack.cells.burg[r.cell] &&
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pack.burgs[pack.cells.burg[r.cell]].capital
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)
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return "👑"; // "Royal" regiment based in capital
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const mainUnit = Object.entries(r.u).sort((a, b) => b[1] - a[1])[0][0]; // unit with more troops in regiment
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const unit = options.military.find(u => u.name === mainUnit);
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return unit.icon;
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};
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const generateNote = function (r, s) {
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const cells = pack.cells;
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const base =
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cells.burg[r.cell] && pack.burgs[cells.burg[r.cell]]
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? pack.burgs[cells.burg[r.cell]].name
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: cells.province[r.cell] && pack.provinces[cells.province[r.cell]]
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? pack.provinces[cells.province[r.cell]].fullName
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: null;
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const station = base ? `${r.name} is ${r.n ? "based" : "stationed"} in ${base}. ` : "";
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const composition = r.a
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? Object.keys(r.u)
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.map(t => `— ${t}: ${r.u[t]}`)
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.join("\r\n")
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: null;
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const troops = composition
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? `\r\n\r\nRegiment composition in ${options.year} ${options.eraShort}:\r\n${composition}.`
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: "";
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const campaign = s.campaigns ? ra(s.campaigns) : null;
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const year = campaign
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? rand(campaign.start, campaign.end || options.year)
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: gauss(options.year - 100, 150, 1, options.year - 6);
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const conflict = campaign ? ` during the ${campaign.name}` : "";
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const legend = `Regiment was formed in ${year} ${options.era}${conflict}. ${station}${troops}`;
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const id = `regiment${s.i}-${r.i}`;
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const existing = notes.find(n => n.id === id);
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if (existing) {
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existing.name = r.name;
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existing.legend = legend;
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} else {
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notes.push({id, name: r.name, legend});
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}
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};
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return {
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generate,
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getDefaultOptions,
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getName,
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generateNote,
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getTotal,
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getEmblem
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};
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})();
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|
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@ -8534,7 +8534,6 @@
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<script defer src="config/heightmap-templates.js"></script>
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<script defer src="config/precreated-heightmaps.js"></script>
|
||||
<script defer src="modules/military-generator.js?v=1.112.3"></script>
|
||||
<script defer src="modules/resample.js?v=1.112.1"></script>
|
||||
<script defer src="libs/alea.min.js?v1.105.0"></script>
|
||||
<script defer src="libs/polylabel.min.js?v1.105.0"></script>
|
||||
|
|
|
|||
|
|
@ -15,5 +15,6 @@ import "./religions-generator";
|
|||
import "./provinces-generator";
|
||||
import "./emblem";
|
||||
import "./ice";
|
||||
import "./military-generator";
|
||||
import "./markers-generator";
|
||||
import "./fonts";
|
||||
|
|
|
|||
630
src/modules/military-generator.ts
Normal file
630
src/modules/military-generator.ts
Normal file
|
|
@ -0,0 +1,630 @@
|
|||
import { quadtree, sum } from "d3";
|
||||
import {
|
||||
findAllInQuadtree,
|
||||
gauss,
|
||||
minmax,
|
||||
nth,
|
||||
ra,
|
||||
rand,
|
||||
rn,
|
||||
si,
|
||||
} from "../utils";
|
||||
import type { State } from "./states-generator";
|
||||
|
||||
declare global {
|
||||
var Military: MilitaryModule;
|
||||
}
|
||||
|
||||
export interface MilitaryRegiment {
|
||||
i: number;
|
||||
t: number; // total troops
|
||||
name: string;
|
||||
a: number; // regiment army
|
||||
s: number; // separate flag (for fleets)
|
||||
cell: number;
|
||||
x: number;
|
||||
y: number;
|
||||
bx: number; // base x (for movement)
|
||||
by: number; // base y (for movement)
|
||||
u: Record<string, number>; // units composition
|
||||
n: number; // naval unit flag
|
||||
type: string; // unit type
|
||||
icon?: string;
|
||||
children?: MilitaryRegiment[]; // merged regiments
|
||||
state: number;
|
||||
angle?: number;
|
||||
}
|
||||
|
||||
interface Platoon {
|
||||
cell: number;
|
||||
a: number; // platoon army
|
||||
t: number; // total troops in platoon
|
||||
x: number;
|
||||
y: number;
|
||||
u: string; // unit type
|
||||
n: number; // naval unit flag
|
||||
s: number; // separate flag (for fleets)
|
||||
type: string; // unit type
|
||||
children?: Platoon[]; // merged platoons
|
||||
}
|
||||
|
||||
class MilitaryModule {
|
||||
generate() {
|
||||
TIME && console.time("generateMilitary");
|
||||
const { cells, states } = pack;
|
||||
const { p } = cells;
|
||||
const valid = states.filter((s) => s.i && !s.removed); // valid states
|
||||
if (!options.military) options.military = this.getDefaultOptions();
|
||||
|
||||
const expn = sum(valid.map((s) => s.expansionism)); // total expansion
|
||||
const area = sum(valid.map((s) => s.area)); // total area
|
||||
const rate = {
|
||||
x: 0,
|
||||
Ally: -0.2,
|
||||
Friendly: -0.1,
|
||||
Neutral: 0,
|
||||
Suspicion: 0.1,
|
||||
Enemy: 1,
|
||||
Unknown: 0,
|
||||
Rival: 0.5,
|
||||
Vassal: 0.5,
|
||||
Suzerain: -0.5,
|
||||
};
|
||||
|
||||
const stateModifier = {
|
||||
melee: {
|
||||
Nomadic: 0.5,
|
||||
Highland: 1.2,
|
||||
Lake: 1,
|
||||
Naval: 0.7,
|
||||
Hunting: 1.2,
|
||||
River: 1.1,
|
||||
},
|
||||
ranged: {
|
||||
Nomadic: 0.9,
|
||||
Highland: 1.3,
|
||||
Lake: 1,
|
||||
Naval: 0.8,
|
||||
Hunting: 2,
|
||||
River: 0.8,
|
||||
},
|
||||
mounted: {
|
||||
Nomadic: 2.3,
|
||||
Highland: 0.6,
|
||||
Lake: 0.7,
|
||||
Naval: 0.3,
|
||||
Hunting: 0.7,
|
||||
River: 0.8,
|
||||
},
|
||||
machinery: {
|
||||
Nomadic: 0.8,
|
||||
Highland: 1.4,
|
||||
Lake: 1.1,
|
||||
Naval: 1.4,
|
||||
Hunting: 0.4,
|
||||
River: 1.1,
|
||||
},
|
||||
naval: {
|
||||
Nomadic: 0.5,
|
||||
Highland: 0.5,
|
||||
Lake: 1.2,
|
||||
Naval: 1.8,
|
||||
Hunting: 0.7,
|
||||
River: 1.2,
|
||||
},
|
||||
armored: {
|
||||
Nomadic: 1,
|
||||
Highland: 0.5,
|
||||
Lake: 1,
|
||||
Naval: 1,
|
||||
Hunting: 0.7,
|
||||
River: 1.1,
|
||||
},
|
||||
aviation: {
|
||||
Nomadic: 0.5,
|
||||
Highland: 0.5,
|
||||
Lake: 1.2,
|
||||
Naval: 1.2,
|
||||
Hunting: 0.6,
|
||||
River: 1.2,
|
||||
},
|
||||
magical: {
|
||||
Nomadic: 1,
|
||||
Highland: 2,
|
||||
Lake: 1,
|
||||
Naval: 1,
|
||||
Hunting: 1,
|
||||
River: 1,
|
||||
},
|
||||
};
|
||||
|
||||
const cellTypeModifier = {
|
||||
nomadic: {
|
||||
melee: 0.2,
|
||||
ranged: 0.5,
|
||||
mounted: 3,
|
||||
machinery: 0.4,
|
||||
naval: 0.3,
|
||||
armored: 1.6,
|
||||
aviation: 1,
|
||||
magical: 0.5,
|
||||
},
|
||||
wetland: {
|
||||
melee: 0.8,
|
||||
ranged: 2,
|
||||
mounted: 0.3,
|
||||
machinery: 1.2,
|
||||
naval: 1.0,
|
||||
armored: 0.2,
|
||||
aviation: 0.5,
|
||||
magical: 0.5,
|
||||
},
|
||||
highland: {
|
||||
melee: 1.2,
|
||||
ranged: 1.6,
|
||||
mounted: 0.3,
|
||||
machinery: 3,
|
||||
naval: 1.0,
|
||||
armored: 0.8,
|
||||
aviation: 0.3,
|
||||
magical: 2,
|
||||
},
|
||||
};
|
||||
|
||||
const burgTypeModifier = {
|
||||
nomadic: {
|
||||
melee: 0.3,
|
||||
ranged: 0.8,
|
||||
mounted: 3,
|
||||
machinery: 0.4,
|
||||
naval: 1.0,
|
||||
armored: 1.6,
|
||||
aviation: 1,
|
||||
magical: 0.5,
|
||||
},
|
||||
wetland: {
|
||||
melee: 1,
|
||||
ranged: 1.6,
|
||||
mounted: 0.2,
|
||||
machinery: 1.2,
|
||||
naval: 1.0,
|
||||
armored: 0.2,
|
||||
aviation: 0.5,
|
||||
magical: 0.5,
|
||||
},
|
||||
highland: {
|
||||
melee: 1.2,
|
||||
ranged: 2,
|
||||
mounted: 0.3,
|
||||
machinery: 3,
|
||||
naval: 1.0,
|
||||
armored: 0.8,
|
||||
aviation: 0.3,
|
||||
magical: 2,
|
||||
},
|
||||
};
|
||||
|
||||
valid.forEach((s) => {
|
||||
s.temp = {};
|
||||
const d = s.diplomacy!;
|
||||
|
||||
const expansionRate = minmax(
|
||||
s.expansionism / expn / (s.area! / area),
|
||||
0.25,
|
||||
4,
|
||||
); // how much state expansionism is realized
|
||||
const diplomacyRate = d.some((d) => d === "Enemy")
|
||||
? 1
|
||||
: d.some((d) => d === "Rival")
|
||||
? 0.8
|
||||
: d.some((d) => d === "Suspicion")
|
||||
? 0.5
|
||||
: 0.1; // peacefulness
|
||||
const neighborsRateRaw = s
|
||||
.neighbors!.map((n) =>
|
||||
n ? pack.states[n].diplomacy![s.i] : "Suspicion",
|
||||
)
|
||||
.reduce((s, r) => s + rate[r as keyof typeof rate], 0.5);
|
||||
const neighborsRate = minmax(neighborsRateRaw, 0.3, 3); // neighbors rate
|
||||
s.alert = minmax(
|
||||
rn(expansionRate * diplomacyRate * neighborsRate, 2),
|
||||
0.1,
|
||||
5,
|
||||
); // alert rate (area modifier)
|
||||
s.temp.platoons = [];
|
||||
|
||||
// apply overall state modifiers for unit types based on state features
|
||||
for (const unit of options.military) {
|
||||
if (!stateModifier[unit.type as keyof typeof stateModifier]) continue;
|
||||
|
||||
let modifier =
|
||||
stateModifier[unit.type as keyof typeof stateModifier][
|
||||
s.type as keyof (typeof stateModifier)[keyof typeof stateModifier]
|
||||
] || 1;
|
||||
if (unit.type === "mounted" && s.formName!.includes("Horde"))
|
||||
modifier *= 2;
|
||||
else if (unit.type === "naval" && s.form === "Republic")
|
||||
modifier *= 1.2;
|
||||
s.temp[unit.name] = modifier * s.alert;
|
||||
}
|
||||
});
|
||||
|
||||
const getType = (cell: number) => {
|
||||
if ([1, 2, 3, 4].includes(cells.biome[cell])) return "nomadic";
|
||||
if ([7, 8, 9, 12].includes(cells.biome[cell])) return "wetland";
|
||||
if (cells.h[cell] >= 70) return "highland";
|
||||
return "generic";
|
||||
};
|
||||
|
||||
function passUnitLimits(
|
||||
unit: any,
|
||||
biome: number,
|
||||
state: number,
|
||||
culture: number,
|
||||
religion: number,
|
||||
) {
|
||||
if (unit.biomes && !unit.biomes.includes(biome)) return false;
|
||||
if (unit.states && !unit.states.includes(state)) return false;
|
||||
if (unit.cultures && !unit.cultures.includes(culture)) return false;
|
||||
if (unit.religions && !unit.religions.includes(religion)) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
// rural cells
|
||||
for (const i of cells.i) {
|
||||
if (!cells.pop[i]) continue;
|
||||
|
||||
const biome = cells.biome[i];
|
||||
const state = cells.state[i];
|
||||
const culture = cells.culture[i];
|
||||
const religion = cells.religion[i];
|
||||
|
||||
const stateObj = states[state];
|
||||
if (!state || stateObj.removed) continue;
|
||||
|
||||
let modifier = cells.pop[i] / 100; // basic rural army in percentages
|
||||
if (culture !== stateObj.culture)
|
||||
modifier = stateObj.form === "Union" ? modifier / 1.2 : modifier / 2; // non-dominant culture
|
||||
if (religion !== cells.religion[stateObj.center])
|
||||
modifier =
|
||||
stateObj.form === "Theocracy" ? modifier / 2.2 : modifier / 1.4; // non-dominant religion
|
||||
if (cells.f[i] !== cells.f[stateObj.center])
|
||||
modifier = stateObj.type === "Naval" ? modifier / 1.2 : modifier / 1.8; // different landmass
|
||||
const type = getType(i);
|
||||
|
||||
for (const unit of options.military) {
|
||||
const perc = +unit.rural;
|
||||
if (Number.isNaN(perc) || perc <= 0 || !stateObj.temp[unit.name])
|
||||
continue;
|
||||
if (!passUnitLimits(unit, biome, state, culture, religion)) continue;
|
||||
if (unit.type === "naval" && !cells.haven[i]) continue; // only near-ocean cells create naval units
|
||||
|
||||
const cellTypeMod =
|
||||
type === "generic"
|
||||
? 1
|
||||
: cellTypeModifier[type as keyof typeof cellTypeModifier][
|
||||
unit.type as keyof (typeof cellTypeModifier)[keyof typeof cellTypeModifier]
|
||||
]; // cell specific modifier
|
||||
const army = modifier * perc * cellTypeMod; // rural cell army
|
||||
const total = rn(army * stateObj.temp[unit.name] * populationRate); // total troops
|
||||
if (!total) continue;
|
||||
|
||||
let [x, y] = p[i];
|
||||
let n = 0;
|
||||
|
||||
// place naval units to sea
|
||||
if (unit.type === "naval") {
|
||||
const haven = cells.haven[i];
|
||||
[x, y] = p[haven];
|
||||
n = 1;
|
||||
}
|
||||
|
||||
stateObj.temp.platoons.push({
|
||||
cell: i,
|
||||
a: total,
|
||||
t: total,
|
||||
x,
|
||||
y,
|
||||
u: unit.name,
|
||||
n,
|
||||
s: unit.separate,
|
||||
type: unit.type,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// burgs
|
||||
for (const b of pack.burgs) {
|
||||
if (!b.i || b.removed || !b.state || !b.population) continue;
|
||||
|
||||
const biome = cells.biome[b.cell];
|
||||
const state = b.state;
|
||||
const culture = b.culture;
|
||||
const religion = cells.religion[b.cell];
|
||||
|
||||
const stateObj = states[state];
|
||||
let m = (b.population * urbanization) / 100; // basic urban army in percentages
|
||||
if (b.capital) m *= 1.2; // capital has household troops
|
||||
if (culture !== stateObj.culture)
|
||||
m = stateObj.form === "Union" ? m / 1.2 : m / 2; // non-dominant culture
|
||||
if (religion !== cells.religion[stateObj.center])
|
||||
m = stateObj.form === "Theocracy" ? m / 2.2 : m / 1.4; // non-dominant religion
|
||||
if (cells.f[b.cell] !== cells.f[stateObj.center])
|
||||
m = stateObj.type === "Naval" ? m / 1.2 : m / 1.8; // different landmass
|
||||
const type = getType(b.cell);
|
||||
|
||||
for (const unit of options.military) {
|
||||
const perc = +unit.urban;
|
||||
if (Number.isNaN(perc) || perc <= 0 || !stateObj.temp[unit.name])
|
||||
continue;
|
||||
if (!passUnitLimits(unit, biome, state, culture!, religion)) continue;
|
||||
if (unit.type === "naval" && (!b.port || !cells.haven[b.cell]))
|
||||
continue; // only ports create naval units
|
||||
|
||||
const mod =
|
||||
type === "generic"
|
||||
? 1
|
||||
: burgTypeModifier[type as keyof typeof burgTypeModifier][
|
||||
unit.type as keyof (typeof burgTypeModifier)[keyof typeof burgTypeModifier]
|
||||
]; // cell specific modifier
|
||||
const army = m * perc * mod; // urban cell army
|
||||
const total = rn(army * stateObj.temp[unit.name] * populationRate); // total troops
|
||||
if (!total) continue;
|
||||
|
||||
let [x, y] = p[b.cell];
|
||||
let n = 0;
|
||||
|
||||
// place naval to sea
|
||||
if (unit.type === "naval") {
|
||||
const haven = cells.haven[b.cell];
|
||||
[x, y] = p[haven];
|
||||
n = 1;
|
||||
}
|
||||
|
||||
stateObj.temp.platoons.push({
|
||||
cell: b.cell,
|
||||
a: total,
|
||||
t: total,
|
||||
x,
|
||||
y,
|
||||
u: unit.name,
|
||||
n,
|
||||
s: unit.separate,
|
||||
type: unit.type,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
const expected = 3 * populationRate; // expected regiment size
|
||||
const mergeable = (
|
||||
n0: { s: number; u: string },
|
||||
n1: { s: number; u: string },
|
||||
) => (!n0.s && !n1.s) || n0.u === n1.u; // check if regiments can be merged
|
||||
const createRegiments = (
|
||||
nodes: Platoon[],
|
||||
s: State,
|
||||
): MilitaryRegiment[] => {
|
||||
if (!nodes.length) return [];
|
||||
nodes.sort((a, b) => a.a - b.a); // form regiments starting from cells with fewest troops
|
||||
const tree = quadtree(
|
||||
nodes,
|
||||
(d) => d.x,
|
||||
(d) => d.y,
|
||||
);
|
||||
|
||||
// add n0 to n1's ultimate parent
|
||||
const merge = (
|
||||
n0: { s: number; u: string; t: number; children?: any[] },
|
||||
n1: { s: number; u: string; t: number; children?: any[] },
|
||||
) => {
|
||||
if (!n1.children) n1.children = [n0];
|
||||
else n1.children.push(n0);
|
||||
if (n0.children)
|
||||
n0.children.forEach((n) => {
|
||||
n1.children!.push(n);
|
||||
});
|
||||
n1.t += n0.t;
|
||||
n0.t = 0;
|
||||
};
|
||||
|
||||
nodes.forEach((node) => {
|
||||
tree.remove(node);
|
||||
const overlap = tree.find(node.x, node.y, 20);
|
||||
if (overlap && overlap.t && mergeable(node, overlap)) {
|
||||
merge(node, overlap);
|
||||
return;
|
||||
}
|
||||
if (node.t > expected) return;
|
||||
const r = (expected - node.t) / (node.s ? 40 : 20); // search radius
|
||||
const candidates = findAllInQuadtree(node.x, node.y, r, tree);
|
||||
for (const c of candidates) {
|
||||
if (c.t < expected && mergeable(node, c)) {
|
||||
merge(node, c);
|
||||
break;
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// parse regiments data
|
||||
const regiments: Omit<MilitaryRegiment, "s" | "t" | "type">[] = nodes
|
||||
.filter((n) => n.t)
|
||||
.sort((a, b) => b.t - a.t)
|
||||
.map((r, i) => {
|
||||
const u: Record<string, number> = {};
|
||||
u[r.u] = r.a;
|
||||
(r.children ?? []).forEach((n) => {
|
||||
u[n.u] = (u[n.u] ?? 0) + n.a;
|
||||
});
|
||||
return {
|
||||
i,
|
||||
a: r.t,
|
||||
cell: r.cell,
|
||||
x: r.x,
|
||||
y: r.y,
|
||||
bx: r.x,
|
||||
by: r.y,
|
||||
u,
|
||||
n: r.n,
|
||||
name: "",
|
||||
state: s.i,
|
||||
};
|
||||
});
|
||||
|
||||
// generate name for regiments
|
||||
regiments.forEach((r: Omit<MilitaryRegiment, "s" | "t" | "type">) => {
|
||||
r.name = this.getName(
|
||||
r as MilitaryRegiment,
|
||||
regiments as MilitaryRegiment[],
|
||||
);
|
||||
r.icon = this.getEmblem(r as MilitaryRegiment);
|
||||
this.generateNote(r as MilitaryRegiment, s);
|
||||
});
|
||||
|
||||
return regiments as MilitaryRegiment[];
|
||||
};
|
||||
|
||||
// remove all existing regiment notes before regenerating
|
||||
for (let i = notes.length - 1; i >= 0; i--) {
|
||||
if (notes[i].id.startsWith("regiment")) notes.splice(i, 1);
|
||||
}
|
||||
|
||||
// get regiments for each state
|
||||
valid.forEach((s) => {
|
||||
s.military = createRegiments(s.temp.platoons, s);
|
||||
delete s.temp; // do not store temp data
|
||||
});
|
||||
|
||||
TIME && console.timeEnd("generateMilitary");
|
||||
}
|
||||
|
||||
getDefaultOptions() {
|
||||
return [
|
||||
{
|
||||
icon: "⚔️",
|
||||
name: "infantry",
|
||||
rural: 0.25,
|
||||
urban: 0.2,
|
||||
crew: 1,
|
||||
power: 1,
|
||||
type: "melee",
|
||||
separate: 0,
|
||||
},
|
||||
{
|
||||
icon: "🏹",
|
||||
name: "archers",
|
||||
rural: 0.12,
|
||||
urban: 0.2,
|
||||
crew: 1,
|
||||
power: 1,
|
||||
type: "ranged",
|
||||
separate: 0,
|
||||
},
|
||||
{
|
||||
icon: "🐴",
|
||||
name: "cavalry",
|
||||
rural: 0.12,
|
||||
urban: 0.03,
|
||||
crew: 2,
|
||||
power: 2,
|
||||
type: "mounted",
|
||||
separate: 0,
|
||||
},
|
||||
{
|
||||
icon: "💣",
|
||||
name: "artillery",
|
||||
rural: 0,
|
||||
urban: 0.03,
|
||||
crew: 8,
|
||||
power: 12,
|
||||
type: "machinery",
|
||||
separate: 0,
|
||||
},
|
||||
{
|
||||
icon: "🌊",
|
||||
name: "fleet",
|
||||
rural: 0,
|
||||
urban: 0.015,
|
||||
crew: 100,
|
||||
power: 50,
|
||||
type: "naval",
|
||||
separate: 1,
|
||||
},
|
||||
];
|
||||
}
|
||||
|
||||
getName(r: MilitaryRegiment, regiments: MilitaryRegiment[]) {
|
||||
const cells = pack.cells;
|
||||
const proper = r.n
|
||||
? null
|
||||
: cells.province[r.cell] && pack.provinces[cells.province[r.cell]]
|
||||
? pack.provinces[cells.province[r.cell]].name
|
||||
: cells.burg[r.cell] && pack.burgs[cells.burg[r.cell]]
|
||||
? pack.burgs[cells.burg[r.cell]].name
|
||||
: null;
|
||||
const number = nth(
|
||||
regiments.filter((reg) => reg.n === r.n && reg.i < r.i).length + 1,
|
||||
);
|
||||
const form = r.n ? "Fleet" : "Regiment";
|
||||
return `${number}${proper ? ` (${proper}) ` : ` `}${form}`;
|
||||
}
|
||||
|
||||
// utilize si function to make regiment total text fit regiment box
|
||||
getTotal(reg: MilitaryRegiment) {
|
||||
return reg.a > (reg.n ? 999 : 99999) ? si(reg.a) : reg.a;
|
||||
}
|
||||
|
||||
generateNote(r: MilitaryRegiment, s: State) {
|
||||
const cells = pack.cells;
|
||||
const base =
|
||||
cells.burg[r.cell] && pack.burgs[cells.burg[r.cell]]
|
||||
? pack.burgs[cells.burg[r.cell]].name
|
||||
: cells.province[r.cell] && pack.provinces[cells.province[r.cell]]
|
||||
? pack.provinces[cells.province[r.cell]].fullName
|
||||
: null;
|
||||
const station = base
|
||||
? `${r.name} is ${r.n ? "based" : "stationed"} in ${base}. `
|
||||
: "";
|
||||
|
||||
const composition = r.a
|
||||
? Object.keys(r.u)
|
||||
.map((t) => `— ${t}: ${r.u[t as keyof typeof r.u]}`)
|
||||
.join("\r\n")
|
||||
: null;
|
||||
const troops = composition
|
||||
? `\r\n\r\nRegiment composition in ${options.year} ${options.eraShort}:\r\n${composition}.`
|
||||
: "";
|
||||
|
||||
const campaign = s.campaigns ? ra(s.campaigns) : null;
|
||||
const year = campaign
|
||||
? rand(campaign.start, campaign.end || options.year)
|
||||
: gauss(options.year - 100, 150, 1, options.year - 6);
|
||||
const conflict = campaign ? ` during the ${campaign.name}` : "";
|
||||
const legend = `Regiment was formed in ${year} ${options.era}${conflict}. ${station}${troops}`;
|
||||
const id = `regiment${s.i}-${r.i}`;
|
||||
const existing = notes.find((n) => n.id === id);
|
||||
if (existing) {
|
||||
existing.name = r.name;
|
||||
existing.legend = legend;
|
||||
} else {
|
||||
notes.push({ id, name: r.name, legend });
|
||||
}
|
||||
}
|
||||
|
||||
// get default regiment emblem
|
||||
getEmblem(r: MilitaryRegiment) {
|
||||
if (!r.n && !Object.values(r.u).length) return "🔰"; // "Newbie" regiment without troops
|
||||
if (
|
||||
!r.n &&
|
||||
pack.states[r.state].form === "Monarchy" &&
|
||||
pack.cells.burg[r.cell] &&
|
||||
pack.burgs[pack.cells.burg[r.cell]].capital
|
||||
)
|
||||
return "👑"; // "Royal" regiment based in capital
|
||||
const mainUnit = Object.entries(r.u).sort((a, b) => b[1] - a[1])[0][0]; // unit with more troops in regiment
|
||||
const unit = options.military.find(
|
||||
(u: { name: string; icon: string }) => u.name === mainUnit,
|
||||
);
|
||||
return unit ? unit.icon : "⚔️";
|
||||
}
|
||||
}
|
||||
window.Military = new MilitaryModule();
|
||||
|
|
@ -52,6 +52,8 @@ export interface State {
|
|||
form?: string;
|
||||
military?: any[];
|
||||
provinces?: number[];
|
||||
temp?: any;
|
||||
alert?: number;
|
||||
}
|
||||
|
||||
class StatesModule {
|
||||
|
|
|
|||
|
|
@ -1,24 +1,13 @@
|
|||
import { color, easeSinInOut, transition } from "d3";
|
||||
import type { MilitaryRegiment } from "../modules/military-generator";
|
||||
import { rn } from "../utils";
|
||||
|
||||
interface Regiment {
|
||||
i: number;
|
||||
name: string;
|
||||
x: number;
|
||||
y: number;
|
||||
n?: number;
|
||||
angle?: number;
|
||||
icon: string;
|
||||
state: number;
|
||||
}
|
||||
|
||||
declare global {
|
||||
var drawMilitary: () => void;
|
||||
var drawRegiments: (regiments: Regiment[], stateId: number) => void;
|
||||
var drawRegiment: (reg: Regiment, stateId: number) => void;
|
||||
var moveRegiment: (reg: Regiment, x: number, y: number) => void;
|
||||
var drawRegiments: (regiments: MilitaryRegiment[], stateId: number) => void;
|
||||
var drawRegiment: (reg: MilitaryRegiment, stateId: number) => void;
|
||||
var moveRegiment: (reg: MilitaryRegiment, x: number, y: number) => void;
|
||||
var armies: import("d3").Selection<SVGGElement, unknown, null, undefined>;
|
||||
var Military: { getTotal: (reg: Regiment) => number };
|
||||
}
|
||||
|
||||
const militaryRenderer = (): void => {
|
||||
|
|
@ -34,12 +23,15 @@ const militaryRenderer = (): void => {
|
|||
TIME && console.timeEnd("drawMilitary");
|
||||
};
|
||||
|
||||
const drawRegimentsRenderer = (regiments: Regiment[], s: number): void => {
|
||||
const drawRegimentsRenderer = (
|
||||
regiments: MilitaryRegiment[],
|
||||
s: number,
|
||||
): void => {
|
||||
const size = +armies.attr("box-size");
|
||||
const w = (d: Regiment) => (d.n ? size * 4 : size * 6);
|
||||
const w = (d: MilitaryRegiment) => (d.n ? size * 4 : size * 6);
|
||||
const h = size * 2;
|
||||
const x = (d: Regiment) => rn(d.x - w(d) / 2, 2);
|
||||
const y = (d: Regiment) => rn(d.y - size, 2);
|
||||
const x = (d: MilitaryRegiment) => rn(d.x - w(d) / 2, 2);
|
||||
const y = (d: MilitaryRegiment) => rn(d.y - size, 2);
|
||||
|
||||
const stateColor = pack.states[s]?.color;
|
||||
const baseColor = stateColor && stateColor[0] === "#" ? stateColor : "#999";
|
||||
|
|
@ -83,9 +75,9 @@ const drawRegimentsRenderer = (regiments: Regiment[], s: number): void => {
|
|||
.attr("x", (d) => x(d) - size)
|
||||
.attr("y", (d) => d.y)
|
||||
.text((d) =>
|
||||
d.icon.startsWith("http") || d.icon.startsWith("data:image")
|
||||
d.icon!.startsWith("http") || d.icon!.startsWith("data:image")
|
||||
? ""
|
||||
: d.icon,
|
||||
: d.icon!,
|
||||
);
|
||||
g.append("image")
|
||||
.attr("class", "regimentImage")
|
||||
|
|
@ -94,13 +86,13 @@ const drawRegimentsRenderer = (regiments: Regiment[], s: number): void => {
|
|||
.attr("height", h)
|
||||
.attr("width", h)
|
||||
.attr("href", (d) =>
|
||||
d.icon.startsWith("http") || d.icon.startsWith("data:image")
|
||||
? d.icon
|
||||
d.icon!.startsWith("http") || d.icon!.startsWith("data:image")
|
||||
? d.icon!
|
||||
: "",
|
||||
);
|
||||
};
|
||||
|
||||
const drawRegimentRenderer = (reg: Regiment, stateId: number): void => {
|
||||
const drawRegimentRenderer = (reg: MilitaryRegiment, stateId: number): void => {
|
||||
const size = +armies.attr("box-size");
|
||||
const w = reg.n ? size * 4 : size * 6;
|
||||
const h = size * 2;
|
||||
|
|
@ -149,9 +141,9 @@ const drawRegimentRenderer = (reg: Regiment, stateId: number): void => {
|
|||
.attr("x", x1 - size)
|
||||
.attr("y", reg.y)
|
||||
.text(
|
||||
reg.icon.startsWith("http") || reg.icon.startsWith("data:image")
|
||||
reg.icon!.startsWith("http") || reg.icon!.startsWith("data:image")
|
||||
? ""
|
||||
: reg.icon,
|
||||
: reg.icon!,
|
||||
);
|
||||
g.append("image")
|
||||
.attr("class", "regimentImage")
|
||||
|
|
@ -161,14 +153,18 @@ const drawRegimentRenderer = (reg: Regiment, stateId: number): void => {
|
|||
.attr("width", h)
|
||||
.attr(
|
||||
"href",
|
||||
reg.icon.startsWith("http") || reg.icon.startsWith("data:image")
|
||||
? reg.icon
|
||||
reg.icon!.startsWith("http") || reg.icon!.startsWith("data:image")
|
||||
? reg.icon!
|
||||
: "",
|
||||
);
|
||||
};
|
||||
|
||||
// move one regiment to another
|
||||
const moveRegimentRenderer = (reg: Regiment, x: number, y: number): void => {
|
||||
const moveRegimentRenderer = (
|
||||
reg: MilitaryRegiment,
|
||||
x: number,
|
||||
y: number,
|
||||
): void => {
|
||||
const el = armies
|
||||
.select(`g#army${reg.state}`)
|
||||
.select(`g#regiment${reg.state}-${reg.i}`);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue