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https://github.com/Azgaar/Fantasy-Map-Generator.git
synced 2025-12-22 03:51:23 +01:00
Got the religion generator working, but not the tree. There are cycles being generated
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520551b14c
commit
3d2b32535d
2 changed files with 120 additions and 11 deletions
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@ -212,7 +212,10 @@ function religionsEditorAddLines() {
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<div data-tip="Religion area" class="religionArea hide" style="width: 5em">${si(area) + unit}</div>
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<span data-tip="${populationTip}" class="icon-male hide"></span>
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<div data-tip="${populationTip}" class="religionPopulation hide pointer">${si(population)}</div>
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<span data-tip="Lock religion" class="icon-lock${r.lock ? '' : '-open'} hide"></span>
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<span
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data-tip="Lock religion, will regenerate the origin folk and organized religion if they are not also locked"
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class="icon-lock${r.lock ? '' : '-open'} hide"
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></span>
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<span data-tip="Remove religion" class="icon-trash-empty hide"></span>
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</div>`;
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}
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@ -347,11 +347,51 @@ window.Religions = (function () {
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const cells = pack.cells,
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states = pack.states,
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cultures = pack.cultures;
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const religions = (pack.religions = []);
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// Keep a map of the previous religions per cell for referencing when we restore locked religions
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const prevReligions = {};
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if (cells.religion) {
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cells.religion.forEach((rId, index) => {
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prevReligions[index] = rId;
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})
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}
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cells.religion = new Uint16Array(cells.culture); // cell religion; initially based on culture
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const religionsToRestore = [];
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const restoredCells = [];
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const restoredHeresyCells = [];
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// Restore locked religions to their existing cells
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if (pack.religions) {
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pack.religions.forEach( (religion) => {
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// Keep any locked religions, we will reassign it to a folk or organized religion later
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if (!religion.lock) return;
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// Add all religions we restore after the base cults to keep the index correct
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const id = pack.cultures.length + religionsToRestore.length;
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religionsToRestore.push(religion);
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Object.entries(prevReligions).forEach(([index, rId]) => {
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if (rId !== religion.i) return;
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if (religion.type === "Heresy") {
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restoredHeresyCells.push(parseInt(index));
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} else {
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restoredCells.push(parseInt(index));
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cells.religion[index] = id;
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}
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});
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religion.i = id;
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});
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}
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const religions = (pack.religions = []);
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// add folk religions
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pack.cultures.forEach(c => {
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// If a restored religion exists for this culture, ignore
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if (religionsToRestore.find(r => r.type === "Folk" && r.culture === c.i) !== undefined) return;
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// We already preadded the "no religion" religion
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if (!c.i) return religions.push({i: 0, name: "No religion"});
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if (c.removed) {
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@ -370,6 +410,7 @@ window.Religions = (function () {
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const color = getMixedColor(c.color, 0.1, 0); // `url(#hatch${rand(8,13)})`;
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religions.push({i: c.i, name, color, culture: c.i, type: "Folk", form, deity, center: c.center, origins: [0]});
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});
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religions.push(...religionsToRestore);
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if (religionsInput.value == 0 || pack.cultures.length < 2)
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return religions.filter(r => r.i).forEach(r => (r.code = abbreviate(r.name)));
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@ -379,6 +420,7 @@ window.Religions = (function () {
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burgs.length > +religionsInput.value
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? burgs.sort((a, b) => b.population - a.population).map(b => b.cell)
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: cells.i.filter(i => cells.s[i] > 2).sort((a, b) => cells.s[b] - cells.s[a]);
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const available = [...sorted].filter(cellI => !restoredCells.includes(cellI));
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const religionsTree = d3.quadtree();
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const spacing = (graphWidth + graphHeight) / 6 / religionsInput.value; // base min distance between towns
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const cultsCount = Math.floor((rand(10, 40) / 100) * religionsInput.value);
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@ -391,9 +433,27 @@ window.Religions = (function () {
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return religions.length ? religions.slice(0, max) : [0];
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}
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// Restore the origins of any organized religion that was locked
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pack.religions.forEach(religion => {
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// Ignore if the religion is not locked or not organized
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if (religion.type !== "Organized" || !religion.lock) return;
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// Ignore if the religion already has a valid origin
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if (pack.religions.find(r => religion.origins.includes(r.i) && r.lock) !== undefined) return;
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// Select a random folk religion for the religion
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const culture = cells.culture[religion.center];
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const [x, y] = cells.p[religion.center];
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const isFolkBased = religion.expansion === "culture" || P(0.5);
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const folk = isFolkBased && religions.find(r => r.culture === culture && r.type === "Folk");
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if (folk && religion.expansion === "culture" && folk.name.slice(0, 3) !== "Old") folk.name = "Old " + folk.name;
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religion.origins = folk ? [folk.i] : getReligionsInRadius({x, y, r: 150 / count, max: 2});
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religionsTree.add([x, y]);
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});
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// generate organized religions
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for (let i = 0; religions.length < count && i < 1000; i++) {
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let center = sorted[biased(0, sorted.length - 1, 5)]; // religion center
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let center = available[biased(0, available.length - 1, 5)]; // religion center
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const form = rw(forms.Organized);
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const state = cells.state[center];
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const culture = cells.culture[center];
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@ -439,10 +499,22 @@ window.Religions = (function () {
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religionsTree.add([x, y]);
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}
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// Restore the origins of any cult that was locked
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pack.religions.forEach(religion => {
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// Ignore if the religion is not locked or not organized
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if (religion.type !== "Cult" || !religion.lock) return;
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// Ignore if the religion already has a valid origin
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if (pack.religions.find(r => religion.origins.includes(r.i) && r.lock) !== undefined) return;
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const [x, y] = cells.p[religion.center];
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religion.origins = getReligionsInRadius({x, y, r: 300 / count, max: rand(0, 4)});
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religionsTree.add([x, y]);
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});
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// generate cults
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for (let i = 0; religions.length < count + cultsCount && i < 1000; i++) {
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const form = rw(forms.Cult);
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let center = sorted[biased(0, sorted.length - 1, 1)]; // religion center
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let center = available[biased(0, available.length - 1, 1)]; // religion center
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if (!cells.burg[center] && cells.c[center].some(c => cells.burg[c]))
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center = cells.c[center].find(c => cells.burg[c]);
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const [x, y] = cells.p[center];
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@ -473,7 +545,29 @@ window.Religions = (function () {
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religionsTree.add([x, y]);
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}
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expandReligions();
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expandReligions(restoredCells);
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// Restore the origins of any heresy that was locked
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pack.religions.forEach(religion => {
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// Ignore if the religion is not locked or not organized
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if (religion.type !== "Heresy" || !religion.lock) return;
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const originReligion = [cells.religion[religion.center]];
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// Restore the cells now that all other religions have been processed
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Object.entries(prevReligions).forEach(([index, rId]) => {
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if (rId !== religion.i) return;
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cells.religion[index] = religion.i;
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});
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// Ignore if the religion already has a valid origin
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if (pack.religions.find(r => religion.origins.includes(r.i) && r.lock) !== undefined) return;
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const [x, y] = cells.p[religion.center];
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// Use the religion from the expanded cells, we'll restore the heresies later
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religion.origins = [originReligion];
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religionsTree.add([x, y]);
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});
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// generate heresies
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religions
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@ -512,7 +606,7 @@ window.Religions = (function () {
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}
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});
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expandHeresies();
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expandHeresies(restoredHeresyCells);
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checkCenters();
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TIME && console.timeEnd("generateReligions");
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@ -567,14 +661,14 @@ window.Religions = (function () {
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};
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// growth algorithm to assign cells to religions
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const expandReligions = function () {
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const expandReligions = function (restoredCells) {
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const cells = pack.cells,
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religions = pack.religions;
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const queue = new PriorityQueue({comparator: (a, b) => a.p - b.p});
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const cost = [];
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religions
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.filter(r => r.type === "Organized" || r.type === "Cult")
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.filter(r => !r.lock && (r.type === "Organized" || r.type === "Cult"))
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.forEach(r => {
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cells.religion[r.center] = r.i;
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queue.queue({e: r.center, p: 0, r: r.i, s: cells.state[r.center], c: r.culture});
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@ -583,6 +677,11 @@ window.Religions = (function () {
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const neutral = (cells.i.length / 5000) * 200 * gauss(1, 0.3, 0.2, 2, 2) * neutralInput.value; // limit cost for organized religions growth
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const popCost = d3.max(cells.pop) / 3; // enougth population to spered religion without penalty
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const cellsCost = {};
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restoredCells.forEach(index => {
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// Make the cost of cells with an existing culture so high, they won't get picked
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cellsCost[index] = neutral;
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});
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while (queue.length) {
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const next = queue.dequeue(),
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@ -605,6 +704,7 @@ window.Religions = (function () {
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const waterCost = cells.h[e] < 20 ? (cells.road[e] ? 50 : 1000) : 0;
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const totalCost =
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p +
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(cellsCost[e] || 0) +
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(cultureCost + stateCost + biomeCost + populationCost + heightCost + waterCost) / religions[r].expansionism;
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if (totalCost > neutral) return;
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@ -618,14 +718,14 @@ window.Religions = (function () {
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};
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// growth algorithm to assign cells to heresies
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const expandHeresies = function () {
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const expandHeresies = function (restoredCells) {
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const cells = pack.cells,
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religions = pack.religions;
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const queue = new PriorityQueue({comparator: (a, b) => a.p - b.p});
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const cost = [];
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religions
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.filter(r => r.type === "Heresy")
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.filter(r => !r.lock && r.type === "Heresy")
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.forEach(r => {
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const b = cells.religion[r.center]; // "base" religion id
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cells.religion[r.center] = r.i; // heresy id
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@ -634,6 +734,11 @@ window.Religions = (function () {
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});
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const neutral = (cells.i.length / 5000) * 500 * neutralInput.value; // limit cost for heresies growth
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const cellsCost = {};
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restoredCells.forEach(index => {
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// Make the cost of cells with an existing culture so high, they won't get picked
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cellsCost[index] = neutral;
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});
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while (queue.length) {
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const next = queue.dequeue(),
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@ -648,7 +753,8 @@ window.Religions = (function () {
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const heightCost = Math.max(cells.h[e], 20) - 20;
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const waterCost = cells.h[e] < 20 ? (cells.road[e] ? 50 : 1000) : 0;
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const totalCost =
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p + (religionCost + biomeCost + heightCost + waterCost) / Math.max(religions[r].expansionism, 0.1);
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p + (cellsCost[e] || 0) +
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(religionCost + biomeCost + heightCost + waterCost) / Math.max(religions[r].expansionism, 0.1);
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if (totalCost > neutral) return;
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