fix: states regeneration when some states are locked

This commit is contained in:
Azgaar 2023-06-23 11:58:56 +04:00
parent 04b6d479b2
commit 3f25484367
3 changed files with 28 additions and 16 deletions

View file

@ -7871,7 +7871,7 @@
<script defer src="modules/relief-icons.js"></script>
<script defer src="modules/ui/style.js"></script>
<script defer src="modules/ui/editors.js?v=1.89.12"></script>
<script defer src="modules/ui/tools.js?v=1.89.24"></script>
<script defer src="modules/ui/tools.js?v=1.89.27"></script>
<script defer src="modules/ui/world-configurator.js"></script>
<script defer src="modules/ui/heightmap-editor.js?v=1.89.06"></script>
<script defer src="modules/ui/provinces-editor.js?v=1.89.00"></script>

View file

@ -137,7 +137,10 @@ function recalculatePopulation() {
}
function regenerateStates() {
recreateStates();
const newStates = recreateStates();
if (!newStates) return;
pack.states = newStates;
BurgsAndStates.expandStates();
BurgsAndStates.normalizeStates();
BurgsAndStates.collectStatistics();
@ -165,21 +168,32 @@ function recreateStates() {
Math.random = aleaPRNG(localSeed);
const statesCount = +regionsOutput.value;
if (!statesCount) {
tip(`<i>States Number</i> option value is zero. No counties are generated`, false, "error");
return null;
}
const validBurgs = pack.burgs.filter(b => b.i && !b.removed);
if (!validBurgs.length) {
tip("There are no any burgs to generate states. Please create burgs first", false, "error");
return null;
}
if (!validBurgs.length)
return tip("There are no any burgs to generate states. Please create burgs first", false, "error");
if (validBurgs.length < statesCount)
tip(
`Not enough burgs to generate ${statesCount} states. Will generate only ${validBurgs.length} states`,
false,
"warn"
);
if (validBurgs.length < statesCount) {
const message = `Not enough burgs to generate ${statesCount} states. Will generate only ${validBurgs.length} states`;
tip(message, false, "warn");
}
const lockedStates = pack.states.filter(s => s.i && !s.removed && s.lock);
const validStates = pack.states.filter(s => s.i && !s.removed);
const lockedStates = validStates.filter(s => s.lock);
const lockedStatesIds = lockedStates.map(s => s.i);
const lockedStatesCapitals = lockedStates.map(s => s.capital);
if (lockedStates.length === validStates.length) {
tip("Unable to regenerate as all states are locked", false, "error");
return null;
}
// turn all old capitals into towns, except for the capitals of locked states
for (const burg of validBurgs) {
if (!burg.capital) continue;
@ -229,7 +243,7 @@ function recreateStates() {
// restore locked states
lockedStates.forEach(state => {
const newId = newStates.length;
const {x, y} = validBurgs[state.capital];
const {x, y} = pack.burgs[state.capital];
capitalsTree.add([x, y]);
// update label id reference
@ -300,9 +314,7 @@ function recreateStates() {
newStates.push({i, name, type, capital: capital.i, center: capital.cell, culture, expansionism, coa});
}
if (!statesCount) tip(`<i>States Number</i> option is set to zero. No counties are generated`, false, "warn");
pack.states = newStates;
return newStates;
}
function regenerateProvinces() {

View file

@ -1,7 +1,7 @@
"use strict";
// version and caching control
const version = "1.89.26"; // generator version, update each time
const version = "1.89.27"; // generator version, update each time
{
document.title += " v" + version;