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refactor: migrate military gnerator
This commit is contained in:
parent
cff57dc4c8
commit
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5 changed files with 620 additions and 395 deletions
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@ -1,394 +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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// 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] &&
|
|
||||||
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 => u.name === mainUnit);
|
|
||||||
return unit.icon;
|
|
||||||
};
|
|
||||||
|
|
||||||
const generateNote = function (r, s) {
|
|
||||||
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]}`)
|
|
||||||
.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}`;
|
|
||||||
notes.push({id: `regiment${s.i}-${r.i}`, name: r.name, legend});
|
|
||||||
};
|
|
||||||
|
|
||||||
return {
|
|
||||||
generate,
|
|
||||||
getDefaultOptions,
|
|
||||||
getName,
|
|
||||||
generateNote,
|
|
||||||
getTotal,
|
|
||||||
getEmblem
|
|
||||||
};
|
|
||||||
})();
|
|
||||||
|
|
@ -8494,7 +8494,6 @@
|
||||||
|
|
||||||
<script defer src="config/heightmap-templates.js"></script>
|
<script defer src="config/heightmap-templates.js"></script>
|
||||||
<script defer src="config/precreated-heightmaps.js"></script>
|
<script defer src="config/precreated-heightmaps.js"></script>
|
||||||
<script defer src="modules/military-generator.js?v=1.107.0"></script>
|
|
||||||
<script defer src="modules/markers-generator.js?v=1.107.0"></script>
|
<script defer src="modules/markers-generator.js?v=1.107.0"></script>
|
||||||
<script defer src="modules/resample.js?v=1.112.1"></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/alea.min.js?v1.105.0"></script>
|
||||||
|
|
|
||||||
|
|
@ -15,3 +15,4 @@ import "./religions-generator";
|
||||||
import "./provinces-generator";
|
import "./provinces-generator";
|
||||||
import "./emblem";
|
import "./emblem";
|
||||||
import "./ice";
|
import "./ice";
|
||||||
|
import "./military-generator";
|
||||||
|
|
|
||||||
617
src/modules/military-generator.ts
Normal file
617
src/modules/military-generator.ts
Normal file
|
|
@ -0,0 +1,617 @@
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
|
||||||
|
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 in cells with most 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[];
|
||||||
|
};
|
||||||
|
// 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}`;
|
||||||
|
notes.push({ id: `regiment${s.i}-${r.i}`, 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 }) => u.name === mainUnit,
|
||||||
|
);
|
||||||
|
return unit.icon;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
window.Military = new MilitaryModule();
|
||||||
|
|
@ -52,6 +52,8 @@ export interface State {
|
||||||
form?: string;
|
form?: string;
|
||||||
military?: any[];
|
military?: any[];
|
||||||
provinces?: number[];
|
provinces?: number[];
|
||||||
|
temp?: any;
|
||||||
|
alert?: number;
|
||||||
}
|
}
|
||||||
|
|
||||||
class StatesModule {
|
class StatesModule {
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue