mirror of
https://github.com/Azgaar/Fantasy-Map-Generator.git
synced 2025-12-22 03:51:23 +01:00
Add the ability to lock states, provinces, cultures, and religions (#902)
* Add the basis for locking everything, code and test the culture locking * Got the religion generator working, but not the tree. There are cycles being generated * Religions work now, including the tree view * Got the states and provinces working as well, all good and ready * Refresh the province editor when regenerating * Implement the versioning steps * Fix the state naming and color changing even when locked * The fix did not work with loaded maps, fix that too * Fix a few more bugs and address the PR feedback * Fix the state expanding event when they're locked bug * Implement some logic to ignore state being locked when regenerating provinces directly.
This commit is contained in:
parent
3883933385
commit
80b8bc89a1
11 changed files with 522 additions and 127 deletions
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@ -1437,7 +1437,9 @@ div.states .icon-trash-empty,
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div.states .icon-eye,
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div.states .icon-pin,
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div.states .icon-flag-empty,
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div.states .icon-cw {
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div.states .icon-cw,
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div.states .icon-lock,
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div.states .icon-lock-open {
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cursor: pointer;
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}
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22
index.html
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index.html
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@ -108,7 +108,7 @@
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}
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</style>
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<link rel="preload" href="index.css?v=1.88.03" as="style" onload="this.onload=null; this.rel='stylesheet'" />
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<link rel="preload" href="index.css?v=1.89.00" as="style" onload="this.onload=null; this.rel='stylesheet'" />
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<link rel="preload" href="icons.css" as="style" onload="this.onload=null; this.rel='stylesheet'" />
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<link rel="preload" href="libs/jquery-ui.css" as="style" onload="this.onload=null; this.rel='stylesheet'" />
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</head>
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@ -2017,11 +2017,11 @@
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</button>
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<button
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id="regenerateStates"
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data-tip="Click to select new capitals and regenerate states. Emblems and military forces will be regenerated as well, burgs will remain as they are"
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data-tip="Click to select new capitals and regenerate unlocked states. Emblems and military forces will be regenerated as well, burgs will remain as they are"
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>
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States
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</button>
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<button id="regenerateProvinces" data-tip="Click to regenerate provinces. States will remain as they are">
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<button id="regenerateProvinces" data-tip="Click to regenerate unlocked provinces. States will remain as they are">
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Provinces
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</button>
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<button
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@ -2031,8 +2031,8 @@
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Burgs
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</button>
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<button id="regenerateEmblems" data-tip="Click to regenerate all emblems">Emblems</button>
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<button id="regenerateReligions" data-tip="Click to regenerate religions">Religions</button>
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<button id="regenerateCultures" data-tip="Click to regenerate cultures">Cultures</button>
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<button id="regenerateReligions" data-tip="Click to regenerate unlocked religions">Religions</button>
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<button id="regenerateCultures" data-tip="Click to regenerate unlocked cultures">Cultures</button>
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<button
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id="regenerateMilitary"
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data-tip="Click to recalculate military forces based on current military options"
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@ -2040,7 +2040,7 @@
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Military
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</button>
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<button id="regenerateIce" data-tip="Click to icebergs and glaciers">Ice</button>
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<button id="regenerateMarkers" data-tip="Click to regenerate markers">
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<button id="regenerateMarkers" data-tip="Click to regenerate unlocked markers">
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Markers <i id="configRegenerateMarkers" class="icon-cog" data-tip="Click to set number multiplier"></i>
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</button>
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<button
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@ -7842,10 +7842,10 @@
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<script src="modules/river-generator.js"></script>
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<script src="modules/lakes.js"></script>
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<script src="modules/names-generator.js?v=1.87.14"></script>
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<script src="modules/cultures-generator.js?v=1.87.14"></script>
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<script src="modules/burgs-and-states.js?v=1.87.10"></script>
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<script src="modules/cultures-generator.js?v=1.89.00"></script>
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<script src="modules/burgs-and-states.js?v=1.89.00"></script>
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<script src="modules/routes-generator.js"></script>
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<script src="modules/religions-generator.js"></script>
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<script src="modules/religions-generator.js?v=1.89.00"></script>
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<script src="modules/military-generator.js"></script>
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<script src="modules/markers-generator.js?v=1.87.13"></script>
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<script src="modules/coa-generator.js"></script>
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@ -7865,10 +7865,10 @@
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<script defer src="modules/relief-icons.js"></script>
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<script defer src="modules/ui/style.js"></script>
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<script defer src="modules/ui/editors.js?v=1.87.07"></script>
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<script defer src="modules/ui/tools.js?v=1.88.05"></script>
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<script defer src="modules/ui/tools.js?v=1.89.00"></script>
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<script defer src="modules/ui/world-configurator.js"></script>
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<script defer src="modules/ui/heightmap-editor.js?v=1.88.03"></script>
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<script defer src="modules/ui/provinces-editor.js"></script>
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<script defer src="modules/ui/provinces-editor.js?v=1.89.00"></script>
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<script defer src="modules/ui/biomes-editor.js"></script>
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<script defer src="modules/ui/namesbase-editor.js?v=1.87.10"></script>
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<script defer src="modules/ui/elevation-profile.js"></script>
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@ -163,6 +163,144 @@ window.BurgsAndStates = (function () {
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}
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};
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const regenerateStates = function() {
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const localSeed = generateSeed();
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Math.random = aleaPRNG(localSeed);
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const statesCount = +regionsOutput.value;
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const burgs = pack.burgs.filter(b => b.i && !b.removed);
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if (!burgs.length) return tip("There are no any burgs to generate states. Please create burgs first", false, "error");
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if (burgs.length < statesCount)
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tip(`Not enough burgs to generate ${statesCount} states. Will generate only ${burgs.length} states`, false, "warn");
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// turn all old capitals into towns, except for the capitals of locked states
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burgs
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.filter(b => b.capital && pack.states.find(s => s.lock && s.capital === b.i) === undefined)
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.forEach(b => {
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moveBurgToGroup(b.i, "towns");
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b.capital = 0;
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});
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// remove emblems
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document.querySelectorAll("[id^=stateCOA]").forEach(el => el.remove());
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document.querySelectorAll("[id^=provinceCOA]").forEach(el => el.remove());
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emblems.selectAll("use").remove();
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unfog();
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if (!statesCount) {
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tip(`Cannot generate zero states. Please check the <i>States Number</i> option`, false, "warn");
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pack.states = pack.states.slice(0, 1); // remove all except of neutrals
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pack.states[0].diplomacy = []; // clear diplomacy
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pack.provinces = [0]; // remove all provinces
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pack.cells.state = new Uint16Array(pack.cells.i.length); // reset cells data
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borders.selectAll("path").remove(); // remove borders
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regions.selectAll("path").remove(); // remove states fill
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labels.select("#states").selectAll("text"); // remove state labels
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defs.select("#textPaths").selectAll("path[id*='stateLabel']").remove(); // remove state labels paths
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if (document.getElementById("burgsOverviewRefresh").offsetParent) burgsOverviewRefresh.click();
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if (document.getElementById("statesEditorRefresh").offsetParent) statesEditorRefresh.click();
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return;
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}
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// burg local ids sorted by a bit randomized population. Also ignore burgs of a locked state.
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const sortedBurgs = burgs
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.filter(b => !pack.states[b.state] || !pack.states[b.state].lock)
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.map((b, i) => [b, b.population * Math.random()])
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.sort((a, b) => b[1] - a[1])
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.map(b => b[0]);
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const capitalsTree = d3.quadtree();
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const neutral = pack.states[0].name; // neutrals name
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const count = Math.min(statesCount, burgs.length) + 1; // +1 for neutral
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let spacing = (graphWidth + graphHeight) / 2 / count; // min distance between capitals
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const states = [];
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// Get all the states to restore
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let statesToRestore = [];
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if (pack.states) {
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pack.states.forEach(state => {
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if (!state.lock) return;
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statesToRestore.push(state)
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});
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}
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d3.range(count).forEach(i => {
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if (!i) {
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states.push({i, name: neutral});
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return;
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}
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// If we still have states to restore from the locks, restore those first and assign them the right ids.
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if (statesToRestore.length) {
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const [toRestore, ...rest] = statesToRestore;
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toRestore.old_i = toRestore.i;
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toRestore.i = i;
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states.push(toRestore);
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// Also reassign the state id of all provinces of this state for locked provinces
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toRestore.provinces.forEach(id => {
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if (!pack.provinces[id]) return;
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pack.provinces[id].state = toRestore.i;
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pack.provinces[id].should_restore = true;
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});
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statesToRestore = rest;
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const {x, y} = burgs[toRestore.capital];
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capitalsTree.add([x, y]);
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return;
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}
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let capital = null;
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for (const burg of sortedBurgs) {
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const {x, y} = burg;
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if (capitalsTree.find(x, y, spacing) === undefined) {
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burg.capital = 1;
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capital = burg;
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capitalsTree.add([x, y]);
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moveBurgToGroup(burg.i, "cities");
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break;
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}
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spacing = Math.max(spacing - 1, 1);
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}
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const culture = capital.culture;
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const basename =
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capital.name.length < 9 && capital.cell % 5 === 0 ? capital.name : Names.getCulture(culture, 3, 6, "", 0);
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const name = Names.getState(basename, culture);
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const nomadic = [1, 2, 3, 4].includes(pack.cells.biome[capital.cell]);
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const type = nomadic
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? "Nomadic"
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: pack.cultures[culture].type === "Nomadic"
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? "Generic"
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: pack.cultures[culture].type;
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const expansionism = rn(Math.random() * powerInput.value + 1, 1);
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const cultureType = pack.cultures[culture].type;
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const coa = COA.generate(capital.coa, 0.3, null, cultureType);
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coa.shield = capital.coa.shield;
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states.push({
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i,
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name,
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type,
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capital: capital.i,
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center: capital.cell,
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culture,
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expansionism,
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coa
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});
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});
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pack.states = states;
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}
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// define burg coordinates, coa, port status and define details
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const specifyBurgs = function () {
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TIME && console.time("specifyBurgs");
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@ -364,6 +502,12 @@ window.BurgsAndStates = (function () {
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TIME && console.time("expandStates");
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const {cells, states, cultures, burgs} = pack;
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const prevStates = {};
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if (cells.state) {
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cells.state.forEach(function (i, index) {
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prevStates[index] = i;
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})
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}
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cells.state = new Uint16Array(cells.i.length);
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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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@ -372,6 +516,17 @@ window.BurgsAndStates = (function () {
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states
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.filter(s => s.i && !s.removed)
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.forEach(s => {
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if (s.lock) {
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Object.entries(prevStates).forEach(function ([index, stateId]) {
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if (stateId === s.old_i) {
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cells.state[index] = s.i;
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cost[index] = neutral;
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}
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});
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return;
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}
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const capitalCell = burgs[s.capital].cell;
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cells.state[capitalCell] = s.i;
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const cultureCenter = cultures[s.culture].center;
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@ -387,6 +542,8 @@ window.BurgsAndStates = (function () {
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cells.c[e].forEach(e => {
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if (cells.state[e] && e === states[cells.state[e]].center) return; // do not overwrite capital cells
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// Do not overwrite cells from a locked state.
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if (states[cells.state[e]].lock) return;
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const cultureCost = culture === cells.culture[e] ? -9 : 100;
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const populationCost = cells.h[e] < 20 ? 0 : cells.s[e] ? Math.max(20 - cells.s[e], 0) : 5000;
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@ -452,10 +609,15 @@ window.BurgsAndStates = (function () {
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for (const i of cells.i) {
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if (cells.h[i] < 20 || cells.burg[i]) continue; // do not overwrite burgs
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if (cells.c[i].some(c => burgs[cells.burg[c]].capital)) continue; // do not overwrite near capital
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if (pack.states[cells.state[i]]?.lock) continue; // Do not overwrite cells of locks states
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const neibs = cells.c[i].filter(c => cells.h[c] >= 20);
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const adversaries = neibs.filter(c => cells.state[c] !== cells.state[i]);
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const adversaries = neibs.filter(
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c => !pack.states[cells.state[c]]?.lock && cells.state[c] !== cells.state[i]
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);
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if (adversaries.length < 2) continue;
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const buddies = neibs.filter(c => cells.state[c] === cells.state[i]);
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const buddies = neibs.filter(
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c => !pack.states[cells.state[c]]?.lock && cells.state[c] === cells.state[i]
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);
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if (buddies.length > 2) continue;
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if (adversaries.length <= buddies.length) continue;
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cells.state[i] = cells.state[adversaries[0]];
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@ -498,7 +660,8 @@ window.BurgsAndStates = (function () {
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const mode = options.stateLabelsMode || "auto";
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for (const s of states) {
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if (!s.i || s.removed || !s.cells || (list && !list.includes(s.i))) continue;
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if (!s.i || s.removed || s.lock || !s.cells || (list && !list.includes(s.i))) continue;
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const used = [];
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const visualCenter = findCell(s.pole[0], s.pole[1]);
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const start = cells.state[visualCenter] === s.i ? visualCenter : s.center;
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@ -600,10 +763,37 @@ window.BurgsAndStates = (function () {
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if (!list) {
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// remove all labels and textpaths
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g.selectAll("text").remove();
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t.selectAll("path[id*='stateLabel']").remove();
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g.selectAll("text").filter((_, i) => {
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const id = g.select(`:nth-child(${i + 1})`).node()?.id;
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if (!id) return true;
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return !pack.states.some(s => s.lock && `${s.old_i}` === id.substring(10));
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}).remove();
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t.selectAll("path[id*='stateLabel']").filter((_, i) => {
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const id = t.select(`:nth-child(${i + 1})`).node()?.id;
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if (!id) return true;
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return !pack.states.some(s => s.lock && `${s.old_i}` === id.substring(19));
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}).remove();
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}
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pack.states.forEach(s => {
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if (!s.lock) return;
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// For locked states, get the name and update its index to keep it in place
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const g = labels.select("#states");
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const t = defs.select("#textPaths");
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const labelNode = g.select(`#stateLabel${s.old_i}`);
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const textNode = t.select(`#textPath_stateLabel${s.old_i}`);
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labelNode
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.attr('id', `stateLabel${s.i}`)
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.select("textPath")
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.attr("xlink:href", `#textPath_stateLabel${s.i}`);
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textNode.attr('id', `textPath_stateLabel${s.i}`);
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});
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const example = g.append("text").attr("x", 0).attr("x", 0).text("Average");
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const letterLength = example.node().getComputedTextLength() / 7; // average length of 1 letter
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@ -752,7 +942,7 @@ window.BurgsAndStates = (function () {
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// assign basic color using greedy coloring algorithm
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pack.states.forEach(s => {
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if (!s.i || s.removed) return;
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if (!s.i || s.removed || s.lock) return;
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const neibs = s.neighbors;
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s.color = colors.find(c => neibs.every(n => pack.states[n].color !== c));
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if (!s.color) s.color = getRandomColor();
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@ -761,7 +951,7 @@ window.BurgsAndStates = (function () {
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// randomize each already used color a bit
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colors.forEach(c => {
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const sameColored = pack.states.filter(s => s.color === c);
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const sameColored = pack.states.filter(s => s.color === c && !s.lock);
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sameColored.forEach((s, d) => {
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if (!d) return;
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s.color = getMixedColor(s.color);
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@ -990,7 +1180,7 @@ window.BurgsAndStates = (function () {
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// select a forms for listed or all valid states
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const defineStateForms = function (list) {
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TIME && console.time("defineStateForms");
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const states = pack.states.filter(s => s.i && !s.removed);
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const states = pack.states.filter(s => s.i && !s.removed && !s.lock);
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if (states.length < 1) return;
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const generic = {Monarchy: 25, Republic: 2, Union: 1};
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@ -1142,13 +1332,26 @@ window.BurgsAndStates = (function () {
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return adjName ? `${getAdjective(s.name)} ${s.formName}` : `${s.formName} of ${s.name}`;
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};
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const generateProvinces = function (regenerate) {
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const generateProvinces = function (
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regenerate = false,
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ignoreLockedStates = false
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) {
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TIME && console.time("generateProvinces");
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const localSeed = regenerate ? generateSeed() : seed;
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Math.random = aleaPRNG(localSeed);
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const {cells, states, burgs} = pack;
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const provinces = (pack.provinces = [0]);
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const provincesToRestore = pack.provinces ?
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pack.provinces.filter(p => p.lock || p.should_restore)
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: [];
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const provinces = (pack.provinces = [0].concat(...provincesToRestore));
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const prevProvinces = {};
|
||||
if (cells.province) {
|
||||
cells.province.forEach((i, index) => {
|
||||
prevProvinces[index] = i;
|
||||
})
|
||||
}
|
||||
cells.province = new Uint16Array(cells.i.length); // cell state
|
||||
const percentage = +provincesInput.value;
|
||||
|
||||
|
|
@ -1170,10 +1373,16 @@ window.BurgsAndStates = (function () {
|
|||
|
||||
// generate provinces for a selected burgs
|
||||
states.forEach(s => {
|
||||
s.provinces = [];
|
||||
s.provinces = s.provinces ? s.provinces.filter(p => p.lock) : [];
|
||||
// Don't regenerate provinces of a locked state
|
||||
if (!ignoreLockedStates && s.lock) return;
|
||||
|
||||
if (!s.i || s.removed) return;
|
||||
const stateBurgs = burgs
|
||||
.filter(b => b.state === s.i && !b.removed)
|
||||
// Filter for burgs of this state that haven't been removed and that are not in a locked province.
|
||||
.filter(b =>
|
||||
b.state === s.i && !b.removed && provincesToRestore.find(p => prevProvinces[b.cell] === p.i) === undefined
|
||||
)
|
||||
.sort((a, b) => b.population * gauss(1, 0.2, 0.5, 1.5, 3) - a.population)
|
||||
.sort((a, b) => b.capital - a.capital);
|
||||
if (stateBurgs.length < 2) return; // at least 2 provinces are required
|
||||
|
|
@ -1200,11 +1409,32 @@ window.BurgsAndStates = (function () {
|
|||
}
|
||||
});
|
||||
|
||||
// Restore the indexes of locked and kept provinces
|
||||
provincesToRestore.forEach((province, index) => {
|
||||
delete province.should_restore;
|
||||
province.old_i = province.i;
|
||||
province.i = index + 1;
|
||||
states[province.state].provinces.push(province.i);
|
||||
});
|
||||
|
||||
// expand generated provinces
|
||||
const queue = new PriorityQueue({comparator: (a, b) => a.p - b.p});
|
||||
const cost = [];
|
||||
provinces.forEach(function (p) {
|
||||
if (!p.i || p.removed) return;
|
||||
|
||||
// Then restore the cells of locked or kept provinces
|
||||
if (p.old_i) {
|
||||
Object.entries(prevProvinces).forEach(function ([index, provId]) {
|
||||
if (provId === p.old_i) {
|
||||
cells.province[index] = p.i;
|
||||
}
|
||||
});
|
||||
|
||||
delete p.old_i;
|
||||
return;
|
||||
}
|
||||
|
||||
cells.province[p.center] = p.i;
|
||||
queue.queue({e: p.center, p: 0, province: p.i, state: p.state});
|
||||
cost[p.center] = 1;
|
||||
|
|
@ -1217,6 +1447,20 @@ window.BurgsAndStates = (function () {
|
|||
province = next.province,
|
||||
state = next.state;
|
||||
cells.c[n].forEach(function (e) {
|
||||
// Do not overwrite cells from a locked state or province.
|
||||
if (
|
||||
(provinces[cells.province[e]] && provinces[cells.province[e]].lock) ||
|
||||
(
|
||||
// For finding if the state is locked, first make sure we care about that
|
||||
// then find the province, the state for the province, and if both are defined,
|
||||
// check the lock.
|
||||
!ignoreLockedStates &&
|
||||
provinces[cells.province[e]] &&
|
||||
states[provinces[cells.province[e]].state] &&
|
||||
states[provinces[cells.province[e]].state].lock
|
||||
)
|
||||
) return;
|
||||
|
||||
const land = cells.h[e] >= 20;
|
||||
if (!land && !cells.t[e]) return; // cannot pass deep ocean
|
||||
if (land && cells.state[e] !== state) return;
|
||||
|
|
@ -1235,7 +1479,18 @@ window.BurgsAndStates = (function () {
|
|||
// justify provinces shapes a bit
|
||||
for (const i of cells.i) {
|
||||
if (cells.burg[i]) continue; // do not overwrite burgs
|
||||
const neibs = cells.c[i].filter(c => cells.state[c] === cells.state[i]).map(c => cells.province[c]);
|
||||
// Do not process any locked provinces or states, if we care about the latter
|
||||
if (
|
||||
pack.provinces[cells.province[i]].lock ||
|
||||
(!ignoreLockedStates && pack.states[cells.state[i]].lock)
|
||||
) continue;
|
||||
// Find neighbors, but ignore any cells from locked states or provinces
|
||||
const neibs = cells.c[i].filter(
|
||||
c =>
|
||||
(ignoreLockedStates || !pack.states[cells.state[c]].lock) &&
|
||||
!pack.provinces[cells.province[c]].lock &&
|
||||
cells.state[c] === cells.state[i]
|
||||
).map(c => cells.province[c]);
|
||||
const adversaries = neibs.filter(c => c !== cells.province[i]);
|
||||
if (adversaries.length < 2) continue;
|
||||
const buddies = neibs.filter(c => c === cells.province[i]).length;
|
||||
|
|
@ -1249,7 +1504,7 @@ window.BurgsAndStates = (function () {
|
|||
// add "wild" provinces if some cells don't have a province assigned
|
||||
const noProvince = Array.from(cells.i).filter(i => cells.state[i] && !cells.province[i]); // cells without province assigned
|
||||
states.forEach(s => {
|
||||
if (!s.provinces.length) return;
|
||||
if (!s.provinces.length || (!ignoreLockedStates && s.lock)) return;
|
||||
|
||||
const coreProvinceNames = s.provinces.map(p => provinces[p]?.name);
|
||||
const colonyNamePool = [s.name, ...coreProvinceNames].filter(name => name && !/new/i.test(name));
|
||||
|
|
@ -1358,6 +1613,7 @@ window.BurgsAndStates = (function () {
|
|||
|
||||
return {
|
||||
generate,
|
||||
regenerateStates,
|
||||
expandStates,
|
||||
normalizeStates,
|
||||
assignColors,
|
||||
|
|
|
|||
|
|
@ -6,6 +6,12 @@ window.Cultures = (function () {
|
|||
const generate = function () {
|
||||
TIME && console.time("generateCultures");
|
||||
cells = pack.cells;
|
||||
const prevCultures = {};
|
||||
if (cells.culture) {
|
||||
cells.culture.forEach(function (cultureId, index) {
|
||||
prevCultures[index] = cultureId;
|
||||
})
|
||||
}
|
||||
cells.culture = new Uint16Array(cells.i.length); // cell cultures
|
||||
let count = Math.min(+culturesInput.value, +culturesSet.selectedOptions[0].dataset.max);
|
||||
|
||||
|
|
@ -51,7 +57,29 @@ window.Cultures = (function () {
|
|||
const emblemShape = document.getElementById("emblemShape").value;
|
||||
|
||||
const codes = [];
|
||||
let unoccupied = [...populated];
|
||||
cultures.forEach(function (c, i) {
|
||||
if (c.lock) {
|
||||
centers.add(c.center);
|
||||
cells.culture[c.center] = i + 1;
|
||||
codes.push(c.code);
|
||||
|
||||
const cultureCells = [];
|
||||
Object.entries(prevCultures).forEach(function ([index, cultureId]) {
|
||||
if (cultureId === c.i) {
|
||||
cells.culture[index] = i + 1;
|
||||
cultureCells.push(parseInt(index));
|
||||
}
|
||||
});
|
||||
|
||||
unoccupied = unoccupied.filter(function (cell) {
|
||||
return !cultureCells.includes(cell);
|
||||
});
|
||||
|
||||
c.i = i + 1;
|
||||
return;
|
||||
}
|
||||
|
||||
const cell = (c.center = placeCenter(c.sort ? c.sort : i => cells.s[i]));
|
||||
centers.add(cells.p[cell]);
|
||||
c.i = i + 1;
|
||||
|
|
@ -70,12 +98,16 @@ window.Cultures = (function () {
|
|||
function placeCenter(v) {
|
||||
let c,
|
||||
spacing = (graphWidth + graphHeight) / 2 / count;
|
||||
const sorted = [...populated].sort((a, b) => v(b) - v(a)),
|
||||
// Only use cells where there are no culture already on that cell, which may happen if a locked culture
|
||||
// was restored. We can be sure that locked cultures will always be first in the list.
|
||||
const sorted = [...unoccupied].sort((a, b) => v(b) - v(a)),
|
||||
max = Math.floor(sorted.length / 2);
|
||||
do {
|
||||
c = sorted[biased(0, max, 5)];
|
||||
spacing *= 0.9;
|
||||
} while (centers.find(cells.p[c][0], cells.p[c][1], spacing) !== undefined);
|
||||
} while (
|
||||
centers.find(cells.p[c][0], cells.p[c][1], spacing) !== undefined
|
||||
);
|
||||
return c;
|
||||
}
|
||||
|
||||
|
|
@ -98,6 +130,12 @@ window.Cultures = (function () {
|
|||
const count = Math.min(c, def.length);
|
||||
const cultures = [];
|
||||
|
||||
if (pack.cultures) {
|
||||
pack.cultures.forEach(function (culture) {
|
||||
if (culture.lock) cultures.push(culture);
|
||||
});
|
||||
}
|
||||
|
||||
for (let culture, rnd, i = 0; cultures.length < count && i < 200; i++) {
|
||||
do {
|
||||
rnd = rand(def.length - 1);
|
||||
|
|
@ -481,7 +519,7 @@ window.Cultures = (function () {
|
|||
|
||||
const queue = new PriorityQueue({comparator: (a, b) => a.p - b.p});
|
||||
pack.cultures.forEach(function (c) {
|
||||
if (!c.i || c.removed) return;
|
||||
if (!c.i || c.removed || c.lock) return;
|
||||
queue.queue({e: c.center, p: 0, c: c.i});
|
||||
});
|
||||
|
||||
|
|
@ -494,6 +532,8 @@ window.Cultures = (function () {
|
|||
c = next.c;
|
||||
const type = pack.cultures[c].type;
|
||||
cells.c[n].forEach(function (e) {
|
||||
if (pack.cultures[cells.culture[e]]?.lock) return;
|
||||
|
||||
const biome = cells.biome[e];
|
||||
const biomeCost = getBiomeCost(c, biome, type);
|
||||
const biomeChangeCost = biome === cells.biome[n] ? 0 : 20; // penalty on biome change
|
||||
|
|
|
|||
|
|
@ -228,6 +228,7 @@ function culturesEditorAddLines() {
|
|||
style="width: 5em">${si(population)}</div>
|
||||
<span data-tip="Click to re-generate names for burgs with this culture assigned" class="icon-arrows-cw hide"></span>
|
||||
${getShapeOptions(selectShape, c.shield)}
|
||||
<span data-tip="Lock culture" class="icon-lock${c.lock ? '' : '-open'} hide"></span>
|
||||
<span data-tip="Remove culture" class="icon-trash-empty hide"></span>
|
||||
</div>`;
|
||||
}
|
||||
|
|
@ -257,6 +258,8 @@ function culturesEditorAddLines() {
|
|||
$body.querySelectorAll("div > div.culturePopulation").forEach($el => $el.on("click", changePopulation));
|
||||
$body.querySelectorAll("div > span.icon-arrows-cw").forEach($el => $el.on("click", cultureRegenerateBurgs));
|
||||
$body.querySelectorAll("div > span.icon-trash-empty").forEach($el => $el.on("click", cultureRemovePrompt));
|
||||
$body.querySelectorAll("div > span.icon-lock").forEach($el => $el.on("click", updateLockStatus));
|
||||
$body.querySelectorAll("div > span.icon-lock-open").forEach($el => $el.on("click", updateLockStatus));
|
||||
|
||||
const $culturesHeader = byId("culturesHeader");
|
||||
$culturesHeader.querySelector("div[data-sortby='emblems']").style.display = selectShape ? "inline-block" : "none";
|
||||
|
|
@ -928,3 +931,15 @@ async function uploadCulturesData() {
|
|||
drawCultures();
|
||||
refreshCulturesEditor();
|
||||
}
|
||||
|
||||
function updateLockStatus() {
|
||||
if (customization) return;
|
||||
|
||||
const cultureId = +this.parentNode.dataset.id;
|
||||
const classList = this.classList;
|
||||
const c = pack.cultures[cultureId];
|
||||
c.lock = !c.lock;
|
||||
|
||||
classList.toggle("icon-lock-open");
|
||||
classList.toggle("icon-lock");
|
||||
}
|
||||
|
|
|
|||
|
|
@ -212,6 +212,10 @@ function religionsEditorAddLines() {
|
|||
<div data-tip="Religion area" class="religionArea hide" style="width: 5em">${si(area) + unit}</div>
|
||||
<span data-tip="${populationTip}" class="icon-male hide"></span>
|
||||
<div data-tip="${populationTip}" class="religionPopulation hide pointer">${si(population)}</div>
|
||||
<span
|
||||
data-tip="Lock religion, will regenerate the origin folk and organized religion if they are not also locked"
|
||||
class="icon-lock${r.lock ? '' : '-open'} hide"
|
||||
></span>
|
||||
<span data-tip="Remove religion" class="icon-trash-empty hide"></span>
|
||||
</div>`;
|
||||
}
|
||||
|
|
@ -242,6 +246,8 @@ function religionsEditorAddLines() {
|
|||
$body.querySelectorAll("div > span.icon-arrows-cw").forEach(el => el.on("click", regenerateDeity));
|
||||
$body.querySelectorAll("div > div.religionPopulation").forEach(el => el.on("click", changePopulation));
|
||||
$body.querySelectorAll("div > span.icon-trash-empty").forEach(el => el.on("click", religionRemovePrompt));
|
||||
$body.querySelectorAll("div > span.icon-lock").forEach($el => $el.on("click", updateLockStatus));
|
||||
$body.querySelectorAll("div > span.icon-lock-open").forEach($el => $el.on("click", updateLockStatus));
|
||||
|
||||
if ($body.dataset.type === "percentage") {
|
||||
$body.dataset.type = "absolute";
|
||||
|
|
@ -755,3 +761,15 @@ function closeReligionsEditor() {
|
|||
exitReligionsManualAssignment("close");
|
||||
exitAddReligionMode();
|
||||
}
|
||||
|
||||
function updateLockStatus() {
|
||||
if (customization) return;
|
||||
|
||||
const religionId = +this.parentNode.dataset.id;
|
||||
const classList = this.classList;
|
||||
const r = pack.religions[religionId];
|
||||
r.lock = !r.lock;
|
||||
|
||||
classList.toggle("icon-lock-open");
|
||||
classList.toggle("icon-lock");
|
||||
}
|
||||
|
|
|
|||
|
|
@ -153,6 +153,7 @@ function addListeners() {
|
|||
else if (classList.contains("statePopulation")) changePopulation(stateId);
|
||||
else if (classList.contains("icon-pin")) toggleFog(stateId, classList);
|
||||
else if (classList.contains("icon-trash-empty")) stateRemovePrompt(stateId);
|
||||
else if (classList.contains("icon-lock") || classList.contains("icon-lock-open")) updateLockStatus(stateId, classList);
|
||||
});
|
||||
|
||||
$body.on("input", function (ev) {
|
||||
|
|
@ -288,6 +289,7 @@ function statesEditorAddLines() {
|
|||
<span data-tip="Cells count" class="icon-check-empty ${hidden} show hide"></span>
|
||||
<div data-tip="Cells count" class="stateCells ${hidden} show hide">${s.cells}</div>
|
||||
<span data-tip="Toggle state focus" class="icon-pin ${focused ? "" : " inactive"} hide"></span>
|
||||
<span data-tip="Lock the state" class="icon-lock${s.lock ? '' : '-open'} hide"></span>
|
||||
<span data-tip="Remove the state" class="icon-trash-empty hide"></span>
|
||||
</div>`;
|
||||
}
|
||||
|
|
@ -1362,3 +1364,11 @@ function closeStatesEditor() {
|
|||
debug.selectAll(".highlight").remove();
|
||||
$body.innerHTML = "";
|
||||
}
|
||||
|
||||
function updateLockStatus(stateId, classList) {
|
||||
const s = pack.states[stateId];
|
||||
s.lock = !s.lock;
|
||||
|
||||
classList.toggle("icon-lock-open");
|
||||
classList.toggle("icon-lock");
|
||||
}
|
||||
|
|
|
|||
|
|
@ -347,11 +347,62 @@ window.Religions = (function () {
|
|||
const cells = pack.cells,
|
||||
states = pack.states,
|
||||
cultures = pack.cultures;
|
||||
const religions = (pack.religions = []);
|
||||
|
||||
// Keep a map of the previous religions per cell for referencing when we restore locked religions
|
||||
const prevReligions = {};
|
||||
if (cells.religion) {
|
||||
cells.religion.forEach((rId, index) => {
|
||||
prevReligions[index] = rId;
|
||||
})
|
||||
}
|
||||
cells.religion = new Uint16Array(cells.culture); // cell religion; initially based on culture
|
||||
|
||||
const religionsToRestore = [];
|
||||
const folkToRestore = [];
|
||||
const restoredCells = [];
|
||||
const restoredHeresyCells = [];
|
||||
// Restore locked religions to their existing cells
|
||||
if (pack.religions) {
|
||||
pack.religions.forEach( (religion) => {
|
||||
// Keep any locked religions, we will reassign it to a folk or organized religion later
|
||||
if (!religion.lock) return;
|
||||
|
||||
// Add all religions we restore after the base cults to keep the index correct
|
||||
// Keep folk religion at the same index since we should restore them during the culture parsing
|
||||
const id = religion.type === 'Folk' ? religion.i : pack.cultures.length + religionsToRestore.length;
|
||||
|
||||
Object.entries(prevReligions).forEach(([index, rId]) => {
|
||||
if (rId !== religion.i) return;
|
||||
|
||||
if (religion.type === "Heresy") {
|
||||
restoredHeresyCells.push(parseInt(index));
|
||||
religion.old_i = religion.i;
|
||||
} else {
|
||||
restoredCells.push(parseInt(index));
|
||||
cells.religion[index] = id;
|
||||
}
|
||||
});
|
||||
|
||||
if (religion.type === 'Folk') {
|
||||
folkToRestore.push(religion);
|
||||
} else {
|
||||
religionsToRestore.push(religion);
|
||||
religion.i = id;
|
||||
}
|
||||
});
|
||||
}
|
||||
const religions = (pack.religions = []);
|
||||
|
||||
// add folk religions
|
||||
pack.cultures.forEach(c => {
|
||||
// If a restored religion exists for this culture, move it to this position
|
||||
const existingFolkReligion = folkToRestore.find(r => r.culture === c.i);
|
||||
if (existingFolkReligion !== undefined) {
|
||||
religions.push(existingFolkReligion);
|
||||
return;
|
||||
}
|
||||
|
||||
// We already preadded the "no religion" religion
|
||||
if (!c.i) return religions.push({i: 0, name: "No religion"});
|
||||
|
||||
if (c.removed) {
|
||||
|
|
@ -370,6 +421,7 @@ window.Religions = (function () {
|
|||
const color = getMixedColor(c.color, 0.1, 0); // `url(#hatch${rand(8,13)})`;
|
||||
religions.push({i: c.i, name, color, culture: c.i, type: "Folk", form, deity, center: c.center, origins: [0]});
|
||||
});
|
||||
religions.push(...religionsToRestore);
|
||||
|
||||
if (religionsInput.value == 0 || pack.cultures.length < 2)
|
||||
return religions.filter(r => r.i).forEach(r => (r.code = abbreviate(r.name)));
|
||||
|
|
@ -379,6 +431,7 @@ window.Religions = (function () {
|
|||
burgs.length > +religionsInput.value
|
||||
? burgs.sort((a, b) => b.population - a.population).map(b => b.cell)
|
||||
: cells.i.filter(i => cells.s[i] > 2).sort((a, b) => cells.s[b] - cells.s[a]);
|
||||
const available = [...sorted].filter(cellI => !restoredCells.includes(cellI));
|
||||
const religionsTree = d3.quadtree();
|
||||
const spacing = (graphWidth + graphHeight) / 6 / religionsInput.value; // base min distance between towns
|
||||
const cultsCount = Math.floor((rand(10, 40) / 100) * religionsInput.value);
|
||||
|
|
@ -391,9 +444,35 @@ window.Religions = (function () {
|
|||
return religions.length ? religions.slice(0, max) : [0];
|
||||
}
|
||||
|
||||
// Restore the origins of any organized religion that was locked
|
||||
pack.religions.forEach(religion => {
|
||||
// Ignore if the religion is not locked or not organized
|
||||
if (religion.type !== "Organized" || !religion.lock) return;
|
||||
// Ignore if the religion already has a valid origin
|
||||
if (pack.religions.find(r => r.i !== religion.i && religion.origins.includes(r.i) && r.lock) !== undefined)
|
||||
return;
|
||||
|
||||
// Select a random folk religion for the religion
|
||||
const culture = cells.culture[religion.center];
|
||||
const [x, y] = cells.p[religion.center];
|
||||
const isFolkBased = religion.expansion === "culture" || P(0.5);
|
||||
const folk = isFolkBased && religions.find(r => r.i !== religion.i && r.culture === culture && r.type === "Folk");
|
||||
if (folk && religion.expansion === "culture" && folk.name.slice(0, 3) !== "Old") folk.name = "Old " + folk.name;
|
||||
|
||||
// have a counter here to adjust the search range and make sure we can find a religion
|
||||
let runs = 1;
|
||||
do {
|
||||
// Run the search until we have at least one source religion that is not the current religion.
|
||||
religion.origins = folk ? [folk.i] : getReligionsInRadius({x, y, r: (150 * runs) / count, max: 2})
|
||||
.filter(r => r !== religion.i);
|
||||
runs++;
|
||||
} while (!religion.origins.length)
|
||||
religionsTree.add([x, y]);
|
||||
});
|
||||
|
||||
// generate organized religions
|
||||
for (let i = 0; religions.length < count && i < 1000; i++) {
|
||||
let center = sorted[biased(0, sorted.length - 1, 5)]; // religion center
|
||||
let center = available[biased(0, available.length - 1, 5)]; // religion center
|
||||
const form = rw(forms.Organized);
|
||||
const state = cells.state[center];
|
||||
const culture = cells.culture[center];
|
||||
|
|
@ -439,10 +518,30 @@ window.Religions = (function () {
|
|||
religionsTree.add([x, y]);
|
||||
}
|
||||
|
||||
// Restore the origins of any cult that was locked
|
||||
pack.religions.forEach(religion => {
|
||||
// Ignore if the religion is not locked or not organized
|
||||
if (religion.type !== "Cult" || !religion.lock) return;
|
||||
// Ignore if the religion already has a valid origin
|
||||
if (pack.religions.find(r => r.i !== religion.i && religion.origins.includes(r.i) && r.lock) !== undefined)
|
||||
return;
|
||||
|
||||
const [x, y] = cells.p[religion.center];
|
||||
// have a counter here to adjust the search range and make sure we can find a religion
|
||||
let runs = 1;
|
||||
do {
|
||||
// Run the search until we have at least one source religion that is not the current religion.
|
||||
religion.origins = getReligionsInRadius({x, y, r: (300 * runs) / count, max: rand(0, 4)})
|
||||
.filter(r => r !== religion.i);
|
||||
runs++;
|
||||
} while (!religion.origins.length)
|
||||
religionsTree.add([x, y]);
|
||||
});
|
||||
|
||||
// generate cults
|
||||
for (let i = 0; religions.length < count + cultsCount && i < 1000; i++) {
|
||||
const form = rw(forms.Cult);
|
||||
let center = sorted[biased(0, sorted.length - 1, 1)]; // religion center
|
||||
let center = available[biased(0, available.length - 1, 1)]; // religion center
|
||||
if (!cells.burg[center] && cells.c[center].some(c => cells.burg[c]))
|
||||
center = cells.c[center].find(c => cells.burg[c]);
|
||||
const [x, y] = cells.p[center];
|
||||
|
|
@ -473,7 +572,32 @@ window.Religions = (function () {
|
|||
religionsTree.add([x, y]);
|
||||
}
|
||||
|
||||
expandReligions();
|
||||
expandReligions(restoredCells);
|
||||
|
||||
// Restore the origins of any heresy that was locked
|
||||
pack.religions.forEach(religion => {
|
||||
// Ignore if the religion is not locked or not organized
|
||||
if (religion.type !== "Heresy" || !religion.lock) return;
|
||||
|
||||
const originReligion = cells.religion[religion.center];
|
||||
// Restore the cells now that all other religions have been processed
|
||||
Object.entries(prevReligions).forEach(([index, rId]) => {
|
||||
if (rId !== religion.old_i) return;
|
||||
|
||||
cells.religion[parseInt(index)] = religion.i;
|
||||
});
|
||||
|
||||
delete religion.old_i;
|
||||
|
||||
// Ignore if the religion already has a valid origin
|
||||
if (pack.religions.find(r => r.i !== religion.i && religion.origins.includes(r.i) && r.lock) !== undefined)
|
||||
return;
|
||||
|
||||
const [x, y] = cells.p[religion.center];
|
||||
// Use the religion from the expanded cells, we'll restore the heresies later
|
||||
religion.origins = [originReligion];
|
||||
religionsTree.add([x, y]);
|
||||
});
|
||||
|
||||
// generate heresies
|
||||
religions
|
||||
|
|
@ -512,7 +636,7 @@ window.Religions = (function () {
|
|||
}
|
||||
});
|
||||
|
||||
expandHeresies();
|
||||
expandHeresies([...restoredCells, ...restoredHeresyCells]);
|
||||
checkCenters();
|
||||
|
||||
TIME && console.timeEnd("generateReligions");
|
||||
|
|
@ -567,14 +691,14 @@ window.Religions = (function () {
|
|||
};
|
||||
|
||||
// growth algorithm to assign cells to religions
|
||||
const expandReligions = function () {
|
||||
const expandReligions = function (restoredCells) {
|
||||
const cells = pack.cells,
|
||||
religions = pack.religions;
|
||||
const queue = new PriorityQueue({comparator: (a, b) => a.p - b.p});
|
||||
const cost = [];
|
||||
|
||||
religions
|
||||
.filter(r => r.type === "Organized" || r.type === "Cult")
|
||||
.filter(r => !r.lock && (r.type === "Organized" || r.type === "Cult"))
|
||||
.forEach(r => {
|
||||
cells.religion[r.center] = r.i;
|
||||
queue.queue({e: r.center, p: 0, r: r.i, s: cells.state[r.center], c: r.culture});
|
||||
|
|
@ -596,6 +720,7 @@ window.Religions = (function () {
|
|||
cells.c[n].forEach(function (e) {
|
||||
if (expansion === "culture" && c !== cells.culture[e]) return;
|
||||
if (expansion === "state" && s !== cells.state[e]) return;
|
||||
if (restoredCells.includes(e)) return;
|
||||
|
||||
const cultureCost = c !== cells.culture[e] ? 10 : 0;
|
||||
const stateCost = s !== cells.state[e] ? 10 : 0;
|
||||
|
|
@ -618,14 +743,14 @@ window.Religions = (function () {
|
|||
};
|
||||
|
||||
// growth algorithm to assign cells to heresies
|
||||
const expandHeresies = function () {
|
||||
const expandHeresies = function (restoredCells) {
|
||||
const cells = pack.cells,
|
||||
religions = pack.religions;
|
||||
const queue = new PriorityQueue({comparator: (a, b) => a.p - b.p});
|
||||
const cost = [];
|
||||
|
||||
religions
|
||||
.filter(r => r.type === "Heresy")
|
||||
.filter(r => !r.lock && r.type === "Heresy")
|
||||
.forEach(r => {
|
||||
const b = cells.religion[r.center]; // "base" religion id
|
||||
cells.religion[r.center] = r.i; // heresy id
|
||||
|
|
@ -643,6 +768,8 @@ window.Religions = (function () {
|
|||
b = next.b;
|
||||
|
||||
cells.c[n].forEach(function (e) {
|
||||
if (restoredCells.includes(e)) return;
|
||||
|
||||
const religionCost = cells.religion[e] === b ? 0 : 2000;
|
||||
const biomeCost = cells.road[e] ? 0 : biomesData.cost[cells.biome[e]];
|
||||
const heightCost = Math.max(cells.h[e], 20) - 20;
|
||||
|
|
|
|||
|
|
@ -53,6 +53,7 @@ function editProvinces() {
|
|||
else if (cl.contains("culturePopulation")) changePopulation(p);
|
||||
else if (cl.contains("icon-pin")) toggleFog(p, cl);
|
||||
else if (cl.contains("icon-trash-empty")) removeProvince(p);
|
||||
else if (cl.contains("icon-lock") || cl.contains("icon-lock-open")) updateLockStatus(p, cl);
|
||||
});
|
||||
|
||||
body.addEventListener("change", function (ev) {
|
||||
|
|
@ -163,6 +164,7 @@ function editProvinces() {
|
|||
class="icon-flag-empty ${separable ? "" : "placeholder"} hide"
|
||||
></span>
|
||||
<span data-tip="Toggle province focus" class="icon-pin ${focused ? "" : " inactive"} hide"></span>
|
||||
<span data-tip="Lock the province" class="icon-lock${p.lock ? '' : '-open'} hide"></span>
|
||||
<span data-tip="Remove the province" class="icon-trash-empty hide"></span>
|
||||
</div>`;
|
||||
}
|
||||
|
|
@ -1086,3 +1088,11 @@ function editProvinces() {
|
|||
if (customization === 12) exitAddProvinceMode();
|
||||
}
|
||||
}
|
||||
|
||||
function updateLockStatus(provinceId, classList) {
|
||||
const p = pack.provinces[provinceId];
|
||||
p.lock = !p.lock;
|
||||
|
||||
classList.toggle("icon-lock-open");
|
||||
classList.toggle("icon-lock");
|
||||
}
|
||||
|
|
|
|||
|
|
@ -138,93 +138,7 @@ function recalculatePopulation() {
|
|||
}
|
||||
|
||||
function regenerateStates() {
|
||||
const localSeed = generateSeed();
|
||||
Math.random = aleaPRNG(localSeed);
|
||||
|
||||
const statesCount = +regionsOutput.value;
|
||||
const burgs = pack.burgs.filter(b => b.i && !b.removed);
|
||||
if (!burgs.length) return tip("There are no any burgs to generate states. Please create burgs first", false, "error");
|
||||
if (burgs.length < statesCount)
|
||||
tip(`Not enough burgs to generate ${statesCount} states. Will generate only ${burgs.length} states`, false, "warn");
|
||||
|
||||
// turn all old capitals into towns
|
||||
burgs
|
||||
.filter(b => b.capital)
|
||||
.forEach(b => {
|
||||
moveBurgToGroup(b.i, "towns");
|
||||
b.capital = 0;
|
||||
});
|
||||
|
||||
// remove emblems
|
||||
document.querySelectorAll("[id^=stateCOA]").forEach(el => el.remove());
|
||||
document.querySelectorAll("[id^=provinceCOA]").forEach(el => el.remove());
|
||||
emblems.selectAll("use").remove();
|
||||
|
||||
unfog();
|
||||
|
||||
if (!statesCount) {
|
||||
tip(`Cannot generate zero states. Please check the <i>States Number</i> option`, false, "warn");
|
||||
pack.states = pack.states.slice(0, 1); // remove all except of neutrals
|
||||
pack.states[0].diplomacy = []; // clear diplomacy
|
||||
pack.provinces = [0]; // remove all provinces
|
||||
pack.cells.state = new Uint16Array(pack.cells.i.length); // reset cells data
|
||||
borders.selectAll("path").remove(); // remove borders
|
||||
regions.selectAll("path").remove(); // remove states fill
|
||||
labels.select("#states").selectAll("text"); // remove state labels
|
||||
defs.select("#textPaths").selectAll("path[id*='stateLabel']").remove(); // remove state labels paths
|
||||
|
||||
if (document.getElementById("burgsOverviewRefresh").offsetParent) burgsOverviewRefresh.click();
|
||||
if (document.getElementById("statesEditorRefresh").offsetParent) statesEditorRefresh.click();
|
||||
return;
|
||||
}
|
||||
|
||||
// burg local ids sorted by a bit randomized population:
|
||||
const sortedBurgs = burgs
|
||||
.map((b, i) => [b, b.population * Math.random()])
|
||||
.sort((a, b) => b[1] - a[1])
|
||||
.map(b => b[0]);
|
||||
const capitalsTree = d3.quadtree();
|
||||
|
||||
const neutral = pack.states[0].name; // neutrals name
|
||||
const count = Math.min(statesCount, burgs.length) + 1; // +1 for neutral
|
||||
let spacing = (graphWidth + graphHeight) / 2 / count; // min distance between capitals
|
||||
|
||||
pack.states = d3.range(count).map(i => {
|
||||
if (!i) return {i, name: neutral};
|
||||
|
||||
let capital = null;
|
||||
for (const burg of sortedBurgs) {
|
||||
const {x, y} = burg;
|
||||
if (capitalsTree.find(x, y, spacing) === undefined) {
|
||||
burg.capital = 1;
|
||||
capital = burg;
|
||||
capitalsTree.add([x, y]);
|
||||
moveBurgToGroup(burg.i, "cities");
|
||||
break;
|
||||
}
|
||||
|
||||
spacing = Math.max(spacing - 1, 1);
|
||||
}
|
||||
|
||||
const culture = capital.culture;
|
||||
const basename =
|
||||
capital.name.length < 9 && capital.cell % 5 === 0 ? capital.name : Names.getCulture(culture, 3, 6, "", 0);
|
||||
const name = Names.getState(basename, culture);
|
||||
const nomadic = [1, 2, 3, 4].includes(pack.cells.biome[capital.cell]);
|
||||
const type = nomadic
|
||||
? "Nomadic"
|
||||
: pack.cultures[culture].type === "Nomadic"
|
||||
? "Generic"
|
||||
: pack.cultures[culture].type;
|
||||
const expansionism = rn(Math.random() * powerInput.value + 1, 1);
|
||||
|
||||
const cultureType = pack.cultures[culture].type;
|
||||
const coa = COA.generate(capital.coa, 0.3, null, cultureType);
|
||||
coa.shield = capital.coa.shield;
|
||||
|
||||
return {i, name, type, capital: capital.i, center: capital.cell, culture, expansionism, coa};
|
||||
});
|
||||
|
||||
BurgsAndStates.regenerateStates();
|
||||
BurgsAndStates.expandStates();
|
||||
BurgsAndStates.normalizeStates();
|
||||
BurgsAndStates.collectStatistics();
|
||||
|
|
@ -249,7 +163,7 @@ function regenerateStates() {
|
|||
function regenerateProvinces() {
|
||||
unfog();
|
||||
|
||||
BurgsAndStates.generateProvinces(true);
|
||||
BurgsAndStates.generateProvinces(true, true);
|
||||
drawBorders();
|
||||
if (layerIsOn("toggleProvinces")) drawProvinces();
|
||||
|
||||
|
|
@ -257,6 +171,7 @@ function regenerateProvinces() {
|
|||
document.querySelectorAll("[id^=provinceCOA]").forEach(el => el.remove());
|
||||
emblems.selectAll("use").remove();
|
||||
if (layerIsOn("toggleEmblems")) drawEmblems();
|
||||
refreshAllEditors();
|
||||
}
|
||||
|
||||
function regenerateBurgs() {
|
||||
|
|
@ -403,6 +318,7 @@ function regenerateReligions() {
|
|||
Religions.generate();
|
||||
if (!layerIsOn("toggleReligions")) toggleReligions();
|
||||
else drawReligions();
|
||||
refreshAllEditors();
|
||||
}
|
||||
|
||||
function regenerateCultures() {
|
||||
|
|
|
|||
|
|
@ -1,7 +1,7 @@
|
|||
"use strict";
|
||||
|
||||
// version and caching control
|
||||
const version = "1.88.05"; // generator version, update each time
|
||||
const version = "1.89.00"; // generator version, update each time
|
||||
|
||||
{
|
||||
document.title += " v" + version;
|
||||
|
|
@ -28,6 +28,7 @@ const version = "1.88.05"; // generator version, update each time
|
|||
|
||||
<ul>
|
||||
<strong>Latest changes:</strong>
|
||||
<li>Can now lock states, provinces, cultures, and religions from being regenerated</li>
|
||||
<li>Heightmap brushes: linear edit option</li>
|
||||
<li>Data Charts screen</li>
|
||||
<li>Сultures and religions can have multiple parents in hierarchy tree</li>
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue