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https://github.com/Azgaar/Fantasy-Map-Generator.git
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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.
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3883933385
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11 changed files with 522 additions and 127 deletions
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@ -347,11 +347,62 @@ window.Religions = (function () {
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const cells = pack.cells,
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states = pack.states,
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cultures = pack.cultures;
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const religions = (pack.religions = []);
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// Keep a map of the previous religions per cell for referencing when we restore locked religions
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const prevReligions = {};
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if (cells.religion) {
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cells.religion.forEach((rId, index) => {
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prevReligions[index] = rId;
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})
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}
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cells.religion = new Uint16Array(cells.culture); // cell religion; initially based on culture
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const religionsToRestore = [];
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const folkToRestore = [];
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const restoredCells = [];
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const restoredHeresyCells = [];
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// Restore locked religions to their existing cells
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if (pack.religions) {
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pack.religions.forEach( (religion) => {
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// Keep any locked religions, we will reassign it to a folk or organized religion later
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if (!religion.lock) return;
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// Add all religions we restore after the base cults to keep the index correct
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// Keep folk religion at the same index since we should restore them during the culture parsing
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const id = religion.type === 'Folk' ? religion.i : pack.cultures.length + religionsToRestore.length;
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Object.entries(prevReligions).forEach(([index, rId]) => {
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if (rId !== religion.i) return;
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if (religion.type === "Heresy") {
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restoredHeresyCells.push(parseInt(index));
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religion.old_i = religion.i;
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} else {
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restoredCells.push(parseInt(index));
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cells.religion[index] = id;
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}
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});
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if (religion.type === 'Folk') {
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folkToRestore.push(religion);
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} else {
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religionsToRestore.push(religion);
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religion.i = id;
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}
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});
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}
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const religions = (pack.religions = []);
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// add folk religions
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pack.cultures.forEach(c => {
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// If a restored religion exists for this culture, move it to this position
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const existingFolkReligion = folkToRestore.find(r => r.culture === c.i);
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if (existingFolkReligion !== undefined) {
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religions.push(existingFolkReligion);
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return;
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}
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// We already preadded the "no religion" religion
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if (!c.i) return religions.push({i: 0, name: "No religion"});
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if (c.removed) {
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@ -370,6 +421,7 @@ window.Religions = (function () {
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const color = getMixedColor(c.color, 0.1, 0); // `url(#hatch${rand(8,13)})`;
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religions.push({i: c.i, name, color, culture: c.i, type: "Folk", form, deity, center: c.center, origins: [0]});
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});
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religions.push(...religionsToRestore);
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if (religionsInput.value == 0 || pack.cultures.length < 2)
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return religions.filter(r => r.i).forEach(r => (r.code = abbreviate(r.name)));
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@ -379,6 +431,7 @@ window.Religions = (function () {
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burgs.length > +religionsInput.value
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? burgs.sort((a, b) => b.population - a.population).map(b => b.cell)
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: cells.i.filter(i => cells.s[i] > 2).sort((a, b) => cells.s[b] - cells.s[a]);
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const available = [...sorted].filter(cellI => !restoredCells.includes(cellI));
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const religionsTree = d3.quadtree();
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const spacing = (graphWidth + graphHeight) / 6 / religionsInput.value; // base min distance between towns
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const cultsCount = Math.floor((rand(10, 40) / 100) * religionsInput.value);
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@ -391,9 +444,35 @@ window.Religions = (function () {
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return religions.length ? religions.slice(0, max) : [0];
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}
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// Restore the origins of any organized religion that was locked
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pack.religions.forEach(religion => {
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// Ignore if the religion is not locked or not organized
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if (religion.type !== "Organized" || !religion.lock) return;
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// Ignore if the religion already has a valid origin
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if (pack.religions.find(r => r.i !== religion.i && religion.origins.includes(r.i) && r.lock) !== undefined)
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return;
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// Select a random folk religion for the religion
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const culture = cells.culture[religion.center];
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const [x, y] = cells.p[religion.center];
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const isFolkBased = religion.expansion === "culture" || P(0.5);
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const folk = isFolkBased && religions.find(r => r.i !== religion.i && r.culture === culture && r.type === "Folk");
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if (folk && religion.expansion === "culture" && folk.name.slice(0, 3) !== "Old") folk.name = "Old " + folk.name;
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// have a counter here to adjust the search range and make sure we can find a religion
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let runs = 1;
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do {
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// Run the search until we have at least one source religion that is not the current religion.
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religion.origins = folk ? [folk.i] : getReligionsInRadius({x, y, r: (150 * runs) / count, max: 2})
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.filter(r => r !== religion.i);
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runs++;
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} while (!religion.origins.length)
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religionsTree.add([x, y]);
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});
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// generate organized religions
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for (let i = 0; religions.length < count && i < 1000; i++) {
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let center = sorted[biased(0, sorted.length - 1, 5)]; // religion center
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let center = available[biased(0, available.length - 1, 5)]; // religion center
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const form = rw(forms.Organized);
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const state = cells.state[center];
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const culture = cells.culture[center];
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@ -439,10 +518,30 @@ window.Religions = (function () {
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religionsTree.add([x, y]);
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}
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// Restore the origins of any cult that was locked
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pack.religions.forEach(religion => {
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// Ignore if the religion is not locked or not organized
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if (religion.type !== "Cult" || !religion.lock) return;
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// Ignore if the religion already has a valid origin
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if (pack.religions.find(r => r.i !== religion.i && religion.origins.includes(r.i) && r.lock) !== undefined)
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return;
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const [x, y] = cells.p[religion.center];
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// have a counter here to adjust the search range and make sure we can find a religion
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let runs = 1;
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do {
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// Run the search until we have at least one source religion that is not the current religion.
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religion.origins = getReligionsInRadius({x, y, r: (300 * runs) / count, max: rand(0, 4)})
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.filter(r => r !== religion.i);
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runs++;
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} while (!religion.origins.length)
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religionsTree.add([x, y]);
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});
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// generate cults
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for (let i = 0; religions.length < count + cultsCount && i < 1000; i++) {
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const form = rw(forms.Cult);
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let center = sorted[biased(0, sorted.length - 1, 1)]; // religion center
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let center = available[biased(0, available.length - 1, 1)]; // religion center
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if (!cells.burg[center] && cells.c[center].some(c => cells.burg[c]))
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center = cells.c[center].find(c => cells.burg[c]);
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const [x, y] = cells.p[center];
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@ -473,7 +572,32 @@ window.Religions = (function () {
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religionsTree.add([x, y]);
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}
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expandReligions();
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expandReligions(restoredCells);
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// Restore the origins of any heresy that was locked
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pack.religions.forEach(religion => {
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// Ignore if the religion is not locked or not organized
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if (religion.type !== "Heresy" || !religion.lock) return;
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const originReligion = cells.religion[religion.center];
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// Restore the cells now that all other religions have been processed
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Object.entries(prevReligions).forEach(([index, rId]) => {
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if (rId !== religion.old_i) return;
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cells.religion[parseInt(index)] = religion.i;
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});
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delete religion.old_i;
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// Ignore if the religion already has a valid origin
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if (pack.religions.find(r => r.i !== religion.i && religion.origins.includes(r.i) && r.lock) !== undefined)
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return;
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const [x, y] = cells.p[religion.center];
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// Use the religion from the expanded cells, we'll restore the heresies later
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religion.origins = [originReligion];
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religionsTree.add([x, y]);
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});
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// generate heresies
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religions
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@ -512,7 +636,7 @@ window.Religions = (function () {
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}
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});
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expandHeresies();
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expandHeresies([...restoredCells, ...restoredHeresyCells]);
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checkCenters();
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TIME && console.timeEnd("generateReligions");
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@ -567,14 +691,14 @@ window.Religions = (function () {
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};
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// growth algorithm to assign cells to religions
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const expandReligions = function () {
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const expandReligions = function (restoredCells) {
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const cells = pack.cells,
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religions = pack.religions;
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const queue = new PriorityQueue({comparator: (a, b) => a.p - b.p});
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const cost = [];
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religions
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.filter(r => r.type === "Organized" || r.type === "Cult")
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.filter(r => !r.lock && (r.type === "Organized" || r.type === "Cult"))
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.forEach(r => {
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cells.religion[r.center] = r.i;
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queue.queue({e: r.center, p: 0, r: r.i, s: cells.state[r.center], c: r.culture});
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@ -596,6 +720,7 @@ window.Religions = (function () {
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cells.c[n].forEach(function (e) {
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if (expansion === "culture" && c !== cells.culture[e]) return;
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if (expansion === "state" && s !== cells.state[e]) return;
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if (restoredCells.includes(e)) return;
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const cultureCost = c !== cells.culture[e] ? 10 : 0;
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const stateCost = s !== cells.state[e] ? 10 : 0;
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@ -618,14 +743,14 @@ window.Religions = (function () {
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};
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// growth algorithm to assign cells to heresies
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const expandHeresies = function () {
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const expandHeresies = function (restoredCells) {
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const cells = pack.cells,
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religions = pack.religions;
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const queue = new PriorityQueue({comparator: (a, b) => a.p - b.p});
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const cost = [];
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religions
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.filter(r => r.type === "Heresy")
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.filter(r => !r.lock && r.type === "Heresy")
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.forEach(r => {
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const b = cells.religion[r.center]; // "base" religion id
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cells.religion[r.center] = r.i; // heresy id
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@ -643,6 +768,8 @@ window.Religions = (function () {
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b = next.b;
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cells.c[n].forEach(function (e) {
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if (restoredCells.includes(e)) return;
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const religionCost = cells.religion[e] === b ? 0 : 2000;
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const biomeCost = cells.road[e] ? 0 : biomesData.cost[cells.biome[e]];
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const heightCost = Math.max(cells.h[e], 20) - 20;
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