refactor: generate wild provicnes start

This commit is contained in:
Azgaar 2022-09-07 01:09:56 +03:00
parent a1e7727730
commit 859d20546a
2 changed files with 129 additions and 1 deletions

View file

@ -2,6 +2,7 @@ import {TIME} from "config/logging";
import {getInputNumber} from "utils/nodeUtils";
import {expandProvinces} from "./expandProvinces";
import {generateCoreProvinces} from "./generateCoreProvinces";
import {generateWildProvinces} from "./generateWildProvinces";
export function generateProvinces(
states: TStates,
@ -17,8 +18,9 @@ export function generateProvinces(
const coreProvinces = generateCoreProvinces(states, burgs, cultures, percentage);
const provinceIds = expandProvinces(percentage, coreProvinces, cells);
const wildProvinces = generateWildProvinces(states, burgs, cultures, coreProvinces, provinceIds, cells); // mutates provinceIds
const provinces = [...coreProvinces];
const provinces = [...coreProvinces, ...wildProvinces];
TIME && console.timeEnd("generateProvinces");
return {provinceIds, provinces};

View file

@ -0,0 +1,126 @@
import {group} from "d3-array";
import {rand} from "utils/probabilityUtils";
// add "wild" provinces if some cells don't have a province assigned
export function generateWildProvinces(
states: TStates,
burgs: TBurgs,
cultures: TCultures,
coreProvinces: IProvince[],
provinceIds: Uint16Array,
cells: Pick<IPack["cells"], "i" | "state" | "burg">
) {
const stateProvincesMap = group(coreProvinces, (province: IProvince) => province.state);
const noProvinceCells = Array.from(cells.i.filter(i => cells.state[i] && !provinceIds[i]));
const wildProvinces = [] as IProvince[];
for (const {i: stateId, name: stateName} of states) {
const stateProvinces = stateProvincesMap.get(stateId);
if (!stateProvinces || !stateProvinces.length) continue;
const coreProvinceNames = stateProvinces.map(({name}) => name);
const colonyNamePool = [stateName, ...coreProvinceNames].filter(name => name && !/new/i.test(name));
const getColonyName = () => {
if (colonyNamePool.length < 1) return null;
const index = rand(colonyNamePool.length - 1);
const spliced = colonyNamePool.splice(index, 1);
return spliced[0] ? `New ${spliced[0]}` : null;
};
let noProvinceCellsInState = noProvinceCells.filter(i => cells.state[i] === stateId);
while (noProvinceCellsInState.length) {
// add new province
const provinceId = coreProvinces.length + wildProvinces.length;
const burgCell = noProvinceCellsInState.find(i => cells.burg[i]);
const center = burgCell || noProvinceCellsInState[0];
const burg = burgCell ? cells.burg[burgCell] : 0;
provinceIds[center] = provinceId;
// expand province
const costs = [];
costs[center] = 1;
queue.push(center, 0);
while (queue.length) {
const priority = queue.peekValue();
const next = queue.pop();
cells.c[next].forEach(neibCellId => {
if (cells.province[neibCellId]) return;
const land = cells.h[neibCellId] >= 20;
if (cells.state[neibCellId] && cells.state[neibCellId] !== s.i) return;
const cost = land ? (cells.state[neibCellId] === s.i ? 3 : 20) : cells.t[neibCellId] ? 10 : 30;
const totalCost = priority + cost;
if (totalCost > max) return;
if (!costs[neibCellId] || totalCost < costs[neibCellId]) {
if (land && cells.state[neibCellId] === s.i) cells.province[neibCellId] = provinceId; // assign province to a cell
costs[neibCellId] = totalCost;
queue.push(neibCellId, totalCost);
}
});
}
// generate "wild" province name
const cultureId = cells.culture[center];
const f = pack.features[cells.f[center]];
const color = brighter(getMixedColor(s.color, 0.2), 0.3);
const provCells = noProvinceCellsInState.filter(i => cells.province[i] === provinceId);
const singleIsle = provCells.length === f.cells && !provCells.find(i => cells.f[i] !== f.i);
const isleGroup = !singleIsle && !provCells.find(i => pack.features[cells.f[i]].group !== "isle");
const colony = !singleIsle && !isleGroup && P(0.5) && !isPassable(s.center, center);
const name = (function () {
const colonyName = colony && P(0.8) && getColonyName();
if (colonyName) return colonyName;
if (burgCell && P(0.5)) return burgs[burg].name;
const base = pack.cultures[cultureId].base;
return Names.getState(Names.getBaseShort(base), base);
})();
const formName = (function () {
if (singleIsle) return "Island";
if (isleGroup) return "Islands";
if (colony) return "Colony";
return rw(forms["Wild"]);
})();
const fullName = name + " " + formName;
const dominion = colony ? P(0.95) : singleIsle || isleGroup ? P(0.7) : P(0.3);
const kinship = dominion ? 0 : 0.4;
const type = getType(center, burgs[burg]?.port);
const coa = COA.generate(s.coa, kinship, dominion, type);
coa.shield = COA.getPackShield(cultureId, s.i);
provinces.push({i: provinceId, state: s.i, center, burg, name, formName, fullName, color, coa});
s.provinces.push(provinceId);
// check if there is a land way within the same state between two cells
function isPassable(from, to) {
if (cells.f[from] !== cells.f[to]) return false; // on different islands
const queue = [from];
const used = new Uint8Array(cells.i.length);
const state = cells.state[from];
while (queue.length) {
const current = queue.pop();
if (current === to) return true; // way is found
cells.c[current].forEach(c => {
if (used[c] || cells.h[c] < 20 || cells.state[c] !== state) return;
queue.push(c);
used[c] = 1;
});
}
return false; // way is not found
}
// re-check
noProvinceCellsInState = noProvinceCells.filter(i => cells.state[i] === stateId && !provinceIds[i]);
}
}
}