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Fix errors, expand lore generation
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7599b67aeb
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1 changed files with 22 additions and 6 deletions
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@ -183,8 +183,16 @@ window.Markers = (function () {
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const river = pack.rivers.find(r => r.i === pack.cells.r[cell]);
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const river = pack.rivers.find(r => r.i === pack.cells.r[cell]);
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const riverName = river ? `${river.name} ${river.type}` : "river";
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const riverName = river ? `${river.name} ${river.type}` : "river";
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const name = river && P(0.2) ? river.name : burg.name;
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const name = river && P(0.2) ? river.name : burg.name;
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const adjectives = ["stone", "wooden", "lengthy", "formidable", "rickety", "beaten", "weathered"];
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const weightedAdjectives = {
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notes.push({id, name: `${name} Bridge`, legend: `A ${ra(adjectives)} bridge spans over the ${riverName} near ${burg.name}`});
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"stone":10,
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"wooden":1,
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"lengthy":2,
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"formidable":2,
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"rickety":1,
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"beaten":1,
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"weathered":1,
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};
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notes.push({id, name: `${name} Bridge`, legend: `A ${rw(weightedAdjectives)} bridge spans over the ${riverName} near ${burg.name}`});
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quantity--;
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quantity--;
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}
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}
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}
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}
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@ -462,12 +470,20 @@ window.Markers = (function () {
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const waterfalls = Array.from(cells.i.filter(i => cells.r[i] && !occupied[i] && cells.h[i] >= 50 && cells.c[i].some(c => cells.h[c] < 40 && cells.r[c])));
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const waterfalls = Array.from(cells.i.filter(i => cells.r[i] && !occupied[i] && cells.h[i] >= 50 && cells.c[i].some(c => cells.h[c] < 40 && cells.r[c])));
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const quantity = getQuantity(waterfalls, 1, 5, multiplier);
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const quantity = getQuantity(waterfalls, 1, 5, multiplier);
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if (!quantity) return;
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if (!quantity) return;
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const descriptions = [
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"A gorgeous waterfall flows here",
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"The rapids of an exceptionally beautiful waterfall",
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"An impressive waterfall has cut through the land",
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"The cascades of a stunning waterfall",
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"A river drops down from a great height forming a wonderous waterfall",
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"A breathtaking waterfall cuts through the landscape",
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];
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for (let i = 0; i < waterfalls.length && i < quantity; i++) {
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for (let i = 0; i < waterfalls.length && i < quantity; i++) {
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const cell = waterfalls[i];
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const cell = waterfalls[i];
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const id = addMarker({cell, icon, type, dy: 54, px: 16});
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const id = addMarker({cell, icon, type, dy: 54, px: 16});
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const proper = cells.burg[cell] ? pack.burgs[cells.burg[cell]].name : Names.getCulture(cells.culture[cell]);
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const proper = cells.burg[cell] ? pack.burgs[cells.burg[cell]].name : Names.getCulture(cells.culture[cell]);
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notes.push({id, name: getAdjective(proper) + " Waterfall" + name, legend: `A gorgeous waterfall`});
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notes.push({id, name: getAdjective(proper) + " Waterfall" + name, legend: `${ra(descriptions)}`});
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}
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}
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}
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}
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@ -573,7 +589,7 @@ window.Markers = (function () {
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"feared"
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"feared"
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];
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];
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const subjects = ["Locals", "Elders", "Inscriptions", "Tipplers", "Legends", "Whispers", "Rumors", "Journeying folk", "Tales"];
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const subjects = ["Locals", "Elders", "Inscriptions", "Tipplers", "Legends", "Whispers", "Rumors", "Journeying folk", "Tales"];
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const species = ["Ogre", "Troll", "Cyclops", "Giant", "Monster", "Beast", "Dragon", "Undead", "Ghoul", "Vampire", "Hag", "Banshee", "Bearded Devil", "Roc", "Hydra", "Worg"];
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const species = ["Ogre", "Troll", "Cyclops", "Giant", "Monster", "Beast", "Dragon", "Undead", "Ghoul", "Vampire", "Hag", "Banshee", "Bearded Devil", "Roc", "Hydra", "Warg"];
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const modusOperandi = [
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const modusOperandi = [
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"steals cattle at night",
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"steals cattle at night",
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"prefers eating children",
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"prefers eating children",
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@ -798,7 +814,7 @@ window.Markers = (function () {
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let quantity = getQuantity(ruins, 80, 1200, multiplier);
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let quantity = getQuantity(ruins, 80, 1200, multiplier);
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if (!quantity) return;
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if (!quantity) return;
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const types = ["City", "Town", "Settlement", "Pyramid", "Fort", "Stronghold", "Temple", "Sacred site", "Mausoleum", "Outpost", "Fortification", "Fortress", "Castle", ""];
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const types = ["City", "Town", "Settlement", "Pyramid", "Fort", "Stronghold", "Temple", "Sacred site", "Mausoleum", "Outpost", "Fortification", "Fortress", "Castle"];
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while (quantity) {
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while (quantity) {
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const [cell] = extractAnyElement(ruins);
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const [cell] = extractAnyElement(ruins);
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