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refactor: expandProvinces
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5 changed files with 152 additions and 65 deletions
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@ -6,6 +6,42 @@ import {minmax} from "utils/numberUtils";
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import {ELEVATION, FOREST_BIOMES, MIN_LAND_HEIGHT, DISTANCE_FIELD} from "config/generation";
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import type {TStateData} from "./createStateData";
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const costs = {
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SAME_CULTURE: -9,
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DIFFERENT_CULTURES: 100,
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MAX_SUITABILITY: 20,
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UNINHABITED_LAND: 5000,
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NATIVE_BIOME_FIXED: 10,
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GENERIC_WATER_CROSSING: 1000,
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NOMADS_WATER_CROSSING: 10000,
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NAVAL_WATER_CROSSING: 300,
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LAKE_STATES_LAKE_CROSSING: 10,
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GENERIC_MOUNTAINS_CROSSING: 2200,
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GENERIC_HILLS_CROSSING: 300,
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HIGHLAND_STATE_LOWLANDS: 1100,
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HIGHLAND_STATE_HIGHTLAND: 0,
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RIVER_STATE_RIVER_CROSSING: 0,
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RIVER_STATE_NO_RIVER: 100,
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RIVER_CROSSING_MIN: 20,
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RIVER_CROSSING_MAX: 100,
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GENERIC_LAND_COAST: 20,
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MARITIME_LAND_COAST: 0,
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NOMADS_LAND_COAST: 60,
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GENERIC_LANDLOCKED: 0,
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NAVAL_LANDLOCKED: 30
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};
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const multipliers = {
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HUNTERS_NON_NATIVE_BIOME: 2,
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NOMADS_FOREST_BIOMES: 3,
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GENERIC_NON_NATIVE_BIOME: 1,
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GENERIC_DEEP_WATER: 2
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};
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// growth algorithm to assign cells to states
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export function expandStates(
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capitalCells: Map<number, boolean>,
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@ -30,39 +66,6 @@ export function expandStates(
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queue.push({cellId, stateId}, 0);
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}
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// expansion costs (less is better)
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const SAME_CULTURE_BONUS = -9;
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const DIFFERENT_CULTURES_FEE = 100;
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const MAX_SUITABILITY_COST = 20;
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const UNINHABITED_LAND_FEE = 5000;
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const NATIVE_BIOME_FIXED_COST = 10;
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const HUNTERS_NON_NATIVE_BIOME_FEE_MULTIPLIER = 2;
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const NOMADS_FOREST_BIOMES_FEE_MULTIPLIER = 3;
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const GENERIC_NON_NATIVE_BIOME_FEE_MULTIPLIER = 1;
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const GENERIC_DEEP_WATER_FEE_MULTIPLIER = 2;
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const GENERIC_WATER_CROSSING_FEE = 1000;
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const NOMADS_WATER_CROSSING_FEE = 10000;
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const NAVAL_WATER_CROSSING_FEE = 300;
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const LAKE_STATES_LAKE_CROSSING_FEE = 10;
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const GENERIC_MOUNTAINS_CROSSING_FEE = 2200;
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const GENERIC_HILLS_CROSSING_FEE = 300;
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const HIGHLAND_STATE_LOWLANDS_FEE = 1100;
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const HIGHLAND_STATE_HIGHTLAND_COST = 0;
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const RIVER_STATE_RIVER_CROSSING_COST = 0;
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const RIVER_STATE_NO_RIVER_COST = 100;
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const RIVER_CROSSING_MIN_COST = 20;
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const RIVER_CROSSING_MAX_COST = 100;
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const GENERIC_LAND_COAST_FEE = 20;
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const MARITIME_LAND_COAST_FEE = 0;
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const NOMADS_LAND_COAST_FEE = 60;
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const GENERIC_LANDLOCKED_FEE = 0;
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const NAVAL_LANDLOCKED_FEE = 30;
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const statesMap = new Map<number, TStateData>(statesData.map(stateData => [stateData.i, stateData]));
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while (queue.length) {
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@ -100,7 +103,7 @@ export function expandStates(
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return normalizeStates(stateIds, capitalCells, cells.c, cells.h);
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function getCultureCost(cellId: number, stateCulture: number) {
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return cells.culture[cellId] === stateCulture ? SAME_CULTURE_BONUS : DIFFERENT_CULTURES_FEE;
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return cells.culture[cellId] === stateCulture ? costs.SAME_CULTURE : costs.DIFFERENT_CULTURES;
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}
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function getPopulationCost(cellId: number) {
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@ -108,19 +111,19 @@ export function expandStates(
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if (isWater) return 0;
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const suitability = cells.s[cellId];
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if (suitability) return Math.max(MAX_SUITABILITY_COST - suitability, 0);
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if (suitability) return Math.max(costs.MAX_SUITABILITY - suitability, 0);
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return UNINHABITED_LAND_FEE;
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return costs.UNINHABITED_LAND;
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}
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function getBiomeCost(cellId: number, capitalBiome: number, type: TCultureType) {
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const biome = cells.biome[cellId];
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if (biome === capitalBiome) return NATIVE_BIOME_FIXED_COST;
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if (biome === capitalBiome) return costs.NATIVE_BIOME_FIXED;
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const defaultCost = biomesData.cost[biome];
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if (type === "Hunting") return defaultCost * HUNTERS_NON_NATIVE_BIOME_FEE_MULTIPLIER;
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if (type === "Nomadic" && FOREST_BIOMES.includes(biome)) return defaultCost * NOMADS_FOREST_BIOMES_FEE_MULTIPLIER;
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return defaultCost * GENERIC_NON_NATIVE_BIOME_FEE_MULTIPLIER;
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if (type === "Hunting") return defaultCost * multipliers.HUNTERS_NON_NATIVE_BIOME;
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if (type === "Nomadic" && FOREST_BIOMES.includes(biome)) return defaultCost * multipliers.NOMADS_FOREST_BIOMES;
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return defaultCost * multipliers.GENERIC_NON_NATIVE_BIOME;
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}
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function getHeightCost(cellId: number, type: TCultureType) {
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@ -131,12 +134,12 @@ export function expandStates(
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const feature = features[cells.f[cellId]];
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if (feature === 0) throw new Error(`No feature for cell ${cellId}`);
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const isDeepWater = cells.t[cellId] > DISTANCE_FIELD.WATER_COAST;
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const multiplier = isDeepWater ? GENERIC_DEEP_WATER_FEE_MULTIPLIER : 1;
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const multiplier = isDeepWater ? multipliers.GENERIC_DEEP_WATER : 1;
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if (type === "Lake" && feature.type === "lake") return LAKE_STATES_LAKE_CROSSING_FEE * multiplier;
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if (type === "Naval") return NAVAL_WATER_CROSSING_FEE * multiplier;
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if (type === "Nomadic") return NOMADS_WATER_CROSSING_FEE * multiplier;
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return GENERIC_WATER_CROSSING_FEE * multiplier;
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if (type === "Lake" && feature.type === "lake") return costs.LAKE_STATES_LAKE_CROSSING * multiplier;
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if (type === "Naval") return costs.NAVAL_WATER_CROSSING * multiplier;
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if (type === "Nomadic") return costs.NOMADS_WATER_CROSSING * multiplier;
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return costs.GENERIC_WATER_CROSSING * multiplier;
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}
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const isLowlands = height <= ELEVATION.FOOTHILLS;
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@ -144,22 +147,22 @@ export function expandStates(
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const isMountains = height >= ELEVATION.MOUNTAINS;
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if (type === "Highland") {
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if (isLowlands) return HIGHLAND_STATE_LOWLANDS_FEE;
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return HIGHLAND_STATE_HIGHTLAND_COST;
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if (isLowlands) return costs.HIGHLAND_STATE_LOWLANDS;
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return costs.HIGHLAND_STATE_HIGHTLAND;
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}
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if (isMountains) return GENERIC_MOUNTAINS_CROSSING_FEE;
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if (isHills) return GENERIC_HILLS_CROSSING_FEE;
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if (isMountains) return costs.GENERIC_MOUNTAINS_CROSSING;
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if (isHills) return costs.GENERIC_HILLS_CROSSING;
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return 0;
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}
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function getRiverCost(cellId: number, type: TCultureType) {
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const isRiver = cells.r[cellId] !== 0;
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if (type === "River") return isRiver ? RIVER_STATE_RIVER_CROSSING_COST : RIVER_STATE_NO_RIVER_COST;
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if (type === "River") return isRiver ? costs.RIVER_STATE_RIVER_CROSSING : costs.RIVER_STATE_NO_RIVER;
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if (!isRiver) return 0;
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const flux = cells.fl[cellId];
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return minmax(flux / 10, RIVER_CROSSING_MIN_COST, RIVER_CROSSING_MAX_COST);
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return minmax(flux / 10, costs.RIVER_CROSSING_MIN, costs.RIVER_CROSSING_MAX);
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}
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function getTypeCost(cellId: number, type: TCultureType) {
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@ -168,15 +171,15 @@ export function expandStates(
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const isLandCoast = t === DISTANCE_FIELD.LAND_COAST;
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if (isLandCoast) {
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if (isMaritime) return MARITIME_LAND_COAST_FEE;
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if (type === "Nomadic") return NOMADS_LAND_COAST_FEE;
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return GENERIC_LAND_COAST_FEE;
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if (isMaritime) return costs.MARITIME_LAND_COAST;
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if (type === "Nomadic") return costs.NOMADS_LAND_COAST;
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return costs.GENERIC_LAND_COAST;
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}
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const isLandlocked = t === DISTANCE_FIELD.LANDLOCKED;
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if (isLandlocked) {
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if (type === "Naval") return NAVAL_LANDLOCKED_FEE;
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return GENERIC_LANDLOCKED_FEE;
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if (type === "Naval") return costs.NAVAL_LANDLOCKED;
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return costs.GENERIC_LANDLOCKED;
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}
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return 0;
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@ -193,7 +196,7 @@ function normalizeStates(
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const normalizedStateIds = Uint16Array.from(stateIds);
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for (let cellId = 0; cellId > heights.length; cellId++) {
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for (let cellId = 0; cellId < heights.length; cellId++) {
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if (heights[cellId] < MIN_LAND_HEIGHT) continue;
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const neibs = neibCells[cellId].filter(neib => heights[neib] >= MIN_LAND_HEIGHT);
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@ -143,7 +143,14 @@ export function createPack(grid: IGrid): IPack {
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}
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});
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const {provinceIds, provinces} = generateProvinces(states, burgs, cultures, {i: cells.i});
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const {provinceIds, provinces} = generateProvinces(states, burgs, cultures, {
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i: cells.i,
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c: cells.c,
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h: heights,
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t: distanceField,
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state: stateIds,
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burg: burgIds
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});
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// BurgsAndStates.generateProvinces();
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// BurgsAndStates.defineBurgFeatures();
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@ -1,9 +1,86 @@
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import {DISTANCE_FIELD, ELEVATION, MIN_LAND_HEIGHT} from "config/generation";
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import FlatQueue from "flatqueue";
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import {gauss} from "utils/probabilityUtils";
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export function expandProvinces(percentage: number, cells: Pick<IPack["cells"], "i">) {
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const {WATER_COAST} = DISTANCE_FIELD;
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const {MOUNTAINS, HILLS, LOWLANDS} = ELEVATION;
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export function expandProvinces(
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percentage: number,
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provinces: IProvince[],
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cells: Pick<IPack["cells"], "i" | "c" | "h" | "t" | "state" | "burg">
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) {
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const provinceIds = new Uint16Array(cells.i.length);
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const maxGrowth = percentage === 100 ? 1000 : gauss(20, 5, 5, 100) * percentage ** 0.5;
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const queue = new FlatQueue<{cellId: number; provinceId: number; stateId: number}>();
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const cost: number[] = [];
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return provinceIds;
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const maxExpansionCost = percentage === 100 ? 1000 : gauss(20, 5, 5, 100) * percentage ** 0.5;
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for (const {i: provinceId, center: cellId, state: stateId} of provinces) {
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provinceIds[cellId] = provinceId;
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cost[cellId] = 1;
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queue.push({cellId, provinceId, stateId}, 0);
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}
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while (queue.length) {
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const priority = queue.peekValue()!;
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const {cellId, provinceId, stateId} = queue.pop()!;
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cells.c[cellId].forEach(neibCellId => {
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const isLand = cells.h[neibCellId] >= MIN_LAND_HEIGHT;
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if (isLand && cells.state[neibCellId] !== stateId) return; // can expand only within state
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const evevationCost = getElevationCost(cells.h[neibCellId], cells.t[neibCellId]);
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const totalCost = priority + evevationCost;
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if (totalCost > maxExpansionCost) return;
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if (!cost[neibCellId] || totalCost < cost[neibCellId]) {
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if (isLand) provinceIds[neibCellId] = provinceId; // assign province to cell
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cost[neibCellId] = totalCost;
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queue.push({cellId: neibCellId, provinceId, stateId}, totalCost);
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}
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});
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}
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return normalizeProvinces(provinceIds, cells.c, cells.state, cells.burg);
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}
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function getElevationCost(elevation: number, distance: number) {
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if (elevation >= MOUNTAINS) return 100;
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if (elevation >= HILLS) return 30;
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if (elevation >= LOWLANDS) return 10;
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if (elevation >= MIN_LAND_HEIGHT) return 5;
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if (distance === WATER_COAST) return 100;
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return 300; // deep water
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}
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function normalizeProvinces(
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provinceIds: Uint16Array,
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neibCells: number[][],
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stateIds: Uint16Array,
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burgIds: Uint16Array
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) {
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const normalizedIds = Uint16Array.from(provinceIds);
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for (let cellId = 0; cellId < neibCells.length; cellId++) {
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if (!stateIds[cellId]) continue; // skip water or neutral cells
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if (burgIds[cellId]) continue; // do not overwrite burgs
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const neibs = neibCells[cellId].filter(neib => stateIds[neib] >= stateIds[cellId]);
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const adversaries = neibs.filter(neib => normalizedIds[neib] !== normalizedIds[cellId]);
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if (adversaries.length < 2) continue;
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const buddies = neibs.filter(neib => normalizedIds[neib] === normalizedIds[cellId]);
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if (buddies.length > 2) continue;
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// change cells's province
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if (adversaries.length > buddies.length) normalizedIds[cellId] = normalizedIds[adversaries[0]];
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}
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return normalizedIds;
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}
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@ -7,7 +7,7 @@ export function generateProvinces(
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states: TStates,
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burgs: TBurgs,
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cultures: TCultures,
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cells: Pick<IPack["cells"], "i">
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cells: Pick<IPack["cells"], "i" | "c" | "h" | "t" | "state" | "burg">
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) {
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TIME && console.time("generateProvinces");
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@ -16,7 +16,7 @@ export function generateProvinces(
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return {provinceIds: new Uint16Array(cells.i.length), provinces: [] as TProvinces[]};
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const coreProvinces = generateCoreProvinces(states, burgs, cultures, percentage);
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const provinceIds = expandProvinces(percentage, cells);
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const provinceIds = expandProvinces(percentage, coreProvinces, cells);
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const provinces = [...coreProvinces];
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4
src/types/pack/pack.d.ts
vendored
4
src/types/pack/pack.d.ts
vendored
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@ -27,8 +27,8 @@ interface IPackCells {
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state: Uint16Array;
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culture: Uint16Array;
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religion: Uint16Array;
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province: UintArray;
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burg: UintArray;
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province: Uint16Array;
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burg: Uint16Array;
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haven: UintArray;
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harbor: UintArray;
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route: Uint8Array; // [0, 1, 2, 3], see ROUTES enum, defined by generateRoutes()
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