refactor: expand states

This commit is contained in:
max 2022-08-06 02:27:09 +03:00
parent ff974a4fd0
commit aa6cefb683
6 changed files with 220 additions and 108 deletions

View file

@ -1,90 +1,195 @@
import {TIME} from "config/logging";
import FlatQueue from "flatqueue";
import {TIME} from "config/logging";
import {getInputNumber} from "utils/nodeUtils";
import {minmax} from "utils/numberUtils";
import type {createCapitals} from "./createCapitals";
import type {createStates} from "./createStates";
import {ELEVATION, FOREST_BIOMES, MIN_LAND_HEIGHT, DISTANCE_FIELD} from "config/generation";
type TCapitals = ReturnType<typeof createCapitals>;
type TStates = ReturnType<typeof createStates>;
// growth algorithm to assign cells to states
export function expandStates() {
export function expandStates(
capitals: TCapitals,
states: TStates,
features: TPackFeatures,
cells: Pick<IPack["cells"], "c" | "h" | "f" | "t" | "r" | "fl" | "s" | "biome" | "culture">
) {
TIME && console.time("expandStates");
const {cells, states, cultures, burgs} = pack;
cells.state = new Uint16Array(cells.i.length);
const queue = new FlatQueue();
const cost = [];
const neutral = (cells.i.length / 5000) * 2500 * neutralInput.value * statesNeutral; // limit cost for state growth
const cellsNumber = cells.s.length;
const stateIds = new Uint16Array(cellsNumber);
states
.filter(s => s.i && !s.removed)
.forEach(state => {
const capitalCell = burgs[state.capital].cell;
cells.state[capitalCell] = state.i;
const cultureCenter = cultures[state.culture].center;
const biome = cells.biome[cultureCenter]; // state native biome
queue.push({cellId: state.center, stateId: state.i, b: biome}, 0);
cost[state.center] = 1;
});
const queue = new FlatQueue<{cellId: number; stateId: number}>();
const cost: number[] = [];
const neutralInput = getInputNumber("neutralInput");
const maxExpansionCost = (cellsNumber / 2) * neutralInput * statesNeutral;
for (const {i: stateId, cell: cellId} of capitals) {
stateIds[cellId] = stateId;
cost[cellId] = 1;
queue.push({cellId, stateId}, 0);
}
// expansion costs (less is better)
const SAME_CULTURE_BONUS = -9;
const DIFFERENT_CULTURES_FEE = 100;
const MAX_SUITABILITY_COST = 20;
const UNINHABITED_LAND_FEE = 5000;
const NATIVE_BIOME_FIXED_COST = 10;
const HUNTERS_NON_NATIVE_BIOME_FEE_MULTIPLIER = 2;
const NOMADS_FOREST_BIOMES_FEE_MULTIPLIER = 3;
const GENERIC_NON_NATIVE_BIOME_FEE_MULTIPLIER = 1;
const GENERIC_DEEP_WATER_FEE_MULTIPLIER = 2;
const GENERIC_WATER_CROSSING_FEE = 1000;
const NOMADS_WATER_CROSSING_FEE = 10000;
const NAVAL_WATER_CROSSING_FEE = 300;
const LAKE_STATES_LAKE_CROSSING_FEE = 10;
const GENERIC_MOUNTAINS_CROSSING_FEE = 2200;
const GENERIC_HILLS_CROSSING_FEE = 300;
const HIGHLAND_STATE_LOWLANDS_FEE = 1100;
const HIGHLAND_STATE_HIGHTLAND_COST = 0;
const RIVER_STATE_RIVER_CROSSING_COST = 0;
const RIVER_STATE_NO_RIVER_COST = 100;
const RIVER_CROSSING_MIN_COST = 20;
const RIVER_CROSSING_MAX_COST = 100;
const GENERIC_LAND_COAST_FEE = 20;
const MARITIME_LAND_COAST_FEE = 0;
const NOMADS_LAND_COAST_FEE = 60;
const GENERIC_LANDLOCKED_FEE = 0;
const NAVAL_LANDLOCKED_FEE = 30;
while (queue.length) {
const priority = queue.peekValue();
const {cellId, stateId, biome} = queue.pop();
const {type, culture} = states[stateId];
const priority = queue.peekValue()!;
const {cellId, stateId} = queue.pop()!;
const {type, culture, center, expansionism} = getState(stateId);
const capitalBiome = cells.biome[center];
cells.c[cellId].forEach(neibCellId => {
if (cells.state[neibCellId] && neibCellId === states[cells.state[neibCellId]].center) return; // do not overwrite capital cells
if (neibCellId === center && stateIds[neibCellId]) return; // do not overwrite capital cells
const cultureCost = getCultureCost(culture, neibCellId);
const populationCost = getPopulationCost(neibCellId);
const biomeCost = getBiomeCost(neibCellId, capitalBiome, type);
const heightCost = getHeightCost(neibCellId, type);
const riverCost = getRiverCost(neibCellId, type);
const typeCost = getTypeCost(neibCellId, type);
const cultureCost = culture === cells.culture[neibCellId] ? -9 : 100;
const populationCost =
cells.h[neibCellId] < 20 ? 0 : cells.s[neibCellId] ? Math.max(20 - cells.s[neibCellId], 0) : 5000;
const biomeCost = getBiomeCost(biome, cells.biome[neibCellId], type);
const heightCost = getHeightCost(pack.features[cells.f[neibCellId]], cells.h[neibCellId], type);
const riverCost = getRiverCost(cells.r[neibCellId], neibCellId, type);
const typeCost = getTypeCost(cells.t[neibCellId], type);
const cellCost = Math.max(cultureCost + populationCost + biomeCost + heightCost + riverCost + typeCost, 0);
const totalCost = priority + 10 + cellCost / states[stateId].expansionism;
if (totalCost > neutral) return;
const totalCost = priority + 10 + cellCost / expansionism;
if (totalCost > maxExpansionCost) return;
if (!cost[neibCellId] || totalCost < cost[neibCellId]) {
if (cells.h[neibCellId] >= 20) cells.state[neibCellId] = stateId; // assign state to cell
if (cells.h[neibCellId] >= MIN_LAND_HEIGHT) stateIds[neibCellId] = stateId; // assign state to cell
cost[neibCellId] = totalCost;
queue.push({cellId: neibCellId, stateId, biome}, totalCost);
queue.push({cellId: neibCellId, stateId}, totalCost);
}
});
}
burgs.filter(b => b.i && !b.removed).forEach(b => (b.state = cells.state[b.cell])); // assign state to burgs
function getBiomeCost(b, biome, type) {
if (b === biome) return 10; // tiny penalty for native biome
if (type === "Hunting") return biomesData.cost[biome] * 2; // non-native biome penalty for hunters
if (type === "Nomadic" && biome > 4 && biome < 10) return biomesData.cost[biome] * 3; // forest biome penalty for nomads
return biomesData.cost[biome]; // general non-native biome penalty
}
function getHeightCost(f, h, type) {
if (type === "Lake" && f.type === "lake") return 10; // low lake crossing penalty for Lake cultures
if (type === "Naval" && h < 20) return 300; // low sea crossing penalty for Navals
if (type === "Nomadic" && h < 20) return 10000; // giant sea crossing penalty for Nomads
if (h < 20) return 1000; // general sea crossing penalty
if (type === "Highland" && h < 62) return 1100; // penalty for highlanders on lowlands
if (type === "Highland") return 0; // no penalty for highlanders on highlands
if (h >= 67) return 2200; // general mountains crossing penalty
if (h >= 44) return 300; // general hills crossing penalty
return 0;
}
function getRiverCost(r, i, type) {
if (type === "River") return r ? 0 : 100; // penalty for river cultures
if (!r) return 0; // no penalty for others if there is no river
return minmax(cells.fl[i] / 10, 20, 100); // river penalty from 20 to 100 based on flux
}
function getTypeCost(t, type) {
if (t === 1) return type === "Naval" || type === "Lake" ? 0 : type === "Nomadic" ? 60 : 20; // penalty for coastline
if (t === 2) return type === "Naval" || type === "Nomadic" ? 30 : 0; // low penalty for land level 2 for Navals and nomads
if (t !== -1) return type === "Naval" || type === "Lake" ? 100 : 0; // penalty for mainland for navals
return 0;
}
TIME && console.timeEnd("expandStates");
return stateIds;
function isNeutrals(state: Entry<TStates>): state is TNeutrals {
return state.i === 0;
}
function getState(stateId: number) {
const state = states[stateId];
if (isNeutrals(state)) throw new Error("Neutrals cannot expand");
return state;
}
function getCultureCost(cellId: number, stateCulture: number) {
return cells.culture[cellId] === stateCulture ? SAME_CULTURE_BONUS : DIFFERENT_CULTURES_FEE;
}
function getPopulationCost(cellId: number) {
const isWater = cells.h[cellId] < MIN_LAND_HEIGHT;
if (isWater) return 0;
const suitability = cells.s[cellId];
if (suitability) return Math.max(MAX_SUITABILITY_COST - suitability, 0);
return UNINHABITED_LAND_FEE;
}
function getBiomeCost(cellId: number, capitalBiome: number, type: TCultureType) {
const biome = cells.biome[cellId];
if (biome === capitalBiome) return NATIVE_BIOME_FIXED_COST;
const defaultCost = biomesData.cost[biome];
if (type === "Hunting") return defaultCost * HUNTERS_NON_NATIVE_BIOME_FEE_MULTIPLIER;
if (type === "Nomadic" && FOREST_BIOMES.includes(biome)) return defaultCost * NOMADS_FOREST_BIOMES_FEE_MULTIPLIER;
return defaultCost * GENERIC_NON_NATIVE_BIOME_FEE_MULTIPLIER;
}
function getHeightCost(cellId: number, type: TCultureType) {
const height = cells.h[cellId];
const isWater = height < MIN_LAND_HEIGHT;
if (isWater) {
const feature = features[cells.f[cellId]];
if (feature === 0) throw new Error(`No feature for cell ${cellId}`);
const isDeepWater = cells.t[cellId] > DISTANCE_FIELD.WATER_COAST;
const multiplier = isDeepWater ? GENERIC_DEEP_WATER_FEE_MULTIPLIER : 1;
if (type === "Lake" && feature.type === "lake") return LAKE_STATES_LAKE_CROSSING_FEE * multiplier;
if (type === "Naval") return NAVAL_WATER_CROSSING_FEE * multiplier;
if (type === "Nomadic") return NOMADS_WATER_CROSSING_FEE * multiplier;
return GENERIC_WATER_CROSSING_FEE * multiplier;
}
const isLowlands = height <= ELEVATION.FOOTHILLS;
const isHills = height >= ELEVATION.HILLS;
const isMountains = height >= ELEVATION.MOUNTAINS;
if (type === "Highland") {
if (isLowlands) return HIGHLAND_STATE_LOWLANDS_FEE;
return HIGHLAND_STATE_HIGHTLAND_COST;
}
if (isMountains) return GENERIC_MOUNTAINS_CROSSING_FEE;
if (isHills) return GENERIC_HILLS_CROSSING_FEE;
return 0;
}
function getRiverCost(cellId: number, type: TCultureType) {
const isRiver = cells.r[cellId] !== 0;
if (type === "River") return isRiver ? RIVER_STATE_RIVER_CROSSING_COST : RIVER_STATE_NO_RIVER_COST;
if (!isRiver) return 0;
const flux = cells.fl[cellId];
return minmax(flux / 10, RIVER_CROSSING_MIN_COST, RIVER_CROSSING_MAX_COST);
}
function getTypeCost(cellId: number, type: TCultureType) {
const isMaritime = type === "Naval" || type === "Lake";
const t = cells.t[cellId];
const isLandCoast = t === DISTANCE_FIELD.LAND_COAST;
if (isLandCoast) {
if (isMaritime) return MARITIME_LAND_COAST_FEE;
if (type === "Nomadic") return NOMADS_LAND_COAST_FEE;
return GENERIC_LAND_COAST_FEE;
}
const isLandlocked = t === DISTANCE_FIELD.LANDLOCKED;
if (isLandlocked) {
if (type === "Naval") return NAVAL_LANDLOCKED_FEE;
return GENERIC_LANDLOCKED_FEE;
}
return 0;
}
}