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refactor: expand states
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6 changed files with 220 additions and 108 deletions
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@ -1,90 +1,195 @@
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import {TIME} from "config/logging";
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import FlatQueue from "flatqueue";
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import {TIME} from "config/logging";
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import {getInputNumber} from "utils/nodeUtils";
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import {minmax} from "utils/numberUtils";
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import type {createCapitals} from "./createCapitals";
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import type {createStates} from "./createStates";
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import {ELEVATION, FOREST_BIOMES, MIN_LAND_HEIGHT, DISTANCE_FIELD} from "config/generation";
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type TCapitals = ReturnType<typeof createCapitals>;
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type TStates = ReturnType<typeof createStates>;
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// growth algorithm to assign cells to states
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export function expandStates() {
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export function expandStates(
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capitals: TCapitals,
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states: TStates,
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features: TPackFeatures,
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cells: Pick<IPack["cells"], "c" | "h" | "f" | "t" | "r" | "fl" | "s" | "biome" | "culture">
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) {
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TIME && console.time("expandStates");
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const {cells, states, cultures, burgs} = pack;
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cells.state = new Uint16Array(cells.i.length);
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const queue = new FlatQueue();
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const cost = [];
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const neutral = (cells.i.length / 5000) * 2500 * neutralInput.value * statesNeutral; // limit cost for state growth
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const cellsNumber = cells.s.length;
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const stateIds = new Uint16Array(cellsNumber);
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states
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.filter(s => s.i && !s.removed)
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.forEach(state => {
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const capitalCell = burgs[state.capital].cell;
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cells.state[capitalCell] = state.i;
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const cultureCenter = cultures[state.culture].center;
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const biome = cells.biome[cultureCenter]; // state native biome
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queue.push({cellId: state.center, stateId: state.i, b: biome}, 0);
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cost[state.center] = 1;
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});
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const queue = new FlatQueue<{cellId: number; stateId: number}>();
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const cost: number[] = [];
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const neutralInput = getInputNumber("neutralInput");
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const maxExpansionCost = (cellsNumber / 2) * neutralInput * statesNeutral;
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for (const {i: stateId, cell: cellId} of capitals) {
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stateIds[cellId] = stateId;
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cost[cellId] = 1;
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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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while (queue.length) {
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const priority = queue.peekValue();
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const {cellId, stateId, biome} = queue.pop();
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const {type, culture} = states[stateId];
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const priority = queue.peekValue()!;
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const {cellId, stateId} = queue.pop()!;
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const {type, culture, center, expansionism} = getState(stateId);
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const capitalBiome = cells.biome[center];
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cells.c[cellId].forEach(neibCellId => {
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if (cells.state[neibCellId] && neibCellId === states[cells.state[neibCellId]].center) return; // do not overwrite capital cells
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if (neibCellId === center && stateIds[neibCellId]) return; // do not overwrite capital cells
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const cultureCost = getCultureCost(culture, neibCellId);
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const populationCost = getPopulationCost(neibCellId);
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const biomeCost = getBiomeCost(neibCellId, capitalBiome, type);
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const heightCost = getHeightCost(neibCellId, type);
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const riverCost = getRiverCost(neibCellId, type);
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const typeCost = getTypeCost(neibCellId, type);
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const cultureCost = culture === cells.culture[neibCellId] ? -9 : 100;
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const populationCost =
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cells.h[neibCellId] < 20 ? 0 : cells.s[neibCellId] ? Math.max(20 - cells.s[neibCellId], 0) : 5000;
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const biomeCost = getBiomeCost(biome, cells.biome[neibCellId], type);
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const heightCost = getHeightCost(pack.features[cells.f[neibCellId]], cells.h[neibCellId], type);
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const riverCost = getRiverCost(cells.r[neibCellId], neibCellId, type);
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const typeCost = getTypeCost(cells.t[neibCellId], type);
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const cellCost = Math.max(cultureCost + populationCost + biomeCost + heightCost + riverCost + typeCost, 0);
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const totalCost = priority + 10 + cellCost / states[stateId].expansionism;
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if (totalCost > neutral) return;
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const totalCost = priority + 10 + cellCost / expansionism;
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if (totalCost > maxExpansionCost) return;
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if (!cost[neibCellId] || totalCost < cost[neibCellId]) {
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if (cells.h[neibCellId] >= 20) cells.state[neibCellId] = stateId; // assign state to cell
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if (cells.h[neibCellId] >= MIN_LAND_HEIGHT) stateIds[neibCellId] = stateId; // assign state to cell
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cost[neibCellId] = totalCost;
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queue.push({cellId: neibCellId, stateId, biome}, totalCost);
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queue.push({cellId: neibCellId, stateId}, totalCost);
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}
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});
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}
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burgs.filter(b => b.i && !b.removed).forEach(b => (b.state = cells.state[b.cell])); // assign state to burgs
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function getBiomeCost(b, biome, type) {
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if (b === biome) return 10; // tiny penalty for native biome
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if (type === "Hunting") return biomesData.cost[biome] * 2; // non-native biome penalty for hunters
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if (type === "Nomadic" && biome > 4 && biome < 10) return biomesData.cost[biome] * 3; // forest biome penalty for nomads
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return biomesData.cost[biome]; // general non-native biome penalty
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}
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function getHeightCost(f, h, type) {
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if (type === "Lake" && f.type === "lake") return 10; // low lake crossing penalty for Lake cultures
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if (type === "Naval" && h < 20) return 300; // low sea crossing penalty for Navals
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if (type === "Nomadic" && h < 20) return 10000; // giant sea crossing penalty for Nomads
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if (h < 20) return 1000; // general sea crossing penalty
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if (type === "Highland" && h < 62) return 1100; // penalty for highlanders on lowlands
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if (type === "Highland") return 0; // no penalty for highlanders on highlands
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if (h >= 67) return 2200; // general mountains crossing penalty
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if (h >= 44) return 300; // general hills crossing penalty
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return 0;
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}
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function getRiverCost(r, i, type) {
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if (type === "River") return r ? 0 : 100; // penalty for river cultures
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if (!r) return 0; // no penalty for others if there is no river
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return minmax(cells.fl[i] / 10, 20, 100); // river penalty from 20 to 100 based on flux
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}
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function getTypeCost(t, type) {
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if (t === 1) return type === "Naval" || type === "Lake" ? 0 : type === "Nomadic" ? 60 : 20; // penalty for coastline
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if (t === 2) return type === "Naval" || type === "Nomadic" ? 30 : 0; // low penalty for land level 2 for Navals and nomads
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if (t !== -1) return type === "Naval" || type === "Lake" ? 100 : 0; // penalty for mainland for navals
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return 0;
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}
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TIME && console.timeEnd("expandStates");
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return stateIds;
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function isNeutrals(state: Entry<TStates>): state is TNeutrals {
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return state.i === 0;
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}
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function getState(stateId: number) {
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const state = states[stateId];
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if (isNeutrals(state)) throw new Error("Neutrals cannot expand");
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return state;
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}
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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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}
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function getPopulationCost(cellId: number) {
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const isWater = cells.h[cellId] < MIN_LAND_HEIGHT;
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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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return UNINHABITED_LAND_FEE;
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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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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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}
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function getHeightCost(cellId: number, type: TCultureType) {
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const height = cells.h[cellId];
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const isWater = height < MIN_LAND_HEIGHT;
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if (isWater) {
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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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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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}
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const isLowlands = height <= ELEVATION.FOOTHILLS;
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const isHills = height >= ELEVATION.HILLS;
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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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}
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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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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 (!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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}
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function getTypeCost(cellId: number, type: TCultureType) {
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const isMaritime = type === "Naval" || type === "Lake";
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const t = cells.t[cellId];
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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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}
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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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}
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return 0;
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}
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}
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