mirror of
https://github.com/Azgaar/Fantasy-Map-Generator.git
synced 2025-12-17 17:51:24 +01:00
refactor: generate states
This commit is contained in:
parent
e62d6ec74c
commit
c2fc0679ad
15 changed files with 472 additions and 301 deletions
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@ -12,6 +12,7 @@ export enum DISTANCE_FIELD {
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export enum ELEVATION {
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MOUNTAINS = 70,
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FOOTHILLS = 60,
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HILLS = 50,
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LOWLANDS = 30
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}
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@ -46,7 +47,7 @@ const {
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WETLAND
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} = BIOME;
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export const NOMADIC_BIOMES = [HOT_DESERT, COLD_DESERT, GRASSLAND];
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export const NOMADIC_BIOMES = [HOT_DESERT, COLD_DESERT, SAVANNA, GRASSLAND];
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export const HUNTING_BIOMES = [SAVANNA, TROPICAL_RAINFOREST, TEMPERATE_RAINFOREST, TAIGA, TUNDRA, WETLAND];
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@ -8,7 +8,6 @@ import {Voronoi} from "/src/modules/voronoi";
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import {getColors, getMixedColor, getRandomColor} from "utils/colorUtils";
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import {findCell} from "utils/graphUtils";
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import {getAdjective, trimVowels} from "utils/languageUtils";
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import {getMiddlePoint} from "utils/lineUtils";
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import {minmax, rn} from "utils/numberUtils";
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import {each, gauss, generateSeed, P, ra, rand, rw} from "utils/probabilityUtils";
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import {round, splitInTwo} from "utils/stringUtils";
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@ -1,294 +0,0 @@
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import * as d3 from "d3";
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import {TIME, WARN} from "config/logging";
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import {getColors} from "utils/colorUtils";
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import {getInputNumber} from "utils/nodeUtils";
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import {rn} from "utils/numberUtils";
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import {each, gauss} from "utils/probabilityUtils";
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import {getCommonEdgePoint} from "utils/lineUtils";
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const {Names, COA} = window;
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export function generateBurgsAndStates(
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cells: Pick<IPack["cells"], "v" | "p" | "i" | "g" | "f" | "haven" | "harbor" | "r" | "fl" | "s" | "culture">,
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vertices: IGraphVertices,
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cultures: TCultures,
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features: TPackFeatures,
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temp: Int8Array
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) {
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const cellsNumber = cells.i.length;
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const burgIds = new Uint16Array(cellsNumber);
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const noBurg: TNoBurg = {name: undefined};
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const neutrals: TNeutrals = {i: 0, name: "Neutrals"};
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const scoredCellIds = getScoredCellIds();
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const statesNumber = getStatesNumber(scoredCellIds.length);
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if (statesNumber === 0) return {burgIds, burgs: [noBurg], states: [neutrals]};
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const capitals = createCapitals();
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const states = createStates();
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const towns = createTowns();
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const roadScores = new Uint16Array(cellsNumber); // TODO: define roads
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const burgs = specifyBurgs();
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return {burgIds, states, burgs};
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function getScoredCellIds() {
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// cell score for capitals placement
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const score = new Int16Array(cells.s.map(s => s * Math.random()));
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// filtered and sorted array of indexes
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const sorted = cells.i.filter(i => score[i] > 0 && cells.culture[i]).sort((a, b) => score[b] - score[a]);
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return sorted;
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}
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function getStatesNumber(populatedCells: number) {
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const requestedStatesNumber = getInputNumber("regionsOutput");
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if (populatedCells < requestedStatesNumber * 10) {
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const maxAllowed = Math.floor(populatedCells / 10);
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if (maxAllowed === 0) {
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WARN && console.warn("There is no populated cells. Cannot generate states");
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return 0;
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}
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WARN && console.warn(`Not enough populated cells (${populatedCells}). Will generate only ${maxAllowed} states`);
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return maxAllowed;
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}
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return requestedStatesNumber;
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}
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function createCapitals() {
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TIME && console.time("createCapitals");
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const capitals = placeCapitals().map((cellId, index) => {
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const id = index + 1;
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const cultureId = cells.culture[cellId];
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const name: string = Names.getCultureShort(cultureId);
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const featureId = cells.f[cellId];
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return {i: id, cell: cellId, culture: cultureId, name, feature: featureId, capital: 1 as Logical};
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});
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for (const {cell, i} of capitals) {
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burgIds[cell] = i;
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}
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TIME && console.timeEnd("createCapitals");
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return capitals;
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function placeCapitals() {
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function attemptToPlaceCapitals(spacing: number): number[] {
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const capitalCells: number[] = [];
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const capitalsQuadtree = d3.quadtree();
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for (const cellId of scoredCellIds) {
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const [x, y] = cells.p[cellId];
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if (capitalsQuadtree.find(x, y, spacing) === undefined) {
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capitalCells.push(cellId);
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capitalsQuadtree.add([x, y]);
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if (capitalCells.length === statesNumber) return capitalCells;
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}
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}
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WARN && console.warn("Cannot place capitals, trying again with reduced spacing");
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return attemptToPlaceCapitals(spacing / 1.2);
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}
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// initial min distance between capitals, reduced by 1.2 each iteration if not enough space
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const initialSpacing = (graphWidth + graphHeight) / 2 / statesNumber;
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return attemptToPlaceCapitals(initialSpacing);
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}
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}
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function createStates() {
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TIME && console.time("createStates");
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const colors = getColors(capitals.length);
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const each5th = each(5); // select each 5th element
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const powerInput = getInputNumber("powerInput");
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const states = capitals.map((capital, index) => {
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const {cell: cellId, culture: cultureId, name: capitalName, i: capitalId} = capital;
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const id = index + 1;
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const useCapitalName = capitalName.length < 9 && each5th(cellId);
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const basename = useCapitalName ? capitalName : Names.getCultureShort(cultureId);
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const name: string = Names.getState(basename, cultureId);
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const color = colors[index];
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const type = (cultures[cultureId] as ICulture).type;
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const expansionism = rn(Math.random() * powerInput + 1, 1);
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const shield = COA.getShield(cultureId, null);
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const coa = {...COA.generate(null, null, null, type), shield};
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return {i: id, center: cellId, type, name, color, expansionism, capital: capitalId, culture: cultureId, coa};
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});
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TIME && console.timeEnd("createStates");
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return [neutrals, ...states];
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}
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function createTowns() {
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TIME && console.time("createTowns");
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const townsNumber = getTownsNumber();
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if (townsNumber === 0) return [];
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// randomize cells score a bit for more natural towns placement
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const randomizeScore = (suitability: number) => suitability * gauss(1, 3, 0, 20, 3);
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const scores = new Int16Array(cells.s.map(randomizeScore));
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// take populated cells without capitals
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const scoredCellsIds = cells.i.filter(i => scores[i] > 0 && cells.culture[i] && !burgIds[i]);
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scoredCellsIds.sort((a, b) => scores[b] - scores[a]); // sort by randomized suitability score
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const towns = placeTowns().map((cellId, index) => {
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const id = index + 1;
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const cultureId = cells.culture[cellId];
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const name: string = Names.getCulture(cultureId);
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const featureId = cells.f[cellId];
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return {i: id, cell: cellId, culture: cultureId, name, feature: featureId, capital: 0 as Logical};
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});
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for (const {cell, i} of towns) {
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burgIds[cell] = i;
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}
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TIME && console.timeEnd("createTowns");
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return towns;
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function getTownsNumber() {
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const inputTownsNumber = getInputNumber("manorsInput");
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const shouldAutoDefine = inputTownsNumber === 1000;
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const desiredTownsNumber = shouldAutoDefine ? rn(scoredCellsIds.length / 5 ** 0.8) : inputTownsNumber;
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return Math.min(desiredTownsNumber, scoredCellsIds.length);
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}
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function placeTowns() {
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function attemptToPlaceTowns(spacing: number): number[] {
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const townCells: number[] = [];
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const townsQuadtree = d3.quadtree();
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const randomizeScaping = (spacing: number) => spacing * gauss(1, 0.3, 0.2, 2, 2);
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for (const cellId of scoredCellsIds) {
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const [x, y] = cells.p[cellId];
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// randomize min spacing a bit to make placement not that uniform
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const currentSpacing = randomizeScaping(spacing);
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if (townsQuadtree.find(x, y, currentSpacing) === undefined) {
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townCells.push(cellId);
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townsQuadtree.add([x, y]);
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if (townCells.length === townsNumber) return townCells;
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}
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}
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WARN && console.warn("Cannot place towns, trying again with reduced spacing");
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return attemptToPlaceTowns(spacing / 2);
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}
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// initial min distance between towns, reduced by 2 each iteration if not enough space
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const initialSpacing = (graphWidth + graphHeight) / 150 / (townsNumber ** 0.7 / 66);
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return attemptToPlaceTowns(initialSpacing);
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}
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}
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function specifyBurgs(): TBurgs {
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TIME && console.time("specifyBurgs");
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const burgs = [...capitals, ...towns].map(burgData => {
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const {cell, capital} = burgData;
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const port = definePort(cell, capital);
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const population = definePopulation(cell, capital, port);
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const [x, y] = defineLocation(cell, port);
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const type = defineType(cell, port);
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const coa = defineEmblem();
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return {...burgData, port, population, x, y, type, coa};
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});
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TIME && console.timeEnd("specifyBurgs");
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return [noBurg, ...burgs];
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function definePort(cellId: number, capital: Logical) {
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if (!cells.haven[cellId]) return 0; // must be a coastal cell
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if (temp[cells.g[cellId]] <= 0) return 0; // temperature must be above zero °C
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const havenCellId = cells.haven[cellId];
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const havenFeatureId = cells.f[havenCellId];
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const feature = features[havenFeatureId] as IPackFeatureOcean | IPackFeatureLake;
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if (feature.cells < 2) return 0; // water body must have at least 2 cells
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const isSafeHarbor = cells.harbor[cellId] === 1;
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if (!capital && !isSafeHarbor) return 0; // must be a capital or safe harbor
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return havenFeatureId;
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}
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function definePopulation(cellId: number, capital: Logical, port: number) {
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const basePopulation = (cells.s[cellId] + roadScores[cellId] / 2) / 4;
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const decimalPart = (cellId % 1000) / 1000;
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const capitalMultiplier = capital ? 1.3 : 1;
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const portMultiplier = port ? 1.3 : 1;
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const randomMultiplier = gauss(1, 1.5, 0.3, 10, 3);
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const total = (basePopulation + decimalPart) * capitalMultiplier * portMultiplier * randomMultiplier;
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return rn(Math.max(0.1, total), 3);
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}
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function defineLocation(cellId: number, port: number) {
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const [cellX, cellY] = cells.p[cellId];
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if (port) {
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// place ports on the coast
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const [x, y] = getCommonEdgePoint(cells.v, vertices, cellId, cells.haven[cellId]);
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return [rn(x, 2), rn(y, 2)];
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}
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if (cells.r[cellId]) {
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// place river burgs a bit off of the cell center
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const offset = Math.min(cells.fl[cellId] / 150, 1);
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const x = cellId % 2 ? cellX + offset : cellX - offset;
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const y = cells.r[cellId] % 2 ? cellY + offset : cellY - offset;
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return [rn(x, 2), rn(y, 2)];
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}
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return [cellX, cellY];
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}
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function defineType(cellId: number, port: number) {
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const cells = pack.cells;
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if (port) return "Naval";
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if (cells.haven[cellId] && pack.features[cells.f[cells.haven[cellId]]].type === "lake") return "Lake";
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if (cells.h[cellId] > 60) return "Highland";
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if (cells.r[cellId] && cells.r[cellId].length > 100 && cells.r[cellId].length >= pack.rivers[0].length)
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return "River";
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if (!cells.burg[cellId] || pack.burgs[cells.burg[cellId]].population < 6) {
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if (population < 5 && [1, 2, 3, 4].includes(cells.biome[cellId])) return "Nomadic";
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if (cells.biome[cellId] > 4 && cells.biome[cellId] < 10) return "Hunting";
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}
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return "Generic";
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}
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function defineEmblem() {
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return "emblem";
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}
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}
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}
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2
src/scripts/generation/pack/burgsAndStates/config.ts
Normal file
2
src/scripts/generation/pack/burgsAndStates/config.ts
Normal file
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@ -0,0 +1,2 @@
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export const NO_BURG: TNoBurg = {name: undefined};
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export const NEUTRALS: TNeutrals = {i: 0, name: "Neutrals"};
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50
src/scripts/generation/pack/burgsAndStates/createCapitals.ts
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50
src/scripts/generation/pack/burgsAndStates/createCapitals.ts
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@ -0,0 +1,50 @@
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import * as d3 from "d3";
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import {TIME, WARN} from "config/logging";
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const {Names} = window;
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export function createCapitals(statesNumber: number, scoredCellIds: UintArray, burgIds: Uint16Array) {
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TIME && console.time("createCapitals");
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const capitals = placeCapitals(statesNumber, scoredCellIds).map((cellId, index) => {
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const id = index + 1;
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const cultureId = cells.culture[cellId];
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const name: string = Names.getCultureShort(cultureId);
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const featureId = cells.f[cellId];
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return {i: id, cell: cellId, culture: cultureId, name, feature: featureId, capital: 1 as Logical};
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});
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for (const {cell, i} of capitals) {
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burgIds[cell] = i;
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}
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TIME && console.timeEnd("createCapitals");
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return capitals;
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}
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function placeCapitals(statesNumber: number, scoredCellIds: UintArray) {
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function attemptToPlaceCapitals(spacing: number): number[] {
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const capitalCells: number[] = [];
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const capitalsQuadtree = d3.quadtree();
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for (const cellId of scoredCellIds) {
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const [x, y] = cells.p[cellId];
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if (capitalsQuadtree.find(x, y, spacing) === undefined) {
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capitalCells.push(cellId);
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capitalsQuadtree.add([x, y]);
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if (capitalCells.length === statesNumber) return capitalCells;
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}
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}
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WARN && console.warn("Cannot place capitals, trying again with reduced spacing");
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return attemptToPlaceCapitals(spacing / 1.2);
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}
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// initial min distance between capitals, reduced by 1.2 each iteration if not enough space
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const initialSpacing = (graphWidth + graphHeight) / 2 / statesNumber;
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return attemptToPlaceCapitals(initialSpacing);
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}
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40
src/scripts/generation/pack/burgsAndStates/createStates.ts
Normal file
40
src/scripts/generation/pack/burgsAndStates/createStates.ts
Normal file
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@ -0,0 +1,40 @@
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import {TIME} from "config/logging";
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import {getColors} from "utils/colorUtils";
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import {getInputNumber} from "utils/nodeUtils";
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import {rn} from "utils/numberUtils";
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import {each} from "utils/probabilityUtils";
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import {NEUTRALS} from "./config";
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import type {createCapitals} from "./createCapitals";
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const {Names, COA} = window;
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type TCapitals = ReturnType<typeof createCapitals>;
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export function createStates(capitals: TCapitals, cultures: TCultures) {
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TIME && console.time("createStates");
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const colors = getColors(capitals.length);
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const each5th = each(5); // select each 5th element
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const powerInput = getInputNumber("powerInput");
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const states = capitals.map((capital, index) => {
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const {cell: cellId, culture: cultureId, name: capitalName, i: capitalId} = capital;
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const id = index + 1;
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const useCapitalName = capitalName.length < 9 && each5th(cellId);
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const basename = useCapitalName ? capitalName : Names.getCultureShort(cultureId);
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const name: string = Names.getState(basename, cultureId);
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const color = colors[index];
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const type = (cultures[cultureId] as ICulture).type;
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const expansionism = rn(Math.random() * powerInput + 1, 1);
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const shield = COA.getShield(cultureId, null);
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const coa = {...COA.generate(null, null, null, type), shield};
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return {i: id, center: cellId, type, name, color, expansionism, capital: capitalId, culture: cultureId, coa};
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});
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TIME && console.timeEnd("createStates");
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return [NEUTRALS, ...states];
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}
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77
src/scripts/generation/pack/burgsAndStates/createTowns.ts
Normal file
77
src/scripts/generation/pack/burgsAndStates/createTowns.ts
Normal file
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@ -0,0 +1,77 @@
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import * as d3 from "d3";
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import {TIME, WARN} from "config/logging";
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import {getInputNumber} from "utils/nodeUtils";
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import {rn} from "utils/numberUtils";
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import {gauss} from "utils/probabilityUtils";
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const {Names} = window;
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export function createTowns(scoredCellIds: UintArray, burgIds: Uint16Array) {
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TIME && console.time("createTowns");
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const townsNumber = getTownsNumber();
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if (townsNumber === 0) return [];
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// randomize cells score a bit for more natural towns placement
|
||||
const randomizeScore = (suitability: number) => suitability * gauss(1, 3, 0, 20, 3);
|
||||
const scores = new Int16Array(cells.s.map(randomizeScore));
|
||||
|
||||
// take populated cells without capitals
|
||||
const scoredCellsIds = cells.i.filter(i => scores[i] > 0 && cells.culture[i] && !burgIds[i]);
|
||||
scoredCellsIds.sort((a, b) => scores[b] - scores[a]); // sort by randomized suitability score
|
||||
|
||||
const towns = placeTowns(townsNumber, scoredCellIds).map((cellId, index) => {
|
||||
const id = index + 1;
|
||||
const cultureId = cells.culture[cellId];
|
||||
const name: string = Names.getCulture(cultureId);
|
||||
const featureId = cells.f[cellId];
|
||||
|
||||
return {i: id, cell: cellId, culture: cultureId, name, feature: featureId, capital: 0 as Logical};
|
||||
});
|
||||
|
||||
for (const {cell, i} of towns) {
|
||||
burgIds[cell] = i;
|
||||
}
|
||||
|
||||
TIME && console.timeEnd("createTowns");
|
||||
return towns;
|
||||
|
||||
function getTownsNumber() {
|
||||
const inputTownsNumber = getInputNumber("manorsInput");
|
||||
const shouldAutoDefine = inputTownsNumber === 1000;
|
||||
const desiredTownsNumber = shouldAutoDefine ? rn(scoredCellsIds.length / 5 ** 0.8) : inputTownsNumber;
|
||||
|
||||
return Math.min(desiredTownsNumber, scoredCellsIds.length);
|
||||
}
|
||||
}
|
||||
|
||||
function placeTowns(townsNumber: number, scoredCellIds: UintArray) {
|
||||
function attemptToPlaceTowns(spacing: number): number[] {
|
||||
const townCells: number[] = [];
|
||||
const townsQuadtree = d3.quadtree();
|
||||
|
||||
const randomizeScaping = (spacing: number) => spacing * gauss(1, 0.3, 0.2, 2, 2);
|
||||
|
||||
for (const cellId of scoredCellIds) {
|
||||
const [x, y] = cells.p[cellId];
|
||||
|
||||
// randomize min spacing a bit to make placement not that uniform
|
||||
const currentSpacing = randomizeScaping(spacing);
|
||||
|
||||
if (townsQuadtree.find(x, y, currentSpacing) === undefined) {
|
||||
townCells.push(cellId);
|
||||
townsQuadtree.add([x, y]);
|
||||
|
||||
if (townCells.length === townsNumber) return townCells;
|
||||
}
|
||||
}
|
||||
|
||||
WARN && console.warn("Cannot place towns, trying again with reduced spacing");
|
||||
return attemptToPlaceTowns(spacing / 2);
|
||||
}
|
||||
|
||||
// initial min distance between towns, reduced by 2 each iteration if not enough space
|
||||
const initialSpacing = (graphWidth + graphHeight) / 150 / (townsNumber ** 0.7 / 66);
|
||||
return attemptToPlaceTowns(initialSpacing);
|
||||
}
|
||||
90
src/scripts/generation/pack/burgsAndStates/expandStates.ts
Normal file
90
src/scripts/generation/pack/burgsAndStates/expandStates.ts
Normal file
|
|
@ -0,0 +1,90 @@
|
|||
import {TIME} from "config/logging";
|
||||
import FlatQueue from "flatqueue";
|
||||
import {minmax} from "utils/numberUtils";
|
||||
|
||||
// growth algorithm to assign cells to states
|
||||
export function expandStates() {
|
||||
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
|
||||
|
||||
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;
|
||||
});
|
||||
|
||||
while (queue.length) {
|
||||
const priority = queue.peekValue();
|
||||
const {cellId, stateId, biome} = queue.pop();
|
||||
const {type, culture} = states[stateId];
|
||||
|
||||
cells.c[cellId].forEach(neibCellId => {
|
||||
if (cells.state[neibCellId] && neibCellId === states[cells.state[neibCellId]].center) return; // do not overwrite capital cells
|
||||
|
||||
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;
|
||||
|
||||
if (!cost[neibCellId] || totalCost < cost[neibCellId]) {
|
||||
if (cells.h[neibCellId] >= 20) cells.state[neibCellId] = stateId; // assign state to cell
|
||||
cost[neibCellId] = totalCost;
|
||||
|
||||
queue.push({cellId: neibCellId, stateId, biome}, 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");
|
||||
}
|
||||
|
|
@ -0,0 +1,66 @@
|
|||
import {WARN} from "config/logging";
|
||||
import {getInputNumber} from "utils/nodeUtils";
|
||||
import {NEUTRALS, NO_BURG} from "./config";
|
||||
import {createCapitals} from "./createCapitals";
|
||||
import {createStates} from "./createStates";
|
||||
import {createTowns} from "./createTowns";
|
||||
import {expandStates} from "./expandStates";
|
||||
import {specifyBurgs} from "./specifyBurgs";
|
||||
|
||||
export function generateBurgsAndStates(
|
||||
cells: Pick<
|
||||
IPack["cells"],
|
||||
"v" | "p" | "i" | "g" | "h" | "f" | "haven" | "harbor" | "r" | "fl" | "biome" | "s" | "culture"
|
||||
>,
|
||||
vertices: IGraphVertices,
|
||||
cultures: TCultures,
|
||||
features: TPackFeatures,
|
||||
temp: Int8Array,
|
||||
rivers: Omit<IRiver, "name" | "basin" | "type">[]
|
||||
) {
|
||||
const cellsNumber = cells.i.length;
|
||||
const burgIds = new Uint16Array(cellsNumber);
|
||||
|
||||
const scoredCellIds = getScoredCellIds();
|
||||
const statesNumber = getStatesNumber(scoredCellIds.length);
|
||||
if (statesNumber === 0) return {burgIds, burgs: [NO_BURG], states: [NEUTRALS]};
|
||||
|
||||
const capitals = createCapitals(statesNumber, scoredCellIds, burgIds);
|
||||
const states = createStates(capitals, cultures);
|
||||
const towns = createTowns(scoredCellIds, burgIds);
|
||||
|
||||
expandStates();
|
||||
// normalizeStates();
|
||||
const roadScores = new Uint16Array(cellsNumber); // TODO: define roads
|
||||
|
||||
const burgs = specifyBurgs(capitals, towns, roadScores);
|
||||
|
||||
return {burgIds, states, burgs};
|
||||
|
||||
function getScoredCellIds() {
|
||||
// cell score for capitals placement
|
||||
const score = new Int16Array(cells.s.map(s => s * Math.random()));
|
||||
|
||||
// filtered and sorted array of indexes
|
||||
const sorted = cells.i.filter(i => score[i] > 0 && cells.culture[i]).sort((a, b) => score[b] - score[a]);
|
||||
|
||||
return sorted;
|
||||
}
|
||||
|
||||
function getStatesNumber(populatedCells: number) {
|
||||
const requestedStatesNumber = getInputNumber("regionsOutput");
|
||||
|
||||
if (populatedCells < requestedStatesNumber * 10) {
|
||||
const maxAllowed = Math.floor(populatedCells / 10);
|
||||
if (maxAllowed === 0) {
|
||||
WARN && console.warn("There is no populated cells. Cannot generate states");
|
||||
return 0;
|
||||
}
|
||||
|
||||
WARN && console.warn(`Not enough populated cells (${populatedCells}). Will generate only ${maxAllowed} states`);
|
||||
return maxAllowed;
|
||||
}
|
||||
|
||||
return requestedStatesNumber;
|
||||
}
|
||||
}
|
||||
126
src/scripts/generation/pack/burgsAndStates/specifyBurgs.ts
Normal file
126
src/scripts/generation/pack/burgsAndStates/specifyBurgs.ts
Normal file
|
|
@ -0,0 +1,126 @@
|
|||
import {ELEVATION, NOMADIC_BIOMES, HUNTING_BIOMES} from "config/generation";
|
||||
import {TIME} from "config/logging";
|
||||
import {getCommonEdgePoint} from "utils/lineUtils";
|
||||
import {rn} from "utils/numberUtils";
|
||||
import {gauss, P} from "utils/probabilityUtils";
|
||||
import {NO_BURG} from "./config";
|
||||
import type {createCapitals} from "./createCapitals";
|
||||
import type {createTowns} from "./createTowns";
|
||||
|
||||
const {COA} = window;
|
||||
|
||||
type TCapitals = ReturnType<typeof createCapitals>;
|
||||
type TTowns = ReturnType<typeof createTowns>;
|
||||
|
||||
export function specifyBurgs(capitals: TCapitals, towns: TTowns, roadScores: Uint16Array): TBurgs {
|
||||
TIME && console.time("specifyBurgs");
|
||||
|
||||
const burgs = [...capitals, ...towns].map(burgData => {
|
||||
const {cell, culture, capital, state} = burgData;
|
||||
|
||||
const port = definePort(cell, capital);
|
||||
const population = definePopulation(cell, capital, port);
|
||||
const [x, y] = defineLocation(cell, port);
|
||||
|
||||
const type = defineType(cell, port, population);
|
||||
const coa = defineEmblem(state, culture, port, capital, type);
|
||||
|
||||
return {...burgData, port, population, x, y, type, coa};
|
||||
});
|
||||
|
||||
TIME && console.timeEnd("specifyBurgs");
|
||||
return [NO_BURG, ...burgs];
|
||||
|
||||
function definePort(cellId: number, capital: Logical) {
|
||||
if (!cells.haven[cellId]) return 0; // must be a coastal cell
|
||||
if (temp[cells.g[cellId]] <= 0) return 0; // temperature must be above zero °C
|
||||
|
||||
const havenCellId = cells.haven[cellId];
|
||||
const havenFeatureId = cells.f[havenCellId];
|
||||
const feature = features[havenFeatureId] as IPackFeatureOcean | IPackFeatureLake;
|
||||
if (feature.cells < 2) return 0; // water body must have at least 2 cells
|
||||
|
||||
const isSafeHarbor = cells.harbor[cellId] === 1;
|
||||
if (!capital && !isSafeHarbor) return 0; // must be a capital or safe harbor
|
||||
|
||||
return havenFeatureId;
|
||||
}
|
||||
|
||||
// get population in points, where 1 point = 1000 people by default
|
||||
function definePopulation(cellId: number, capital: Logical, port: number) {
|
||||
const basePopulation = (cells.s[cellId] + roadScores[cellId] / 2) / 4;
|
||||
const decimalPart = (cellId % 1000) / 1000;
|
||||
|
||||
const capitalMultiplier = capital ? 1.3 : 1;
|
||||
const portMultiplier = port ? 1.3 : 1;
|
||||
const randomMultiplier = gauss(1, 1.5, 0.3, 10, 3);
|
||||
|
||||
const total = (basePopulation + decimalPart) * capitalMultiplier * portMultiplier * randomMultiplier;
|
||||
return rn(Math.max(0.1, total), 3);
|
||||
}
|
||||
|
||||
function defineLocation(cellId: number, port: number) {
|
||||
const [cellX, cellY] = cells.p[cellId];
|
||||
|
||||
if (port) {
|
||||
// place ports on the coast
|
||||
const [x, y] = getCommonEdgePoint(cells.v, vertices, cellId, cells.haven[cellId]);
|
||||
return [rn(x, 2), rn(y, 2)];
|
||||
}
|
||||
|
||||
if (cells.r[cellId]) {
|
||||
// place river burgs a bit off of the cell center
|
||||
const offset = Math.min(cells.fl[cellId] / 150, 1);
|
||||
const x = cellId % 2 ? cellX + offset : cellX - offset;
|
||||
const y = cells.r[cellId] % 2 ? cellY + offset : cellY - offset;
|
||||
return [rn(x, 2), rn(y, 2)];
|
||||
}
|
||||
|
||||
return [cellX, cellY];
|
||||
}
|
||||
|
||||
function defineType(cellId: number, port: number, population: number): TCultureType {
|
||||
if (port) return "Naval";
|
||||
|
||||
const haven = cells.haven[cellId];
|
||||
const waterBody = features[cells.f[haven]];
|
||||
if (haven && (waterBody as TPackFeature).type === "lake") return "Lake";
|
||||
|
||||
if (cells.h[cellId] > ELEVATION.FOOTHILLS) return "Highland";
|
||||
if (cells.r[cellId] && rivers[cellId].length > 100) return "River";
|
||||
|
||||
if (population < 6) {
|
||||
const biome = cells.biome[cellId];
|
||||
if (population < 5 && NOMADIC_BIOMES.includes(biome)) return "Nomadic";
|
||||
if (HUNTING_BIOMES.includes(biome)) return "Hunting";
|
||||
}
|
||||
|
||||
return "Generic";
|
||||
}
|
||||
|
||||
function defineEmblem(stateId: number, cultureId: number, port: number, capital: Logical, type: TCultureType) {
|
||||
const coaType = capital && P(0.2) ? "Capital" : type === "Generic" ? "City" : type;
|
||||
|
||||
if (stateId === 0) {
|
||||
const baseCoa = COA.generate(null, 0, null, coaType);
|
||||
const shield = COA.getShield(cultureId, stateId);
|
||||
return {...baseCoa, shield};
|
||||
}
|
||||
|
||||
const {culture: stateCultureId, coa: stateCOA} = states[stateId] as IState;
|
||||
const kinship = defineKinshipToStateEmblem();
|
||||
|
||||
const baseCoa = COA.generate(stateCOA, kinship, null, coaType);
|
||||
const shield = COA.getShield(cultureId, stateId);
|
||||
return {...baseCoa, shield};
|
||||
|
||||
function defineKinshipToStateEmblem() {
|
||||
const baseKinship = 0.25;
|
||||
const capitalModifier = capital ? 0.1 : 0;
|
||||
const portModifier = port ? -0.1 : 0;
|
||||
const cultureModifier = cultureId === stateCultureId ? 0 : -0.25;
|
||||
|
||||
return baseKinship + capitalModifier + portModifier + cultureModifier;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -11,7 +11,7 @@ import {pick} from "utils/functionUtils";
|
|||
import {rn} from "utils/numberUtils";
|
||||
import {generateCultures, expandCultures} from "./cultures";
|
||||
import {generateRivers} from "./rivers";
|
||||
import {generateBurgsAndStates} from "./burgsAndStates";
|
||||
import {generateBurgsAndStates} from "./burgsAndStates/generateBurgsAndStates";
|
||||
|
||||
const {LAND_COAST, WATER_COAST, DEEPER_WATER} = DISTANCE_FIELD;
|
||||
const {Biomes} = window;
|
||||
|
|
@ -98,18 +98,21 @@ export function createPack(grid: IGrid): IPack {
|
|||
const {burgIds, states, burgs} = generateBurgsAndStates(
|
||||
{
|
||||
...pick(cells, "v", "p", "i", "g"),
|
||||
h: heights,
|
||||
f: featureIds,
|
||||
haven,
|
||||
harbor,
|
||||
r: riverIds,
|
||||
fl: flux,
|
||||
biome,
|
||||
s: suitability,
|
||||
culture: cultureIds
|
||||
},
|
||||
vertices,
|
||||
cultures,
|
||||
mergedFeatures,
|
||||
temp
|
||||
temp,
|
||||
rawRivers
|
||||
);
|
||||
|
||||
// Religions.generate();
|
||||
|
|
|
|||
1
src/types/pack/burgs.d.ts
vendored
1
src/types/pack/burgs.d.ts
vendored
|
|
@ -5,6 +5,7 @@ interface IBurg {
|
|||
x: number;
|
||||
y: number;
|
||||
population: number;
|
||||
type: TCultureType;
|
||||
capital: Logical; // 1 - capital, 0 - burg
|
||||
port: number; // port feature id, 0 - not a port
|
||||
shanty?: number;
|
||||
|
|
|
|||
1
src/types/pack/features.d.ts
vendored
1
src/types/pack/features.d.ts
vendored
|
|
@ -6,7 +6,6 @@ interface IPackFeatureBase {
|
|||
vertices: number[]; // indexes of perimetric vertices
|
||||
area: number; // area of the feature perimetric polygon
|
||||
}
|
||||
3;
|
||||
|
||||
interface IPackFeatureOcean extends IPackFeatureBase {
|
||||
land: false;
|
||||
|
|
|
|||
11
src/types/pack/states.d.ts
vendored
11
src/types/pack/states.d.ts
vendored
|
|
@ -1,8 +1,10 @@
|
|||
interface IState {
|
||||
i: number;
|
||||
name: string;
|
||||
culture: number;
|
||||
fullName: string;
|
||||
removed?: boolean;
|
||||
coa: ICoa | string;
|
||||
}
|
||||
|
||||
type TNeutrals = {
|
||||
|
|
@ -11,3 +13,12 @@ type TNeutrals = {
|
|||
};
|
||||
|
||||
type TStates = [TNeutrals, ...IState[]];
|
||||
|
||||
interface ICoa {
|
||||
t1: string;
|
||||
division: {};
|
||||
ordinaries: {}[];
|
||||
charges: {}[];
|
||||
shield: "heater";
|
||||
t1: "purpure";
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue