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refactor: generate states
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15 changed files with 472 additions and 301 deletions
90
src/scripts/generation/pack/burgsAndStates/expandStates.ts
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90
src/scripts/generation/pack/burgsAndStates/expandStates.ts
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import {TIME} from "config/logging";
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import FlatQueue from "flatqueue";
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import {minmax} from "utils/numberUtils";
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// growth algorithm to assign cells to states
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export function expandStates() {
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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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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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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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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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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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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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cost[neibCellId] = totalCost;
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queue.push({cellId: neibCellId, stateId, biome}, 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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}
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