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fix: clean cultures on regeneration, v1.89.07
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7 changed files with 41 additions and 35 deletions
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@ -507,28 +507,37 @@ window.Cultures = (function () {
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// expand cultures across the map (Dijkstra-like algorithm)
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const expand = function () {
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TIME && console.time("expandCultures");
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cells = pack.cells;
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const {cells, cultures} = pack;
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const queue = new PriorityQueue({comparator: (a, b) => a.p - b.p});
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pack.cultures.forEach(function (c) {
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if (!c.i || c.removed || c.lock) return;
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queue.queue({e: c.center, p: 0, c: c.i});
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});
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const neutral = (cells.i.length / 5000) * 3000 * neutralInput.value; // limit cost for culture growth
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const cost = [];
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const neutralRate = byId("neutralRate")?.valueAsNumber || 1;
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const neutral = cells.i.length * 0.6 * neutralRate; // limit cost for culture growth
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// remove culture from all cells except of locked
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for (const cellId of cells.i) {
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const culture = cultures[cells.culture[cellId]];
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if (culture.lock) continue;
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cells.culture[cellId] = 0;
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}
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for (const culture of cultures) {
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if (!culture.i || culture.removed) continue;
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queue.queue({e: culture.center, p: 0, c: culture.i});
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}
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while (queue.length) {
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const next = queue.dequeue(),
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n = next.e,
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p = next.p,
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c = next.c;
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const type = pack.cultures[c].type;
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cells.c[n].forEach(e => {
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if (pack.cultures[cells.culture[e]]?.lock) return;
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const {e, p, c} = queue.dequeue();
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const {type} = pack.cultures[c];
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cells.c[e].forEach(e => {
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const culture = cells.culture[e];
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if (culture?.lock) return; // do not overwrite cell of locked culture
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const biome = cells.biome[e];
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const biomeCost = getBiomeCost(c, biome, type);
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const biomeChangeCost = biome === cells.biome[n] ? 0 : 20; // penalty on biome change
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const biomeChangeCost = biome === cells.biome[e] ? 0 : 20; // penalty on biome change
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const heightCost = getHeightCost(e, cells.h[e], type);
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const riverCost = getRiverCost(cells.r[e], e, type);
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const typeCost = getTypeCost(cells.t[e], type);
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