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index 94272d58..c01100c4 100644
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diff --git a/modules/resources-generator.js b/modules/resources-generator.js
index 4ccd3f62..269ec766 100644
--- a/modules/resources-generator.js
+++ b/modules/resources-generator.js
@@ -12,42 +12,48 @@
let cells;
const getDefault = function() {
- // spread: percentage of eligible cells to get a resource
- // model: cells eligibility
+ // model: cells eligibility function; chance: chance to get rosource in model-eligible cell
return [
- {i: 1, name: "Wood", value: 5, spread: 2, model: "forestAndTaiga", bonus: {fleet: 2, defence: 1}},
- {i: 2, name: "Stone", value: 4, spread: .7, model: "hills", bonus: {prestige: 1, defence: 2}},
- {i: 3, name: "Marble", value: 15, spread: .05, model: "mountains", bonus: {prestige: 2}},
- {i: 4, name: "Iron", value: 8, spread: .2, model: "mountainsAndRareWetland", bonus: {artillery: 1, infantry: 1, defence: 1}},
- {i: 5, name: "Copper", value: 10, spread: .1, model: "mountains", bonus: {artillery: 2, defence: 1, prestige: 1}},
- {i: 6, name: "Lead", value: 8, spread: .05, model: "mountains", bonus: {artillery: 1, defence: 1}},
- {i: 7, name: "Silver", value: 15, spread: .05, model: "mountains", bonus: {prestige: 2}},
- {i: 8, name: "Gold", value: 30, spread: .02, model: "upperRivers", bonus: {prestige: 3}},
- {i: 9, name: "Grain", value: 1, spread: 3, model: "habitability", bonus: {population: 4}},
- {i: 10, name: "Livestock", value: 2, spread: 1.8, model: "pasturesAndTemperateForest", bonus: {population: 2}},
- {i: 11, name: "Fish", value: 1, spread: 2.2, model: "waterAndRiver", bonus: {population: 2}},
- {i: 12, name: "Game", value: 2, spread: .2, model: "forestAndTaiga", bonus: {archers: 2, population: 1}},
- {i: 13, name: "Wine", value: 3, spread: .3, model: "tropics", bonus: {population: 1, prestige: 1}},
- {i: 14, name: "Olives", value: 3, spread: .3, model: "tropics", bonus: {population: 1}},
- {i: 15, name: "Honey", value: 4, spread: .16, model: "deciduousForestAndTaiga", bonus: {population: 1}},
- {i: 16, name: "Salt", value: 5, spread: .2, model: "aridLandAndLakes", bonus: {population: 1, defence: 1}},
- {i: 17, name: "Dates", value: 3, spread: .16, model: "desert", bonus: {population: 1}},
- {i: 18, name: "Horses", value: 10, spread: .3, model: "grasslandsAndColdDesert", bonus: {cavalry: 2}},
- {i: 19, name: "Elephant", value: 15, spread: .1, model: "savannaDesertTropicalForest", bonus: {cavalry: 1}},
- {i: 20, name: "Camels", value: 13, spread: .2, model: "desert", bonus: {cavalry: 1}},
- {i: 21, name: "Hemp", value: 2, spread: .4, model: "forest", bonus: {fleet: 2}},
- {i: 22, name: "Pearls", value: 35, spread: .16, model: "tropicalWater", bonus: {prestige: 1}},
- {i: 23, name: "Gemstones", value: 35, spread: .1, model: "mountains", bonus: {prestige: 1}},
- {i: 24, name: "Dyes", value: 15, spread: .2, model: "habitableOrWater", bonus: {prestige: 1}},
- {i: 25, name: "Incense", value: 25, spread: .1, model: "desertAndTropicalForest", bonus: {prestige: 2}},
- {i: 26, name: "Silk", value: 30, spread: .05, model: "tropicalForest", bonus: {prestige: 2}},
- {i: 27, name: "Spices", value: 30, spread: .08, model: "tropicalForest", bonus: {prestige: 2}},
+ {i: 1, name: "Wood", value: 5, chance: 10, model: "forestAndTaiga", bonus: {fleet: 2, defence: 1}},
+ {i: 2, name: "Stone", value: 4, chance: 7, model: "hills", bonus: {prestige: 1, defence: 2}},
+ {i: 3, name: "Marble", value: 15, chance: 1, model: "mountains", bonus: {prestige: 2}},
+ {i: 4, name: "Iron", value: 8, chance: 4, model: "mountainsAndRareWetland", bonus: {artillery: 1, infantry: 1, defence: 1}},
+ {i: 5, name: "Copper", value: 10, chance: 2, model: "mountains", bonus: {artillery: 2, defence: 1, prestige: 1}},
+ {i: 6, name: "Lead", value: 8, chance: 1, model: "mountains", bonus: {artillery: 1, defence: 1}},
+ {i: 7, name: "Silver", value: 15, chance: 1, model: "mountains", bonus: {prestige: 2}},
+ {i: 8, name: "Gold", value: 30, chance: .4, model: "upperRivers", bonus: {prestige: 3}},
+ {i: 9, name: "Grain", value: 1, chance: 15, model: "habitability", bonus: {population: 4}},
+ {i: 10, name: "Сattle", value: 2, chance: 10, model: "pasturesAndTemperateForest", bonus: {population: 2}},
+ {i: 11, name: "Fish", value: 1, chance: 10, model: "waterAndRiver", bonus: {population: 2}},
+ {i: 12, name: "Game", value: 2, chance: 3, model: "forestAndTaiga", bonus: {archers: 2, population: 1}},
+ {i: 13, name: "Wine", value: 3, chance: 4, model: "tropics", bonus: {population: 1, prestige: 1}},
+ {i: 14, name: "Olives", value: 3, chance: 4, model: "tropics", bonus: {population: 1}},
+ {i: 15, name: "Honey", value: 4, chance: 3, model: "deciduousForestAndTaiga", bonus: {population: 1}},
+ {i: 16, name: "Salt", value: 5, chance: 4, model: "aridLandAndLakes", bonus: {population: 1, defence: 1}},
+ {i: 17, name: "Dates", value: 3, chance: 3, model: "desert", bonus: {population: 1}},
+ {i: 18, name: "Horses", value: 10, chance: 6, model: "grasslandsAndColdDesert", bonus: {cavalry: 2}},
+ {i: 19, name: "Elephant", value: 15, chance: 2, model: "savannaDesertTropicalForest", bonus: {cavalry: 1}},
+ {i: 20, name: "Camels", value: 13, chance: 4, model: "desert", bonus: {cavalry: 1}},
+ {i: 21, name: "Hemp", value: 2, chance: 4, model: "forest", bonus: {fleet: 2}},
+ {i: 22, name: "Pearls", value: 35, chance: 3, model: "tropicalWater", bonus: {prestige: 1}},
+ {i: 23, name: "Gemstones", value: 35, chance: 2, model: "mountains", bonus: {prestige: 1}},
+ {i: 24, name: "Dyes", value: 15, chance: .5, model: "habitableOrWater", bonus: {prestige: 1}},
+ {i: 25, name: "Incense", value: 25, chance: 2, model: "desertAndTropicalForest", bonus: {prestige: 2}},
+ {i: 26, name: "Silk", value: 30, chance: 1, model: "tropicalForest", bonus: {prestige: 2}},
+ {i: 27, name: "Spices", value: 30, chance: 2, model: "tropicalForest", bonus: {prestige: 2}},
+ {i: 28, name: "Amber", value: 15, chance: 2, model: "forestSeashore", bonus: {prestige: 1}},
+ {i: 29, name: "Furs", value: 13, chance: 2, model: "borealForest", bonus: {prestige: 1}},
+ {i: 30, name: "Sheeps", value: 2, chance: 5, model: "pasturesAndTemperateForest", bonus: {infantry: 1}},
+ {i: 31, name: "Slaves", value: 10, chance: 3, model: "lessHabitableSeashore", bonus: {population: 2}},
+ {i: 32, name: "Tar", value: 3, chance: 3, model: "forestAndTaiga", bonus: {fleet: 1}},
+ {i: 33, name: "Saltpeter", value: 8, chance: 2, model: "habitability", bonus: {artillery: 3}},
+ {i: 34, name: "Coal", value: 2, chance: 5, model: "hills", bonus: {artillery: 2}},
]
}
const chance = v => {
- if (v < .1) return false;
- if (v > 99.9) return true;
+ if (v < .01) return false;
+ if (v > 99.99) return true;
return v / 100 > Math.random();
}
@@ -58,13 +64,13 @@
forest: i => [6, 7, 8].includes(cells.biome[i]),
forestAndTaiga: i => [5, 6, 7, 8, 9].includes(cells.biome[i]),
deciduousForestAndTaiga: i => [6, 8, 9].includes(cells.biome[i]),
- hills: i => cells.h[i] >= 40,
- mountains: i => cells.h[i] >= 60 || (cells.h[i] >= 40 && P(.1)),
+ hills: i => cells.h[i] >= 40 || (cells.h[i] >= 30 && !(i%10)),
+ mountains: i => cells.h[i] >= 60 || (cells.h[i] >= 40 && !(i%10)),
mountainsAndRareWetland: i => cells.h[i] >= 60 || (cells.biome[i] === 12 && !(i%8)),
upperRivers: i => cells.h[i] >= 40 && cells.r[i],
habitability: i => chance(biomesData.habitability[cells.biome[i]]),
- waterAndRiver: i => cells.r[i] || (!(i%2) && (cells.h[i] < 20) && group(i) !== "dry"),
- pasturesAndTemperateForest: i => chance([0, 0, 0, 100, 100, 20, 80, 0, 0, 0, 0, 0, 0][cells.biome[i]]),
+ waterAndRiver: i => cells.t[i] && cells.t[i] < 3 && (cells.r[i] || !(i%2)) && group(i) !== "dry",
+ pasturesAndTemperateForest: i => chance(100 - cells.h[i]) && chance([0, 0, 0, 100, 100, 20, 80, 0, 0, 0, 0, 0, 0][cells.biome[i]]),
tropics: i => [5, 7].includes(cells.biome[i]),
aridLandAndLakes: i => chance([0, 80, 60, 0, 0, 0, 0, 0, 0, 0, 0, 0, 10][cells.biome[i]]) || group(i) === "salt" || group(i) === "dry",
desert: i => cells.biome[i] === 1 || cells.biome[i] === 2,
@@ -72,9 +78,12 @@
savannaDesertTropicalForest: i => [1, 3, 5, 7].includes(cells.biome[i]),
desertAndTropicalForest: i => [1, 7].includes(cells.biome[i]),
tropicalForest: i => cells.biome[i] === 7,
- tropicalWater: i => cells.t[i] === -1 && temp(i) >= 20,
- subAndTropicalWater: i => cells.t[i] === -1 && temp(i) >= 15,
+ tropicalWater: i => cells.t[i] === -1 && temp(i) >= 18,
+ subAndTropicalWater: i => cells.t[i] === -1 && temp(i) >= 14,
habitableOrWater: i => biomesData.habitability[cells.biome[i]] || cells.t[i] === -1,
+ forestSeashore: i => cells.t[i] === 1 && [6, 7, 8, 9].includes(cells.biome[i]),
+ borealForest: i => chance([0, 0, 0, 0, 0, 0, 20, 0, 20, 100, 50, 0, 10][cells.biome[i]]),
+ lessHabitableSeashore: i => cells.t[i] === 1 && chance([0, 50, 30, 30, 20, 10, 10, 20, 10, 20, 10, 0, 5][cells.biome[i]]),
}
// Biomes: 0: Marine, 1: Hot desert, 2: Cold desert, 3: Savanna, 4: Grassland,
@@ -82,15 +91,12 @@
// 8: Temperate rainforest, 9: Taiga, 10: Tundra, 11: Glacier, 12: Wetland
const generate = function() {
+ console.time("generateResources");
cells = pack.cells;
- const cellsN = cells.i.length;
- const cellsP = cellsN / 100; // 1% of all cells
- cells.resource = new Uint8Array(cellsN); // resources array [0, 255]
+ cells.resource = new Uint8Array(cells.i.length); // resources array [0, 255]
+ const resourceMaxCells = Math.ceil(200 * cells.i.length / 5000);
pack.resources = getDefault().map(resource => {
- const expected = cellsP * resource.spread;
- resource.expected = ~~expected; // temp
- resource.max = gauss(expected, expected / 2, expected / 5, cellsN, 0); // temp
resource.cells = 0;
return resource;
});
@@ -98,18 +104,22 @@
const shuffledCells = d3.shuffle(cells.i.slice());
for (const i of shuffledCells) {
if (!(i%10)) d3.shuffle(pack.resources);
+ if (cells.biome[i] === 11) continue; // ignore glaciers
+ const rnd = Math.random() * 100;
for (const resource of pack.resources) {
- if (resource.cells >= resource.max) continue;
+ if (resource.cells >= resourceMaxCells) continue
if (!models[resource.model](i)) continue;
+ if (resource.cells >= resource.chance && rnd > resource.chance) continue;
cells.resource[i] = resource.i;
- resource.cells += 1;
+ resource.cells++;
break;
}
}
+ console.timeEnd("generateResources");
console.table(pack.resources.sort((a, b) => a.i > b.i ? 1 : -1));
}