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refactor: generate burgs
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13 changed files with 364 additions and 39 deletions
294
src/scripts/generation/pack/burgsAndStates.ts
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294
src/scripts/generation/pack/burgsAndStates.ts
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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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@ -44,7 +44,7 @@ export const generateCultures = function (
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): TCultures {
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TIME && console.time("generateCultures");
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const wildlands: IWilderness = {name: "Wildlands", i: 0, base: 1, origins: [null], shield: "round"};
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const wildlands: TWilderness = {name: "Wildlands", i: 0, base: 1, origins: [null], shield: "round"};
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const populatedCellIds = cells.i.filter(cellId => cells.pop[cellId] > 0);
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const maxSuitability = d3.max(cells.s)!;
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@ -282,7 +282,7 @@ export const expandCultures = function (
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TIME && console.time("expandCultures");
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const cultureIds = new Uint16Array(cells.h.length); // cell cultures
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const isWilderness = (culture: ICulture | IWilderness): culture is IWilderness => culture.i === 0;
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const isWilderness = (culture: ICulture | TWilderness): culture is TWilderness => culture.i === 0;
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const queue = new FlatQueue<{cellId: number; cultureId: number}>();
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cultures.forEach(culture => {
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@ -11,6 +11,7 @@ import {pick} from "utils/functionUtils";
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import {rn} from "utils/numberUtils";
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import {generateCultures, expandCultures} from "./cultures";
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import {generateRivers} from "./rivers";
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import {generateBurgsAndStates} from "./burgsAndStates";
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const {LAND_COAST, WATER_COAST, DEEPER_WATER} = DISTANCE_FIELD;
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const {Biomes} = window;
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@ -94,7 +95,23 @@ export function createPack(grid: IGrid): IPack {
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pop: population
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});
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// BurgsAndStates.generate();
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const {burgIds, states, burgs} = generateBurgsAndStates(
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{
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...pick(cells, "v", "p", "i", "g"),
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f: featureIds,
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haven,
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harbor,
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r: riverIds,
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fl: flux,
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s: suitability,
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culture: cultureIds
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},
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vertices,
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cultures,
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mergedFeatures,
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temp
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);
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// Religions.generate();
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// BurgsAndStates.defineStateForms();
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// BurgsAndStates.generateProvinces();
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@ -131,12 +148,15 @@ export function createPack(grid: IGrid): IPack {
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biome,
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s: suitability,
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pop: population,
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culture: cultureIds
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// state, religion, province, burg
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culture: cultureIds,
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burg: burgIds
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// state, religion, province
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},
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features: mergedFeatures,
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rivers: rawRivers, // "name" | "basin" | "type"
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cultures
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cultures,
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states,
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burgs
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};
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return pack;
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