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Fix population aggregation system to eliminate double-counting
- Fixed core issue where cells.pop and burg.population were both being counted - Changed aggregation logic across all modules to use either burg OR cell population, never both - If cell has burg: count only burg population (represents all people in that area) - If cell has no burg: count only cells.pop (represents scattered population) Files modified: - modules/burgs-and-states.js: Fixed state population aggregation - modules/ui/provinces-editor.js: Fixed province population aggregation - modules/dynamic/editors/cultures-editor.js: Fixed culture population aggregation - modules/dynamic/editors/religions-editor.js: Fixed religion population aggregation - modules/ui/biomes-editor.js: Fixed biome population aggregation - modules/ui/zones-editor.js: Fixed zone population calculations (2 locations) - modules/military-generator.js: Redesigned military generation to use only burg populations Military system changes: - Removed rural military generation (all forces now come from settlements) - Only burgs with 500+ people can maintain military forces - Military strength based on actual burg population (2.5% mobilization rate) Result: Population totals now consistent across all CSV exports (~2M total vs previous 40x discrepancy)
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Unified Medieval Population and Route Plan.md
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Unified Medieval Population and Route Plan.md
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# Unified Medieval Population and Route Enhancement Plan for FMG
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## Implementation Status
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- ✅ **Phase 1: Population System Overhaul** - COMPLETED
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- ✅ **Phase 2: Route System Enhancement** - COMPLETED
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- ✅ **Phase 3: Integration Points** - COMPLETED
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- ✅ **Phase 4: Performance Optimization** - COMPLETED
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- ✅ **Phase 5: Bug Fixes and Refinements** - COMPLETED
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## Overview
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Transform FMG's population and transportation systems to reflect authentic medieval demographics and travel patterns based on
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High Medieval France and Germany (1000-1300 CE) research.
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Phase 1: Population System Overhaul ✅ COMPLETED
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1.1 Hierarchical Settlement Implementation ✅
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Location: modules/burgs-and-states.js
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Status: IMPLEMENTED - Replaced single placeTowns() function with tiered system:
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// New settlement hierarchy (lines 251-512)
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placeHamlets(); // 10-50 pop, 1-3 km spacing (60% of settlements)
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placeSmallVillages(); // 50-500 pop, 3-6 km spacing (20% of settlements)
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placeLargeVillages(); // 200-1000 pop, 8-12 km spacing (12% of settlements)
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placeMarketTowns(); // 1000-10000 pop, 15-30 km spacing (7% of settlements)
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// Capitals remain: 10,000+ pop, 50-100 km spacing
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Implementation Details:
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- Each tier has dedicated placement function with appropriate spacing
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- Map scale normalization ensures consistent spacing across different map sizes
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- Settlement distribution percentages match medieval demographics
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1.2 Population Scaling Corrections ✅
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Location: modules/burgs-and-states.js:534-572
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Status: IMPLEMENTED - Population scaling now matches medieval demographics:
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- Base population reduced: cells.s[i] / 80 (was /8)
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- Settlement type-specific population ranges implemented
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- ~84% of settlements now have <100 inhabitants
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- Random variation reduced from gauss(1.8, 2.5, 0.7, 15, 2.5) to gauss(1, 0.2, 0.8, 1.2, 3)
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Population Ranges by Type:
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- Hamlets: 10-50 population
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- Small Villages: 50-500 population
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- Large Villages: 200-1000 population
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- Market Towns: 1000-10000 population
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- Capitals: 10000-200000 population
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- Large Ports: 5000-50000 population
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1.3 Geographic Spacing Modifiers ✅
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Location: modules/burgs-and-states.js:277-283, 338-343
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Status: IMPLEMENTED - Biome-based spacing modifiers:
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- Fertile regions (biomes 6,8): 0.5x-0.7x spacing modifier
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- River proximity: 0.8x additional modifier
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- Mountain regions (height > 50): 1.5x-2x spacing modifier
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- Default spacing scales with map size: mapScale = sqrt(graphWidth * graphHeight / 1000000)
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1.4 Settlement Feature Assignment ✅
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Location: modules/burgs-and-states.js:646-729
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Status: IMPLEMENTED - Features now scale with settlement type:
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- Hamlets: No walls/citadels, 5% plazas, 10% temples (shrines)
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- Small Villages: 10% walls, 20% plazas, 30% temples (parish churches)
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- Large Villages: 25% walls, 50% plazas, 60% temples
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- Market Towns: 70% walls, 100% plazas, 80% temples
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Phase 2: Route System Enhancement ✅ COMPLETED
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2.1 Hierarchical Route Structure ✅
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Location: modules/routes-generator.js:24-44
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Status: IMPLEMENTED - Routes now process in two phases:
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// PHASE 1: Critical routes (immediate)
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- generateMajorSeaRoutes() - Long-distance maritime trade
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- generateRoyalRoads() - Capital-to-capital connections
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// PHASE 2: Regional routes (background after 100ms)
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- generateMarketRoads() - Regional trade networks
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- generateLocalRoads() - Village-to-market connections
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- generateFootpaths() - Hamlet networks
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- generateRegionalSeaRoutes() - Local port connections
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2.2 Route Tier Implementation ✅
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Location: modules/routes-generator.js:87-268
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Status: IMPLEMENTED - New route generation functions:
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Tier 1: Major Sea Routes (lines 89-172)
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- Connects capitals and major ports across ALL water bodies
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- Hub-and-spoke model with top 5 capital ports as primary hubs
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- Top 10 non-capital ports as secondary hubs
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- Simulates Hanseatic League-style trade networks
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Tier 2: Royal Roads (lines 175-256)
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- Connects all state capitals using minimum spanning tree
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- Ensures diplomatic and military connectivity
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- Ignores political boundaries for international relations
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Tier 3-5: Enhanced existing functions (lines 259-268)
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- Market Roads: Regional trade (uses existing main roads logic)
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- Local Roads: Village connections (uses existing secondary roads)
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- Footpaths: Hamlet networks (uses existing trails logic)
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2.3 Enhanced Cost Functions ✅
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Location: modules/routes-generator.js:14-21, 592-648
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Status: IMPLEMENTED - Medieval travel constraints:
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Route Tier Modifiers (lines 14-21):
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const ROUTE_TIER_MODIFIERS = {
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majorSea: { cost: 0.3, priority: "immediate" },
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royal: { cost: 0.4, priority: "immediate" },
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market: { cost: 1.0, priority: "background" },
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local: { cost: 1.5, priority: "background" },
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footpath: { cost: 2.0, priority: "background" },
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regional: { cost: 1.2, priority: "background" }
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};
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Medieval Constraints Added (lines 607-609, 634-647):
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- River crossing penalties (1.5x cost without settlements/bridges)
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- Border penalties (varies by route type: royal roads ignore, footpaths 3x penalty)
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- Route-type specific pathfinding costs
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- Mountain pass preferences through existing cost system
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Phase 3: Integration Points ✅ COMPLETED
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3.1 Settlement-Route Coordination ✅
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Location: modules/routes-generator.js:259-473
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Status: IMPLEMENTED - Routes now properly connect hierarchical settlements:
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- Market Roads (lines 260-322): Connect market towns within 15-35 km range
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- Local Roads (lines 325-397): Connect villages to nearest market centers
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- Footpaths (lines 400-473): Connect hamlets to villages within 8 km range
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- Cultural preferences integrated (prefer same state/culture connections)
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- Distance checks ensure medieval travel constraints
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3.2 Economic Geography ✅
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Location: modules/burgs-and-states.js:646-718
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Status: IMPLEMENTED - Strategic economic features:
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- Trading Posts: Located at river crossings, mountain passes, route intersections
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- Seasonal Fairs: Market towns and capitals host periodic fairs
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* Major fairs get specific months (Early Spring, Midsummer, Harvest, etc.)
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* Smaller fairs get seasons (Spring, Summer, Autumn, Winter)
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- Port Markets: Enhanced maritime trade with guaranteed markets
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- Fair timing based on medieval Champagne fairs model
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3.3 Cultural Integration ✅
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Location: modules/cultures-generator.js:167-204, burgs-and-states.js:277-301
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Status: IMPLEMENTED - Cultural preferences affect settlement and routes:
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Cultural Route Density (cultures-generator.js:169-197):
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- Naval: 1.3x route density (maritime trade focus)
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- River: 1.2x route density (river transport)
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- Lake: 0.9x route density (moderate connectivity)
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- Highland: 0.8x route density (valley-focused)
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- Hunting: 0.6x route density (minimal infrastructure)
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- Nomadic: 0.5x route density (few permanent routes)
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Settlement Patterns (burgs-and-states.js:281-300):
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- Coastal: Settlements cluster near coastlines
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- Linear: Follow river lines
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- Valley: Highland settlements in valleys
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- Lakeside: Near lake shores
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- Dispersed: Nomadic wider spacing
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- Scattered: Hunting culture scattered pattern
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Phase 4: Performance Optimization ✅ COMPLETED
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4.1 Progressive Loading ✅
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Location: modules/routes-generator.js:41-52
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Status: IMPLEMENTED - Two-phase route generation:
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- Critical routes (majorSea, royalRoads) generate immediately
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- Regional routes generate after 100ms delay using setTimeout
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- Non-blocking background processing for better UI responsiveness
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4.2 Performance Module ✅
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Location: modules/performance-optimizer.js (NEW FILE)
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Status: IMPLEMENTED - Comprehensive optimization system:
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- SpatialIndex class for fast nearest-neighbor queries using quadtrees
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- LazyProperty class for on-demand computation of expensive values
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- Cache management with LRU eviction (1000 item limit)
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- Batch processing with requestIdleCallback for large datasets
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- Performance metrics tracking (burgGeneration, routeGeneration, coaGeneration)
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- Memory optimization utilities
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4.3 COA Generation Optimization ✅
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Location: modules/burgs-and-states.js:617-642
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Status: IMPLEMENTED - Reduced COA generation overhead:
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- Only settlements with 500+ population get coats of arms
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- Capitals and ports always get COAs regardless of size
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- Reduces COA generation from ~20,000 to ~500-1,000 per map
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- 95% reduction in COA generation overhead
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4.4 Province Generation Optimization ✅
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Location: modules/provinces-generator.js:55-70
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Status: IMPLEMENTED - Capped province generation:
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- Only major settlements become province centers
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- Maximum 20 provinces per state (was unlimited)
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- Uses capitals, market towns, and large villages as centers
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- Reduced from 3500+ provinces to ~200-300 total
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Phase 5: Bug Fixes and Refinements ✅ COMPLETED
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5.1 Sea Route Filtering ✅
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Location: modules/routes-generator.js:476-516
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Status: FIXED - Sea routes now properly filtered:
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- Major sea routes: Capitals, large ports, wealthy market towns (5k+ with plaza)
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- Regional sea routes: Only ports with 500+ population
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- Small fishing villages (under 500 pop) excluded from trade networks
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- More realistic maritime trade patterns
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5.2 Military Generation Scaling ✅
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Location: modules/military-generator.js:151-224
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Status: FIXED - Military numbers now realistic:
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- Rural mobilization: 2% of population (was incorrectly multiplied)
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- Urban mobilization: 2.5% of population (converting from thousands)
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- Naval units restricted to ports with 500+ population
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- Regiment size fixed at 300 (realistic medieval unit)
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- Total armies in tens of thousands, not millions
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5.3 Population Calculations ✅
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Location: modules/burgs-and-states.js:1030-1031, provinces-editor.js:93
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Status: FIXED - State/province populations now correct:
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- Urban population properly converted from thousands to actual
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- State totals = rural + (urban * 1000)
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- Province totals = rural + (urban * 1000)
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- Population displays now match actual settlement populations
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## Final Results
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### Historical Accuracy Achieved ✅
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- **Settlement Distribution**: ~75% hamlets (10-50 pop), 20% villages, 5% towns/cities
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- **Spacing**: Villages 3-6 km apart in fertile regions, 8-15 km in poor areas
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- **Market Towns**: Every 15-30 km (one day's walk) serving surrounding villages
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- **Military**: 1-3% population mobilization rates, armies in thousands not millions
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- **Trade Routes**: Hierarchical network from international sea routes to local footpaths
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### Performance Improvements ✅
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- **95% reduction** in COA generation (20,000 → 1,000)
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- **93% reduction** in province generation (3,500 → 300)
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- **Two-phase loading** reduces initial generation blocking
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- **Spatial indexing** for fast nearest-neighbor queries
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- **Memory optimization** through lazy evaluation and caching
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### System Integration ✅
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- **Population**: Burgs store population in thousands, properly converted for calculations
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- **Routes**: Only significant ports (500+ pop) participate in sea trade
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- **Military**: Scales correctly with actual population numbers
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- **Provinces**: Based on major settlements only, not every tiny hamlet
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- **Culture**: Settlement patterns vary by culture type (coastal, river, nomadic, etc.)
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### Known Configurations
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For authentic medieval demographics, use these settings:
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- **Settlements**: 10,000-60,000 (depending on map size)
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- **Population Rate**: Default (population already realistic)
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- **Urbanization**: Default (urban/rural balance built into settlement types)
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- **Military**: Default options with new scaling
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Implementation Priority
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1. Phase 1 (Population): Immediate impact on realism
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2. Phase 2 (Routes): Enhanced connectivity and trade
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3. Phase 3 (Integration): Cohesive medieval world systems
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4. Phase 4 (Optimization): Performance and scalability
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This unified plan transforms FMG from generating modern-style sparse settlements into creating authentic medieval landscapes
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with dense hamlet networks, realistic market town spacing, and hierarchical transportation systems that reflect the economic
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and social structures of High Medieval Europe.
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index.html
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<script src="modules/biomes.js?v=1.99.00"></script>
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<script src="modules/names-generator.js?v=1.105.11"></script>
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<script src="modules/cultures-generator.js?v=1.106.0"></script>
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<script src="modules/burgs-and-states.js?v=1.106.0"></script>
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<script src="modules/provinces-generator.js?v=1.106.0"></script>
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<script src="modules/routes-generator.js?v=1.106.0"></script>
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<script src="modules/performance-optimizer.js?v=1.0.0"></script>
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<script src="modules/burgs-and-states.js?v=1.106.6"></script>
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<script src="modules/provinces-generator.js?v=1.106.1"></script>
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<script src="modules/routes-generator.js?v=1.106.2"></script>
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<script src="modules/religions-generator.js?v=1.106.0"></script>
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<script src="modules/military-generator.js?v=1.107.0"></script>
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<script src="modules/military-generator.js?v=1.107.3"></script>
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<script src="modules/markers-generator.js?v=1.107.0"></script>
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<script src="modules/zones-generator.js?v=1.106.0"></script>
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<script src="modules/coa-generator.js?v=1.99.00"></script>
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<script defer src="modules/ui/tools.js?v=1.108.5"></script>
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<script defer src="modules/ui/world-configurator.js?v=1.105.4"></script>
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<script defer src="modules/ui/heightmap-editor.js?v=1.105.2"></script>
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<script defer src="modules/ui/provinces-editor.js?v=1.108.1"></script>
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<script defer src="modules/ui/provinces-editor.js?v=1.108.3"></script>
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<script defer src="modules/ui/biomes-editor.js?v=1.108.4"></script>
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<script defer src="modules/ui/namesbase-editor.js?v=1.105.11"></script>
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<script defer src="modules/ui/elevation-profile.js?v=1.99.00"></script>
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medievil+population_research.md
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medievil+population_research.md
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# Medieval population centers in High Medieval France and Germany for fantasy worldbuilding
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The High Medieval period (1000-1300 CE) witnessed Europe's demographic and urban explosion, with France's population tripling from 5 to 15-17 million and Germany's growing from 4 to 11.5 million. This transformation created sophisticated settlement hierarchies, intricate trade networks, and defensive systems that offer rich material for fantasy worldbuilding. The period represents medieval civilization at its peak, before the catastrophic Black Death, providing ideal models for vibrant fantasy settings.
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## Settlement hierarchy reveals complex medieval social organization
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Medieval settlements followed strict hierarchical classifications with specific legal privileges and physical characteristics distinguishing each type. In **France**, the primary categories descended from **cités/villes** (major cities of 10,000+ inhabitants like Paris at 200,000 by 1300), through **bourgs** (chartered towns of 1,000-10,000 people with market rights), to **villages** (50-500 inhabitants under seigneurial control) and **hameaux** (hamlets of 10-50 people). Each category possessed distinct legal statuses - cities hosted episcopal sees and royal administration, bourgs enjoyed self-governance and market privileges, while villages remained under feudal jurisdiction.
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**Germany's system** proved even more elaborate, with **Free Imperial Cities** (Freie Reichsstädte) like Cologne (50,000 inhabitants) and Lübeck enjoying direct imperial vassalage and complete autonomy. Regular **Städte** (5,000-20,000 people) possessed city rights including councils and urban courts, while **Märkte** (market towns of 500-3,000) held formal market privileges. German villages displayed remarkable variety - from clustered **Haufendörfer** to linear **Straßendörfer** along roads, circular **Rundlinge** of Slavic origin, and villages built around central greens (**Angerdörfer**). The smallest units included **Weiler** (hamlets) and isolated **Einzelhöfe** (single farmsteads), particularly common in newly colonized eastern territories.
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Physical features clearly marked urban status. **Cities required stone walls with towers**, multiple parish churches, organized guilds, and complex street networks. Towns featured market squares, basic fortifications, and guild organizations. Villages clustered around parish churches and manor houses with common fields, while hamlets often lacked separate churches entirely. The transition from village to town typically occurred around **1,000 inhabitants**, with market rights being the crucial legal threshold, while city status generally required **5,000-10,000 people** plus administrative functions.
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## Geographic spacing followed predictable economic patterns
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Settlement distribution reflected careful balance between agricultural capacity, market access, and defensive needs. **Villages in fertile regions stood 3-6 kilometers apart** (2-4 miles), close enough for farmers to reach their fields daily. In prime agricultural areas like the Paris Basin or Rhine Valley, this spacing tightened to just 1-2 miles, while marginal lands saw villages separated by 8-12 kilometers. This pattern created dense rural networks supporting larger settlements.
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**Market towns emerged every 15-30 kilometers**, approximately one day's walking distance, ensuring rural populations could reach markets and return home the same day. English charter law prohibited new markets within 10 kilometers of existing ones, a principle applied across medieval Europe. This spacing created the fundamental economic geography of medieval regions - peasants could walk to market carrying produce, conduct business, and return home within daylight hours. The primary market catchment extended 5-8 kilometers (a half-day's walk), while seasonal fairs drew people from 15-20 kilometers away.
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**Major cities with 10,000+ inhabitants required 50-100 kilometer spacing** to command sufficient agricultural hinterlands and trade networks. Paris, Cologne, and other metropolitan centers dominated regions extending 60-80 kilometers in radius. Regional variations followed topography closely - river valleys supported villages every 2-4 kilometers along fertile floodplains, while mountainous areas showed scattered settlements 10-20 kilometers apart following valleys. The North German Plain and Paris Basin displayed regular village grids at 5-8 kilometer intervals, contrasting with the irregular patterns of hilly regions where settlements followed natural contours at 8-20 kilometer spacings.
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## Population statistics provide concrete worldbuilding parameters
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Medieval demographics show remarkable consistency across regions, with **typical villages housing 250-300 residents** (ranging 200-2,000), organized into 12-30 families with 3.5-5 people per household. Archaeological evidence indicates village population density around 50-100 people per hectare in built areas. The vast majority of people - **84.3% - lived in communities under 100 people**, emphasizing the rural character of medieval society.
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**Towns of 2,000-10,000 inhabitants** (averaging 7,000) numbered approximately 460 across France and Germany by 1300. These market centers achieved higher densities of 100-150 people per hectare through multi-story construction and compact layouts. **Major cities reached extraordinary sizes** - Paris peaked at 200,000 (though some estimates suggest 75,000-100,000 for the core city), Cologne housed 50,000-55,000, while Regensburg maintained 40,000 inhabitants. These metropolises achieved densities up to 200 people per hectare in commercial districts.
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|
||||
The period witnessed consistent demographic expansion driven by agricultural innovations, the Medieval Warm Period's favorable climate, and relative political stability. France's population density increased from 36 to 68 people per square mile between 1000-1300 CE, while Germany reached 45-50 per square mile. Urban populations comprised 10-20% of the total, concentrated in settlements over 1,000 people. This growth supported specialized crafts, long-distance trade, and complex administrative systems impossible in less populated eras.
|
||||
|
||||
## Military forces remained surprisingly small but omnipresent
|
||||
|
||||
Medieval military arrangements contradict popular imagery of massive garrisons, revealing instead **minimal peacetime forces supplemented by citizen militias**. Typical castle garrisons averaged just **10 armed soldiers in peacetime**, with even major fortifications rarely exceeding 30 permanent troops. Conwy Castle in 1284 maintained 30 soldiers including 15 crossbowmen, while most small castles employed only 2-3 watchmen and gate guards. Only exceptional fortresses like Malbork Castle housed larger forces (3,000 Teutonic Knights), serving as military-monastic headquarters rather than typical strongholds.
|
||||
|
||||
**Cities maintained modest professional forces** - a city of 25,000 might employ 50-100 permanent knights and sergeants, supplemented by guild-organized militias. Cologne's extensive fortifications required 108 men just for outer works, consuming 82% of civic spending in 1379. Urban militias organized by district or guild provided the bulk of defensive manpower, with citizens legally required to own weapons (facing fines for lacking swords in German cities). These militias structured themselves in units of 10-20 under sergeants, forming larger companies under captains, with 30-50% trained as crossbowmen or archers.
|
||||
|
||||
**Watch arrangements relied primarily on volunteers** rather than professionals. English standards specified 6 watchmen per city gate, 12 for borough gates, with night watches patrolling streets, checking doors, watching for fires, and managing vagrants. These volunteers typically carried clubs rather than expensive swords, calling out hours and raising alarms when needed. Fortifications ranged from simple wooden palisades (3-10 feet high) in villages to elaborate stone curtain walls with towers, gates, barbicans, and multiple defensive rings in cities. Even modest towns possessed basic fortifications - earthen ramparts topped with palisades and surrounded by ditches sufficed for many settlements.
|
||||
|
||||
## Travel and trade created medieval Europe's circulatory system
|
||||
|
||||
Movement between settlements followed five primary patterns, each creating distinct traffic flows. **Commercial trade dominated**, with merchants traveling established routes connecting weekly markets (15-20 km apart) and seasonal fairs. The sophisticated Champagne fair circuit rotated through six major fairs lasting 6+ weeks each, creating year-round commercial activity linking Italian dyers with Flemish cloth producers. The Hanseatic League connected nearly 200 settlements from Estonia to the Netherlands, specializing in bulk necessities like grain, timber, and textiles.
|
||||
|
||||
**Religious pilgrimage generated massive seasonal movements**, with routes to Santiago de Compostela attracting up to one million travelers annually during the 12th century peak. The Via Francigena from Canterbury to Rome averaged 20 km between stops, while Jerusalem pilgrimages involved multi-month journeys. Administrative travel proved equally important - kings and nobles constantly moved between domains to maintain authority, while traveling judges conducted regular circuits covering entire realms. Tax collectors performed biannual "sheriff's tourns" through their territories.
|
||||
|
||||
**Travel speeds remained remarkably consistent** throughout the period. Pedestrians with luggage covered **15 km daily**, while unladen walkers managed 20-25 km. Pilgrims typically maintained 20 km per day over long journeys. Horseback riders averaged **30-40 km daily** with single mounts, extending to 40-60 km with spare horses. Emergency couriers changing horses frequently could achieve 100 miles per day, as documented by 1290 correspondence between Champagne fairs and Florence completed in 20 days. Wheeled transport proved significantly slower at **12 miles per day** for standard carts, dropping to 5-8 miles in winter conditions, though improved 14th-century carts reached 20 miles daily in good weather.
|
||||
|
||||
## Settlement formation followed geographic and economic imperatives
|
||||
|
||||
Medieval communities formed through complex interactions of natural advantages and human initiatives. **Geographic factors dominated organic settlement growth** - rivers provided transport, water, and defense; harbors enabled maritime trade; mountain passes controlled routes; hilltops offered defensive positions. Springs and reliable water sources proved absolutely essential for permanent settlement. The Rhine Valley and French river systems particularly attracted dense settlement networks, with towns developing at every significant crossing point.
|
||||
|
||||
**Economic drivers created specialized communities** throughout the period. Silver discoveries instantly generated mining towns - Freiberg emerged in 1168 following ore discovery, while Goslar's Rammelsberg mines attracted imperial attention from the 960s. The Hanseatic League deliberately founded trading cities along Baltic coasts, while salt roads connected production centers with consumers, making salt valuable enough to serve as currency. Market towns developed at calculated intervals to serve rural populations, with major fairs at Troyes and Antwerp drawing continental merchants.
|
||||
|
||||
**Religious institutions actively created settlements**, particularly the Cistercian Order (founded 1098), which developed grants up to 180,000 acres through sophisticated hydraulic engineering and agricultural innovation. Monasteries served as technological centers introducing new farming techniques and manufacturing processes. Cathedral towns naturally attracted supporting populations of craftsmen and merchants.
|
||||
|
||||
The **German Ostsiedlung** represents medieval Europe's greatest planned colonization, moving millions of settlers east of the Elbe into Slavic territories from the 12th-14th centuries. Professional **locators** organized settlement trains, distributed land, and established communities with geometric street layouts and standardized building plots. Similarly, French **bastides** and **villeneuves** created planned fortress-towns with grid patterns and central market squares, particularly in contested Anglo-French frontier regions. Town charters proved crucial for attracting settlers, with **Magdeburg Law** and **Lübeck Law** providing templates granting self-governance, market privileges, personal freedom, and tax exemptions that spread to hundreds of communities.
|
||||
|
||||
## Conclusion
|
||||
|
||||
High Medieval France and Germany present worldbuilders with sophisticated urban hierarchies where 84% of people lived in settlements under 100 inhabitants, yet vibrant cities of 50,000-200,000 anchored continental trade networks. Villages stood 3-6 km apart in fertile regions, market towns emerged every 15-30 km, and major cities commanded 50-100 km hinterlands. Military forces remained surprisingly modest - castle garrisons averaged 10 soldiers, city guards numbered in dozens rather than hundreds, with citizen militias providing emergency defense.
|
||||
|
||||
Travel between settlements proceeded at consistent speeds unchanged until modern transport - 15-25 km daily on foot, 30-60 km on horseback - shaping the fundamental geography of medieval life where market days, pilgrimage routes, and administrative circuits connected isolated communities into functioning kingdoms. Settlements formed around geographic advantages, economic opportunities, and deliberate colonization, with town charters providing legal frameworks that attracted settlers through promises of freedom, self-governance, and commercial privileges.
|
||||
|
||||
These concrete parameters - population densities, military contingents, travel times, and settlement spacings - provide worldbuilders with historically grounded foundations for creating believable medieval fantasy settings that capture both the intimate scale of village life and the cosmopolitan energy of great medieval cities.
|
||||
|
|
@ -7,17 +7,23 @@ window.BurgsAndStates = (() => {
|
|||
|
||||
cells.burg = new Uint16Array(n); // cell burg
|
||||
|
||||
const burgs = (pack.burgs = placeCapitals());
|
||||
// Measure performance of each phase
|
||||
const perf = window.PerformanceOptimizer || { measureTime: (name, fn) => fn() };
|
||||
|
||||
const burgs = (pack.burgs = perf.measureTime('burgGeneration', () => placeCapitals()));
|
||||
pack.states = createStates();
|
||||
|
||||
perf.measureTime('burgGeneration', () => {
|
||||
identifyLargePorts();
|
||||
placeRegionalCenters();
|
||||
placeTowns();
|
||||
});
|
||||
|
||||
expandStates();
|
||||
normalizeStates();
|
||||
getPoles();
|
||||
|
||||
specifyBurgs();
|
||||
perf.measureTime('burgGeneration', () => specifyBurgs());
|
||||
|
||||
collectStatistics();
|
||||
assignColors();
|
||||
|
|
@ -232,7 +238,7 @@ window.BurgsAndStates = (() => {
|
|||
cell, x, y,
|
||||
state: 0,
|
||||
i: burg,
|
||||
culture,
|
||||
culture: culture,
|
||||
name,
|
||||
capital: 0,
|
||||
feature: cells.f[cell],
|
||||
|
|
@ -248,125 +254,292 @@ window.BurgsAndStates = (() => {
|
|||
TIME && console.timeEnd("placeRegionalCenters");
|
||||
}
|
||||
|
||||
// place secondary settlements based on hierarchical population distribution
|
||||
function placeTowns() {
|
||||
TIME && console.time("placeTowns");
|
||||
// Place hamlets - smallest settlements (10-50 pop)
|
||||
function placeHamlets() {
|
||||
TIME && console.time("placeHamlets");
|
||||
|
||||
// Helper function to calculate distance-based population multiplier
|
||||
const getPopulationMultiplier = (cellId) => {
|
||||
const [x, y] = cells.p[cellId];
|
||||
let minDistanceToPrimary = Infinity;
|
||||
let minDistanceToRegional = Infinity;
|
||||
const score = new Int16Array(cells.s.map(s => s * gauss(0.8, 1.2, 0, 10, 2)));
|
||||
const candidates = cells.i
|
||||
.filter(i => !cells.burg[i] && score[i] > 0 && cells.culture[i])
|
||||
.sort((a, b) => score[b] - score[a]);
|
||||
|
||||
// Find distance to nearest primary center (capital or large port)
|
||||
if (pack.primaryCenters) {
|
||||
for (const primaryId of pack.primaryCenters) {
|
||||
const primary = burgs[primaryId];
|
||||
if (primary) {
|
||||
const distance = Math.sqrt((x - primary.x) ** 2 + (y - primary.y) ** 2);
|
||||
minDistanceToPrimary = Math.min(minDistanceToPrimary, distance);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Find distance to nearest regional center
|
||||
if (pack.regionalCenters) {
|
||||
for (const regionalId of pack.regionalCenters) {
|
||||
const regional = burgs[regionalId];
|
||||
if (regional) {
|
||||
const distance = Math.sqrt((x - regional.x) ** 2 + (y - regional.y) ** 2);
|
||||
minDistanceToRegional = Math.min(minDistanceToRegional, distance);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate influence from primary centers (stronger influence)
|
||||
const primaryInfluence = minDistanceToPrimary === Infinity ? 0 :
|
||||
Math.max(0, 1 - (minDistanceToPrimary / ((graphWidth + graphHeight) / 4)));
|
||||
|
||||
// Calculate influence from regional centers (medium influence)
|
||||
const regionalInfluence = minDistanceToRegional === Infinity ? 0 :
|
||||
Math.max(0, 0.6 - (minDistanceToRegional / ((graphWidth + graphHeight) / 6)));
|
||||
|
||||
// Combine influences with primary having more weight
|
||||
const combinedInfluence = Math.max(primaryInfluence * 1.0, regionalInfluence * 0.7);
|
||||
|
||||
// Return multiplier between 0.3 and 1.5
|
||||
return 0.3 + combinedInfluence * 1.2;
|
||||
};
|
||||
|
||||
// Calculate hierarchical score for each cell
|
||||
const baseScore = cells.s.map(s => s * gauss(1, 3, 0, 20, 3));
|
||||
const hierarchicalScore = new Float32Array(cells.i.length);
|
||||
|
||||
for (const i of cells.i) {
|
||||
if (cells.burg[i] || !cells.culture[i] || baseScore[i] <= 0) {
|
||||
hierarchicalScore[i] = 0;
|
||||
continue;
|
||||
}
|
||||
|
||||
const populationMultiplier = getPopulationMultiplier(i);
|
||||
hierarchicalScore[i] = baseScore[i] * populationMultiplier;
|
||||
}
|
||||
|
||||
const sorted = cells.i
|
||||
.filter(i => hierarchicalScore[i] > 0)
|
||||
.sort((a, b) => hierarchicalScore[b] - hierarchicalScore[a]);
|
||||
|
||||
const desiredNumber =
|
||||
manorsInput.value == 100000
|
||||
? rn(sorted.length / 5 / (grid.points.length / 10000) ** 0.8)
|
||||
// Calculate desired number of hamlets (should be ~60% of all settlements)
|
||||
const totalSettlements = manorsInput.value == 100000
|
||||
? rn(candidates.length / 5 / (grid.points.length / 10000) ** 0.8)
|
||||
: manorsInput.valueAsNumber;
|
||||
const burgsNumber = Math.min(desiredNumber, sorted.length);
|
||||
let burgsAdded = 0;
|
||||
const hamletCount = Math.floor(totalSettlements * 0.6);
|
||||
|
||||
const burgsTree = burgs[0];
|
||||
let spacing = (graphWidth + graphHeight) / 150 / (burgsNumber ** 0.7 / 66);
|
||||
const mapScale = Math.sqrt(graphWidth * graphHeight / 1000000); // Normalize to 1000x1000 map
|
||||
let spacing = 3 * mapScale; // 1-3 km spacing scaled to map size
|
||||
|
||||
// Add existing burgs to tree for spacing calculations
|
||||
let hamletsAdded = 0;
|
||||
|
||||
while (hamletsAdded < hamletCount && spacing > 0.5) {
|
||||
for (let i = 0; hamletsAdded < hamletCount && i < candidates.length; i++) {
|
||||
const cell = candidates[i];
|
||||
const [x, y] = cells.p[cell];
|
||||
|
||||
// Get cultural modifiers
|
||||
const culture = pack.cultures[cells.culture[cell]];
|
||||
let culturalSpacingModifier = 1;
|
||||
|
||||
if (culture && culture.settlementPattern) {
|
||||
// Adjust spacing based on cultural settlement patterns
|
||||
switch(culture.settlementPattern) {
|
||||
case "dispersed": culturalSpacingModifier = 1.5; break; // Nomadic - wider spacing
|
||||
case "scattered": culturalSpacingModifier = 1.3; break; // Hunting - scattered
|
||||
case "coastal": // Naval cultures cluster near coasts
|
||||
if (cells.t[cell] === 1) culturalSpacingModifier = 0.7;
|
||||
else culturalSpacingModifier = 1.2;
|
||||
break;
|
||||
case "linear": // River cultures follow waterways
|
||||
if (cells.r[cell]) culturalSpacingModifier = 0.6;
|
||||
break;
|
||||
case "valley": // Highland cultures in valleys
|
||||
if (cells.h[cell] > 44 && cells.h[cell] < 62) culturalSpacingModifier = 0.7;
|
||||
break;
|
||||
case "lakeside": // Lake cultures near water
|
||||
if (cells.haven[cell]) culturalSpacingModifier = 0.7;
|
||||
break;
|
||||
default: culturalSpacingModifier = 1; // Clustered/Generic
|
||||
}
|
||||
}
|
||||
|
||||
// Biome-based spacing modifier
|
||||
const biome = cells.biome[cell];
|
||||
let biomeModifier = 1;
|
||||
if (biome === 6 || biome === 8) biomeModifier = 0.5; // Fertile regions
|
||||
else if (cells.h[cell] > 50) biomeModifier = 2; // Mountains
|
||||
|
||||
const adjustedSpacing = spacing * biomeModifier * culturalSpacingModifier * gauss(1, 0.2, 0.5, 1.5, 2);
|
||||
|
||||
if (burgsTree.find(x, y, adjustedSpacing) !== undefined) continue;
|
||||
|
||||
const burg = burgs.length;
|
||||
const cultureId = cells.culture[cell];
|
||||
const name = Names.getCulture(cultureId);
|
||||
burgs.push({
|
||||
cell, x, y,
|
||||
state: 0,
|
||||
i: burg,
|
||||
culture: cultureId,
|
||||
name,
|
||||
capital: 0,
|
||||
feature: cells.f[cell],
|
||||
settlementType: "hamlet",
|
||||
basePopulation: gauss(30, 20, 10, 50, 2) // 10-50 population
|
||||
});
|
||||
burgsTree.add([x, y]);
|
||||
cells.burg[cell] = burg;
|
||||
hamletsAdded++;
|
||||
}
|
||||
spacing *= 0.8;
|
||||
}
|
||||
|
||||
TIME && console.timeEnd("placeHamlets");
|
||||
return hamletsAdded;
|
||||
}
|
||||
|
||||
// Place small villages (50-500 pop)
|
||||
function placeSmallVillages() {
|
||||
TIME && console.time("placeSmallVillages");
|
||||
|
||||
const score = new Int16Array(cells.s.map(s => s * gauss(1, 1.5, 0, 15, 2)));
|
||||
const candidates = cells.i
|
||||
.filter(i => !cells.burg[i] && score[i] > 0 && cells.culture[i])
|
||||
.sort((a, b) => score[b] - score[a]);
|
||||
|
||||
// Small villages should be ~20% of settlements
|
||||
const totalSettlements = manorsInput.value == 100000
|
||||
? rn(candidates.length / 5 / (grid.points.length / 10000) ** 0.8)
|
||||
: manorsInput.valueAsNumber;
|
||||
const villageCount = Math.floor(totalSettlements * 0.2);
|
||||
|
||||
const burgsTree = burgs[0];
|
||||
const mapScale = Math.sqrt(graphWidth * graphHeight / 1000000);
|
||||
let spacing = 6 * mapScale; // 3-6 km spacing
|
||||
|
||||
let villagesAdded = 0;
|
||||
|
||||
while (villagesAdded < villageCount && spacing > 1) {
|
||||
for (let i = 0; villagesAdded < villageCount && i < candidates.length; i++) {
|
||||
const cell = candidates[i];
|
||||
const [x, y] = cells.p[cell];
|
||||
|
||||
// Biome and river modifiers
|
||||
const biome = cells.biome[cell];
|
||||
let modifier = 1;
|
||||
if (biome === 6 || biome === 8) modifier = 0.7; // Fertile
|
||||
if (cells.r[cell]) modifier *= 0.8; // Near river
|
||||
if (cells.h[cell] > 50) modifier = 1.5; // Mountains
|
||||
|
||||
const adjustedSpacing = spacing * modifier * gauss(1, 0.25, 0.5, 1.5, 2);
|
||||
|
||||
if (burgsTree.find(x, y, adjustedSpacing) !== undefined) continue;
|
||||
|
||||
const burg = burgs.length;
|
||||
const cultureId = cells.culture[cell];
|
||||
const name = Names.getCulture(cultureId);
|
||||
burgs.push({
|
||||
cell, x, y,
|
||||
state: 0,
|
||||
i: burg,
|
||||
culture: cultureId,
|
||||
name,
|
||||
capital: 0,
|
||||
feature: cells.f[cell],
|
||||
settlementType: "smallVillage",
|
||||
basePopulation: gauss(275, 225, 50, 500, 2) // 50-500 population
|
||||
});
|
||||
burgsTree.add([x, y]);
|
||||
cells.burg[cell] = burg;
|
||||
villagesAdded++;
|
||||
}
|
||||
spacing *= 0.8;
|
||||
}
|
||||
|
||||
TIME && console.timeEnd("placeSmallVillages");
|
||||
return villagesAdded;
|
||||
}
|
||||
|
||||
// Place large villages (200-1000 pop)
|
||||
function placeLargeVillages() {
|
||||
TIME && console.time("placeLargeVillages");
|
||||
|
||||
const score = new Int16Array(cells.s.map(s => s * gauss(1.2, 2, 0, 20, 3)));
|
||||
const candidates = cells.i
|
||||
.filter(i => !cells.burg[i] && score[i] > 0 && cells.culture[i])
|
||||
.sort((a, b) => score[b] - score[a]);
|
||||
|
||||
// Large villages should be ~12% of settlements
|
||||
const totalSettlements = manorsInput.value == 100000
|
||||
? rn(candidates.length / 5 / (grid.points.length / 10000) ** 0.8)
|
||||
: manorsInput.valueAsNumber;
|
||||
const villageCount = Math.floor(totalSettlements * 0.12);
|
||||
|
||||
const burgsTree = burgs[0];
|
||||
const mapScale = Math.sqrt(graphWidth * graphHeight / 1000000);
|
||||
let spacing = 12 * mapScale; // 8-12 km spacing
|
||||
|
||||
let villagesAdded = 0;
|
||||
|
||||
while (villagesAdded < villageCount && spacing > 2) {
|
||||
for (let i = 0; villagesAdded < villageCount && i < candidates.length; i++) {
|
||||
const cell = candidates[i];
|
||||
const [x, y] = cells.p[cell];
|
||||
|
||||
const adjustedSpacing = spacing * gauss(1, 0.3, 0.5, 1.5, 2);
|
||||
|
||||
if (burgsTree.find(x, y, adjustedSpacing) !== undefined) continue;
|
||||
|
||||
const burg = burgs.length;
|
||||
const cultureId = cells.culture[cell];
|
||||
const name = Names.getCulture(cultureId);
|
||||
burgs.push({
|
||||
cell, x, y,
|
||||
state: 0,
|
||||
i: burg,
|
||||
culture: cultureId,
|
||||
name,
|
||||
capital: 0,
|
||||
feature: cells.f[cell],
|
||||
settlementType: "largeVillage",
|
||||
basePopulation: gauss(600, 400, 200, 1000, 2) // 200-1000 population
|
||||
});
|
||||
burgsTree.add([x, y]);
|
||||
cells.burg[cell] = burg;
|
||||
villagesAdded++;
|
||||
}
|
||||
spacing *= 0.8;
|
||||
}
|
||||
|
||||
TIME && console.timeEnd("placeLargeVillages");
|
||||
return villagesAdded;
|
||||
}
|
||||
|
||||
// Place market towns (1000-10000 pop)
|
||||
function placeMarketTowns() {
|
||||
TIME && console.time("placeMarketTowns");
|
||||
|
||||
const score = new Int16Array(cells.s.map(s => s * gauss(1.5, 3, 0, 25, 3)));
|
||||
const candidates = cells.i
|
||||
.filter(i => !cells.burg[i] && score[i] > 0 && cells.culture[i])
|
||||
.sort((a, b) => score[b] - score[a]);
|
||||
|
||||
// Market towns should be ~7% of settlements
|
||||
const totalSettlements = manorsInput.value == 100000
|
||||
? rn(candidates.length / 5 / (grid.points.length / 10000) ** 0.8)
|
||||
: manorsInput.valueAsNumber;
|
||||
const townCount = Math.floor(totalSettlements * 0.07);
|
||||
|
||||
const burgsTree = burgs[0];
|
||||
const mapScale = Math.sqrt(graphWidth * graphHeight / 1000000);
|
||||
let spacing = 25 * mapScale; // 15-30 km spacing (market day walking distance)
|
||||
|
||||
let townsAdded = 0;
|
||||
|
||||
// Add existing burgs to tree
|
||||
for (let i = 1; i < burgs.length; i++) {
|
||||
if (burgs[i] && burgs[i].x !== undefined) {
|
||||
burgsTree.add([burgs[i].x, burgs[i].y]);
|
||||
}
|
||||
}
|
||||
|
||||
while (burgsAdded < burgsNumber && spacing > 1) {
|
||||
for (let i = 0; burgsAdded < burgsNumber && i < sorted.length; i++) {
|
||||
if (cells.burg[sorted[i]]) continue;
|
||||
const cell = sorted[i];
|
||||
while (townsAdded < townCount && spacing > 5) {
|
||||
for (let i = 0; townsAdded < townCount && i < candidates.length; i++) {
|
||||
const cell = candidates[i];
|
||||
const [x, y] = cells.p[cell];
|
||||
|
||||
// Adjust spacing based on hierarchy - closer spacing near population centers
|
||||
const populationMultiplier = getPopulationMultiplier(cell);
|
||||
const adjustedSpacing = spacing * gauss(1, 0.3, 0.2, 2, 2) * (2 - populationMultiplier);
|
||||
const adjustedSpacing = spacing * gauss(1, 0.3, 0.7, 1.3, 2);
|
||||
|
||||
if (burgsTree.find(x, y, adjustedSpacing) !== undefined) continue;
|
||||
|
||||
const burg = burgs.length;
|
||||
const culture = cells.culture[cell];
|
||||
const name = Names.getCulture(culture);
|
||||
const cultureId = cells.culture[cell];
|
||||
const name = Names.getCulture(cultureId);
|
||||
burgs.push({
|
||||
cell, x, y,
|
||||
state: 0,
|
||||
i: burg,
|
||||
culture,
|
||||
culture: cultureId,
|
||||
name,
|
||||
capital: 0,
|
||||
feature: cells.f[cell],
|
||||
hierarchicalScore: hierarchicalScore[cell]
|
||||
settlementType: "marketTown",
|
||||
basePopulation: gauss(5500, 4500, 1000, 10000, 2), // 1000-10000 population
|
||||
plaza: 1 // Market towns always have market squares
|
||||
});
|
||||
burgsTree.add([x, y]);
|
||||
cells.burg[cell] = burg;
|
||||
burgsAdded++;
|
||||
townsAdded++;
|
||||
}
|
||||
spacing *= 0.5;
|
||||
}
|
||||
|
||||
if (manorsInput.value != 1000 && burgsAdded < desiredNumber) {
|
||||
ERROR && console.error(`Cannot place all burgs. Requested ${desiredNumber}, placed ${burgsAdded}`);
|
||||
spacing *= 0.8;
|
||||
}
|
||||
|
||||
burgs[0] = {name: undefined};
|
||||
TIME && console.timeEnd("placeMarketTowns");
|
||||
return townsAdded;
|
||||
}
|
||||
|
||||
// Modified placeTowns to call the tiered functions
|
||||
function placeTowns() {
|
||||
TIME && console.time("placeTowns");
|
||||
|
||||
// Place settlements in hierarchical order
|
||||
const hamletsPlaced = placeHamlets();
|
||||
const smallVillagesPlaced = placeSmallVillages();
|
||||
const largeVillagesPlaced = placeLargeVillages();
|
||||
const marketTownsPlaced = placeMarketTowns();
|
||||
|
||||
const totalPlaced = hamletsPlaced + smallVillagesPlaced + largeVillagesPlaced + marketTownsPlaced;
|
||||
|
||||
INFO && console.info(`Settlements placed: ${totalPlaced} total`);
|
||||
INFO && console.info(`- Hamlets (10-50 pop): ${hamletsPlaced}`);
|
||||
INFO && console.info(`- Small villages (50-500 pop): ${smallVillagesPlaced}`);
|
||||
INFO && console.info(`- Large villages (200-1000 pop): ${largeVillagesPlaced}`);
|
||||
INFO && console.info(`- Market towns (1000-10000 pop): ${marketTownsPlaced}`);
|
||||
|
||||
TIME && console.timeEnd("placeTowns");
|
||||
}
|
||||
};
|
||||
|
|
@ -390,23 +563,26 @@ window.BurgsAndStates = (() => {
|
|||
b.port = port ? f : 0; // port is defined by water body id it lays on
|
||||
} else b.port = 0;
|
||||
|
||||
// calculate hierarchical population based on burg type and position
|
||||
let basePopulation = Math.max(cells.s[i] / 8 + b.i / 1000 + (i % 100) / 1000, 0.1);
|
||||
// Use settlement type-based population if available (from new tiered system)
|
||||
let basePopulation;
|
||||
|
||||
// Apply hierarchical multipliers
|
||||
if (b.capital) {
|
||||
basePopulation *= 1.8; // Capitals are major population centers
|
||||
if (b.basePopulation) {
|
||||
// New tiered settlements have predefined base populations
|
||||
basePopulation = b.basePopulation / 1000; // Convert to thousands for consistency
|
||||
} else if (b.capital) {
|
||||
// Capitals: major cities (10,000-200,000)
|
||||
basePopulation = gauss(50, 75, 10, 200, 2);
|
||||
} else if (b.isLargePort) {
|
||||
basePopulation *= 1.6; // Large ports are significant population centers
|
||||
} else if (b.isRegionalCenter) {
|
||||
basePopulation *= 1.3; // Regional centers have elevated population
|
||||
} else if (b.hierarchicalScore) {
|
||||
// Use the hierarchical score calculated during placement for population gradient
|
||||
const maxHierarchicalScore = Math.max(...pack.burgs.filter(burg => burg.hierarchicalScore).map(burg => burg.hierarchicalScore));
|
||||
if (maxHierarchicalScore > 0) {
|
||||
const hierarchicalMultiplier = 0.7 + (b.hierarchicalScore / maxHierarchicalScore) * 0.6;
|
||||
basePopulation *= hierarchicalMultiplier;
|
||||
}
|
||||
// Large ports: significant cities (5,000-50,000)
|
||||
basePopulation = gauss(20, 30, 5, 50, 2);
|
||||
} else if (b.isRegionalCenter || b.guaranteedPlaza) {
|
||||
// Regional centers: market towns (1,000-10,000)
|
||||
basePopulation = gauss(5.5, 4.5, 1, 10, 2);
|
||||
} else {
|
||||
// Default: scale down significantly for medieval demographics
|
||||
// Most settlements should be under 100 people
|
||||
const cellScore = Math.max(cells.s[i] / 80, 0.01); // Reduced from /8 to /80
|
||||
basePopulation = cellScore * gauss(0.05, 0.045, 0.01, 0.1, 2); // 10-100 people for most
|
||||
}
|
||||
|
||||
b.population = rn(basePopulation, 3);
|
||||
|
|
@ -420,8 +596,12 @@ window.BurgsAndStates = (() => {
|
|||
b.y = y;
|
||||
}
|
||||
|
||||
// add random factor (reduced to maintain hierarchy)
|
||||
b.population = rn(b.population * gauss(1.8, 2.5, 0.7, 15, 2.5), 3);
|
||||
// Apply minor random variation while maintaining hierarchy
|
||||
// Much reduced from original to preserve medieval demographics
|
||||
if (!b.basePopulation) {
|
||||
// Only apply variation to non-tiered settlements
|
||||
b.population = rn(b.population * gauss(1, 0.2, 0.8, 1.2, 3), 3);
|
||||
}
|
||||
|
||||
// shift burgs on rivers semi-randomly and just a bit
|
||||
if (!b.port && cells.r[i]) {
|
||||
|
|
@ -432,7 +612,9 @@ window.BurgsAndStates = (() => {
|
|||
else b.y = rn(b.y - shift, 2);
|
||||
}
|
||||
|
||||
// define emblem
|
||||
// define emblem - only for settlements with 500+ population (0.5 in thousands)
|
||||
// Small hamlets and tiny villages don't have coats of arms
|
||||
if (b.population >= 0.5 || b.capital || b.port) {
|
||||
const state = pack.states[b.state];
|
||||
const stateCOA = state.coa;
|
||||
let kinship = 0.25;
|
||||
|
|
@ -441,8 +623,23 @@ window.BurgsAndStates = (() => {
|
|||
if (b.culture !== state.culture) kinship -= 0.25;
|
||||
b.type = getType(i, b.port);
|
||||
const type = b.capital && P(0.2) ? "Capital" : b.type === "Generic" ? "City" : b.type;
|
||||
|
||||
// Use performance optimizer for COA generation if available
|
||||
const perf = window.PerformanceOptimizer;
|
||||
if (perf) {
|
||||
perf.measureTime('coaGeneration', () => {
|
||||
b.coa = COA.generate(stateCOA, kinship, null, type);
|
||||
b.coa.shield = COA.getShield(b.culture, b.state);
|
||||
});
|
||||
} else {
|
||||
b.coa = COA.generate(stateCOA, kinship, null, type);
|
||||
b.coa.shield = COA.getShield(b.culture, b.state);
|
||||
}
|
||||
} else {
|
||||
// No COA for tiny settlements
|
||||
b.type = getType(i, b.port);
|
||||
b.coa = null;
|
||||
}
|
||||
}
|
||||
|
||||
// de-assign port status if it's the only one on feature
|
||||
|
|
@ -495,6 +692,80 @@ window.BurgsAndStates = (() => {
|
|||
return "Generic";
|
||||
};
|
||||
|
||||
// Assign economic features based on strategic location
|
||||
const assignEconomicFeatures = burg => {
|
||||
const {cells, routes} = pack;
|
||||
const cellId = burg.cell;
|
||||
|
||||
// Trading Post: Located at river crossings, mountain passes, or route intersections
|
||||
burg.tradingPost = 0;
|
||||
burg.seasonalFair = 0;
|
||||
|
||||
// Check if at river crossing
|
||||
const isRiverCrossing = cells.r[cellId] && Routes.isCrossroad(cellId);
|
||||
|
||||
// Check if at mountain pass (moderate elevation with routes)
|
||||
const isMountainPass = cells.h[cellId] > 50 && cells.h[cellId] < 67 && Routes.hasRoad(cellId);
|
||||
|
||||
// Check if at route intersection
|
||||
const isRouteHub = Routes.isCrossroad(cellId);
|
||||
|
||||
// Trading posts at strategic locations
|
||||
if (isRiverCrossing || isMountainPass || isRouteHub) {
|
||||
// Higher chance for larger settlements
|
||||
let tradingPostChance = 0.2;
|
||||
if (burg.settlementType === "marketTown" || burg.plaza === 1) tradingPostChance = 0.8;
|
||||
else if (burg.settlementType === "largeVillage") tradingPostChance = 0.5;
|
||||
else if (burg.settlementType === "smallVillage") tradingPostChance = 0.3;
|
||||
|
||||
burg.tradingPost = Number(P(tradingPostChance));
|
||||
}
|
||||
|
||||
// Seasonal Fairs: Market towns and larger settlements
|
||||
// Based on medieval Champagne fairs model - 6 major fairs rotating through the year
|
||||
if (burg.settlementType === "marketTown" || burg.capital || burg.population > 5) {
|
||||
let fairChance = 0.3;
|
||||
if (burg.capital) fairChance = 0.7;
|
||||
if (burg.population > 10) fairChance = 0.8;
|
||||
if (burg.tradingPost) fairChance *= 1.2; // Trading posts more likely to have fairs
|
||||
|
||||
burg.seasonalFair = Number(P(Math.min(fairChance, 1)));
|
||||
|
||||
// Assign fair season if settlement has a fair
|
||||
if (burg.seasonalFair) {
|
||||
const seasons = ["Spring", "Summer", "Autumn", "Winter"];
|
||||
const months = [
|
||||
"Early Spring", "Mid Spring", "Late Spring",
|
||||
"Early Summer", "Midsummer", "Late Summer",
|
||||
"Early Autumn", "Harvest", "Late Autumn",
|
||||
"Early Winter", "Midwinter", "Late Winter"
|
||||
];
|
||||
|
||||
// Major fairs get specific months, smaller get seasons
|
||||
if (burg.capital || burg.population > 15) {
|
||||
burg.fairTime = ra(months);
|
||||
} else {
|
||||
burg.fairTime = ra(seasons);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Port markets - enhanced maritime trade
|
||||
if (burg.port) {
|
||||
// All ports have some market activity
|
||||
if (!burg.plaza) burg.plaza = Number(P(0.7));
|
||||
|
||||
// Major ports likely to have permanent markets and fairs
|
||||
if (burg.isLargePort) {
|
||||
burg.plaza = 1;
|
||||
if (!burg.seasonalFair) {
|
||||
burg.seasonalFair = Number(P(0.6));
|
||||
if (burg.seasonalFair) burg.fairTime = "Maritime Trade Season";
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
const defineBurgFeatures = burg => {
|
||||
const {cells} = pack;
|
||||
|
||||
|
|
@ -503,38 +774,67 @@ window.BurgsAndStates = (() => {
|
|||
.forEach(b => {
|
||||
const pop = b.population;
|
||||
|
||||
// Check for strategic economic locations
|
||||
assignEconomicFeatures(b);
|
||||
|
||||
// Settlement type-based feature assignment for new tiered system
|
||||
if (b.settlementType) {
|
||||
switch(b.settlementType) {
|
||||
case "hamlet":
|
||||
b.citadel = 0;
|
||||
b.plaza = Number(P(0.05)); // Very rare
|
||||
b.walls = 0;
|
||||
b.shanty = 0;
|
||||
b.temple = Number(P(0.1)); // Small shrine maybe
|
||||
break;
|
||||
case "smallVillage":
|
||||
b.citadel = Number(P(0.05));
|
||||
b.plaza = Number(P(0.2)); // Some have small market areas
|
||||
b.walls = Number(P(0.1)); // Rarely walled
|
||||
b.shanty = 0;
|
||||
b.temple = Number(P(0.3)); // Parish church
|
||||
break;
|
||||
case "largeVillage":
|
||||
b.citadel = Number(P(0.1));
|
||||
b.plaza = Number(P(0.5)); // Half have market squares
|
||||
b.walls = Number(P(0.25)); // Some are walled
|
||||
b.shanty = Number(P(0.05));
|
||||
b.temple = Number(P(0.6)); // Most have churches
|
||||
break;
|
||||
case "marketTown":
|
||||
b.citadel = Number(P(0.4));
|
||||
b.plaza = 1; // All market towns have market squares
|
||||
b.walls = Number(P(0.7)); // Most are walled
|
||||
b.shanty = Number(P(0.2));
|
||||
b.temple = Number(P(0.8)); // Most have significant churches
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
// Original logic for non-tiered settlements
|
||||
// Citadel assignment - capitals and major centers get priority
|
||||
b.citadel = Number(b.capital || b.isLargePort || (pop > 50 && P(0.75)) || (pop > 15 && P(0.5)) || P(0.1));
|
||||
|
||||
// Plaza assignment - ensure regional centers get plazas, scale with hierarchy
|
||||
if (b.guaranteedPlaza || b.isRegionalCenter) {
|
||||
b.plaza = 1; // Regional centers always get plazas
|
||||
if (b.guaranteedPlaza || b.isRegionalCenter || b.plaza === 1) {
|
||||
b.plaza = 1; // Keep existing plazas and regional centers
|
||||
} else if (b.capital || b.isLargePort) {
|
||||
b.plaza = Number(P(0.9)); // Primary centers very likely to have plazas
|
||||
} else {
|
||||
// Regular settlements based on population and proximity to centers
|
||||
let plazaChance = 0.6;
|
||||
if (pop > 20) plazaChance = 0.9;
|
||||
else if (pop > 10) plazaChance = 0.8;
|
||||
else if (pop > 4) plazaChance = 0.7;
|
||||
|
||||
// Reduce chance if far from any major center
|
||||
if (b.hierarchicalScore) {
|
||||
const maxScore = Math.max(...pack.burgs.filter(burg => burg.hierarchicalScore).map(burg => burg.hierarchicalScore));
|
||||
if (maxScore > 0) {
|
||||
const hierarchyFactor = b.hierarchicalScore / maxScore;
|
||||
plazaChance *= (0.5 + hierarchyFactor * 0.5); // Scale with hierarchy
|
||||
}
|
||||
}
|
||||
// Adjusted for medieval scale populations
|
||||
let plazaChance = 0.1;
|
||||
if (pop > 10) plazaChance = 0.8;
|
||||
else if (pop > 5) plazaChance = 0.6;
|
||||
else if (pop > 1) plazaChance = 0.3;
|
||||
else if (pop > 0.5) plazaChance = 0.15;
|
||||
|
||||
b.plaza = Number(P(plazaChance));
|
||||
}
|
||||
|
||||
// Walls assignment - hierarchy-aware
|
||||
b.walls = Number(b.capital || b.isLargePort || pop > 30 || (pop > 20 && P(0.75)) || (pop > 10 && P(0.5)) || P(0.1));
|
||||
// Walls assignment - adjusted for medieval populations
|
||||
b.walls = Number(b.capital || b.isLargePort || pop > 10 || (pop > 5 && P(0.6)) || (pop > 1 && P(0.3)) || P(0.05));
|
||||
|
||||
// Shanty assignment - more common in larger population centers
|
||||
b.shanty = Number(pop > 60 || (pop > 40 && P(0.75)) || (pop > 20 && b.walls && P(0.4)));
|
||||
// Shanty assignment - adjusted for medieval populations
|
||||
b.shanty = Number(pop > 20 || (pop > 10 && P(0.5)) || (pop > 5 && b.walls && P(0.2)));
|
||||
|
||||
// Temple assignment - influenced by hierarchy and theocracy
|
||||
const religion = cells.religion[b.cell];
|
||||
|
|
@ -544,11 +844,13 @@ window.BurgsAndStates = (() => {
|
|||
if (religion && theocracy && P(0.5)) templeChance = 1;
|
||||
else if (b.capital || b.isLargePort) templeChance = 0.8;
|
||||
else if (b.isRegionalCenter) templeChance = 0.6;
|
||||
else if (pop > 50) templeChance = 0.7;
|
||||
else if (pop > 35) templeChance = 0.5;
|
||||
else if (pop > 20) templeChance = 0.3;
|
||||
else if (pop > 10) templeChance = 0.6;
|
||||
else if (pop > 5) templeChance = 0.4;
|
||||
else if (pop > 1) templeChance = 0.2;
|
||||
else templeChance = 0.05;
|
||||
|
||||
b.temple = Number(P(templeChance));
|
||||
}
|
||||
});
|
||||
};
|
||||
|
||||
|
|
@ -723,10 +1025,13 @@ window.BurgsAndStates = (() => {
|
|||
// collect stats
|
||||
states[s].cells += 1;
|
||||
states[s].area += cells.area[i];
|
||||
states[s].rural += cells.pop[i];
|
||||
if (cells.burg[i]) {
|
||||
// Burg represents ALL population for this cell (stored in thousands)
|
||||
states[s].urban += pack.burgs[cells.burg[i]].population;
|
||||
states[s].burgs++;
|
||||
} else {
|
||||
// Only count cells.pop for unsettled areas (no burg present)
|
||||
states[s].rural += cells.pop[i];
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -166,12 +166,40 @@ window.Cultures = (function () {
|
|||
|
||||
function defineCultureExpansionism(type) {
|
||||
let base = 1; // Generic
|
||||
if (type === "Lake") base = 0.8;
|
||||
else if (type === "Naval") base = 1.5;
|
||||
else if (type === "River") base = 0.9;
|
||||
else if (type === "Nomadic") base = 1.5;
|
||||
else if (type === "Hunting") base = 0.7;
|
||||
else if (type === "Highland") base = 1.2;
|
||||
let routeDensity = 1; // Route density modifier
|
||||
let settlementPattern = "clustered"; // Settlement distribution pattern
|
||||
|
||||
// Define cultural characteristics that affect routes and settlements
|
||||
if (type === "Lake") {
|
||||
base = 0.8;
|
||||
routeDensity = 0.9; // Moderate route density around lakes
|
||||
settlementPattern = "lakeside";
|
||||
} else if (type === "Naval") {
|
||||
base = 1.5;
|
||||
routeDensity = 1.3; // High route density for maritime trade
|
||||
settlementPattern = "coastal";
|
||||
} else if (type === "River") {
|
||||
base = 0.9;
|
||||
routeDensity = 1.2; // Dense routes along rivers
|
||||
settlementPattern = "linear"; // Settlements follow river lines
|
||||
} else if (type === "Nomadic") {
|
||||
base = 1.5;
|
||||
routeDensity = 0.5; // Few permanent routes
|
||||
settlementPattern = "dispersed";
|
||||
} else if (type === "Hunting") {
|
||||
base = 0.7;
|
||||
routeDensity = 0.6; // Minimal routes, mostly trails
|
||||
settlementPattern = "scattered";
|
||||
} else if (type === "Highland") {
|
||||
base = 1.2;
|
||||
routeDensity = 0.8; // Routes follow valleys
|
||||
settlementPattern = "valley";
|
||||
}
|
||||
|
||||
// Store additional cultural characteristics
|
||||
cultures[cultures.length - 1].routeDensity = routeDensity;
|
||||
cultures[cultures.length - 1].settlementPattern = settlementPattern;
|
||||
|
||||
return rn(((Math.random() * byId("sizeVariety").value) / 2 + 1) * base, 1);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -109,9 +109,14 @@ function culturesCollectStatistics() {
|
|||
const cultureId = cells.culture[i];
|
||||
cultures[cultureId].cells += 1;
|
||||
cultures[cultureId].area += cells.area[i];
|
||||
cultures[cultureId].rural += cells.pop[i];
|
||||
const burgId = cells.burg[i];
|
||||
if (burgId) cultures[cultureId].urban += burgs[burgId].population;
|
||||
if (burgId) {
|
||||
// Burg represents ALL population for this cell (stored in thousands)
|
||||
cultures[cultureId].urban += burgs[burgId].population;
|
||||
} else {
|
||||
// Only count cells.pop for unsettled areas (no burg present)
|
||||
cultures[cultureId].rural += cells.pop[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -128,7 +133,7 @@ function culturesEditorAddLines() {
|
|||
if (c.removed) continue;
|
||||
const area = getArea(c.area);
|
||||
const rural = c.rural * populationRate;
|
||||
const urban = c.urban * populationRate * urbanization;
|
||||
const urban = c.urban * 1000 * urbanization;
|
||||
const population = rn(rural + urban);
|
||||
const populationTip = `Total population: ${si(population)}. Rural population: ${si(rural)}. Urban population: ${si(
|
||||
urban
|
||||
|
|
@ -635,7 +640,7 @@ async function showHierarchy() {
|
|||
const getDescription = culture => {
|
||||
const {name, type, rural, urban} = culture;
|
||||
|
||||
const population = rural * populationRate + urban * populationRate * urbanization;
|
||||
const population = rural * populationRate + urban * 1000 * urbanization;
|
||||
const populationText = population > 0 ? si(rn(population)) + " people" : "Extinct";
|
||||
return `${name} culture. ${type}. ${populationText}`;
|
||||
};
|
||||
|
|
|
|||
|
|
@ -119,9 +119,14 @@ function religionsCollectStatistics() {
|
|||
const religionId = cells.religion[i];
|
||||
religions[religionId].cells += 1;
|
||||
religions[religionId].area += cells.area[i];
|
||||
religions[religionId].rural += cells.pop[i];
|
||||
const burgId = cells.burg[i];
|
||||
if (burgId) religions[religionId].urban += burgs[burgId].population;
|
||||
if (burgId) {
|
||||
// Burg represents ALL population for this cell (stored in thousands)
|
||||
religions[religionId].urban += burgs[burgId].population;
|
||||
} else {
|
||||
// Only count cells.pop for unsettled areas (no burg present)
|
||||
religions[religionId].rural += cells.pop[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -138,7 +143,7 @@ function religionsEditorAddLines() {
|
|||
|
||||
const area = getArea(r.area);
|
||||
const rural = r.rural * populationRate;
|
||||
const urban = r.urban * populationRate * urbanization;
|
||||
const urban = r.urban * 1000 * urbanization;
|
||||
const population = rn(rural + urban);
|
||||
const populationTip = `Believers: ${si(population)}; Rural areas: ${si(rural)}; Urban areas: ${si(
|
||||
urban
|
||||
|
|
@ -610,7 +615,7 @@ async function showHierarchy() {
|
|||
};
|
||||
|
||||
const formText = form === type ? "" : ". " + form;
|
||||
const population = rural * populationRate + urban * populationRate * urbanization;
|
||||
const population = rural * populationRate + urban * 1000 * urbanization;
|
||||
const populationText = population > 0 ? si(rn(population)) + " people" : "Extinct";
|
||||
|
||||
return `${name}${getTypeText()}${formText}. ${populationText}`;
|
||||
|
|
|
|||
|
|
@ -161,7 +161,7 @@ function statesEditorAddLines() {
|
|||
if (s.removed) continue;
|
||||
const area = getArea(s.area);
|
||||
const rural = s.rural * populationRate;
|
||||
const urban = s.urban * populationRate * urbanization;
|
||||
const urban = s.urban * 1000 * urbanization;
|
||||
const population = rn(rural + urban);
|
||||
const populationTip = `Total population: ${si(population)}; Rural population: ${si(rural)}; Urban population: ${si(
|
||||
urban
|
||||
|
|
@ -1417,10 +1417,12 @@ function downloadStatesCsv() {
|
|||
const headers = `Id,State,Full Name,Form,Color,Capital,Culture,Type,Expansionism,Cells,Burgs,Area ${unit},Total Population,Rural Population,Urban Population`;
|
||||
const lines = Array.from($body.querySelectorAll(":scope > div"));
|
||||
const data = lines.map($line => {
|
||||
const {id, name, form, color, capital, culture, type, expansionism, cells, burgs, area, population} = $line.dataset;
|
||||
const {id, name, form, color, capital, culture, type, expansionism, cells, burgs, area} = $line.dataset;
|
||||
const {fullName = "", rural, urban} = pack.states[+id];
|
||||
// Rural: convert abstract points to people, Urban: already in thousands so convert to people
|
||||
const ruralPopulation = Math.round(rural * populationRate);
|
||||
const urbanPopulation = Math.round(urban * populationRate * urbanization);
|
||||
const urbanPopulation = Math.round(urban * 1000 * urbanization);
|
||||
const totalPopulation = ruralPopulation + urbanPopulation; // Ensure total matches parts
|
||||
return [
|
||||
id,
|
||||
name,
|
||||
|
|
@ -1434,7 +1436,7 @@ function downloadStatesCsv() {
|
|||
cells,
|
||||
burgs,
|
||||
area,
|
||||
population,
|
||||
totalPopulation, // Use calculated total instead of dataset.population
|
||||
ruralPopulation,
|
||||
urbanPopulation
|
||||
].join(",");
|
||||
|
|
|
|||
|
|
@ -136,9 +136,12 @@ window.Military = (function () {
|
|||
return true;
|
||||
}
|
||||
|
||||
// Rural military generation disabled - all military now comes from burgs only
|
||||
/*
|
||||
// rural cells
|
||||
for (const i of cells.i) {
|
||||
if (!cells.pop[i]) continue;
|
||||
// Only generate rural regiments for cells without burgs (unsettled areas)
|
||||
if (!cells.pop[i] || cells.burg[i]) continue;
|
||||
|
||||
const biome = cells.biome[i];
|
||||
const state = cells.state[i];
|
||||
|
|
@ -148,7 +151,10 @@ window.Military = (function () {
|
|||
const stateObj = states[state];
|
||||
if (!state || stateObj.removed) continue;
|
||||
|
||||
let modifier = cells.pop[i] / 100; // basic rural army in percentages
|
||||
// Medieval military: typically 1-3% of population could be mobilized
|
||||
// cells.pop is the rural population for this cell
|
||||
// modifier represents the base military force from this cell
|
||||
let modifier = cells.pop[i] / 50; // ~2% mobilization rate
|
||||
if (culture !== stateObj.culture) modifier = stateObj.form === "Union" ? modifier / 1.2 : modifier / 2; // non-dominant culture
|
||||
if (religion !== cells.religion[stateObj.center])
|
||||
modifier = stateObj.form === "Theocracy" ? modifier / 2.2 : modifier / 1.4; // non-dominant religion
|
||||
|
|
@ -164,7 +170,7 @@ window.Military = (function () {
|
|||
|
||||
const cellTypeMod = type === "generic" ? 1 : cellTypeModifier[type][unit.type]; // cell specific modifier
|
||||
const army = modifier * perc * cellTypeMod; // rural cell army
|
||||
const total = rn(army * stateObj.temp[unit.name] * populationRate); // total troops
|
||||
const total = rn(army * stateObj.temp[unit.name]); // total troops - NO populationRate multiplier!
|
||||
if (!total) continue;
|
||||
|
||||
let [x, y] = p[i];
|
||||
|
|
@ -190,6 +196,7 @@ window.Military = (function () {
|
|||
});
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
// burgs
|
||||
for (const b of pack.burgs) {
|
||||
|
|
@ -201,7 +208,13 @@ window.Military = (function () {
|
|||
const religion = cells.religion[b.cell];
|
||||
|
||||
const stateObj = states[state];
|
||||
let m = (b.population * urbanization) / 100; // basic urban army in percentages
|
||||
|
||||
// Only burgs with significant population can maintain military forces
|
||||
const actualPopulation = b.population * 1000; // Convert from thousands to actual people
|
||||
if (actualPopulation < 500) continue; // Skip burgs under 500 people
|
||||
|
||||
// Medieval military: 2-3% mobilization rate for settlements
|
||||
let m = actualPopulation / 40; // ~2.5% mobilization rate based on actual burg population
|
||||
if (b.capital) m *= 1.2; // capital has household troops
|
||||
if (culture !== stateObj.culture) m = stateObj.form === "Union" ? m / 1.2 : m / 2; // non-dominant culture
|
||||
if (religion !== cells.religion[stateObj.center]) m = stateObj.form === "Theocracy" ? m / 2.2 : m / 1.4; // non-dominant religion
|
||||
|
|
@ -212,11 +225,12 @@ window.Military = (function () {
|
|||
const perc = +unit.urban;
|
||||
if (isNaN(perc) || perc <= 0 || !stateObj.temp[unit.name]) continue;
|
||||
if (!passUnitLimits(unit, biome, state, culture, religion)) continue;
|
||||
if (unit.type === "naval" && (!b.port || !cells.haven[b.cell])) continue; // only ports create naval units
|
||||
// Naval units only from significant ports
|
||||
if (unit.type === "naval" && (!b.port || !cells.haven[b.cell] || b.population < 0.5)) continue;
|
||||
|
||||
const mod = type === "generic" ? 1 : burgTypeModifier[type][unit.type]; // cell specific modifier
|
||||
const army = m * perc * mod; // urban cell army
|
||||
const total = rn(army * stateObj.temp[unit.name] * populationRate); // total troops
|
||||
const total = rn(army * stateObj.temp[unit.name]); // total troops - NO populationRate multiplier!
|
||||
if (!total) continue;
|
||||
|
||||
let [x, y] = p[b.cell];
|
||||
|
|
@ -243,7 +257,7 @@ window.Military = (function () {
|
|||
}
|
||||
}
|
||||
|
||||
const expected = 3 * populationRate; // expected regiment size
|
||||
const expected = 300; // expected regiment size - realistic medieval unit (company/battalion)
|
||||
const mergeable = (n0, n1) => (!n0.s && !n1.s) || n0.u === n1.u; // check if regiments can be merged
|
||||
|
||||
// get regiments for each state
|
||||
|
|
|
|||
355
modules/performance-optimizer.js
Normal file
355
modules/performance-optimizer.js
Normal file
|
|
@ -0,0 +1,355 @@
|
|||
"use strict";
|
||||
|
||||
window.PerformanceOptimizer = (function() {
|
||||
// Performance monitoring
|
||||
const metrics = {
|
||||
burgGeneration: 0,
|
||||
routeGeneration: 0,
|
||||
coaGeneration: 0,
|
||||
provinceGeneration: 0,
|
||||
renderTime: 0
|
||||
};
|
||||
|
||||
// Cache for expensive calculations
|
||||
const cache = new Map();
|
||||
const CACHE_SIZE_LIMIT = 1000;
|
||||
|
||||
// Spatial index for fast nearest neighbor queries
|
||||
class SpatialIndex {
|
||||
constructor() {
|
||||
this.tree = null;
|
||||
this.points = [];
|
||||
}
|
||||
|
||||
build(points) {
|
||||
this.points = points;
|
||||
this.tree = d3.quadtree()
|
||||
.x(d => d.x)
|
||||
.y(d => d.y)
|
||||
.addAll(points);
|
||||
}
|
||||
|
||||
findWithin(x, y, radius) {
|
||||
if (!this.tree) return [];
|
||||
const results = [];
|
||||
|
||||
this.tree.visit((node, x1, y1, x2, y2) => {
|
||||
if (!node.length) {
|
||||
do {
|
||||
const d = node.data;
|
||||
const dx = d.x - x;
|
||||
const dy = d.y - y;
|
||||
if (dx * dx + dy * dy < radius * radius) {
|
||||
results.push(d);
|
||||
}
|
||||
} while (node = node.next);
|
||||
}
|
||||
return x1 > x + radius || x2 < x - radius ||
|
||||
y1 > y + radius || y2 < y - radius;
|
||||
});
|
||||
|
||||
return results;
|
||||
}
|
||||
|
||||
findNearest(x, y, maxDistance = Infinity) {
|
||||
if (!this.tree) return null;
|
||||
|
||||
let closest = null;
|
||||
let closestDistance = maxDistance * maxDistance;
|
||||
|
||||
this.tree.visit((node, x1, y1, x2, y2) => {
|
||||
if (!node.length) {
|
||||
do {
|
||||
const d = node.data;
|
||||
const dx = d.x - x;
|
||||
const dy = d.y - y;
|
||||
const dist = dx * dx + dy * dy;
|
||||
if (dist < closestDistance) {
|
||||
closest = d;
|
||||
closestDistance = dist;
|
||||
}
|
||||
} while (node = node.next);
|
||||
}
|
||||
|
||||
const dx = x < x1 ? x1 - x : x > x2 ? x - x2 : 0;
|
||||
const dy = y < y1 ? y1 - y : y > y2 ? y - y2 : 0;
|
||||
return dx * dx + dy * dy > closestDistance;
|
||||
});
|
||||
|
||||
return closest;
|
||||
}
|
||||
}
|
||||
|
||||
// Lazy loading wrapper for expensive computations
|
||||
class LazyProperty {
|
||||
constructor(computeFn) {
|
||||
this.computeFn = computeFn;
|
||||
this.computed = false;
|
||||
this.value = undefined;
|
||||
}
|
||||
|
||||
get() {
|
||||
if (!this.computed) {
|
||||
this.value = this.computeFn();
|
||||
this.computed = true;
|
||||
}
|
||||
return this.value;
|
||||
}
|
||||
|
||||
reset() {
|
||||
this.computed = false;
|
||||
this.value = undefined;
|
||||
}
|
||||
}
|
||||
|
||||
// Cache management
|
||||
function getCached(key, computeFn) {
|
||||
if (cache.has(key)) {
|
||||
return cache.get(key);
|
||||
}
|
||||
|
||||
const value = computeFn();
|
||||
|
||||
// Limit cache size
|
||||
if (cache.size >= CACHE_SIZE_LIMIT) {
|
||||
const firstKey = cache.keys().next().value;
|
||||
cache.delete(firstKey);
|
||||
}
|
||||
|
||||
cache.set(key, value);
|
||||
return value;
|
||||
}
|
||||
|
||||
function clearCache() {
|
||||
cache.clear();
|
||||
}
|
||||
|
||||
// Performance measurement helpers
|
||||
function measureTime(name, fn) {
|
||||
const start = performance.now();
|
||||
const result = fn();
|
||||
const duration = performance.now() - start;
|
||||
metrics[name] = (metrics[name] || 0) + duration;
|
||||
return result;
|
||||
}
|
||||
|
||||
// Batch processing for large datasets
|
||||
function processBatch(items, processFn, batchSize = 100, onProgress) {
|
||||
return new Promise((resolve) => {
|
||||
let index = 0;
|
||||
const results = [];
|
||||
|
||||
function processNextBatch() {
|
||||
const batch = items.slice(index, index + batchSize);
|
||||
|
||||
for (const item of batch) {
|
||||
results.push(processFn(item));
|
||||
}
|
||||
|
||||
index += batchSize;
|
||||
|
||||
if (onProgress) {
|
||||
onProgress(Math.min(index / items.length, 1));
|
||||
}
|
||||
|
||||
if (index < items.length) {
|
||||
// Use requestIdleCallback if available, otherwise setTimeout
|
||||
if (window.requestIdleCallback) {
|
||||
requestIdleCallback(processNextBatch);
|
||||
} else {
|
||||
setTimeout(processNextBatch, 0);
|
||||
}
|
||||
} else {
|
||||
resolve(results);
|
||||
}
|
||||
}
|
||||
|
||||
processNextBatch();
|
||||
});
|
||||
}
|
||||
|
||||
// Optimize burg feature assignment using lazy evaluation
|
||||
function optimizeBurgFeatures(burgs) {
|
||||
TIME && console.time("optimizeBurgFeatures");
|
||||
|
||||
for (const burg of burgs) {
|
||||
if (!burg.i || burg.removed) continue;
|
||||
|
||||
// Convert expensive properties to lazy evaluation
|
||||
if (!burg.lazyProperties) {
|
||||
burg.lazyProperties = {};
|
||||
|
||||
// Trading post calculation - only compute when needed
|
||||
burg.lazyProperties.tradingPost = new LazyProperty(() => {
|
||||
const {cells} = pack;
|
||||
const cellId = burg.cell;
|
||||
|
||||
const isRiverCrossing = cells.r[cellId] && Routes.isCrossroad && Routes.isCrossroad(cellId);
|
||||
const isMountainPass = cells.h[cellId] > 50 && cells.h[cellId] < 67 && Routes.hasRoad && Routes.hasRoad(cellId);
|
||||
const isRouteHub = Routes.isCrossroad && Routes.isCrossroad(cellId);
|
||||
|
||||
if (isRiverCrossing || isMountainPass || isRouteHub) {
|
||||
let chance = 0.2;
|
||||
if (burg.settlementType === "marketTown" || burg.plaza === 1) chance = 0.8;
|
||||
else if (burg.settlementType === "largeVillage") chance = 0.5;
|
||||
else if (burg.settlementType === "smallVillage") chance = 0.3;
|
||||
return Number(P(chance));
|
||||
}
|
||||
return 0;
|
||||
});
|
||||
|
||||
// Seasonal fair calculation
|
||||
burg.lazyProperties.seasonalFair = new LazyProperty(() => {
|
||||
if (burg.settlementType === "marketTown" || burg.capital || burg.population > 5) {
|
||||
let fairChance = 0.3;
|
||||
if (burg.capital) fairChance = 0.7;
|
||||
if (burg.population > 10) fairChance = 0.8;
|
||||
if (burg.tradingPost) fairChance *= 1.2;
|
||||
|
||||
if (P(Math.min(fairChance, 1))) {
|
||||
const seasons = ["Spring", "Summer", "Autumn", "Winter"];
|
||||
const months = [
|
||||
"Early Spring", "Mid Spring", "Late Spring",
|
||||
"Early Summer", "Midsummer", "Late Summer",
|
||||
"Early Autumn", "Harvest", "Late Autumn",
|
||||
"Early Winter", "Midwinter", "Late Winter"
|
||||
];
|
||||
|
||||
burg.fairTime = (burg.capital || burg.population > 15) ? ra(months) : ra(seasons);
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
TIME && console.timeEnd("optimizeBurgFeatures");
|
||||
}
|
||||
|
||||
// Optimized route generation using spatial indexing
|
||||
function createOptimizedRouteFinder() {
|
||||
const burgIndex = new SpatialIndex();
|
||||
|
||||
return {
|
||||
initialize(burgs) {
|
||||
const burgPoints = burgs
|
||||
.filter(b => b.i && !b.removed)
|
||||
.map(b => ({x: b.x, y: b.y, id: b.i, data: b}));
|
||||
burgIndex.build(burgPoints);
|
||||
},
|
||||
|
||||
findNearbyBurgs(x, y, radius) {
|
||||
return burgIndex.findWithin(x, y, radius).map(p => p.data);
|
||||
},
|
||||
|
||||
findNearestBurg(x, y, maxDistance) {
|
||||
const result = burgIndex.findNearest(x, y, maxDistance);
|
||||
return result ? result.data : null;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
// Progressive rendering for large datasets
|
||||
async function renderProgressive(elements, renderFn, options = {}) {
|
||||
const {
|
||||
batchSize = 50,
|
||||
priority = 'high', // 'high', 'medium', 'low'
|
||||
onProgress = null,
|
||||
container = null
|
||||
} = options;
|
||||
|
||||
// Sort elements by priority (capitals first, then by population)
|
||||
const sorted = [...elements].sort((a, b) => {
|
||||
if (a.capital && !b.capital) return -1;
|
||||
if (!a.capital && b.capital) return 1;
|
||||
if (a.population && b.population) return b.population - a.population;
|
||||
return 0;
|
||||
});
|
||||
|
||||
// Render high-priority items immediately
|
||||
const highPriority = sorted.filter(e =>
|
||||
e.capital || e.population > 10 || e.isLargePort
|
||||
);
|
||||
|
||||
for (const element of highPriority) {
|
||||
renderFn(element);
|
||||
}
|
||||
|
||||
// Render remaining items progressively
|
||||
const remaining = sorted.filter(e => !highPriority.includes(e));
|
||||
|
||||
if (remaining.length > 0) {
|
||||
await processBatch(remaining, renderFn, batchSize, onProgress);
|
||||
}
|
||||
}
|
||||
|
||||
// Memory management
|
||||
function optimizeMemory() {
|
||||
// Clear unused properties from burgs
|
||||
pack.burgs.forEach(b => {
|
||||
if (!b.i || b.removed) return;
|
||||
|
||||
// Remove temporary properties
|
||||
delete b._temp;
|
||||
delete b._cache;
|
||||
|
||||
// Convert rarely-used properties to lazy evaluation
|
||||
if (b.lazyProperties) {
|
||||
// Reset lazy properties to free memory
|
||||
Object.values(b.lazyProperties).forEach(prop => prop.reset());
|
||||
}
|
||||
});
|
||||
|
||||
// Clear cache
|
||||
clearCache();
|
||||
|
||||
// Force garbage collection if available
|
||||
if (window.gc) {
|
||||
window.gc();
|
||||
}
|
||||
}
|
||||
|
||||
// Performance report
|
||||
function getPerformanceReport() {
|
||||
const report = {
|
||||
metrics: {...metrics},
|
||||
cacheSize: cache.size,
|
||||
memory: performance.memory ? {
|
||||
used: Math.round(performance.memory.usedJSHeapSize / 1048576) + ' MB',
|
||||
total: Math.round(performance.memory.totalJSHeapSize / 1048576) + ' MB',
|
||||
limit: Math.round(performance.memory.jsHeapSizeLimit / 1048576) + ' MB'
|
||||
} : 'Not available',
|
||||
recommendations: []
|
||||
};
|
||||
|
||||
// Add recommendations based on metrics
|
||||
if (metrics.routeGeneration > 5000) {
|
||||
report.recommendations.push('Consider reducing route density for better performance');
|
||||
}
|
||||
if (metrics.coaGeneration > 3000) {
|
||||
report.recommendations.push('Many COAs generated - consider increasing population threshold');
|
||||
}
|
||||
if (cache.size > CACHE_SIZE_LIMIT * 0.9) {
|
||||
report.recommendations.push('Cache is nearly full - consider clearing old entries');
|
||||
}
|
||||
|
||||
return report;
|
||||
}
|
||||
|
||||
// Export public API
|
||||
return {
|
||||
SpatialIndex,
|
||||
LazyProperty,
|
||||
getCached,
|
||||
clearCache,
|
||||
measureTime,
|
||||
processBatch,
|
||||
optimizeBurgFeatures,
|
||||
createOptimizedRouteFinder,
|
||||
renderProgressive,
|
||||
optimizeMemory,
|
||||
getPerformanceReport,
|
||||
metrics
|
||||
};
|
||||
})();
|
||||
|
|
@ -51,24 +51,40 @@ window.Provinces = (function () {
|
|||
.sort((a, b) => b.population * gauss(1, 0.2, 0.5, 1.5, 3) - a.population)
|
||||
.sort((a, b) => b.capital - a.capital);
|
||||
if (stateBurgs.length < 2) return; // at least 2 provinces are required
|
||||
const provincesNumber = Math.max(Math.ceil((stateBurgs.length * provincesRatio) / 100), 2);
|
||||
|
||||
// Cap provinces based on state size and importance, not total burgs
|
||||
// Use only major settlements (capitals, market towns, large villages) as province centers
|
||||
const majorBurgs = stateBurgs.filter(b =>
|
||||
b.capital ||
|
||||
b.settlementType === "marketTown" ||
|
||||
b.settlementType === "largeVillage" ||
|
||||
b.isRegionalCenter ||
|
||||
b.population > 1 // population in thousands
|
||||
);
|
||||
|
||||
// If not enough major burgs, use the most populous ones
|
||||
const provinceCenters = majorBurgs.length >= 2 ? majorBurgs : stateBurgs.slice(0, Math.min(20, stateBurgs.length));
|
||||
|
||||
// Reasonable number of provinces: 2-20 based on ratio
|
||||
const targetProvinces = Math.max(2, Math.min(20, Math.ceil(provinceCenters.length * provincesRatio / 100)));
|
||||
const provincesNumber = Math.min(targetProvinces, provinceCenters.length);
|
||||
|
||||
const form = Object.assign({}, forms[s.form]);
|
||||
|
||||
for (let i = 0; i < provincesNumber; i++) {
|
||||
const provinceId = provinces.length;
|
||||
const center = stateBurgs[i].cell;
|
||||
const burg = stateBurgs[i].i;
|
||||
const c = stateBurgs[i].culture;
|
||||
const center = provinceCenters[i].cell;
|
||||
const burg = provinceCenters[i].i;
|
||||
const c = provinceCenters[i].culture;
|
||||
const nameByBurg = P(0.5);
|
||||
const name = nameByBurg ? stateBurgs[i].name : Names.getState(Names.getCultureShort(c), c);
|
||||
const name = nameByBurg ? provinceCenters[i].name : Names.getState(Names.getCultureShort(c), c);
|
||||
const formName = rw(form);
|
||||
form[formName] += 10;
|
||||
const fullName = name + " " + formName;
|
||||
const color = getMixedColor(s.color);
|
||||
const kinship = nameByBurg ? 0.8 : 0.4;
|
||||
const type = BurgsAndStates.getType(center, burg.port);
|
||||
const coa = COA.generate(stateBurgs[i].coa, kinship, null, type);
|
||||
const type = BurgsAndStates.getType(center, provinceCenters[i].port);
|
||||
const coa = COA.generate(provinceCenters[i].coa, kinship, null, type);
|
||||
coa.shield = COA.getShield(c, s.i);
|
||||
|
||||
s.provinces.push(provinceId);
|
||||
|
|
|
|||
|
|
@ -10,21 +10,49 @@ const ROUTE_TYPE_MODIFIERS = {
|
|||
default: 8 // far ocean
|
||||
};
|
||||
|
||||
// Route tier modifiers for different route types (lower = preferred)
|
||||
const ROUTE_TIER_MODIFIERS = {
|
||||
majorSea: { cost: 0.3, priority: "immediate" }, // Major maritime trade routes
|
||||
royal: { cost: 0.4, priority: "immediate" }, // Capital-to-capital roads
|
||||
market: { cost: 1.0, priority: "background" }, // Regional trade roads
|
||||
local: { cost: 1.5, priority: "background" }, // Village-to-market roads
|
||||
footpath: { cost: 2.0, priority: "background" }, // Hamlet paths
|
||||
regional: { cost: 1.2, priority: "background" } // Regional sea routes
|
||||
};
|
||||
|
||||
window.Routes = (function () {
|
||||
function generate(lockedRoutes = []) {
|
||||
TIME && console.time("generateRoutes");
|
||||
const {capitalsByFeature, burgsByFeature, portsByFeature, primaryByFeature, plazaByFeature, unconnectedBurgsByFeature} = sortBurgsByFeature(pack.burgs);
|
||||
|
||||
const connections = new Map();
|
||||
lockedRoutes.forEach(route => addConnections(route.points.map(p => p[2])));
|
||||
|
||||
const mainRoads = generateMainRoads();
|
||||
const secondaryRoads = generateSecondaryRoads();
|
||||
const trails = generateTrails();
|
||||
const seaRoutes = generateSeaRoutes();
|
||||
// PHASE 1: IMMEDIATE PROCESSING (blocking - critical routes for trade and diplomacy)
|
||||
TIME && console.time("generateCriticalRoutes");
|
||||
const majorSeaRoutes = generateMajorSeaRoutes(); // Tier 1: Long-distance maritime trade
|
||||
const royalRoads = generateRoyalRoads(); // Tier 2: Capital-to-capital connections
|
||||
TIME && console.timeEnd("generateCriticalRoutes");
|
||||
|
||||
// Create initial routes with critical paths only
|
||||
pack.routes = createRoutesData(lockedRoutes);
|
||||
pack.cells.routes = buildLinks(pack.routes);
|
||||
|
||||
// PHASE 2: BACKGROUND PROCESSING (non-blocking - local and regional routes)
|
||||
setTimeout(() => {
|
||||
TIME && console.time("generateRegionalRoutes");
|
||||
const marketRoads = generateMarketRoads(); // Tier 3: Regional trade networks (was mainRoads)
|
||||
const localRoads = generateLocalRoads(); // Tier 4: Village-to-market connections (was secondaryRoads)
|
||||
const footpaths = generateFootpaths(); // Tier 5: Hamlet networks (was trails)
|
||||
const regionalSeaRoutes = generateRegionalSeaRoutes(); // Regional sea connections
|
||||
TIME && console.timeEnd("generateRegionalRoutes");
|
||||
|
||||
// Append regional routes to existing critical routes
|
||||
appendRoutesToPack(marketRoads, localRoads, footpaths, regionalSeaRoutes);
|
||||
}, 100);
|
||||
|
||||
TIME && console.timeEnd("generateRoutes");
|
||||
|
||||
function sortBurgsByFeature(burgs) {
|
||||
const burgsByFeature = {};
|
||||
const capitalsByFeature = {};
|
||||
|
|
@ -66,6 +94,467 @@ window.Routes = (function () {
|
|||
return {burgsByFeature, capitalsByFeature, portsByFeature, primaryByFeature, plazaByFeature, unconnectedBurgsByFeature};
|
||||
}
|
||||
|
||||
// Tier 1: Major Sea Routes - Connect capitals and major ports across ALL water bodies
|
||||
// Simulates long-distance maritime trade like Hanseatic League routes
|
||||
function generateMajorSeaRoutes() {
|
||||
TIME && console.time("generateMajorSeaRoutes");
|
||||
const majorSeaRoutes = [];
|
||||
|
||||
// Get all significant ports for major trade routes
|
||||
const allMajorPorts = [];
|
||||
pack.burgs.forEach(b => {
|
||||
if (b.i && !b.removed && b.port) {
|
||||
// Include more ports in major routes: capitals, large ports, and wealthy market towns
|
||||
if (b.capital ||
|
||||
b.isLargePort ||
|
||||
(b.population >= 5 && b.plaza) || // Major market towns (5000+ pop with plaza)
|
||||
(b.population >= 10)) { // Large cities regardless of status
|
||||
allMajorPorts.push(b);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
if (allMajorPorts.length < 2) {
|
||||
TIME && console.timeEnd("generateMajorSeaRoutes");
|
||||
return majorSeaRoutes;
|
||||
}
|
||||
|
||||
// Sort ports by importance (capitals first, then by population)
|
||||
allMajorPorts.sort((a, b) => {
|
||||
if (a.capital && !b.capital) return -1;
|
||||
if (!a.capital && b.capital) return 1;
|
||||
return b.population - a.population;
|
||||
});
|
||||
|
||||
// Create a more comprehensive trade network
|
||||
// Primary hubs: ALL capital ports and top large ports
|
||||
const capitalPorts = allMajorPorts.filter(p => p.capital);
|
||||
const largePorts = allMajorPorts.filter(p => !p.capital && (p.isLargePort || p.population >= 10));
|
||||
const mediumPorts = allMajorPorts.filter(p => !p.capital && !p.isLargePort && p.population < 10);
|
||||
|
||||
// Use all capitals and top large ports as primary hubs
|
||||
const hubs = [...capitalPorts, ...largePorts.slice(0, Math.max(10, Math.floor(largePorts.length * 0.5)))];
|
||||
const secondaryHubs = [...largePorts.slice(Math.max(10, Math.floor(largePorts.length * 0.5))), ...mediumPorts.slice(0, 20)];
|
||||
|
||||
// Connect primary hubs strategically (not all-to-all to avoid too many routes)
|
||||
// Connect capitals to each other
|
||||
for (let i = 0; i < capitalPorts.length; i++) {
|
||||
for (let j = i + 1; j < capitalPorts.length; j++) {
|
||||
const start = capitalPorts[i].cell;
|
||||
const exit = capitalPorts[j].cell;
|
||||
const distance = Math.sqrt((capitalPorts[i].x - capitalPorts[j].x) ** 2 + (capitalPorts[i].y - capitalPorts[j].y) ** 2);
|
||||
|
||||
// Connect if reasonably distant (long-distance trade) or same cultural sphere
|
||||
if (distance > 50 || capitalPorts[i].culture === capitalPorts[j].culture) {
|
||||
const segments = findPathSegments({isWater: true, connections, start, exit, routeType: "majorSea"});
|
||||
for (const segment of segments) {
|
||||
addConnections(segment);
|
||||
majorSeaRoutes.push({feature: -1, cells: segment, type: "majorSea"});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Connect large ports to nearest 2-3 capitals for trade network
|
||||
largePorts.slice(0, 15).forEach(port => {
|
||||
const nearestCapitals = capitalPorts
|
||||
.map(cap => ({
|
||||
cap,
|
||||
distance: Math.sqrt((port.x - cap.x) ** 2 + (port.y - cap.y) ** 2)
|
||||
}))
|
||||
.sort((a, b) => a.distance - b.distance)
|
||||
.slice(0, Math.min(3, capitalPorts.length)); // Connect to up to 3 nearest capitals
|
||||
|
||||
nearestCapitals.forEach(({cap}) => {
|
||||
const segments = findPathSegments({
|
||||
isWater: true,
|
||||
connections,
|
||||
start: port.cell,
|
||||
exit: cap.cell,
|
||||
routeType: "majorSea"
|
||||
});
|
||||
for (const segment of segments) {
|
||||
addConnections(segment);
|
||||
majorSeaRoutes.push({feature: -1, cells: segment, type: "majorSea"});
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
// Connect secondary hubs to nearest primary hub
|
||||
secondaryHubs.forEach(port => {
|
||||
let nearestHub = null;
|
||||
let minDistance = Infinity;
|
||||
|
||||
hubs.forEach(hub => {
|
||||
const distance = Math.sqrt((port.x - hub.x) ** 2 + (port.y - hub.y) ** 2);
|
||||
if (distance < minDistance) {
|
||||
minDistance = distance;
|
||||
nearestHub = hub;
|
||||
}
|
||||
});
|
||||
|
||||
if (nearestHub) {
|
||||
const segments = findPathSegments({
|
||||
isWater: true,
|
||||
connections,
|
||||
start: port.cell,
|
||||
exit: nearestHub.cell,
|
||||
routeType: "majorSea"
|
||||
});
|
||||
for (const segment of segments) {
|
||||
addConnections(segment);
|
||||
majorSeaRoutes.push({feature: -1, cells: segment, type: "majorSea"});
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
TIME && console.timeEnd("generateMajorSeaRoutes");
|
||||
return majorSeaRoutes;
|
||||
}
|
||||
|
||||
// Tier 2: Royal Roads - Connect all state capitals for diplomatic and military movement
|
||||
function generateRoyalRoads() {
|
||||
TIME && console.time("generateRoyalRoads");
|
||||
const royalRoads = [];
|
||||
|
||||
// Get all state capitals
|
||||
const capitals = [];
|
||||
pack.states.forEach(state => {
|
||||
if (state.i && !state.removed && state.capital) {
|
||||
const capital = pack.burgs[state.capital];
|
||||
if (capital && !capital.removed) {
|
||||
capitals.push(capital);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
if (capitals.length < 2) {
|
||||
TIME && console.timeEnd("generateRoyalRoads");
|
||||
return royalRoads;
|
||||
}
|
||||
|
||||
// Create a minimum spanning tree of capitals using Kruskal's algorithm
|
||||
// This ensures all capitals are connected with minimal total distance
|
||||
const edges = [];
|
||||
for (let i = 0; i < capitals.length; i++) {
|
||||
for (let j = i + 1; j < capitals.length; j++) {
|
||||
const distance = Math.sqrt(
|
||||
(capitals[i].x - capitals[j].x) ** 2 +
|
||||
(capitals[i].y - capitals[j].y) ** 2
|
||||
);
|
||||
edges.push({
|
||||
from: i,
|
||||
to: j,
|
||||
distance,
|
||||
fromCell: capitals[i].cell,
|
||||
toCell: capitals[j].cell
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Sort edges by distance
|
||||
edges.sort((a, b) => a.distance - b.distance);
|
||||
|
||||
// Use union-find to build minimum spanning tree
|
||||
const parent = Array.from({length: capitals.length}, (_, i) => i);
|
||||
const find = (x) => {
|
||||
if (parent[x] !== x) parent[x] = find(parent[x]);
|
||||
return parent[x];
|
||||
};
|
||||
const union = (x, y) => {
|
||||
const px = find(x);
|
||||
const py = find(y);
|
||||
if (px !== py) {
|
||||
parent[px] = py;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
};
|
||||
|
||||
// Build the tree
|
||||
for (const edge of edges) {
|
||||
if (union(edge.from, edge.to)) {
|
||||
const segments = findPathSegments({
|
||||
isWater: false,
|
||||
connections,
|
||||
start: edge.fromCell,
|
||||
exit: edge.toCell,
|
||||
routeType: "royal"
|
||||
});
|
||||
for (const segment of segments) {
|
||||
addConnections(segment);
|
||||
royalRoads.push({
|
||||
feature: pack.cells.f[edge.fromCell],
|
||||
cells: segment,
|
||||
type: "royal"
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
TIME && console.timeEnd("generateRoyalRoads");
|
||||
return royalRoads;
|
||||
}
|
||||
|
||||
// Tier 3: Market Roads - Regional trade networks (enhanced main roads)
|
||||
function generateMarketRoads() {
|
||||
TIME && console.time("generateMarketRoads");
|
||||
const marketRoads = [];
|
||||
|
||||
// Get all market towns (from new settlement hierarchy)
|
||||
const marketTowns = pack.burgs.filter(b =>
|
||||
b.i && !b.removed && (b.settlementType === "marketTown" || b.plaza === 1)
|
||||
);
|
||||
|
||||
// Group market towns by feature/region
|
||||
const marketsByFeature = {};
|
||||
marketTowns.forEach(town => {
|
||||
const feature = town.feature;
|
||||
if (!marketsByFeature[feature]) marketsByFeature[feature] = [];
|
||||
marketsByFeature[feature].push(town);
|
||||
});
|
||||
|
||||
// Connect market towns within regions (15-30 km spacing as per research)
|
||||
for (const [feature, towns] of Object.entries(marketsByFeature)) {
|
||||
if (towns.length < 2) continue;
|
||||
|
||||
// Use Delaunay triangulation for regional connections
|
||||
const points = towns.map(t => [t.x, t.y]);
|
||||
const edges = calculateUrquhartEdges(points);
|
||||
|
||||
edges.forEach(([fromId, toId]) => {
|
||||
const fromTown = towns[fromId];
|
||||
const toTown = towns[toId];
|
||||
|
||||
// Check distance is within daily travel range (15-30 km)
|
||||
const distance = Math.sqrt((fromTown.x - toTown.x) ** 2 + (fromTown.y - toTown.y) ** 2);
|
||||
const mapScale = Math.sqrt(graphWidth * graphHeight / 1000000);
|
||||
const kmDistance = distance / mapScale;
|
||||
|
||||
// Only connect if within reasonable market day travel distance
|
||||
if (kmDistance <= 35) {
|
||||
const segments = findPathSegments({
|
||||
isWater: false,
|
||||
connections,
|
||||
start: fromTown.cell,
|
||||
exit: toTown.cell,
|
||||
routeType: "market"
|
||||
});
|
||||
|
||||
for (const segment of segments) {
|
||||
addConnections(segment);
|
||||
marketRoads.push({
|
||||
feature: Number(feature),
|
||||
cells: segment,
|
||||
type: "market"
|
||||
});
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Also use existing main roads logic for primary centers
|
||||
const mainRoads = generateMainRoads();
|
||||
marketRoads.push(...mainRoads);
|
||||
|
||||
TIME && console.timeEnd("generateMarketRoads");
|
||||
return marketRoads;
|
||||
}
|
||||
|
||||
// Tier 4: Local Roads - Village to nearest market town connections
|
||||
function generateLocalRoads() {
|
||||
TIME && console.time("generateLocalRoads");
|
||||
const localRoads = [];
|
||||
|
||||
// Get villages from settlement hierarchy
|
||||
const villages = pack.burgs.filter(b =>
|
||||
b.i && !b.removed && (
|
||||
b.settlementType === "largeVillage" ||
|
||||
b.settlementType === "smallVillage"
|
||||
)
|
||||
);
|
||||
|
||||
// Get market towns and regional centers
|
||||
const marketCenters = pack.burgs.filter(b =>
|
||||
b.i && !b.removed && (
|
||||
b.settlementType === "marketTown" ||
|
||||
b.plaza === 1 ||
|
||||
b.isRegionalCenter ||
|
||||
b.capital
|
||||
)
|
||||
);
|
||||
|
||||
// Connect each village to nearest market center
|
||||
villages.forEach(village => {
|
||||
let nearestMarket = null;
|
||||
let minDistance = Infinity;
|
||||
|
||||
marketCenters.forEach(market => {
|
||||
const distance = Math.sqrt(
|
||||
(village.x - market.x) ** 2 +
|
||||
(village.y - market.y) ** 2
|
||||
);
|
||||
|
||||
// Prefer markets in same state/culture
|
||||
let culturalModifier = 1;
|
||||
if (village.state === market.state) culturalModifier = 0.8;
|
||||
if (village.culture === market.culture) culturalModifier *= 0.9;
|
||||
|
||||
const adjustedDistance = distance * culturalModifier;
|
||||
|
||||
if (adjustedDistance < minDistance) {
|
||||
minDistance = adjustedDistance;
|
||||
nearestMarket = market;
|
||||
}
|
||||
});
|
||||
|
||||
if (nearestMarket) {
|
||||
const segments = findPathSegments({
|
||||
isWater: false,
|
||||
connections,
|
||||
start: village.cell,
|
||||
exit: nearestMarket.cell,
|
||||
routeType: "local"
|
||||
});
|
||||
|
||||
for (const segment of segments) {
|
||||
addConnections(segment);
|
||||
localRoads.push({
|
||||
feature: village.feature,
|
||||
cells: segment,
|
||||
type: "local"
|
||||
});
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// Also include existing secondary roads
|
||||
const secondaryRoads = generateSecondaryRoads();
|
||||
localRoads.push(...secondaryRoads);
|
||||
|
||||
TIME && console.timeEnd("generateLocalRoads");
|
||||
return localRoads;
|
||||
}
|
||||
|
||||
// Tier 5: Footpaths - Hamlet to village networks
|
||||
function generateFootpaths() {
|
||||
TIME && console.time("generateFootpaths");
|
||||
const footpaths = [];
|
||||
|
||||
// Get hamlets from settlement hierarchy
|
||||
const hamlets = pack.burgs.filter(b =>
|
||||
b.i && !b.removed && b.settlementType === "hamlet"
|
||||
);
|
||||
|
||||
// Get villages and larger settlements
|
||||
const largerSettlements = pack.burgs.filter(b =>
|
||||
b.i && !b.removed && (
|
||||
b.settlementType === "smallVillage" ||
|
||||
b.settlementType === "largeVillage" ||
|
||||
b.settlementType === "marketTown" ||
|
||||
b.plaza === 1
|
||||
)
|
||||
);
|
||||
|
||||
// Connect each hamlet to nearest village (3-6 km as per research)
|
||||
hamlets.forEach(hamlet => {
|
||||
let nearestVillage = null;
|
||||
let minDistance = Infinity;
|
||||
|
||||
largerSettlements.forEach(village => {
|
||||
const distance = Math.sqrt(
|
||||
(hamlet.x - village.x) ** 2 +
|
||||
(hamlet.y - village.y) ** 2
|
||||
);
|
||||
|
||||
// Strong preference for same culture/state
|
||||
let modifier = 1;
|
||||
if (hamlet.state === village.state) modifier = 0.7;
|
||||
if (hamlet.culture === village.culture) modifier *= 0.8;
|
||||
|
||||
const adjustedDistance = distance * modifier;
|
||||
|
||||
// Only connect to nearby settlements (6 km max range)
|
||||
const mapScale = Math.sqrt(graphWidth * graphHeight / 1000000);
|
||||
const kmDistance = distance / mapScale;
|
||||
|
||||
if (kmDistance <= 8 && adjustedDistance < minDistance) {
|
||||
minDistance = adjustedDistance;
|
||||
nearestVillage = village;
|
||||
}
|
||||
});
|
||||
|
||||
if (nearestVillage) {
|
||||
const segments = findPathSegments({
|
||||
isWater: false,
|
||||
connections,
|
||||
start: hamlet.cell,
|
||||
exit: nearestVillage.cell,
|
||||
routeType: "footpath"
|
||||
});
|
||||
|
||||
for (const segment of segments) {
|
||||
addConnections(segment);
|
||||
footpaths.push({
|
||||
feature: hamlet.feature,
|
||||
cells: segment,
|
||||
type: "footpath"
|
||||
});
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// Also include existing trails for backward compatibility
|
||||
const trails = generateTrails();
|
||||
footpaths.push(...trails);
|
||||
|
||||
TIME && console.timeEnd("generateFootpaths");
|
||||
return footpaths;
|
||||
}
|
||||
|
||||
// Regional sea routes (within water bodies)
|
||||
function generateRegionalSeaRoutes() {
|
||||
TIME && console.time("generateRegionalSeaRoutes");
|
||||
const regionalSeaRoutes = [];
|
||||
|
||||
// Filter ports to only include significant ones (500+ population or special status)
|
||||
// Small fishing villages don't participate in trade routes
|
||||
const significantPortsByFeature = {};
|
||||
|
||||
for (const [featureId, featurePorts] of Object.entries(portsByFeature)) {
|
||||
const significantPorts = featurePorts.filter(burg =>
|
||||
burg.population >= 0.5 || // 500+ population (in thousands)
|
||||
burg.capital || // Capital cities
|
||||
burg.isLargePort || // Designated large ports
|
||||
burg.plaza || // Market towns with plazas
|
||||
burg.isRegionalCenter // Regional centers
|
||||
);
|
||||
|
||||
if (significantPorts.length >= 2) {
|
||||
significantPortsByFeature[featureId] = significantPorts;
|
||||
}
|
||||
}
|
||||
|
||||
// Connect significant ports within each water body
|
||||
for (const [featureId, featurePorts] of Object.entries(significantPortsByFeature)) {
|
||||
const points = featurePorts.map(burg => [burg.x, burg.y]);
|
||||
const urquhartEdges = calculateUrquhartEdges(points);
|
||||
|
||||
urquhartEdges.forEach(([fromId, toId]) => {
|
||||
const start = featurePorts[fromId].cell;
|
||||
const exit = featurePorts[toId].cell;
|
||||
const segments = findPathSegments({isWater: true, connections, start, exit, routeType: "regional"});
|
||||
for (const segment of segments) {
|
||||
addConnections(segment);
|
||||
regionalSeaRoutes.push({feature: Number(featureId), cells: segment, type: "regional"});
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
TIME && console.timeEnd("generateRegionalSeaRoutes");
|
||||
return regionalSeaRoutes;
|
||||
}
|
||||
|
||||
function generateMainRoads() {
|
||||
TIME && console.time("generateMainRoads");
|
||||
const mainRoads = [];
|
||||
|
|
@ -260,8 +749,8 @@ window.Routes = (function () {
|
|||
}
|
||||
}
|
||||
|
||||
function findPathSegments({isWater, connections, start, exit}) {
|
||||
const getCost = createCostEvaluator({isWater, connections});
|
||||
function findPathSegments({isWater, connections, start, exit, routeType}) {
|
||||
const getCost = createCostEvaluator({isWater, connections, routeType});
|
||||
const pathCells = findPath(start, current => current === exit, getCost);
|
||||
if (!pathCells) return [];
|
||||
const segments = getRouteSegments(pathCells, connections);
|
||||
|
|
@ -271,33 +760,89 @@ window.Routes = (function () {
|
|||
function createRoutesData(routes) {
|
||||
const pointsArray = preparePointsArray();
|
||||
|
||||
for (const {feature, cells, merged} of mergeRoutes(mainRoads)) {
|
||||
if (merged) continue;
|
||||
const points = getPoints("roads", cells, pointsArray);
|
||||
routes.push({i: routes.length, group: "roads", feature, points});
|
||||
}
|
||||
|
||||
for (const {feature, cells, merged} of mergeRoutes(secondaryRoads)) {
|
||||
if (merged) continue;
|
||||
const points = getPoints("secondary", cells, pointsArray);
|
||||
routes.push({i: routes.length, group: "secondary", feature, points});
|
||||
}
|
||||
|
||||
for (const {feature, cells, merged} of mergeRoutes(trails)) {
|
||||
if (merged) continue;
|
||||
const points = getPoints("trails", cells, pointsArray);
|
||||
routes.push({i: routes.length, group: "trails", feature, points});
|
||||
}
|
||||
|
||||
for (const {feature, cells, merged} of mergeRoutes(seaRoutes)) {
|
||||
// Process critical routes (Tier 1 & 2) - these run immediately
|
||||
for (const {feature, cells, merged, type} of mergeRoutes(majorSeaRoutes)) {
|
||||
if (merged) continue;
|
||||
const points = getPoints("searoutes", cells, pointsArray);
|
||||
routes.push({i: routes.length, group: "searoutes", feature, points});
|
||||
routes.push({i: routes.length, group: "searoutes", feature, points, type: type || "majorSea"});
|
||||
}
|
||||
|
||||
for (const {feature, cells, merged, type} of mergeRoutes(royalRoads)) {
|
||||
if (merged) continue;
|
||||
const points = getPoints("roads", cells, pointsArray);
|
||||
routes.push({i: routes.length, group: "roads", feature, points, type: type || "royal"});
|
||||
}
|
||||
|
||||
return routes;
|
||||
}
|
||||
|
||||
// Function to append background-generated routes to pack
|
||||
function appendRoutesToPack(marketRoads, localRoads, footpaths, regionalSeaRoutes) {
|
||||
const pointsArray = preparePointsArray();
|
||||
const routes = pack.routes;
|
||||
|
||||
// Tier 3: Market Roads
|
||||
for (const {feature, cells, merged} of mergeRoutes(marketRoads)) {
|
||||
if (merged) continue;
|
||||
const points = getPoints("roads", cells, pointsArray);
|
||||
const routeId = getNextId();
|
||||
routes.push({i: routeId, group: "roads", feature, points, type: "market"});
|
||||
|
||||
// Update cell routes
|
||||
for (let i = 0; i < cells.length - 1; i++) {
|
||||
addRouteConnection(cells[i], cells[i + 1], routeId);
|
||||
}
|
||||
}
|
||||
|
||||
// Tier 4: Local Roads
|
||||
for (const {feature, cells, merged} of mergeRoutes(localRoads)) {
|
||||
if (merged) continue;
|
||||
const points = getPoints("secondary", cells, pointsArray);
|
||||
const routeId = getNextId();
|
||||
routes.push({i: routeId, group: "secondary", feature, points, type: "local"});
|
||||
|
||||
for (let i = 0; i < cells.length - 1; i++) {
|
||||
addRouteConnection(cells[i], cells[i + 1], routeId);
|
||||
}
|
||||
}
|
||||
|
||||
// Tier 5: Footpaths
|
||||
for (const {feature, cells, merged} of mergeRoutes(footpaths)) {
|
||||
if (merged) continue;
|
||||
const points = getPoints("trails", cells, pointsArray);
|
||||
const routeId = getNextId();
|
||||
routes.push({i: routeId, group: "trails", feature, points, type: "footpath"});
|
||||
|
||||
for (let i = 0; i < cells.length - 1; i++) {
|
||||
addRouteConnection(cells[i], cells[i + 1], routeId);
|
||||
}
|
||||
}
|
||||
|
||||
// Regional Sea Routes
|
||||
for (const {feature, cells, merged} of mergeRoutes(regionalSeaRoutes)) {
|
||||
if (merged) continue;
|
||||
const points = getPoints("searoutes", cells, pointsArray);
|
||||
const routeId = getNextId();
|
||||
routes.push({i: routeId, group: "searoutes", feature, points, type: "regional"});
|
||||
|
||||
for (let i = 0; i < cells.length - 1; i++) {
|
||||
addRouteConnection(cells[i], cells[i + 1], routeId);
|
||||
}
|
||||
}
|
||||
|
||||
// Rebuild route links after adding new routes
|
||||
pack.cells.routes = buildLinks(pack.routes);
|
||||
}
|
||||
|
||||
function addRouteConnection(from, to, routeId) {
|
||||
const routes = pack.cells.routes || {};
|
||||
if (!routes[from]) routes[from] = {};
|
||||
routes[from][to] = routeId;
|
||||
if (!routes[to]) routes[to] = {};
|
||||
routes[to][from] = routeId;
|
||||
pack.cells.routes = routes;
|
||||
}
|
||||
|
||||
// merge routes so that the last cell of one route is the first cell of the next route
|
||||
function mergeRoutes(routes) {
|
||||
let routesMerged = 0;
|
||||
|
|
@ -322,7 +867,7 @@ window.Routes = (function () {
|
|||
}
|
||||
}
|
||||
|
||||
function createCostEvaluator({isWater, connections}) {
|
||||
function createCostEvaluator({isWater, connections, routeType = "market"}) {
|
||||
return isWater ? getWaterPathCost : getLandPathCost;
|
||||
|
||||
function getLandPathCost(current, next) {
|
||||
|
|
@ -337,7 +882,15 @@ window.Routes = (function () {
|
|||
const connectionModifier = connections.has(`${current}-${next}`) ? 0.5 : 1;
|
||||
const burgModifier = pack.cells.burg[next] ? 1 : 3;
|
||||
|
||||
const pathCost = distanceCost * habitabilityModifier * heightModifier * connectionModifier * burgModifier;
|
||||
// Medieval travel constraints
|
||||
const riverCrossingPenalty = pack.cells.r[next] && !pack.cells.burg[next] ? 1.5 : 1; // Bridges rare except at settlements
|
||||
const borderPenalty = getBorderPenalty(current, next, routeType); // Political boundaries affect some routes
|
||||
|
||||
// Apply route tier modifier
|
||||
const tierModifier = ROUTE_TIER_MODIFIERS[routeType]?.cost || 1;
|
||||
|
||||
const pathCost = distanceCost * habitabilityModifier * heightModifier * connectionModifier *
|
||||
burgModifier * riverCrossingPenalty * borderPenalty * tierModifier;
|
||||
return pathCost;
|
||||
}
|
||||
|
||||
|
|
@ -349,9 +902,27 @@ window.Routes = (function () {
|
|||
const typeModifier = ROUTE_TYPE_MODIFIERS[pack.cells.t[next]] || ROUTE_TYPE_MODIFIERS.default;
|
||||
const connectionModifier = connections.has(`${current}-${next}`) ? 0.5 : 1;
|
||||
|
||||
const pathCost = distanceCost * typeModifier * connectionModifier;
|
||||
// Apply route tier modifier for sea routes
|
||||
const tierModifier = ROUTE_TIER_MODIFIERS[routeType]?.cost || 1;
|
||||
|
||||
const pathCost = distanceCost * typeModifier * connectionModifier * tierModifier;
|
||||
return pathCost;
|
||||
}
|
||||
|
||||
function getBorderPenalty(current, next, routeType) {
|
||||
// Royal roads and major sea routes ignore borders (diplomatic/trade importance)
|
||||
if (routeType === "royal" || routeType === "majorSea") return 1;
|
||||
|
||||
// Check if crossing state border
|
||||
const currentState = pack.cells.state[current];
|
||||
const nextState = pack.cells.state[next];
|
||||
if (currentState === nextState) return 1;
|
||||
|
||||
// Higher penalty for local routes crossing borders
|
||||
if (routeType === "footpath") return 3;
|
||||
if (routeType === "local") return 2;
|
||||
return 1.5; // Market roads have moderate border penalty
|
||||
}
|
||||
}
|
||||
|
||||
function buildLinks(routes) {
|
||||
|
|
|
|||
|
|
@ -70,8 +70,13 @@ function editBiomes() {
|
|||
const b = cells.biome[i];
|
||||
biomesData.cells[b] += 1;
|
||||
biomesData.area[b] += cells.area[i];
|
||||
if (cells.burg[i]) {
|
||||
// Burg represents ALL population for this cell (stored in thousands)
|
||||
biomesData.urban[b] += pack.burgs[cells.burg[i]].population;
|
||||
} else {
|
||||
// Only count cells.pop for unsettled areas (no burg present)
|
||||
biomesData.rural[b] += cells.pop[i];
|
||||
if (cells.burg[i]) biomesData.urban[b] += pack.burgs[cells.burg[i]].population;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -74,7 +74,7 @@ function overviewMilitary() {
|
|||
const states = pack.states.filter(s => s.i && !s.removed);
|
||||
|
||||
for (const s of states) {
|
||||
const population = rn((s.rural + s.urban * urbanization) * populationRate);
|
||||
const population = rn((s.rural * populationRate) + (s.urban * 1000 * urbanization));
|
||||
const getForces = u => s.military.reduce((s, r) => s + (r.u[u.name] || 0), 0);
|
||||
const total = options.military.reduce((s, u) => s + getForces(u) * u.crew, 0);
|
||||
const rate = (total / population) * 100;
|
||||
|
|
@ -146,7 +146,7 @@ function overviewMilitary() {
|
|||
u => (line.dataset[u.name] = line.querySelector(`div[data-type='${u.name}']`).innerHTML = getForces(u))
|
||||
);
|
||||
|
||||
const population = rn((s.rural + s.urban * urbanization) * populationRate);
|
||||
const population = rn((s.rural * populationRate) + (s.urban * 1000 * urbanization));
|
||||
const total = (line.dataset.total = options.military.reduce((s, u) => s + getForces(u) * u.crew, 0));
|
||||
const rate = (line.dataset.rate = (total / population) * 100);
|
||||
line.querySelector("div[data-type='total']").innerHTML = si(total);
|
||||
|
|
|
|||
|
|
@ -87,10 +87,14 @@ function editProvinces() {
|
|||
if (!p) continue;
|
||||
|
||||
provinces[p].area += cells.area[i];
|
||||
provinces[p].rural += cells.pop[i];
|
||||
if (!cells.burg[i]) continue;
|
||||
if (cells.burg[i]) {
|
||||
// Burg represents ALL population for this cell (stored in thousands)
|
||||
provinces[p].urban += burgs[cells.burg[i]].population;
|
||||
provinces[p].burgs.push(cells.burg[i]);
|
||||
} else {
|
||||
// Only count cells.pop for unsettled areas (no burg present)
|
||||
provinces[p].rural += cells.pop[i];
|
||||
}
|
||||
}
|
||||
|
||||
provinces.forEach(p => {
|
||||
|
|
@ -1092,9 +1096,13 @@ function editProvinces() {
|
|||
data += el.dataset.color + ",";
|
||||
data += el.dataset.capital + ",";
|
||||
data += el.dataset.area + ",";
|
||||
data += el.dataset.population + ",";
|
||||
data += Math.round(provincePack.rural * populationRate) + ",";
|
||||
data += Math.round(provincePack.urban * populationRate * urbanization) + ",";
|
||||
// Rural: convert abstract points to people, Urban: already in thousands so convert to people
|
||||
const ruralPop = Math.round(provincePack.rural * populationRate);
|
||||
const urbanPop = Math.round(provincePack.urban * 1000 * urbanization);
|
||||
const totalPop = ruralPop + urbanPop;
|
||||
data += totalPop + ",";
|
||||
data += ruralPop + ",";
|
||||
data += urbanPop + ",";
|
||||
data += el.dataset.burgs + "\n";
|
||||
});
|
||||
|
||||
|
|
|
|||
|
|
@ -79,9 +79,17 @@ function editZones() {
|
|||
|
||||
const lines = filteredZones.map(({i, name, type, cells, color, hidden}) => {
|
||||
const area = getArea(d3.sum(cells.map(i => pack.cells.area[i])));
|
||||
const rural = d3.sum(cells.map(i => pack.cells.pop[i])) * populationRate;
|
||||
const urban =
|
||||
d3.sum(cells.map(i => pack.cells.burg[i]).map(b => pack.burgs[b].population)) * populationRate * urbanization;
|
||||
// Calculate population: burg population for settled cells, cells.pop for unsettled
|
||||
let rural = 0, urban = 0;
|
||||
cells.forEach(i => {
|
||||
if (pack.cells.burg[i]) {
|
||||
// Burg represents ALL population for this cell
|
||||
urban += pack.burgs[pack.cells.burg[i]].population * 1000 * urbanization;
|
||||
} else {
|
||||
// Only count cells.pop for unsettled areas
|
||||
rural += pack.cells.pop[i] * populationRate;
|
||||
}
|
||||
});
|
||||
const population = rn(rural + urban);
|
||||
const populationTip = `Total population: ${si(population)}; Rural population: ${si(
|
||||
rural
|
||||
|
|
@ -412,10 +420,19 @@ function editZones() {
|
|||
if (!landCells.length) return tip("Zone does not have any land cells, cannot change population", false, "error");
|
||||
|
||||
const burgs = pack.burgs.filter(b => !b.removed && landCells.includes(b.cell));
|
||||
const rural = rn(d3.sum(landCells.map(i => pack.cells.pop[i])) * populationRate);
|
||||
const urban = rn(
|
||||
d3.sum(landCells.map(i => pack.cells.burg[i]).map(b => pack.burgs[b].population)) * populationRate * urbanization
|
||||
);
|
||||
// Calculate population: burg population for settled cells, cells.pop for unsettled
|
||||
let rural = 0, urban = 0;
|
||||
landCells.forEach(i => {
|
||||
if (pack.cells.burg[i]) {
|
||||
// Burg represents ALL population for this cell
|
||||
urban += pack.burgs[pack.cells.burg[i]].population * 1000 * urbanization;
|
||||
} else {
|
||||
// Only count cells.pop for unsettled areas
|
||||
rural += pack.cells.pop[i] * populationRate;
|
||||
}
|
||||
});
|
||||
rural = rn(rural);
|
||||
urban = rn(urban);
|
||||
const total = rural + urban;
|
||||
const l = n => Number(n).toLocaleString();
|
||||
|
||||
|
|
|
|||
965
package-lock.json
generated
Normal file
965
package-lock.json
generated
Normal file
|
|
@ -0,0 +1,965 @@
|
|||
{
|
||||
"name": "Fantasy-Map-Generator",
|
||||
"lockfileVersion": 3,
|
||||
"requires": true,
|
||||
"packages": {
|
||||
"": {
|
||||
"dependencies": {
|
||||
"vite": "^7.1.2"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/aix-ppc64": {
|
||||
"version": "0.25.9",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/aix-ppc64/-/aix-ppc64-0.25.9.tgz",
|
||||
"integrity": "sha512-OaGtL73Jck6pBKjNIe24BnFE6agGl+6KxDtTfHhy1HmhthfKouEcOhqpSL64K4/0WCtbKFLOdzD/44cJ4k9opA==",
|
||||
"cpu": [
|
||||
"ppc64"
|
||||
],
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"aix"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=18"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/android-arm": {
|
||||
"version": "0.25.9",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/android-arm/-/android-arm-0.25.9.tgz",
|
||||
"integrity": "sha512-5WNI1DaMtxQ7t7B6xa572XMXpHAaI/9Hnhk8lcxF4zVN4xstUgTlvuGDorBguKEnZO70qwEcLpfifMLoxiPqHQ==",
|
||||
"cpu": [
|
||||
"arm"
|
||||
],
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"android"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=18"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/android-arm64": {
|
||||
"version": "0.25.9",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/android-arm64/-/android-arm64-0.25.9.tgz",
|
||||
"integrity": "sha512-IDrddSmpSv51ftWslJMvl3Q2ZT98fUSL2/rlUXuVqRXHCs5EUF1/f+jbjF5+NG9UffUDMCiTyh8iec7u8RlTLg==",
|
||||
"cpu": [
|
||||
"arm64"
|
||||
],
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"android"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=18"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/android-x64": {
|
||||
"version": "0.25.9",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/android-x64/-/android-x64-0.25.9.tgz",
|
||||
"integrity": "sha512-I853iMZ1hWZdNllhVZKm34f4wErd4lMyeV7BLzEExGEIZYsOzqDWDf+y082izYUE8gtJnYHdeDpN/6tUdwvfiw==",
|
||||
"cpu": [
|
||||
"x64"
|
||||
],
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"android"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=18"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/darwin-arm64": {
|
||||
"version": "0.25.9",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/darwin-arm64/-/darwin-arm64-0.25.9.tgz",
|
||||
"integrity": "sha512-XIpIDMAjOELi/9PB30vEbVMs3GV1v2zkkPnuyRRURbhqjyzIINwj+nbQATh4H9GxUgH1kFsEyQMxwiLFKUS6Rg==",
|
||||
"cpu": [
|
||||
"arm64"
|
||||
],
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"darwin"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=18"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/darwin-x64": {
|
||||
"version": "0.25.9",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/darwin-x64/-/darwin-x64-0.25.9.tgz",
|
||||
"integrity": "sha512-jhHfBzjYTA1IQu8VyrjCX4ApJDnH+ez+IYVEoJHeqJm9VhG9Dh2BYaJritkYK3vMaXrf7Ogr/0MQ8/MeIefsPQ==",
|
||||
"cpu": [
|
||||
"x64"
|
||||
],
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"darwin"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=18"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/freebsd-arm64": {
|
||||
"version": "0.25.9",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/freebsd-arm64/-/freebsd-arm64-0.25.9.tgz",
|
||||
"integrity": "sha512-z93DmbnY6fX9+KdD4Ue/H6sYs+bhFQJNCPZsi4XWJoYblUqT06MQUdBCpcSfuiN72AbqeBFu5LVQTjfXDE2A6Q==",
|
||||
"cpu": [
|
||||
"arm64"
|
||||
],
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"freebsd"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=18"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/freebsd-x64": {
|
||||
"version": "0.25.9",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/freebsd-x64/-/freebsd-x64-0.25.9.tgz",
|
||||
"integrity": "sha512-mrKX6H/vOyo5v71YfXWJxLVxgy1kyt1MQaD8wZJgJfG4gq4DpQGpgTB74e5yBeQdyMTbgxp0YtNj7NuHN0PoZg==",
|
||||
"cpu": [
|
||||
"x64"
|
||||
],
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"freebsd"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=18"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/linux-arm": {
|
||||
"version": "0.25.9",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/linux-arm/-/linux-arm-0.25.9.tgz",
|
||||
"integrity": "sha512-HBU2Xv78SMgaydBmdor38lg8YDnFKSARg1Q6AT0/y2ezUAKiZvc211RDFHlEZRFNRVhcMamiToo7bDx3VEOYQw==",
|
||||
"cpu": [
|
||||
"arm"
|
||||
],
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"linux"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=18"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/linux-arm64": {
|
||||
"version": "0.25.9",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/linux-arm64/-/linux-arm64-0.25.9.tgz",
|
||||
"integrity": "sha512-BlB7bIcLT3G26urh5Dmse7fiLmLXnRlopw4s8DalgZ8ef79Jj4aUcYbk90g8iCa2467HX8SAIidbL7gsqXHdRw==",
|
||||
"cpu": [
|
||||
"arm64"
|
||||
],
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"linux"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=18"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/linux-ia32": {
|
||||
"version": "0.25.9",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/linux-ia32/-/linux-ia32-0.25.9.tgz",
|
||||
"integrity": "sha512-e7S3MOJPZGp2QW6AK6+Ly81rC7oOSerQ+P8L0ta4FhVi+/j/v2yZzx5CqqDaWjtPFfYz21Vi1S0auHrap3Ma3A==",
|
||||
"cpu": [
|
||||
"ia32"
|
||||
],
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"linux"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=18"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/linux-loong64": {
|
||||
"version": "0.25.9",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/linux-loong64/-/linux-loong64-0.25.9.tgz",
|
||||
"integrity": "sha512-Sbe10Bnn0oUAB2AalYztvGcK+o6YFFA/9829PhOCUS9vkJElXGdphz0A3DbMdP8gmKkqPmPcMJmJOrI3VYB1JQ==",
|
||||
"cpu": [
|
||||
"loong64"
|
||||
],
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"linux"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=18"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/linux-mips64el": {
|
||||
"version": "0.25.9",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/linux-mips64el/-/linux-mips64el-0.25.9.tgz",
|
||||
"integrity": "sha512-YcM5br0mVyZw2jcQeLIkhWtKPeVfAerES5PvOzaDxVtIyZ2NUBZKNLjC5z3/fUlDgT6w89VsxP2qzNipOaaDyA==",
|
||||
"cpu": [
|
||||
"mips64el"
|
||||
],
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"linux"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=18"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/linux-ppc64": {
|
||||
"version": "0.25.9",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/linux-ppc64/-/linux-ppc64-0.25.9.tgz",
|
||||
"integrity": "sha512-++0HQvasdo20JytyDpFvQtNrEsAgNG2CY1CLMwGXfFTKGBGQT3bOeLSYE2l1fYdvML5KUuwn9Z8L1EWe2tzs1w==",
|
||||
"cpu": [
|
||||
"ppc64"
|
||||
],
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"linux"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=18"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/linux-riscv64": {
|
||||
"version": "0.25.9",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/linux-riscv64/-/linux-riscv64-0.25.9.tgz",
|
||||
"integrity": "sha512-uNIBa279Y3fkjV+2cUjx36xkx7eSjb8IvnL01eXUKXez/CBHNRw5ekCGMPM0BcmqBxBcdgUWuUXmVWwm4CH9kg==",
|
||||
"cpu": [
|
||||
"riscv64"
|
||||
],
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"linux"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=18"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/linux-s390x": {
|
||||
"version": "0.25.9",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/linux-s390x/-/linux-s390x-0.25.9.tgz",
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||||
"integrity": "sha512-Mfiphvp3MjC/lctb+7D287Xw1DGzqJPb/J2aHHcHxflUo+8tmN/6d4k6I2yFR7BVo5/g7x2Monq4+Yew0EHRIA==",
|
||||
"cpu": [
|
||||
"s390x"
|
||||
],
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"linux"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=18"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/linux-x64": {
|
||||
"version": "0.25.9",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/linux-x64/-/linux-x64-0.25.9.tgz",
|
||||
"integrity": "sha512-iSwByxzRe48YVkmpbgoxVzn76BXjlYFXC7NvLYq+b+kDjyyk30J0JY47DIn8z1MO3K0oSl9fZoRmZPQI4Hklzg==",
|
||||
"cpu": [
|
||||
"x64"
|
||||
],
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"linux"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=18"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/netbsd-arm64": {
|
||||
"version": "0.25.9",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/netbsd-arm64/-/netbsd-arm64-0.25.9.tgz",
|
||||
"integrity": "sha512-9jNJl6FqaUG+COdQMjSCGW4QiMHH88xWbvZ+kRVblZsWrkXlABuGdFJ1E9L7HK+T0Yqd4akKNa/lO0+jDxQD4Q==",
|
||||
"cpu": [
|
||||
"arm64"
|
||||
],
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"netbsd"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=18"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/netbsd-x64": {
|
||||
"version": "0.25.9",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/netbsd-x64/-/netbsd-x64-0.25.9.tgz",
|
||||
"integrity": "sha512-RLLdkflmqRG8KanPGOU7Rpg829ZHu8nFy5Pqdi9U01VYtG9Y0zOG6Vr2z4/S+/3zIyOxiK6cCeYNWOFR9QP87g==",
|
||||
"cpu": [
|
||||
"x64"
|
||||
],
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"netbsd"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=18"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/openbsd-arm64": {
|
||||
"version": "0.25.9",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/openbsd-arm64/-/openbsd-arm64-0.25.9.tgz",
|
||||
"integrity": "sha512-YaFBlPGeDasft5IIM+CQAhJAqS3St3nJzDEgsgFixcfZeyGPCd6eJBWzke5piZuZ7CtL656eOSYKk4Ls2C0FRQ==",
|
||||
"cpu": [
|
||||
"arm64"
|
||||
],
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"openbsd"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=18"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/openbsd-x64": {
|
||||
"version": "0.25.9",
|
||||
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"integrity": "sha512-1MkgTCuvMGWuqVtAvkpkXFmtL8XhWy+j4jaSO2wxfJtilVCi0ZE37b8uOdMItIHz4I6z1bWWtEX4CJwcKYLcuA==",
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"cpu": [
|
||||
"x64"
|
||||
],
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"openbsd"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=18"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/openharmony-arm64": {
|
||||
"version": "0.25.9",
|
||||
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||||
"cpu": [
|
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"arm64"
|
||||
],
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"openharmony"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=18"
|
||||
}
|
||||
},
|
||||
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|
||||
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||||
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||||
"x64"
|
||||
],
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"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"sunos"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=18"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/win32-arm64": {
|
||||
"version": "0.25.9",
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"peerDependencies": {
|
||||
"picomatch": "^3 || ^4"
|
||||
},
|
||||
"peerDependenciesMeta": {
|
||||
"picomatch": {
|
||||
"optional": true
|
||||
}
|
||||
}
|
||||
},
|
||||
"node_modules/fsevents": {
|
||||
"version": "2.3.3",
|
||||
"resolved": "https://registry.npmjs.org/fsevents/-/fsevents-2.3.3.tgz",
|
||||
"integrity": "sha512-5xoDfX+fL7faATnagmWPpbFtwh/R77WmMMqqHGS65C3vvB0YHrgF+B1YmZ3441tMj5n63k0212XNoJwzlhffQw==",
|
||||
"hasInstallScript": true,
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"darwin"
|
||||
],
|
||||
"engines": {
|
||||
"node": "^8.16.0 || ^10.6.0 || >=11.0.0"
|
||||
}
|
||||
},
|
||||
"node_modules/nanoid": {
|
||||
"version": "3.3.11",
|
||||
"resolved": "https://registry.npmjs.org/nanoid/-/nanoid-3.3.11.tgz",
|
||||
"integrity": "sha512-N8SpfPUnUp1bK+PMYW8qSWdl9U+wwNWI4QKxOYDy9JAro3WMX7p2OeVRF9v+347pnakNevPmiHhNmZ2HbFA76w==",
|
||||
"funding": [
|
||||
{
|
||||
"type": "github",
|
||||
"url": "https://github.com/sponsors/ai"
|
||||
}
|
||||
],
|
||||
"license": "MIT",
|
||||
"bin": {
|
||||
"nanoid": "bin/nanoid.cjs"
|
||||
},
|
||||
"engines": {
|
||||
"node": "^10 || ^12 || ^13.7 || ^14 || >=15.0.1"
|
||||
}
|
||||
},
|
||||
"node_modules/picocolors": {
|
||||
"version": "1.1.1",
|
||||
"resolved": "https://registry.npmjs.org/picocolors/-/picocolors-1.1.1.tgz",
|
||||
"integrity": "sha512-xceH2snhtb5M9liqDsmEw56le376mTZkEX/jEb/RxNFyegNul7eNslCXP9FDj/Lcu0X8KEyMceP2ntpaHrDEVA==",
|
||||
"license": "ISC"
|
||||
},
|
||||
"node_modules/picomatch": {
|
||||
"version": "4.0.3",
|
||||
"resolved": "https://registry.npmjs.org/picomatch/-/picomatch-4.0.3.tgz",
|
||||
"integrity": "sha512-5gTmgEY/sqK6gFXLIsQNH19lWb4ebPDLA4SdLP7dsWkIXHWlG66oPuVvXSGFPppYZz8ZDZq0dYYrbHfBCVUb1Q==",
|
||||
"license": "MIT",
|
||||
"engines": {
|
||||
"node": ">=12"
|
||||
},
|
||||
"funding": {
|
||||
"url": "https://github.com/sponsors/jonschlinkert"
|
||||
}
|
||||
},
|
||||
"node_modules/postcss": {
|
||||
"version": "8.5.6",
|
||||
"resolved": "https://registry.npmjs.org/postcss/-/postcss-8.5.6.tgz",
|
||||
"integrity": "sha512-3Ybi1tAuwAP9s0r1UQ2J4n5Y0G05bJkpUIO0/bI9MhwmD70S5aTWbXGBwxHrelT+XM1k6dM0pk+SwNkpTRN7Pg==",
|
||||
"funding": [
|
||||
{
|
||||
"type": "opencollective",
|
||||
"url": "https://opencollective.com/postcss/"
|
||||
},
|
||||
{
|
||||
"type": "tidelift",
|
||||
"url": "https://tidelift.com/funding/github/npm/postcss"
|
||||
},
|
||||
{
|
||||
"type": "github",
|
||||
"url": "https://github.com/sponsors/ai"
|
||||
}
|
||||
],
|
||||
"license": "MIT",
|
||||
"dependencies": {
|
||||
"nanoid": "^3.3.11",
|
||||
"picocolors": "^1.1.1",
|
||||
"source-map-js": "^1.2.1"
|
||||
},
|
||||
"engines": {
|
||||
"node": "^10 || ^12 || >=14"
|
||||
}
|
||||
},
|
||||
"node_modules/rollup": {
|
||||
"version": "4.46.2",
|
||||
"resolved": "https://registry.npmjs.org/rollup/-/rollup-4.46.2.tgz",
|
||||
"integrity": "sha512-WMmLFI+Boh6xbop+OAGo9cQ3OgX9MIg7xOQjn+pTCwOkk+FNDAeAemXkJ3HzDJrVXleLOFVa1ipuc1AmEx1Dwg==",
|
||||
"license": "MIT",
|
||||
"dependencies": {
|
||||
"@types/estree": "1.0.8"
|
||||
},
|
||||
"bin": {
|
||||
"rollup": "dist/bin/rollup"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">=18.0.0",
|
||||
"npm": ">=8.0.0"
|
||||
},
|
||||
"optionalDependencies": {
|
||||
"@rollup/rollup-android-arm-eabi": "4.46.2",
|
||||
"@rollup/rollup-android-arm64": "4.46.2",
|
||||
"@rollup/rollup-darwin-arm64": "4.46.2",
|
||||
"@rollup/rollup-darwin-x64": "4.46.2",
|
||||
"@rollup/rollup-freebsd-arm64": "4.46.2",
|
||||
"@rollup/rollup-freebsd-x64": "4.46.2",
|
||||
"@rollup/rollup-linux-arm-gnueabihf": "4.46.2",
|
||||
"@rollup/rollup-linux-arm-musleabihf": "4.46.2",
|
||||
"@rollup/rollup-linux-arm64-gnu": "4.46.2",
|
||||
"@rollup/rollup-linux-arm64-musl": "4.46.2",
|
||||
"@rollup/rollup-linux-loongarch64-gnu": "4.46.2",
|
||||
"@rollup/rollup-linux-ppc64-gnu": "4.46.2",
|
||||
"@rollup/rollup-linux-riscv64-gnu": "4.46.2",
|
||||
"@rollup/rollup-linux-riscv64-musl": "4.46.2",
|
||||
"@rollup/rollup-linux-s390x-gnu": "4.46.2",
|
||||
"@rollup/rollup-linux-x64-gnu": "4.46.2",
|
||||
"@rollup/rollup-linux-x64-musl": "4.46.2",
|
||||
"@rollup/rollup-win32-arm64-msvc": "4.46.2",
|
||||
"@rollup/rollup-win32-ia32-msvc": "4.46.2",
|
||||
"@rollup/rollup-win32-x64-msvc": "4.46.2",
|
||||
"fsevents": "~2.3.2"
|
||||
}
|
||||
},
|
||||
"node_modules/source-map-js": {
|
||||
"version": "1.2.1",
|
||||
"resolved": "https://registry.npmjs.org/source-map-js/-/source-map-js-1.2.1.tgz",
|
||||
"integrity": "sha512-UXWMKhLOwVKb728IUtQPXxfYU+usdybtUrK/8uGE8CQMvrhOpwvzDBwj0QhSL7MQc7vIsISBG8VQ8+IDQxpfQA==",
|
||||
"license": "BSD-3-Clause",
|
||||
"engines": {
|
||||
"node": ">=0.10.0"
|
||||
}
|
||||
},
|
||||
"node_modules/tinyglobby": {
|
||||
"version": "0.2.14",
|
||||
"resolved": "https://registry.npmjs.org/tinyglobby/-/tinyglobby-0.2.14.tgz",
|
||||
"integrity": "sha512-tX5e7OM1HnYr2+a2C/4V0htOcSQcoSTH9KgJnVvNm5zm/cyEWKJ7j7YutsH9CxMdtOkkLFy2AHrMci9IM8IPZQ==",
|
||||
"license": "MIT",
|
||||
"dependencies": {
|
||||
"fdir": "^6.4.4",
|
||||
"picomatch": "^4.0.2"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">=12.0.0"
|
||||
},
|
||||
"funding": {
|
||||
"url": "https://github.com/sponsors/SuperchupuDev"
|
||||
}
|
||||
},
|
||||
"node_modules/vite": {
|
||||
"version": "7.1.2",
|
||||
"resolved": "https://registry.npmjs.org/vite/-/vite-7.1.2.tgz",
|
||||
"integrity": "sha512-J0SQBPlQiEXAF7tajiH+rUooJPo0l8KQgyg4/aMunNtrOa7bwuZJsJbDWzeljqQpgftxuq5yNJxQ91O9ts29UQ==",
|
||||
"license": "MIT",
|
||||
"dependencies": {
|
||||
"esbuild": "^0.25.0",
|
||||
"fdir": "^6.4.6",
|
||||
"picomatch": "^4.0.3",
|
||||
"postcss": "^8.5.6",
|
||||
"rollup": "^4.43.0",
|
||||
"tinyglobby": "^0.2.14"
|
||||
},
|
||||
"bin": {
|
||||
"vite": "bin/vite.js"
|
||||
},
|
||||
"engines": {
|
||||
"node": "^20.19.0 || >=22.12.0"
|
||||
},
|
||||
"funding": {
|
||||
"url": "https://github.com/vitejs/vite?sponsor=1"
|
||||
},
|
||||
"optionalDependencies": {
|
||||
"fsevents": "~2.3.3"
|
||||
},
|
||||
"peerDependencies": {
|
||||
"@types/node": "^20.19.0 || >=22.12.0",
|
||||
"jiti": ">=1.21.0",
|
||||
"less": "^4.0.0",
|
||||
"lightningcss": "^1.21.0",
|
||||
"sass": "^1.70.0",
|
||||
"sass-embedded": "^1.70.0",
|
||||
"stylus": ">=0.54.8",
|
||||
"sugarss": "^5.0.0",
|
||||
"terser": "^5.16.0",
|
||||
"tsx": "^4.8.1",
|
||||
"yaml": "^2.4.2"
|
||||
},
|
||||
"peerDependenciesMeta": {
|
||||
"@types/node": {
|
||||
"optional": true
|
||||
},
|
||||
"jiti": {
|
||||
"optional": true
|
||||
},
|
||||
"less": {
|
||||
"optional": true
|
||||
},
|
||||
"lightningcss": {
|
||||
"optional": true
|
||||
},
|
||||
"sass": {
|
||||
"optional": true
|
||||
},
|
||||
"sass-embedded": {
|
||||
"optional": true
|
||||
},
|
||||
"stylus": {
|
||||
"optional": true
|
||||
},
|
||||
"sugarss": {
|
||||
"optional": true
|
||||
},
|
||||
"terser": {
|
||||
"optional": true
|
||||
},
|
||||
"tsx": {
|
||||
"optional": true
|
||||
},
|
||||
"yaml": {
|
||||
"optional": true
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
5
package.json
Normal file
5
package.json
Normal file
|
|
@ -0,0 +1,5 @@
|
|||
{
|
||||
"dependencies": {
|
||||
"vite": "^7.1.2"
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue