refactor: migrate burg module (#1288)
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* refactor: migrate burg module

* Update src/modules/burgs-generator.ts

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

* chore: lint

---------

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
This commit is contained in:
Marc Emmanuel 2026-01-28 00:11:22 +01:00 committed by GitHub
parent 3807903cae
commit e938bc7802
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6 changed files with 755 additions and 598 deletions

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@ -1,597 +0,0 @@
"use strict";
window.Burgs = (() => {
const generate = () => {
TIME && console.time("generateBurgs");
const {cells} = pack;
let burgs = [0]; // burgs array
cells.burg = new Uint16Array(cells.i.length);
const populatedCells = cells.i.filter(i => cells.s[i] > 0 && cells.culture[i]);
if (!populatedCells.length) {
ERROR && console.error("There is no populated cells with culture assigned. Cannot generate states");
return burgs;
}
let quadtree = d3.quadtree();
generateCapitals();
generateTowns();
pack.burgs = burgs;
shift();
TIME && console.timeEnd("generateBurgs");
function generateCapitals() {
const randomize = score => score * (0.5 + Math.random() * 0.5);
const score = new Int16Array(cells.s.map(randomize));
const sorted = populatedCells.sort((a, b) => score[b] - score[a]);
const capitalsNumber = getCapitalsNumber();
let spacing = (graphWidth + graphHeight) / 2 / capitalsNumber; // min distance between capitals
for (let i = 0; burgs.length <= capitalsNumber; i++) {
const cell = sorted[i];
const [x, y] = cells.p[cell];
if (quadtree.find(x, y, spacing) === undefined) {
burgs.push({cell, x, y});
quadtree.add([x, y]);
}
// reset if all cells were checked
if (i === sorted.length - 1) {
WARN && console.warn("Cannot place capitals with current spacing. Trying again with reduced spacing");
quadtree = d3.quadtree();
i = -1;
burgs = [0];
spacing /= 1.2;
}
}
burgs.forEach((burg, burgId) => {
if (!burgId) return;
burg.i = burgId;
burg.state = burgId;
burg.culture = cells.culture[burg.cell];
burg.name = Names.getCultureShort(burg.culture);
burg.feature = cells.f[burg.cell];
burg.capital = 1;
cells.burg[burg.cell] = burgId;
});
}
function generateTowns() {
const randomize = score => score * gauss(1, 3, 0, 20, 3);
const score = new Int16Array(cells.s.map(randomize));
const sorted = populatedCells.sort((a, b) => score[b] - score[a]);
const burgsNumber = getTownsNumber();
let spacing = (graphWidth + graphHeight) / 150 / (burgsNumber ** 0.7 / 66); // min distance between town
for (let added = 0; added < burgsNumber && spacing > 1; ) {
for (let i = 0; added < burgsNumber && i < sorted.length; i++) {
if (cells.burg[sorted[i]]) continue;
const cell = sorted[i];
const [x, y] = cells.p[cell];
const minSpacing = spacing * gauss(1, 0.3, 0.2, 2, 2); // randomize to make placement not uniform
if (quadtree.find(x, y, minSpacing) !== undefined) continue; // to close to existing burg
const burgId = burgs.length;
const culture = cells.culture[cell];
const name = Names.getCulture(culture);
const feature = cells.f[cell];
burgs.push({cell, x, y, i: burgId, state: 0, culture, name, feature, capital: 0});
added++;
cells.burg[cell] = burgId;
}
spacing *= 0.5;
}
}
function getCapitalsNumber() {
let number = +byId("statesNumber").value;
if (populatedCells.length < number * 10) {
number = Math.floor(populatedCells.length / 10);
WARN && console.warn(`Not enough populated cells. Generating only ${number} capitals/states`);
}
return number;
}
function getTownsNumber() {
const manorsInput = byId("manorsInput");
const isAuto = manorsInput.value === "1000"; // '1000' is considered as auto
if (isAuto) return rn(populatedCells.length / 5 / (grid.points.length / 10000) ** 0.8);
return Math.min(manorsInput.valueAsNumber, populatedCells.length);
}
};
// define port status and shift ports and burgs on rivers close to the edge of the water body
function shift() {
const {cells, features, burgs} = pack;
const temp = grid.cells.temp;
// port is a capital with any harbor OR any burg with a safe harbor
// safe harbor is a cell having just one adjacent water cell
const featurePortCandidates = {};
for (const burg of burgs) {
if (!burg.i || burg.lock) continue;
delete burg.port; // reset port status
const cellId = burg.cell;
const haven = cells.haven[cellId];
const harbor = cells.harbor[cellId];
const featureId = cells.f[haven];
if (!featureId) continue; // no adjacent water body
const isMulticell = features[featureId].cells > 1;
const isHarbor = (harbor && burg.capital) || harbor === 1;
const isFrozen = temp[cells.g[cellId]] <= 0;
if (isMulticell && isHarbor && !isFrozen) {
if (!featurePortCandidates[featureId]) featurePortCandidates[featureId] = [];
featurePortCandidates[featureId].push(burg);
}
}
// shift ports to the edge of the water body
Object.entries(featurePortCandidates).forEach(([featureId, burgs]) => {
if (burgs.length < 2) return; // only one port on water body - skip
burgs.forEach(burg => {
burg.port = featureId;
const haven = cells.haven[burg.cell];
const [x, y] = getCloseToEdgePoint(burg.cell, haven);
burg.x = x;
burg.y = y;
});
});
// shift non-port river burgs a bit
for (const burg of burgs) {
if (!burg.i || burg.lock || burg.port || !cells.r[burg.cell]) continue;
const cellId = burg.cell;
const shift = Math.min(cells.fl[cellId] / 150, 1);
burg.x = cellId % 2 ? rn(burg.x + shift, 2) : rn(burg.x - shift, 2);
burg.y = cells.r[cellId] % 2 ? rn(burg.y + shift, 2) : rn(burg.y - shift, 2);
}
function getCloseToEdgePoint(cell1, cell2) {
const {cells, vertices} = pack;
const [x0, y0] = cells.p[cell1];
const commonVertices = cells.v[cell1].filter(vertex => vertices.c[vertex].some(cell => cell === cell2));
const [x1, y1] = vertices.p[commonVertices[0]];
const [x2, y2] = vertices.p[commonVertices[1]];
const xEdge = (x1 + x2) / 2;
const yEdge = (y1 + y2) / 2;
const x = rn(x0 + 0.95 * (xEdge - x0), 2);
const y = rn(y0 + 0.95 * (yEdge - y0), 2);
return [x, y];
}
}
const specify = () => {
TIME && console.time("specifyBurgs");
pack.burgs.forEach(burg => {
if (!burg.i || burg.removed || burg.lock) return;
definePopulation(burg);
defineEmblem(burg);
defineFeatures(burg);
});
const populations = pack.burgs
.filter(b => b.i && !b.removed)
.map(b => b.population)
.sort((a, b) => a - b); // ascending
pack.burgs.forEach(burg => {
if (!burg.i || burg.removed) return;
defineGroup(burg, populations);
});
TIME && console.timeEnd("specifyBurgs");
};
const getType = (cellId, port) => {
const {cells, features} = pack;
if (port) return "Naval";
const haven = cells.haven[cellId];
if (haven !== undefined && features[cells.f[haven]].type === "lake") return "Lake";
if (cells.h[cellId] > 60) return "Highland";
if (cells.r[cellId] && cells.fl[cellId] >= 100) return "River";
const biome = cells.biome[cellId];
const population = cells.pop[cellId];
if (!cells.burg[cellId] || population <= 5) {
if (population < 5 && [1, 2, 3, 4].includes(biome)) return "Nomadic";
if (biome > 4 && biome < 10) return "Hunting";
}
return "Generic";
};
function definePopulation(burg) {
const cellId = burg.cell;
let population = pack.cells.s[cellId] / 5;
if (burg.capital) population *= 1.5;
const connectivityRate = Routes.getConnectivityRate(cellId);
if (connectivityRate) population *= connectivityRate;
population *= gauss(1, 1, 0.25, 4, 5); // randomize
population += ((burg.i % 100) - (cellId % 100)) / 1000; // unround
burg.population = rn(Math.max(population, 0.01), 3);
}
function defineEmblem(burg) {
burg.type = getType(burg.cell, burg.port);
const state = pack.states[burg.state];
const stateCOA = state.coa;
let kinship = 0.25;
if (burg.capital) kinship += 0.1;
else if (burg.port) kinship -= 0.1;
if (burg.culture !== state.culture) kinship -= 0.25;
const type = burg.capital && P(0.2) ? "Capital" : burg.type === "Generic" ? "City" : burg.type;
burg.coa = COA.generate(stateCOA, kinship, null, type);
burg.coa.shield = COA.getShield(burg.culture, burg.state);
}
function defineFeatures(burg) {
const pop = burg.population;
burg.citadel = Number(burg.capital || (pop > 50 && P(0.75)) || (pop > 15 && P(0.5)) || P(0.1));
burg.plaza = Number(
Routes.isCrossroad(burg.cell) || (Routes.hasRoad(burg.cell) && P(0.7)) || pop > 20 || (pop > 10 && P(0.8))
);
burg.walls = Number(burg.capital || pop > 30 || (pop > 20 && P(0.75)) || (pop > 10 && P(0.5)) || P(0.1));
burg.shanty = Number(pop > 60 || (pop > 40 && P(0.75)) || (pop > 20 && burg.walls && P(0.4)));
const religion = pack.cells.religion[burg.cell];
const theocracy = pack.states[burg.state].form === "Theocracy";
burg.temple = Number(
(religion && theocracy && P(0.5)) || pop > 50 || (pop > 35 && P(0.75)) || (pop > 20 && P(0.5))
);
}
const getDefaultGroups = () => [
{name: "capital", active: true, order: 9, features: {capital: true}, preview: "watabou-city"},
{name: "city", active: true, order: 8, percentile: 90, min: 5, preview: "watabou-city"},
{
name: "fort",
active: true,
features: {citadel: true, walls: false, plaza: false, port: false},
order: 6,
max: 1
},
{
name: "monastery",
active: true,
features: {temple: true, walls: false, plaza: false, port: false},
order: 5,
max: 0.8
},
{
name: "caravanserai",
active: true,
features: {port: false, plaza: true},
order: 4,
max: 0.8,
biomes: [1, 2, 3]
},
{
name: "trading_post",
active: true,
order: 3,
features: {plaza: true},
max: 0.8,
biomes: [5, 6, 7, 8, 9, 10, 11, 12]
},
{
name: "village",
active: true,
order: 2,
min: 0.1,
max: 2,
preview: "watabou-village"
},
{
name: "hamlet",
active: true,
order: 1,
features: {plaza: false},
max: 0.1,
preview: "watabou-village"
},
{name: "town", active: true, order: 7, isDefault: true, preview: "watabou-city"}
];
function defineGroup(burg, populations) {
if (burg.lock && burg.group) {
// locked burgs: don't change group if it still exists
const group = options.burgs.groups.find(g => g.name === burg.group);
if (group) return;
}
const defaultGroup = options.burgs.groups.find(g => g.isDefault);
if (!defaultGroup) {
ERROR && console.error("No default group defined");
return;
}
burg.group = defaultGroup.name;
for (const group of options.burgs.groups) {
if (!group.active) continue;
if (group.min) {
const isFit = burg.population >= group.min;
if (!isFit) continue;
}
if (group.max) {
const isFit = burg.population <= group.max;
if (!isFit) continue;
}
if (group.features) {
const isFit = Object.entries(group.features).every(([feature, value]) => Boolean(burg[feature]) === value);
if (!isFit) continue;
}
if (group.biomes) {
const isFit = group.biomes.includes(pack.cells.biome[burg.cell]);
if (!isFit) continue;
}
if (group.percentile) {
const index = populations.indexOf(burg.population);
const isFit = index >= Math.floor((populations.length * group.percentile) / 100);
if (!isFit) continue;
}
burg.group = group.name; // apply fitting group
return;
}
}
const previewGeneratorsMap = {
"watabou-city": createWatabouCityLinks,
"watabou-village": createWatabouVillageLinks,
"watabou-dwelling": createWatabouDwellingLinks
};
function getPreview(burg) {
if (burg.link) return {link: burg.link, preview: burg.link};
const group = options.burgs.groups.find(g => g.name === burg.group);
if (!group?.preview || !previewGeneratorsMap[group.preview]) return {link: null, preview: null};
return previewGeneratorsMap[group.preview](burg);
}
function createWatabouCityLinks(burg) {
const cells = pack.cells;
const {i, name, population: burgPopulation, cell} = burg;
const burgSeed = burg.MFCG || seed + String(burg.i).padStart(4, 0);
const sizeRaw = 2.13 * Math.pow((burgPopulation * populationRate) / urbanDensity, 0.385);
const size = minmax(Math.ceil(sizeRaw), 6, 100);
const population = rn(burgPopulation * populationRate * urbanization);
const river = cells.r[cell] ? 1 : 0;
const coast = Number(burg.port > 0);
const sea = (() => {
if (!coast || !cells.haven[cell]) return null;
// calculate see direction: 0 = east, 0.5 = north, 1 = west, 1.5 = south
const [x1, y1] = cells.p[cell];
const [x2, y2] = cells.p[cells.haven[cell]];
const deg = (Math.atan2(y2 - y1, x2 - x1) * 180) / Math.PI;
if (deg <= 0) return rn(normalize(Math.abs(deg), 0, 180), 2);
return rn(2 - normalize(deg, 0, 180), 2);
})();
const arableBiomes = river ? [1, 2, 3, 4, 5, 6, 7, 8] : [5, 6, 7, 8];
const farms = +arableBiomes.includes(cells.biome[cell]);
const citadel = +burg.citadel;
const urban_castle = +(citadel && each(2)(i));
const hub = Routes.isCrossroad(cell);
const walls = +burg.walls;
const plaza = +burg.plaza;
const temple = +burg.temple;
const shantytown = +burg.shanty;
const style = "natural";
const url = new URL("https://watabou.github.io/city-generator/");
url.search = new URLSearchParams({
name,
population,
size,
seed: burgSeed,
river,
coast,
farms,
citadel,
urban_castle,
hub,
plaza,
temple,
walls,
shantytown,
gates: -1,
style
});
if (sea) url.searchParams.append("sea", sea);
const link = url.toString();
return {link, preview: link + "&preview=1"};
}
function createWatabouVillageLinks(burg) {
const {cells, features} = pack;
const {i, population, cell} = burg;
const burgSeed = seed + String(i).padStart(4, 0);
const pop = rn(population * populationRate * urbanization);
const tags = [];
if (cells.r[cell] && cells.haven[cell]) tags.push("estuary");
else if (cells.haven[cell] && features[cells.f[cell]].cells === 1) tags.push("island,district");
else if (burg.port) tags.push("coast");
else if (cells.conf[cell]) tags.push("confluence");
else if (cells.r[cell]) tags.push("river");
else if (pop < 200 && each(4)(cell)) tags.push("pond");
const connectivityRate = Routes.getConnectivityRate(cell);
tags.push(connectivityRate > 1 ? "highway" : connectivityRate === 1 ? "dead end" : "isolated");
const biome = cells.biome[cell];
const arableBiomes = cells.r[cell] ? [1, 2, 3, 4, 5, 6, 7, 8] : [5, 6, 7, 8];
if (!arableBiomes.includes(biome)) tags.push("uncultivated");
else if (each(6)(cell)) tags.push("farmland");
const temp = grid.cells.temp[cells.g[cell]];
if (temp <= 0 || temp > 28 || (temp > 25 && each(3)(cell))) tags.push("no orchards");
if (!burg.plaza) tags.push("no square");
if (burg.walls) tags.push("palisade");
if (pop < 100) tags.push("sparse");
else if (pop > 300) tags.push("dense");
const width = (() => {
if (pop > 1500) return 1600;
if (pop > 1000) return 1400;
if (pop > 500) return 1000;
if (pop > 200) return 800;
if (pop > 100) return 600;
return 400;
})();
const height = rn(width / 2.05);
const style = (() => {
if ([1, 2].includes(biome)) return "sand";
if (temp <= 5 || [9, 10, 11].includes(biome)) return "snow";
return "default";
})();
const url = new URL("https://watabou.github.io/village-generator/");
url.search = new URLSearchParams({pop, name: burg.name, seed: burgSeed, width, height, style, tags});
const link = url.toString();
return {link, preview: link + "&preview=1"};
}
function createWatabouDwellingLinks(burg) {
const burgSeed = seed + String(burg.i).padStart(4, 0);
const pop = rn(burg.population * populationRate * urbanization);
const tags = (() => {
if (pop > 200) return ["large", "tall"];
if (pop > 100) return ["large"];
if (pop > 50) return ["tall"];
if (pop > 20) return ["low"];
return ["small"];
})();
const url = new URL("https://watabou.github.io/dwellings/");
url.search = new URLSearchParams({pop, name: "", seed: burgSeed, tags});
const link = url.toString();
return {link, preview: link + "&preview=1"};
}
function add([x, y]) {
const {cells} = pack;
const burgId = pack.burgs.length;
const cellId = findCell(x, y);
const culture = cells.culture[cellId];
const name = Names.getCulture(culture);
const state = cells.state[cellId];
const feature = cells.f[cellId];
const burg = {
cell: cellId,
x,
y,
i: burgId,
state,
culture,
name,
feature,
capital: 0,
port: 0
};
definePopulation(burg);
defineEmblem(burg);
defineFeatures(burg);
const populations = pack.burgs
.filter(b => b.i && !b.removed)
.map(b => b.population)
.sort((a, b) => a - b); // ascending
defineGroup(burg, populations);
pack.burgs.push(burg);
cells.burg[cellId] = burgId;
const newRoute = Routes.connect(cellId);
if (newRoute && layerIsOn("toggleRoutes")) drawRoute(newRoute);
drawBurgIcon(burg);
drawBurgLabel(burg);
return burgId;
}
function changeGroup(burg, group) {
if (group) {
burg.group = group;
} else {
const validBurgs = pack.burgs.filter(b => b.i && !b.removed);
const populations = validBurgs.map(b => b.population).sort((a, b) => a - b);
defineGroup(burg, populations);
}
drawBurgIcon(burg);
drawBurgLabel(burg);
}
function remove(burgId) {
const burg = pack.burgs[burgId];
if (!burg) return tip(`Burg ${burgId} not found`, false, "error");
pack.cells.burg[burg.cell] = 0;
burg.removed = true;
const noteId = notes.findIndex(note => note.id === `burg${burgId}`);
if (noteId !== -1) notes.splice(noteId, 1);
if (burg.coa) {
byId("burgCOA" + burgId)?.remove();
emblems.select(`#burgEmblems > use[data-i='${burgId}']`).remove();
delete burg.coa;
}
removeBurgIcon(burg.i);
removeBurgLabel(burg.i);
}
return {generate, getDefaultGroups, shift, specify, defineGroup, getPreview, getType, add, changeGroup, remove};
})();

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@ -8494,7 +8494,6 @@
<script defer src="config/heightmap-templates.js"></script> <script defer src="config/heightmap-templates.js"></script>
<script defer src="config/precreated-heightmaps.js"></script> <script defer src="config/precreated-heightmaps.js"></script>
<script defer src="modules/ice.js?v=1.111.0"></script> <script defer src="modules/ice.js?v=1.111.0"></script>
<script defer src="modules/burgs-generator.js?v=1.109.5"></script>
<script defer src="modules/states-generator.js?v=1.107.0"></script> <script defer src="modules/states-generator.js?v=1.107.0"></script>
<script defer src="modules/provinces-generator.js?v=1.106.0"></script> <script defer src="modules/provinces-generator.js?v=1.106.0"></script>
<script defer src="modules/routes-generator.js?v=1.106.0"></script> <script defer src="modules/routes-generator.js?v=1.106.0"></script>

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@ -0,0 +1,734 @@
import { quadtree } from "d3-quadtree";
import { byId, each, gauss, minmax, normalize, P, rn } from "../utils";
declare global {
var Burgs: BurgModule;
}
export interface Burg {
cell: number;
x: number;
y: number;
i?: number;
state?: number;
culture?: number;
name?: string;
feature?: number;
capital?: number;
lock?: boolean;
port?: string;
removed?: boolean;
population?: number;
type?: string;
coa?: any;
citadel?: number;
plaza?: number;
walls?: number;
shanty?: number;
temple?: number;
group?: string;
link?: string;
MFCG?: string;
}
class BurgModule {
shift() {
const { cells, features, burgs } = pack;
const temp = grid.cells.temp;
// port is a capital with any harbor OR any burg with a safe harbor
// safe harbor is a cell having just one adjacent water cell
const featurePortCandidates: Record<number, Burg[]> = {};
for (const burg of burgs) {
if (!burg.i || burg.lock) continue;
delete burg.port; // reset port status
const cellId = burg.cell;
const haven = cells.haven[cellId];
const harbor = cells.harbor[cellId];
const featureId = cells.f[haven];
if (!featureId) continue; // no adjacent water body
const isMulticell = features[featureId].cells > 1;
const isHarbor = (harbor && burg.capital) || harbor === 1;
const isFrozen = temp[cells.g[cellId]] <= 0;
if (isMulticell && isHarbor && !isFrozen) {
if (!featurePortCandidates[featureId])
featurePortCandidates[featureId] = [];
featurePortCandidates[featureId].push(burg);
}
}
const getCloseToEdgePoint = (cell1: number, cell2: number) => {
const { cells, vertices } = pack;
const [x0, y0] = cells.p[cell1];
const commonVertices = cells.v[cell1].filter((vertex) =>
vertices.c[vertex].some((cell) => cell === cell2),
);
const [x1, y1] = vertices.p[commonVertices[0]];
const [x2, y2] = vertices.p[commonVertices[1]];
const xEdge = (x1 + x2) / 2;
const yEdge = (y1 + y2) / 2;
const x = rn(x0 + 0.95 * (xEdge - x0), 2);
const y = rn(y0 + 0.95 * (yEdge - y0), 2);
return [x, y];
};
// shift ports to the edge of the water body
Object.entries(featurePortCandidates).forEach(([featureId, burgs]) => {
if (burgs.length < 2) return; // only one port on water body - skip
burgs.forEach((burg) => {
burg.port = featureId;
const haven = cells.haven[burg.cell];
const [x, y] = getCloseToEdgePoint(burg.cell, haven);
burg.x = x;
burg.y = y;
});
});
// shift non-port river burgs a bit
for (const burg of burgs) {
if (!burg.i || burg.lock || burg.port || !cells.r[burg.cell]) continue;
const cellId = burg.cell;
const shift = Math.min(cells.fl[cellId] / 150, 1);
burg.x = cellId % 2 ? rn(burg.x + shift, 2) : rn(burg.x - shift, 2);
burg.y =
cells.r[cellId] % 2 ? rn(burg.y + shift, 2) : rn(burg.y - shift, 2);
}
}
generate() {
TIME && console.time("generateBurgs");
const { cells } = pack;
let burgs: Burg[] = [0 as any]; // burgs array
cells.burg = new Uint16Array(cells.i.length);
const populatedCells = cells.i.filter(
(i) => cells.s[i] > 0 && cells.culture[i],
);
if (!populatedCells.length) {
ERROR &&
console.error(
"There is no populated cells with culture assigned. Cannot generate states",
);
return burgs;
}
let burgsQuadtree = quadtree();
const generateCapitals = () => {
const randomize = (score: number) => score * (0.5 + Math.random() * 0.5);
const score = new Int16Array(cells.s.map(randomize));
const sorted = populatedCells.sort((a, b) => score[b] - score[a]);
const capitalsNumber = getCapitalsNumber();
let spacing = (graphWidth + graphHeight) / 2 / capitalsNumber; // min distance between capitals
for (let i = 0; burgs.length <= capitalsNumber; i++) {
const cell = sorted[i];
const [x, y] = cells.p[cell];
if (burgsQuadtree.find(x, y, spacing) === undefined) {
burgs.push({ cell, x, y });
burgsQuadtree.add([x, y]);
}
// reset if all cells were checked
if (i === sorted.length - 1) {
WARN &&
console.warn(
"Cannot place capitals with current spacing. Trying again with reduced spacing",
);
burgsQuadtree = quadtree();
i = -1;
burgs = [0 as any];
spacing /= 1.2;
}
}
burgs.forEach((burg, burgId) => {
if (!burgId) return;
burg.i = burgId;
burg.state = burgId;
burg.culture = cells.culture[burg.cell];
burg.name = Names.getCultureShort(burg.culture);
burg.feature = cells.f[burg.cell];
burg.capital = 1;
cells.burg[burg.cell] = burgId;
});
};
const generateTowns = () => {
const randomize = (score: number) => score * gauss(1, 3, 0, 20, 3);
const score = new Int16Array(cells.s.map(randomize));
const sorted = populatedCells.sort((a, b) => score[b] - score[a]);
const burgsNumber = getTownsNumber();
let spacing =
(graphWidth + graphHeight) / 150 / (burgsNumber ** 0.7 / 66); // min distance between town
for (let added = 0; added < burgsNumber && spacing > 1; ) {
for (let i = 0; added < burgsNumber && i < sorted.length; i++) {
if (cells.burg[sorted[i]]) continue;
const cell = sorted[i];
const [x, y] = cells.p[cell];
const minSpacing = spacing * gauss(1, 0.3, 0.2, 2, 2); // randomize to make placement not uniform
if (burgsQuadtree.find(x, y, minSpacing) !== undefined) continue; // to close to existing burg
const burgId = burgs.length;
const culture = cells.culture[cell];
const name = Names.getCulture(culture);
const feature = cells.f[cell];
burgs.push({
cell,
x,
y,
i: burgId,
state: 0,
culture,
name,
feature,
capital: 0,
});
added++;
cells.burg[cell] = burgId;
}
spacing *= 0.5;
}
};
generateCapitals();
generateTowns();
pack.burgs = burgs;
this.shift();
TIME && console.timeEnd("generateBurgs");
function getCapitalsNumber() {
let number = (byId("statesNumber") as HTMLInputElement).valueAsNumber;
if (populatedCells.length < number * 10) {
number = Math.floor(populatedCells.length / 10);
WARN &&
console.warn(
`Not enough populated cells. Generating only ${number} capitals/states`,
);
}
return number;
}
function getTownsNumber() {
const manorsInput = byId("manorsInput") as HTMLInputElement;
const isAuto = manorsInput.value === "1000"; // '1000' is considered as auto
if (isAuto)
return rn(
populatedCells.length / 5 / (grid.points.length / 10000) ** 0.8,
);
return Math.min(manorsInput.valueAsNumber, populatedCells.length);
}
}
getType(cellId: number, port: string) {
const { cells, features } = pack;
if (port) return "Naval";
const haven = cells.haven[cellId];
if (haven !== undefined && features[cells.f[haven]].type === "lake")
return "Lake";
if (cells.h[cellId] > 60) return "Highland";
if (cells.r[cellId] && cells.fl[cellId] >= 100) return "River";
const biome = cells.biome[cellId];
const population = cells.pop[cellId];
if (!cells.burg[cellId] || population <= 5) {
if (population < 5 && [1, 2, 3, 4].includes(biome)) return "Nomadic";
if (biome > 4 && biome < 10) return "Hunting";
}
return "Generic";
}
private definePopulation(burg: Burg) {
const cellId = burg.cell;
let population = pack.cells.s[cellId] / 5;
if (burg.capital) population *= 1.5;
const connectivityRate = Routes.getConnectivityRate(cellId);
if (connectivityRate) population *= connectivityRate;
population *= gauss(1, 1, 0.25, 4, 5); // randomize
population += (((burg.i as number) % 100) - (cellId % 100)) / 1000; // unround
burg.population = rn(Math.max(population, 0.01), 3);
}
private defineEmblem(burg: Burg) {
burg.type = this.getType(burg.cell, burg.port as string);
const state = pack.states[burg.state as number];
const stateCOA = state.coa;
let kinship = 0.25;
if (burg.capital) kinship += 0.1;
else if (burg.port) kinship -= 0.1;
if (burg.culture !== state.culture) kinship -= 0.25;
const type =
burg.capital && P(0.2)
? "Capital"
: burg.type === "Generic"
? "City"
: burg.type;
burg.coa = COA.generate(stateCOA, kinship, null, type);
burg.coa.shield = COA.getShield(burg.culture, burg.state);
}
private defineFeatures(burg: Burg) {
const pop = burg.population as number;
burg.citadel = Number(
burg.capital || (pop > 50 && P(0.75)) || (pop > 15 && P(0.5)) || P(0.1),
);
burg.plaza = Number(
Routes.isCrossroad(burg.cell) ||
(Routes.hasRoad(burg.cell) && P(0.7)) ||
pop > 20 ||
(pop > 10 && P(0.8)),
);
burg.walls = Number(
burg.capital ||
pop > 30 ||
(pop > 20 && P(0.75)) ||
(pop > 10 && P(0.5)) ||
P(0.1),
);
burg.shanty = Number(
pop > 60 || (pop > 40 && P(0.75)) || (pop > 20 && burg.walls && P(0.4)),
);
const religion = pack.cells.religion[burg.cell] as number;
const theocracy = pack.states[burg.state as number].form === "Theocracy";
burg.temple = Number(
(religion && theocracy && P(0.5)) ||
pop > 50 ||
(pop > 35 && P(0.75)) ||
(pop > 20 && P(0.5)),
);
}
getDefaultGroups() {
return [
{
name: "capital",
active: true,
order: 9,
features: { capital: true },
preview: "watabou-city",
},
{
name: "city",
active: true,
order: 8,
percentile: 90,
min: 5,
preview: "watabou-city",
},
{
name: "fort",
active: true,
features: { citadel: true, walls: false, plaza: false, port: false },
order: 6,
max: 1,
},
{
name: "monastery",
active: true,
features: { temple: true, walls: false, plaza: false, port: false },
order: 5,
max: 0.8,
},
{
name: "caravanserai",
active: true,
features: { port: false, plaza: true },
order: 4,
max: 0.8,
biomes: [1, 2, 3],
},
{
name: "trading_post",
active: true,
order: 3,
features: { plaza: true },
max: 0.8,
biomes: [5, 6, 7, 8, 9, 10, 11, 12],
},
{
name: "village",
active: true,
order: 2,
min: 0.1,
max: 2,
preview: "watabou-village",
},
{
name: "hamlet",
active: true,
order: 1,
features: { plaza: false },
max: 0.1,
preview: "watabou-village",
},
{
name: "town",
active: true,
order: 7,
isDefault: true,
preview: "watabou-city",
},
];
}
defineGroup(burg: Burg, populations: number[]) {
if (burg.lock && burg.group) {
// locked burgs: don't change group if it still exists
const group = options.burgs.groups.find(
(g: any) => g.name === burg.group,
);
if (group) return;
}
const defaultGroup = options.burgs.groups.find((g: any) => g.isDefault);
if (!defaultGroup) {
ERROR && console.error("No default group defined");
return;
}
burg.group = defaultGroup.name;
for (const group of options.burgs.groups) {
if (!group.active) continue;
if (group.min) {
const isFit = (burg.population as number) >= group.min;
if (!isFit) continue;
}
if (group.max) {
const isFit = (burg.population as number) <= group.max;
if (!isFit) continue;
}
if (group.features) {
const isFit = Object.entries(
group.features as Record<string, boolean>,
).every(
([feature, value]) => Boolean(burg[feature as keyof Burg]) === value,
);
if (!isFit) continue;
}
if (group.biomes) {
const isFit = group.biomes.includes(pack.cells.biome[burg.cell]);
if (!isFit) continue;
}
if (group.percentile) {
const index = populations.indexOf(burg.population as number);
const isFit =
index >= Math.floor((populations.length * group.percentile) / 100);
if (!isFit) continue;
}
burg.group = group.name; // apply fitting group
return;
}
}
specify() {
TIME && console.time("specifyBurgs");
pack.burgs.forEach((burg) => {
if (!burg.i || burg.removed || burg.lock) return;
this.definePopulation(burg);
this.defineEmblem(burg);
this.defineFeatures(burg);
});
const populations = pack.burgs
.filter((b) => b.i && !b.removed)
.map((b) => b.population as number)
.sort((a: number, b: number) => a - b); // ascending
pack.burgs.forEach((burg) => {
if (!burg.i || burg.removed) return;
this.defineGroup(burg, populations);
});
TIME && console.timeEnd("specifyBurgs");
}
private createWatabouCityLinks(burg: Burg) {
const cells = pack.cells;
const { i, name, population: burgPopulation, cell } = burg;
const burgSeed = burg.MFCG || seed + String(burg.i).padStart(4, "0");
const sizeRaw =
2.13 * ((burgPopulation! * populationRate) / urbanDensity) ** 0.385;
const size = minmax(Math.ceil(sizeRaw), 6, 100);
const population = rn(burgPopulation! * populationRate * urbanization);
const river = cells.r[cell] ? 1 : 0;
const coast = Number(parseInt(burg.port as string, 10) > 0);
const sea = (() => {
if (!coast || !cells.haven[cell]) return null;
// calculate see direction: 0 = east, 0.5 = north, 1 = west, 1.5 = south
const [x1, y1] = cells.p[cell];
const [x2, y2] = cells.p[cells.haven[cell]];
const deg = (Math.atan2(y2 - y1, x2 - x1) * 180) / Math.PI;
if (deg <= 0) return rn(normalize(Math.abs(deg), 0, 180), 2);
return rn(2 - normalize(deg, 0, 180), 2);
})();
const arableBiomes = river ? [1, 2, 3, 4, 5, 6, 7, 8] : [5, 6, 7, 8];
const farms = +arableBiomes.includes(cells.biome[cell]);
const citadel = +(burg.citadel as number);
const urban_castle = +(citadel && each(2)(i as number));
const hub = Routes.isCrossroad(cell);
const walls = +(burg.walls as number);
const plaza = +(burg.plaza as number);
const temple = +(burg.temple as number);
const shantytown = +(burg.shanty as number);
const style = "natural";
const url = new URL("https://watabou.github.io/city-generator/");
url.search = new URLSearchParams({
name: name || "",
population: population.toString(),
size: size.toString(),
seed: burgSeed,
river: river.toString(),
coast: coast.toString(),
farms: farms.toString(),
citadel: citadel.toString(),
urban_castle: urban_castle.toString(),
hub: hub.toString(),
plaza: plaza.toString(),
temple: temple.toString(),
walls: walls.toString(),
shantytown: shantytown.toString(),
gates: (-1).toString(),
style,
}).toString();
if (sea) url.searchParams.append("sea", sea.toString());
const link = url.toString();
return { link, preview: `${link}&preview=1` };
}
private createWatabouVillageLinks(burg: Burg) {
const { cells, features } = pack;
const { i, population, cell } = burg;
const burgSeed = seed + String(i).padStart(4, "0");
const pop = rn(population! * populationRate * urbanization);
const tags = [];
if (cells.r[cell] && cells.haven[cell]) tags.push("estuary");
else if (cells.haven[cell] && features[cells.f[cell]].cells === 1)
tags.push("island,district");
else if (burg.port) tags.push("coast");
else if (cells.conf[cell]) tags.push("confluence");
else if (cells.r[cell]) tags.push("river");
else if (pop < 200 && each(4)(cell)) tags.push("pond");
const connectivityRate = Routes.getConnectivityRate(cell);
tags.push(
connectivityRate > 1
? "highway"
: connectivityRate === 1
? "dead end"
: "isolated",
);
const biome = cells.biome[cell];
const arableBiomes = cells.r[cell]
? [1, 2, 3, 4, 5, 6, 7, 8]
: [5, 6, 7, 8];
if (!arableBiomes.includes(biome)) tags.push("uncultivated");
else if (each(6)(cell)) tags.push("farmland");
const temp = grid.cells.temp[cells.g[cell]];
if (temp <= 0 || temp > 28 || (temp > 25 && each(3)(cell)))
tags.push("no orchards");
if (!burg.plaza) tags.push("no square");
if (burg.walls) tags.push("palisade");
if (pop < 100) tags.push("sparse");
else if (pop > 300) tags.push("dense");
const width = (() => {
if (pop > 1500) return 1600;
if (pop > 1000) return 1400;
if (pop > 500) return 1000;
if (pop > 200) return 800;
if (pop > 100) return 600;
return 400;
})();
const height = rn(width / 2.05);
const style = (() => {
if ([1, 2].includes(biome)) return "sand";
if (temp <= 5 || [9, 10, 11].includes(biome)) return "snow";
return "default";
})();
const url = new URL("https://watabou.github.io/village-generator/");
url.search = new URLSearchParams({
pop: pop.toString(),
name: burg.name || "",
seed: burgSeed,
width: width.toString(),
height: height.toString(),
style,
tags: tags.join(","),
}).toString();
const link = url.toString();
return { link, preview: `${link}&preview=1` };
}
private createWatabouDwellingLinks(burg: Burg) {
const burgSeed = seed + String(burg.i).padStart(4, "0");
const pop = rn(burg.population! * populationRate * urbanization);
const tags = (() => {
if (pop > 200) return ["large", "tall"];
if (pop > 100) return ["large"];
if (pop > 50) return ["tall"];
if (pop > 20) return ["low"];
return ["small"];
})();
const url = new URL("https://watabou.github.io/dwellings/");
url.search = new URLSearchParams({
pop: pop.toString(),
name: "",
seed: burgSeed,
tags: tags.join(","),
}).toString();
const link = url.toString();
return { link, preview: `${link}&preview=1` };
}
getPreview(burg: Burg): { link: string | null; preview: string | null } {
const previewGeneratorsMap: Record<
string,
(burg: Burg) => { link: string | null; preview: string | null }
> = {
"watabou-city": (burg: Burg) => this.createWatabouCityLinks(burg),
"watabou-village": (burg: Burg) => this.createWatabouVillageLinks(burg),
"watabou-dwelling": (burg: Burg) => this.createWatabouDwellingLinks(burg),
};
if (burg.link) return { link: burg.link, preview: burg.link };
const group = options.burgs.groups.find((g: any) => g.name === burg.group);
if (!group?.preview || !previewGeneratorsMap[group.preview])
return { link: null, preview: null };
return previewGeneratorsMap[group.preview](burg);
}
add([x, y]: [number, number]) {
const { cells } = pack;
const burgId = pack.burgs.length;
const cellId = window.findCell(x, y, undefined, pack);
const culture = cells.culture[cellId as number];
const name = Names.getCulture(culture);
const state = cells.state[cellId as number];
const feature = cells.f[cellId as number];
const burg: Burg = {
cell: cellId as number,
x,
y,
i: burgId,
state,
culture,
name,
feature,
capital: 0,
port: "0",
};
this.definePopulation(burg);
this.defineEmblem(burg);
this.defineFeatures(burg);
const populations = pack.burgs
.filter((b) => b.i && !b.removed)
.map((b) => b.population as number)
.sort((a: number, b: number) => a - b); // ascending
this.defineGroup(burg, populations);
pack.burgs.push(burg);
cells.burg[cellId as number] = burgId;
const newRoute = Routes.connect(cellId as number);
if (newRoute && layerIsOn("toggleRoutes")) drawRoute(newRoute);
drawBurgIcon(burg);
drawBurgLabel(burg);
return burgId;
}
changeGroup(burg: Burg, group: string | null) {
if (group) {
burg.group = group;
} else {
const validBurgs = pack.burgs.filter((b) => b.i && !b.removed);
const populations = validBurgs
.map((b) => b.population as number)
.sort((a, b) => a - b);
this.defineGroup(burg, populations);
}
drawBurgIcon(burg);
drawBurgLabel(burg);
}
remove(burgId: number) {
const burg = pack.burgs[burgId];
if (!burg) return tip(`Burg ${burgId} not found`, false, "error");
pack.cells.burg[burg.cell] = 0;
burg.removed = true;
const noteId = notes.findIndex((note) => note.id === `burg${burgId}`);
if (noteId !== -1) notes.splice(noteId, 1);
if (burg.coa) {
byId(`burgCOA${burgId}`)?.remove();
emblems.select(`#burgEmblems > use[data-i='${burgId}']`).remove();
delete burg.coa;
}
removeBurgIcon(burg.i);
removeBurgLabel(burg.i);
}
}
window.Burgs = new BurgModule();

View file

@ -5,5 +5,6 @@ import "./names-generator";
import "./ocean-layers"; import "./ocean-layers";
import "./lakes"; import "./lakes";
import "./river-generator"; import "./river-generator";
import "./burgs-generator";
import "./biomes"; import "./biomes";
import "./cultures-generator"; import "./cultures-generator";

View file

@ -1,3 +1,4 @@
import type { Burg } from "../modules/burgs-generator";
import type { Culture } from "../modules/cultures-generator"; import type { Culture } from "../modules/cultures-generator";
import type { PackedGraphFeature } from "../modules/features"; import type { PackedGraphFeature } from "../modules/features";
import type { River } from "../modules/river-generator"; import type { River } from "../modules/river-generator";
@ -31,6 +32,9 @@ export interface PackedGraph {
culture: number[]; // cell culture id culture: number[]; // cell culture id
biome: TypedArray; // cell biome id biome: TypedArray; // cell biome id
harbor: TypedArray; // cell harbour presence harbor: TypedArray; // cell harbour presence
burg: TypedArray; // cell burg id
religion: TypedArray; // cell religion id
state: number[]; // cell state id
area: TypedArray; // cell area area: TypedArray; // cell area
}; };
vertices: { vertices: {
@ -43,5 +47,7 @@ export interface PackedGraph {
}; };
rivers: River[]; rivers: River[];
features: PackedGraphFeature[]; features: PackedGraphFeature[];
burgs: Burg[];
states: any[];
cultures: Culture[]; cultures: Culture[];
} }

View file

@ -11,8 +11,13 @@ declare global {
var TIME: boolean; var TIME: boolean;
var WARN: boolean; var WARN: boolean;
var ERROR: boolean; var ERROR: boolean;
var options: any;
var heightmapTemplates: any; var heightmapTemplates: any;
var Routes: any;
var populationRate: number;
var urbanDensity: number;
var urbanization: number;
var nameBases: NameBase[]; var nameBases: NameBase[];
var pointsInput: HTMLInputElement; var pointsInput: HTMLInputElement;
@ -24,6 +29,7 @@ declare global {
var rivers: Selection<SVGElement, unknown, null, undefined>; var rivers: Selection<SVGElement, unknown, null, undefined>;
var oceanLayers: Selection<SVGGElement, unknown, null, undefined>; var oceanLayers: Selection<SVGGElement, unknown, null, undefined>;
var emblems: Selection<SVGElement, unknown, null, undefined>;
var biomesData: { var biomesData: {
i: number[]; i: number[];
name: string[]; name: string[];
@ -35,6 +41,14 @@ declare global {
cost: number[]; cost: number[];
}; };
var COA: any; var COA: any;
var notes: any[];
var layerIsOn: (layerId: string) => boolean;
var drawRoute: (route: any) => void;
var drawBurgIcon: (burg: any) => void;
var drawBurgLabel: (burg: any) => void;
var removeBurgIcon: (burg: any) => void;
var removeBurgLabel: (burg: any) => void;
var FlatQueue: any; var FlatQueue: any;
var tip: ( var tip: (