Generate a legend for manually added markers (#753)

Markers added by procedural generation have custom notes depending on
the type of marker (e.g. dungeons have a procedurally generated map);
however, the notes for markers manually added by the user are empty.

This patch separates the cell selection logic from the legend and name
generation logic in markers-generator.js, so that the latter can be
shared with manually added markers.  There is some additional
simplifications such as storing the dx/dy/px/min/each values directly in
the markers table to simplify the writing of the generic "list and add"
loop in `generateTypes()`.

Currently, the legend is only generated when adding a marker of the same
type as an existing marker, and only when a legend generation function
is available for that type.  To generate a marker of a type that is not
currently present on the map, one must first change the type field of an
existing marker (which will not get a procedural note), then use "Add
additional marker of that type".  The UI for this can be improved later.

Co-authored-by: Basile Clement <basile-github@clement.pm>
This commit is contained in:
Basile Clement 2022-03-07 19:29:08 +00:00 committed by GitHub
parent 3ac075319f
commit edfcad4e8c
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
2 changed files with 306 additions and 389 deletions

View file

@ -9,27 +9,27 @@ window.Markers = (function () {
const isFantasy = culturesSet.includes("Fantasy"); const isFantasy = culturesSet.includes("Fantasy");
return [ return [
{type: "volcanoes", icon: "🌋", multiplier: 1, fn: addVolcanoes}, {type: "volcanoes", icon: "🌋", dx: 52, px: 13, min: 10, each: 500, multiplier: 1, fn: [listVolcanoes, addVolcano]},
{type: "hot-springs", icon: "♨️", multiplier: 1, fn: addHotSprings}, {type: "hot-springs", icon: "♨️", dy: 52, min: 30, each: 1200, multiplier: 1, fn: [listHotSprings, addHotSpring]},
{type: "mines", icon: "⛏️", multiplier: 1, fn: addMines}, {type: "mines", icon: "⛏️", dx: 48, px: 13, min: 1, each: 15, multiplier: 1, fn: [listMines, addMine]},
{type: "bridges", icon: "🌉", multiplier: 1, fn: addBridges}, {type: "bridges", icon: "🌉", px: 14, min: 1, each: 5, multiplier: 1, fn: [listBridges, addBridge]},
{type: "inns", icon: "🍻", multiplier: 1, fn: addInns}, {type: "inns", icon: "🍻", px: 14, min: 1, each: 100, multiplier: 1, fn: [listInns, addInn]},
{type: "lighthouses", icon: "🚨", multiplier: 1, fn: addLighthouses}, {type: "lighthouses", icon: "🚨", px: 14, min: 1, each: 2, multiplier: 1, fn: [listLighthouses, addLighthouse]},
{type: "waterfalls", icon: "⟱", multiplier: 1, fn: addWaterfalls}, {type: "waterfalls", icon: "⟱", dy: 54, px: 16, min: 1, each: 5, multiplier: 1, fn: [listWaterfalls, addWaterfall]},
{type: "battlefields", icon: "⚔️", multiplier: 1, fn: addBattlefields}, {type: "battlefields", icon: "⚔️", dy: 52, min: 50, each: 700, multiplier: 1, fn: [listBattlefields, addBattlefield]},
{type: "dungeons", icon: "🗝️", multiplier: 1, fn: addDungeons}, {type: "dungeons", icon: "🗝️", dy: 51, px: 13, min: 30, each: 200, multiplier: 1, fn: [listDungeons, addDungeon]},
{type: "lake-monsters", icon: "🐉", multiplier: 1, fn: addLakeMonsters}, {type: "lake-monsters", icon: "🐉", dy: 48, min: 2, each: 10, multiplier: 1, fn: [listLakeMonsters, addLakeMonster]},
{type: "sea-monsters", icon: "🦑", multiplier: 1, fn: addSeaMonsters}, {type: "sea-monsters", icon: "🦑", min: 50, each: 700, multiplier: 1, fn: [listSeaMonsters, addSeaMonster]},
{type: "hill-monsters", icon: "👹", multiplier: 1, fn: addHillMonsters}, {type: "hill-monsters", icon: "👹", dy: 54, px: 13, min: 30, each: 600, multiplier: 1, fn: [listHillMonsters, addHillMonster]},
{type: "sacred-mountains", icon: "🗻", multiplier: 1, fn: addSacredMountains}, {type: "sacred-mountains", icon: "🗻", dy: 48, min: 1, each: 5, multiplier: 1, fn: [listSacredMountains, addSacredMountain]},
{type: "sacred-forests", icon: "🌳", multiplier: 1, fn: addSacredForests}, {type: "sacred-forests", icon: "🌳", min: 30, each: 1000, multiplier: 1, fn: [listSacredForests, addSacredForest]},
{type: "sacred-pineries", icon: "🌲", multiplier: 1, fn: addSacredPineries}, {type: "sacred-pineries", icon: "🌲", px: 13, min: 30, each: 800, multiplier: 1, fn: [listSacredPineries, addSacredPinery]},
{type: "sacred-palm-groves", icon: "🌴", multiplier: 1, fn: addSacredPalmGroves}, {type: "sacred-palm-groves", icon: "🌴", px: 13, min: 1, each: 100, multiplier: 1, fn: [listSacredPalmGroves, addSacredPalmGrove]},
{type: "brigands", icon: "💰", multiplier: 1, fn: addBrigands}, {type: "brigands", icon: "💰", px: 13, min: 50, each: 100, multiplier: 1, fn: [listBrigands, addBrigands]},
{type: "pirates", icon: "🏴‍☠️", multiplier: 1, fn: addPirates}, {type: "pirates", icon: "🏴‍☠️", dx: 51, min: 40, each: 300, multiplier: 1, fn: [listPirates, addPirates]},
{type: "statues", icon: "🗿", multiplier: 1, fn: addStatues}, {type: "statues", icon: "🗿", min: 80, each: 1200, multiplier: 1, fn: [listStatues, addStatue]},
{type: "ruines", icon: "🏺", multiplier: 1, fn: addRuines}, {type: "ruines", icon: "🏺", min: 80, each: 1200, multiplier: 1, fn: [listRuins, addRuins]},
{type: "portals", icon: "🌀", multiplier: +isFantasy, fn: addPortals} {type: "portals", icon: "🌀", px: 14, min: 16, each: 8, multiplier: +isFantasy, fn: [listPortals, addPortal]}
]; ];
} }
@ -61,12 +61,36 @@ window.Markers = (function () {
generateTypes(); generateTypes();
}; };
const add = marker => {
const base = config.find(c => c.type === marker.type);
if (base) {
const {icon, type, dx, dy, px} = base;
marker = addMarker({icon, type, dx, dy, px}, marker);
base.fn[1]("marker" + marker.i, marker.cell);
return marker;
}
const i = last(pack.markers)?.i + 1 || 0;
pack.markers.push({...marker, i});
occupied[marker.cell] = true;
return {...marker, i};
};
function generateTypes() { function generateTypes() {
TIME && console.time("addMarkers"); TIME && console.time("addMarkers");
config.forEach(({type, icon, multiplier, fn}) => { config.forEach(({type, icon, dx, dy, px, min, each, multiplier, fn}) => {
if (multiplier === 0) return; if (multiplier === 0) return;
fn(type, icon, multiplier);
let candidates = Array.from(fn[0](pack));
let quantity = getQuantity(candidates, min, each, multiplier);
while (quantity && candidates.length) {
const [cell] = extractAnyElement(candidates);
const marker = addMarker({icon, type, dx, dy, px}, {cell});
fn[1]("marker" + marker.i, cell);
quantity--;
}
}); });
occupied = []; occupied = [];
@ -96,112 +120,84 @@ window.Markers = (function () {
return cells.p[cell]; return cells.p[cell];
} }
function addMarker({cell, type, icon, dx, dy, px}) { function addMarker(base, marker) {
const i = last(pack.markers)?.i + 1 || 0; const i = last(pack.markers)?.i + 1 || 0;
const [x, y] = getMarkerCoordinates(cell); const [x, y] = getMarkerCoordinates(marker.cell);
const marker = {i, icon, type, x, y, cell}; marker = {...base, x, y, ...marker, i};
if (dx) marker.dx = dx;
if (dy) marker.dy = dy;
if (px) marker.px = px;
pack.markers.push(marker); pack.markers.push(marker);
occupied[cell] = true; occupied[marker.cell] = true;
return "marker" + i; return marker;
} }
function addVolcanoes(type, icon, multiplier) { function listVolcanoes({cells}) {
const {cells} = pack; return cells.i.filter(i => !occupied[i] && cells.h[i] >= 70);
let mountains = Array.from(cells.i.filter(i => !occupied[i] && cells.h[i] >= 70).sort((a, b) => cells.h[b] - cells.h[a]));
let quantity = getQuantity(mountains, 10, 500, multiplier);
if (!quantity) return;
while (quantity) {
const [cell] = extractAnyElement(mountains);
const id = addMarker({cell, icon, type, dx: 52, px: 13});
const proper = Names.getCulture(cells.culture[cell]);
const name = P(0.3) ? "Mount " + proper : Math.random() > 0.3 ? proper + " Volcano" : proper;
notes.push({id, name, legend: `Active volcano. Height: ${getFriendlyHeight(cells.p[cell])}`});
quantity--;
}
} }
function addHotSprings(type, icon, multiplier) { function addVolcano(id, cell) {
const {cells} = pack; const {cells} = pack;
let springs = Array.from(cells.i.filter(i => !occupied[i] && cells.h[i] > 50).sort((a, b) => cells.h[b] - cells.h[a])); const proper = Names.getCulture(cells.culture[cell]);
let quantity = getQuantity(springs, 30, 1200, multiplier); const name = P(0.3) ? "Mount " + proper : Math.random() > 0.3 ? proper + " Volcano" : proper;
if (!quantity) return; notes.push({id, name, legend: `Active volcano. Height: ${getFriendlyHeight(cells.p[cell])}`});
while (quantity) {
const [cell] = extractAnyElement(springs);
const id = addMarker({cell, icon, type, dy: 52});
const proper = Names.getCulture(cells.culture[cell]);
const temp = convertTemperature(gauss(35, 15, 20, 100));
notes.push({id, name: proper + " Hot Springs", legend: `A hot springs area. Average temperature: ${temp}`});
quantity--;
}
} }
function addMines(type, icon, multiplier) { function listHotSprings({cells}) {
return cells.i.filter(i => !occupied[i] && cells.h[i] > 50);
}
function addHotSpring(id, cell) {
const {cells} = pack; const {cells} = pack;
let hillyBurgs = Array.from(cells.i.filter(i => !occupied[i] && cells.h[i] > 47 && cells.burg[i])); const proper = Names.getCulture(cells.culture[cell]);
let quantity = getQuantity(hillyBurgs, 1, 15, multiplier); const temp = convertTemperature(gauss(35, 15, 20, 100));
if (!quantity) return; notes.push({id, name: proper + " Hot Springs", legend: `A hot springs area. Average temperature: ${temp}`});
}
function listMines({cells}) {
return cells.i.filter(i => !occupied[i] && cells.h[i] > 47 && cells.burg[i]);
}
function addMine(id, cell) {
const {cells} = pack;
const resources = {salt: 5, gold: 2, silver: 4, copper: 2, iron: 3, lead: 1, tin: 1}; const resources = {salt: 5, gold: 2, silver: 4, copper: 2, iron: 3, lead: 1, tin: 1};
const resource = rw(resources);
while (quantity && hillyBurgs.length) { const burg = pack.burgs[cells.burg[cell]];
const [cell] = extractAnyElement(hillyBurgs); const name = `${burg.name}${resource} mining town`;
const id = addMarker({cell, icon, type, dx: 48, px: 13}); const population = rn(burg.population * populationRate * urbanization);
const resource = rw(resources); const legend = `${burg.name} is a mining town of ${population} people just nearby the ${resource} mine`;
const burg = pack.burgs[cells.burg[cell]]; notes.push({id, name, legend});
const name = `${burg.name}${resource} mining town`;
const population = rn(burg.population * populationRate * urbanization);
const legend = `${burg.name} is a mining town of ${population} people just nearby the ${resource} mine`;
notes.push({id, name, legend});
quantity--;
}
} }
function addBridges(type, icon, multiplier) { function listBridges({cells, burgs}) {
const {cells, burgs} = pack;
const meanFlux = d3.mean(cells.fl.filter(fl => fl)); const meanFlux = d3.mean(cells.fl.filter(fl => fl));
let bridges = Array.from( return cells.i.filter(i => !occupied[i] && cells.burg[i] && cells.t[i] !== 1 && burgs[cells.burg[i]].population > 20 && cells.r[i] && cells.fl[i] > meanFlux);
cells.i.filter(i => !occupied[i] && cells.burg[i] && cells.t[i] !== 1 && burgs[cells.burg[i]].population > 20 && cells.r[i] && cells.fl[i] > meanFlux)
);
let quantity = getQuantity(bridges, 1, 5, multiplier);
if (!quantity) return;
while (quantity) {
const [cell] = extractAnyElement(bridges);
const id = addMarker({cell, icon, type, px: 14});
const burg = pack.burgs[cells.burg[cell]];
const river = pack.rivers.find(r => r.i === pack.cells.r[cell]);
const riverName = river ? `${river.name} ${river.type}` : "river";
const name = river && P(0.2) ? river.name : burg.name;
const weightedAdjectives = {
stone: 10,
wooden: 1,
lengthy: 2,
formidable: 2,
rickety: 1,
beaten: 1,
weathered: 1
};
notes.push({id, name: `${name} Bridge`, legend: `A ${rw(weightedAdjectives)} bridge spans over the ${riverName} near ${burg.name}`});
quantity--;
}
} }
function addInns(type, icon, multiplier) { function addBridge(id, cell) {
const {cells} = pack; const {cells} = pack;
let taverns = Array.from(cells.i.filter(i => !occupied[i] && cells.h[i] >= 20 && cells.road[i] > 4 && cells.pop[i] > 10)); const burg = pack.burgs[cells.burg[cell]];
let quantity = getQuantity(taverns, 1, 100, multiplier); const river = pack.rivers.find(r => r.i === pack.cells.r[cell]);
if (!quantity) return; const riverName = river ? `${river.name} ${river.type}` : "river";
const name = river && P(0.2) ? river.name : burg.name;
const weightedAdjectives = {
stone: 10,
wooden: 1,
lengthy: 2,
formidable: 2,
rickety: 1,
beaten: 1,
weathered: 1
};
notes.push({id, name: `${name} Bridge`, legend: `A ${rw(weightedAdjectives)} bridge spans over the ${riverName} near ${burg.name}`});
}
function listInns({cells}) {
return cells.i.filter(i => !occupied[i] && cells.h[i] >= 20 && cells.road[i] > 4 && cells.pop[i] > 10);
}
function addInn(id, cell) {
const colors = [ const colors = [
"Dark", "Dark",
"Light", "Light",
@ -430,44 +426,34 @@ window.Markers = (function () {
"sap" "sap"
]; ];
while (quantity) { const typeName = P(0.3) ? "inn" : "tavern";
const [cell] = extractAnyElement(taverns); const isAnimalThemed = P(0.7);
const id = addMarker({cell, icon, type, px: 14}); const animal = ra(animals);
const typeName = P(0.3) ? "inn" : "tavern"; const name = isAnimalThemed ? (P(0.6) ? ra(colors) + " " + animal : ra(adjectives) + " " + animal) : ra(adjectives) + " " + capitalize(typeName);
const isAnimalThemed = P(0.7); const meal = isAnimalThemed && P(0.3) ? animal : ra(courses);
const animal = ra(animals); const course = `${ra(methods)} ${meal}`.toLowerCase();
const name = isAnimalThemed ? (P(0.6) ? ra(colors) + " " + animal : ra(adjectives) + " " + animal) : ra(adjectives) + " " + capitalize(type); const drink = `${P(0.5) ? ra(types) : ra(colors)} ${ra(drinks)}`.toLowerCase();
const meal = isAnimalThemed && P(0.3) ? animal : ra(courses); const legend = `A big and famous roadside ${typeName}. Delicious ${course} with ${drink} is served here`;
const course = `${ra(methods)} ${meal}`.toLowerCase(); notes.push({id, name: "The " + name, legend});
const drink = `${P(0.5) ? ra(types) : ra(colors)} ${ra(drinks)}`.toLowerCase();
const legend = `A big and famous roadside ${typeName}. Delicious ${course} with ${drink} is served here`;
notes.push({id, name: "The " + name, legend});
quantity--;
}
} }
function addLighthouses(type, icon, multiplier) { function listLighthouses({cells}) {
const {cells} = pack; return cells.i.filter(i => !occupied[i] && cells.harbor[i] > 6 && cells.c[i].some(c => cells.h[c] < 20 && cells.road[c]));
const lighthouses = Array.from(cells.i.filter(i => !occupied[i] && cells.harbor[i] > 6 && cells.c[i].some(c => cells.h[c] < 20 && cells.road[c])));
let quantity = getQuantity(lighthouses, 1, 2, multiplier);
if (!quantity) return;
while (quantity) {
const [cell] = extractAnyElement(lighthouses);
const id = addMarker({cell, icon, type, px: 14});
const proper = cells.burg[cell] ? pack.burgs[cells.burg[cell]].name : Names.getCulture(cells.culture[cell]);
notes.push({id, name: getAdjective(proper) + " Lighthouse" + name, legend: `A lighthouse to serve as a beacon for ships in the open sea`});
quantity--;
}
} }
function addWaterfalls(type, icon, multiplier) { function addLighthouse(id, cell) {
const {cells} = pack; const {cells} = pack;
const waterfalls = Array.from(cells.i.filter(i => cells.r[i] && !occupied[i] && cells.h[i] >= 50 && cells.c[i].some(c => cells.h[c] < 40 && cells.r[c]))); const proper = cells.burg[cell] ? pack.burgs[cells.burg[cell]].name : Names.getCulture(cells.culture[cell]);
const quantity = getQuantity(waterfalls, 1, 5, multiplier); notes.push({id, name: getAdjective(proper) + " Lighthouse" + name, legend: `A lighthouse to serve as a beacon for ships in the open sea`});
if (!quantity) return; }
function listWaterfalls({cells}) {
return cells.i.filter(i => cells.r[i] && !occupied[i] && cells.h[i] >= 50 && cells.c[i].some(c => cells.h[c] < 40 && cells.r[c]));
}
function addWaterfall(id, cell) {
const {cells} = pack;
const descriptions = [ const descriptions = [
"A gorgeous waterfall flows here", "A gorgeous waterfall flows here",
@ -477,98 +463,73 @@ window.Markers = (function () {
"A river drops down from a great height forming a wonderous waterfall", "A river drops down from a great height forming a wonderous waterfall",
"A breathtaking waterfall cuts through the landscape" "A breathtaking waterfall cuts through the landscape"
]; ];
for (let i = 0; i < waterfalls.length && i < quantity; i++) {
const cell = waterfalls[i]; const proper = cells.burg[cell] ? pack.burgs[cells.burg[cell]].name : Names.getCulture(cells.culture[cell]);
const id = addMarker({cell, icon, type, dy: 54, px: 16}); notes.push({id, name: getAdjective(proper) + " Waterfall" + name, legend: `${ra(descriptions)}`});
const proper = cells.burg[cell] ? pack.burgs[cells.burg[cell]].name : Names.getCulture(cells.culture[cell]);
notes.push({id, name: getAdjective(proper) + " Waterfall" + name, legend: `${ra(descriptions)}`});
}
} }
function addBattlefields(type, icon, multiplier) { function listBattlefields({cells}) {
return cells.i.filter(i => !occupied[i] && cells.state[i] && cells.pop[i] > 2 && cells.h[i] < 50 && cells.h[i] > 25);
}
function addBattlefield(id, cell) {
const {cells, states} = pack; const {cells, states} = pack;
let battlefields = Array.from(cells.i.filter(i => !occupied[i] && cells.state[i] && cells.pop[i] > 2 && cells.h[i] < 50 && cells.h[i] > 25)); const state = states[cells.state[cell]];
let quantity = getQuantity(battlefields, 50, 700, multiplier); if (!state.campaigns) state.campaigns = BurgsAndStates.generateCampaign(state);
if (!quantity) return; const campaign = ra(state.campaigns);
const date = generateDate(campaign.start, campaign.end);
while (quantity && battlefields.length) { const name = Names.getCulture(cells.culture[cell]) + " Battlefield";
const [cell] = extractAnyElement(battlefields); const legend = `A historical battle of the ${campaign.name}. \r\nDate: ${date} ${options.era}`;
const id = addMarker({cell, icon, type, dy: 52}); notes.push({id, name, legend});
const state = states[cells.state[cell]];
if (!state.campaigns) state.campaigns = BurgsAndStates.generateCampaign(state);
const campaign = ra(state.campaigns);
const date = generateDate(campaign.start, campaign.end);
const name = Names.getCulture(cells.culture[cell]) + " Battlefield";
const legend = `A historical battle of the ${campaign.name}. \r\nDate: ${date} ${options.era}`;
notes.push({id, name, legend});
quantity--;
}
} }
function addDungeons(type, icon, multiplier) { function listDungeons({cells}) {
return cells.i.filter(i => !occupied[i] && cells.pop[i] && cells.pop[i] < 3);
}
function addDungeon(id, cell) {
const dungeonSeed = `${seed}${cell}`;
const name = "Dungeon";
const legend = `<div>Undiscovered dungeon. See <a href="https://watabou.github.io/one-page-dungeon/?seed=${dungeonSeed}" target="_blank">One page dungeon</a></div><iframe src="https://watabou.github.io/one-page-dungeon/?seed=${dungeonSeed}" sandbox="allow-scripts allow-same-origin"></iframe>`;
notes.push({id, name, legend});
}
function listLakeMonsters({features}) {
return features.filter(feature => feature.type === "lake" && feature.group === "freshwater" && !occupied[feature.firstCell]).map(feature => feature.firstCell);
}
function addLakeMonster(id, cell) {
const lake = pack.features[pack.cells.f[cell]];
// Check that the feature is a lake in case the user clicked on a wrong
// square
if (lake.type !== "lake") return;
const name = `${lake.name} Monster`;
const length = gauss(10, 5, 5, 100);
const legend = `Rumors say a relic monster of ${length} ${heightUnit.value} long inhabits ${lake.name} Lake. Truth or lie, folks are afraid to fish in the lake`;
notes.push({id, name, legend});
}
function listSeaMonsters({cells, features}) {
return cells.i.filter(i => !occupied[i] && cells.h[i] < 20 && cells.road[i] && features[cells.f[i]].type === "ocean");
}
function addSeaMonster(id, cell) {
const name = `${Names.getCultureShort(0)} Monster`;
const length = gauss(25, 10, 10, 100);
const legend = `Old sailors tell stories of a gigantic sea monster inhabiting these dangerous waters. Rumors say it can be ${length} ${heightUnit.value} long`;
notes.push({id, name, legend});
}
function listHillMonsters({cells}) {
return cells.i.filter(i => !occupied[i] && cells.h[i] >= 50 && cells.pop[i]);
}
function addHillMonster(id, cell) {
const {cells} = pack; const {cells} = pack;
let dungeons = Array.from(cells.i.filter(i => !occupied[i] && cells.pop[i] && cells.pop[i] < 3));
let quantity = getQuantity(dungeons, 30, 200, multiplier);
if (!quantity) return;
while (quantity) {
const [cell] = extractAnyElement(dungeons);
const id = addMarker({cell, icon, type, dy: 51, px: 13});
const dungeonSeed = `${seed}${cell}`;
const name = "Dungeon";
const legend = `<div>Undiscovered dungeon. See <a href="https://watabou.github.io/one-page-dungeon/?seed=${dungeonSeed}" target="_blank">One page dungeon</a></div><iframe src="https://watabou.github.io/one-page-dungeon/?seed=${dungeonSeed}" sandbox="allow-scripts allow-same-origin"></iframe>`;
notes.push({id, name, legend});
quantity--;
}
}
function addLakeMonsters(type, icon, multiplier) {
const {features} = pack;
const lakes = features.filter(feature => feature.type === "lake" && feature.group === "freshwater" && !occupied[feature.firstCell]);
let quantity = getQuantity(lakes, 2, 10, multiplier);
if (!quantity) return;
while (quantity) {
const [lake] = extractAnyElement(lakes);
const cell = lake.firstCell;
const id = addMarker({cell, icon, type, dy: 48});
const name = `${lake.name} Monster`;
const length = gauss(10, 5, 5, 100);
const legend = `Rumors say a relic monster of ${length} ${heightUnit.value} long inhabits ${lake.name} Lake. Truth or lie, folks are afraid to fish in the lake`;
notes.push({id, name, legend});
quantity--;
}
}
function addSeaMonsters(type, icon, multiplier) {
const {cells, features} = pack;
const sea = Array.from(cells.i.filter(i => !occupied[i] && cells.h[i] < 20 && cells.road[i] && features[cells.f[i]].type === "ocean"));
let quantity = getQuantity(sea, 50, 700, multiplier);
if (!quantity) return;
while (quantity) {
const [cell] = extractAnyElement(sea);
const id = addMarker({cell, icon, type});
const name = `${Names.getCultureShort(0)} Monster`;
const length = gauss(25, 10, 10, 100);
const legend = `Old sailors tell stories of a gigantic sea monster inhabiting these dangerous waters. Rumors say it can be ${length} ${heightUnit.value} long`;
notes.push({id, name, legend});
quantity--;
}
}
function addHillMonsters(type, icon, multiplier) {
const {cells} = pack;
const hills = Array.from(cells.i.filter(i => !occupied[i] && cells.h[i] >= 50 && cells.pop[i]));
let quantity = getQuantity(hills, 30, 600, multiplier);
if (!quantity) return;
const adjectives = [ const adjectives = [
"great", "great",
"big", "big",
@ -619,100 +580,77 @@ window.Markers = (function () {
"attacks unsuspecting victims" "attacks unsuspecting victims"
]; ];
while (quantity) { const monster = ra(species);
const [cell] = extractAnyElement(hills); const toponym = Names.getCulture(cells.culture[cell]);
const id = addMarker({cell, icon, type, dy: 54, px: 13}); const name = `${toponym} ${monster}`;
const monster = ra(species); const legend = `${ra(subjects)} speak of a ${ra(adjectives)} ${monster} who inhabits ${toponym} hills and ${ra(modusOperandi)}`;
const toponym = Names.getCulture(cells.culture[cell]); notes.push({id, name, legend});
const name = `${toponym} ${monster}`;
const legend = `${ra(subjects)} speak of a ${ra(adjectives)} ${monster} who inhabits ${toponym} hills and ${ra(modusOperandi)}`;
notes.push({id, name, legend});
quantity--;
}
} }
function addSacredMountains(type, icon, multiplier) { // Sacred mountains spawn on lonely mountains
function listSacredMountains({cells}) {
return cells.i.filter(i => !occupied[i] && cells.h[i] >= 70 && cells.c[i].some(c => cells.culture[c]) && cells.c[i].every(c => cells.h[c] < 60));
}
function addSacredMountain(id, cell) {
const {cells, cultures} = pack; const {cells, cultures} = pack;
let lonelyMountains = Array.from( const culture = cells.c[cell].map(c => cells.culture[c]).find(c => c);
cells.i.filter(i => !occupied[i] && cells.h[i] >= 70 && cells.c[i].some(c => cells.culture[c]) && cells.c[i].every(c => cells.h[c] < 60)) const name = `${Names.getCulture(culture)} Mountain`;
); const height = getFriendlyHeight(cells.p[cell]);
let quantity = getQuantity(lonelyMountains, 1, 5, multiplier); const legend = `A sacred mountain of ${cultures[culture].name} culture. Height: ${height}`;
if (!quantity) return; notes.push({id, name, legend});
while (quantity) {
const [cell] = extractAnyElement(lonelyMountains);
const id = addMarker({cell, icon, type, dy: 48});
const culture = cells.c[cell].map(c => cells.culture[c]).find(c => c);
const name = `${Names.getCulture(culture)} Mountain`;
const height = getFriendlyHeight(cells.p[cell]);
const legend = `A sacred mountain of ${cultures[culture].name} culture. Height: ${height}`;
notes.push({id, name, legend});
quantity--;
}
} }
function addSacredForests(type, icon, multiplier) { // Sacred forests spawn on temperate forests
function listSacredForests({cells}) {
return cells.i.filter(i => !occupied[i] && cells.culture[i] && [6, 8].includes(cells.biome[i]));
}
function addSacredForest(id, cell) {
const {cells, cultures} = pack; const {cells, cultures} = pack;
let temperateForests = Array.from(cells.i.filter(i => !occupied[i] && cells.culture[i] && [6, 8].includes(cells.biome[i]))); const culture = cells.culture[cell];
let quantity = getQuantity(temperateForests, 30, 1000, multiplier); const name = `${Names.getCulture(culture)} Forest`;
if (!quantity) return; const legend = `A sacred forest of ${cultures[culture].name} culture`;
notes.push({id, name, legend});
while (quantity) {
const [cell] = extractAnyElement(temperateForests);
const id = addMarker({cell, icon, type});
const culture = cells.culture[cell];
const name = `${Names.getCulture(culture)} Forest`;
const legend = `A sacred forest of ${cultures[culture].name} culture`;
notes.push({id, name, legend});
quantity--;
}
} }
function addSacredPineries(type, icon, multiplier) { // Sacred pineries spawn on boreal forests
function listSacredPineries({cells}) {
return cells.i.filter(i => !occupied[i] && cells.culture[i] && cells.biome[i] === 9);
}
function addSacredPinery(id, cell) {
const {cells, cultures} = pack; const {cells, cultures} = pack;
let borealForests = Array.from(cells.i.filter(i => !occupied[i] && cells.culture[i] && cells.biome[i] === 9)); const culture = cells.culture[cell];
let quantity = getQuantity(borealForests, 30, 800, multiplier); const name = `${Names.getCulture(culture)} Pinery`;
if (!quantity) return; const legend = `A sacred pinery of ${cultures[culture].name} culture`;
notes.push({id, name, legend});
while (quantity) {
const [cell] = extractAnyElement(borealForests);
const id = addMarker({cell, icon, type, px: 13});
const culture = cells.culture[cell];
const name = `${Names.getCulture(culture)} Pinery`;
const legend = `A sacred pinery of ${cultures[culture].name} culture`;
notes.push({id, name, legend});
quantity--;
}
} }
function addSacredPalmGroves(type, icon, multiplier) { // Sacred palm groves spawn on oasises
function listSacredPalmGroves({cells}) {
return cells.i.filter(i => !occupied[i] && cells.culture[i] && cells.biome[i] === 1 && cells.pop[i] > 1 && cells.road[i]);
}
function addSacredPalmGrove(id, cell) {
const {cells, cultures} = pack; const {cells, cultures} = pack;
let oasises = Array.from(cells.i.filter(i => !occupied[i] && cells.culture[i] && cells.biome[i] === 1 && cells.pop[i] > 1 && cells.road[i])); const culture = cells.culture[cell];
let quantity = getQuantity(oasises, 1, 100, multiplier); const name = `${Names.getCulture(culture)} Palm Grove`;
if (!quantity) return; const legend = `A sacred palm grove of ${cultures[culture].name} culture`;
notes.push({id, name, legend});
while (quantity) {
const [cell] = extractAnyElement(oasises);
const id = addMarker({cell, icon, type, px: 13});
const culture = cells.culture[cell];
const name = `${Names.getCulture(culture)} Palm Grove`;
const legend = `A sacred palm grove of ${cultures[culture].name} culture`;
notes.push({id, name, legend});
quantity--;
}
} }
function addBrigands(type, icon, multiplier) { function listBrigands({cells}) {
return cells.i.filter(i => !occupied[i] && cells.culture[i] && cells.road[i] > 4);
}
function addBrigands(id, cell) {
const {cells} = pack; const {cells} = pack;
let roads = Array.from(cells.i.filter(i => !occupied[i] && cells.culture[i] && cells.road[i] > 4));
let quantity = getQuantity(roads, 50, 100, multiplier);
if (!quantity) return;
const animals = [ const animals = [
"Apes", "Apes",
"Badgers", "Badgers",
@ -747,53 +685,43 @@ window.Markers = (function () {
]; ];
const types = {brigands: 4, bandits: 3, robbers: 1, highwaymen: 1}; const types = {brigands: 4, bandits: 3, robbers: 1, highwaymen: 1};
while (quantity) { const culture = cells.culture[cell];
const [cell] = extractAnyElement(roads); const biome = cells.biome[cell];
const id = addMarker({cell, icon, type, px: 13}); const height = cells.p[cell];
const culture = cells.culture[cell]; const locality =
const biome = cells.biome[cell]; height >= 70
const height = cells.p[cell]; ? "highlander"
const locality = : [1, 2].includes(biome)
height >= 70 ? "desert"
? "highlander" : [3, 4].includes(biome)
: [1, 2].includes(biome) ? "mounted"
? "desert" : [5, 6, 7, 8, 9].includes(biome)
: [3, 4].includes(biome) ? "forest"
? "mounted" : biome === 12
: [5, 6, 7, 8, 9].includes(biome) ? "swamp"
? "forest" : "angry";
: biome === 12 const name = `${Names.getCulture(culture)} ${ra(animals)}`;
? "swamp" const legend = `A gang of ${locality} ${rw(types)}`;
: "angry"; notes.push({id, name, legend});
const name = `${Names.getCulture(culture)} ${ra(animals)}`;
const legend = `A gang of ${locality} ${rw(types)}`;
notes.push({id, name, legend});
quantity--;
}
} }
function addPirates(type, icon, multiplier) { // Pirates spawn on sea routes
const {cells} = pack; function listPirates({cells}) {
return cells.i.filter(i => !occupied[i] && cells.h[i] < 20 && cells.road[i]);
let searoutes = Array.from(cells.i.filter(i => !occupied[i] && cells.h[i] < 20 && cells.road[i]));
let quantity = getQuantity(searoutes, 40, 300, multiplier);
if (!quantity) return;
while (quantity) {
const [cell] = extractAnyElement(searoutes);
const id = addMarker({cell, icon, type, dx: 51});
const name = `Pirates`;
const legend = `Pirate ships have been spotted in these waters`;
notes.push({id, name, legend});
quantity--;
}
} }
function addStatues(type, icon, multiplier) { function addPirates(id, cell) {
const name = `Pirates`;
const legend = `Pirate ships have been spotted in these waters`;
notes.push({id, name, legend});
}
function listStatues({cells}) {
return cells.i.filter(i => !occupied[i] && cells.h[i] >= 20 && cells.h[i] < 40);
}
function addStatue(id, cell) {
const {cells} = pack; const {cells} = pack;
let statues = Array.from(cells.i.filter(i => !occupied[i] && cells.h[i] >= 20 && cells.h[i] < 40));
let quantity = getQuantity(statues, 80, 1200, multiplier);
if (!quantity) return;
const variants = ["Statue", "Obelisk", "Monument", "Column", "Monolith", "Pillar", "Megalith", "Stele", "Runestone", "Sculpture", "Effigy", "Idol"]; const variants = ["Statue", "Obelisk", "Monument", "Column", "Monolith", "Pillar", "Megalith", "Stele", "Runestone", "Sculpture", "Effigy", "Idol"];
const scripts = { const scripts = {
@ -804,31 +732,25 @@ window.Markers = (function () {
mongolian: "᠀᠐᠑᠒ᠠᠡᠦᠧᠨᠩᠪᠭᠮᠯᠰᠱᠲᠳᠵᠻᠼᠽᠾᠿᡀᡁᡆᡍᡎᡏᡐᡑᡒᡓᡔᡕᡖᡗᡙᡜᡝᡞᡟᡠᡡᡭᡮᡯᡰᡱᡲᡳᡴᢀᢁᢂᢋᢏᢐᢑᢒᢓᢛᢜᢞᢟᢠᢡᢢᢤᢥᢦ" mongolian: "᠀᠐᠑᠒ᠠᠡᠦᠧᠨᠩᠪᠭᠮᠯᠰᠱᠲᠳᠵᠻᠼᠽᠾᠿᡀᡁᡆᡍᡎᡏᡐᡑᡒᡓᡔᡕᡖᡗᡙᡜᡝᡞᡟᡠᡡᡭᡮᡯᡰᡱᡲᡳᡴᢀᢁᢂᢋᢏᢐᢑᢒᢓᢛᢜᢞᢟᢠᢡᢢᢤᢥᢦ"
}; };
while (quantity) { const culture = cells.culture[cell];
const [cell] = extractAnyElement(statues);
const id = addMarker({cell, icon, type});
const culture = cells.culture[cell];
const variant = ra(variants); const variant = ra(variants);
const name = `${Names.getCulture(culture)} ${variant}`; const name = `${Names.getCulture(culture)} ${variant}`;
const script = scripts[ra(Object.keys(scripts))]; const script = scripts[ra(Object.keys(scripts))];
const inscription = Array(rand(40, 100)) const inscription = Array(rand(40, 100))
.fill(null) .fill(null)
.map(() => ra(script)) .map(() => ra(script))
.join(""); .join("");
const legend = `An ancient ${variant.toLowerCase()}. It has an inscription, but no one can translate it: const legend = `An ancient ${variant.toLowerCase()}. It has an inscription, but no one can translate it:
<div style="font-size: 1.8em; line-break: anywhere;">${inscription}</div>`; <div style="font-size: 1.8em; line-break: anywhere;">${inscription}</div>`;
notes.push({id, name, legend}); notes.push({id, name, legend});
quantity--;
}
} }
function addRuines(type, icon, multiplier) { function listRuins({cells}) {
const {cells} = pack; return cells.i.filter(i => !occupied[i] && cells.culture[i] && cells.h[i] >= 20 && cells.h[i] < 60);
let ruins = Array.from(cells.i.filter(i => !occupied[i] && cells.culture[i] && cells.h[i] >= 20 && cells.h[i] < 60)); }
let quantity = getQuantity(ruins, 80, 1200, multiplier);
if (!quantity) return;
function addRuins(id, cell) {
const types = [ const types = [
"City", "City",
"Town", "Town",
@ -845,37 +767,30 @@ window.Markers = (function () {
"Castle" "Castle"
]; ];
while (quantity) { const ruinType = ra(types);
const [cell] = extractAnyElement(ruins); const name = `Ruined ${ruinType}`;
const id = addMarker({cell, icon, type}); const legend = `Ruins of an ancient ${ruinType.toLowerCase()}. Untold riches may lie within.`;
notes.push({id, name, legend});
const ruinType = ra(types);
const name = `Ruined ${ruinType}`;
const legend = `Ruins of an ancient ${ruinType.toLowerCase()}. Untold riches may lie within.`;
notes.push({id, name, legend});
quantity--;
}
} }
function addPortals(type, icon, multiplier) { function listPortals({burgs}) {
const {burgs} = pack; return burgs
let portals = burgs
.slice(1, Math.ceil(burgs.length / 10) + 1) .slice(1, Math.ceil(burgs.length / 10) + 1)
.filter(({cell}) => !occupied[cell]) .filter(({cell}) => !occupied[cell])
.map(burg => [burg.name, burg.cell]); .map(burg => burg.cell);
let quantity = getQuantity(portals, 16, 8, multiplier);
if (!quantity) return;
while (quantity) {
const [portal] = extractAnyElement(portals);
const [burgName, cell] = portal;
const id = addMarker({cell, icon, type, px: 14});
const name = `${burgName} Portal`;
const legend = `An element of the magic portal system connecting major cities. Portals installed centuries ago, but still work fine`;
notes.push({id, name, legend});
quantity--;
}
} }
return {generate, regenerate, getConfig, setConfig}; function addPortal(id, cell) {
const {cells, burgs} = pack;
// Portals can only be added to burgs
if (cells.burg[cell]) return;
const burgName = burgs[cells.burg[cell]].name;
const name = `${burgName} Portal`;
const legend = `An element of the magic portal system connecting major cities. Portals installed centuries ago, but still work fine`;
notes.push({id, name, legend});
}
return {add, generate, regenerate, getConfig, setConfig};
})(); })();

View file

@ -706,14 +706,16 @@ function addMarkerOnClick() {
const point = d3.mouse(this); const point = d3.mouse(this);
const x = rn(point[0], 2); const x = rn(point[0], 2);
const y = rn(point[1], 2); const y = rn(point[1], 2);
const i = markers.length ? last(markers).i + 1 : 0;
// Find the current cell
const cell = findCell(point[0], point[1]);
// Find the currently selected marker to use as a base
const isMarkerSelected = markers.length && elSelected?.node()?.parentElement?.id === "markers"; const isMarkerSelected = markers.length && elSelected?.node()?.parentElement?.id === "markers";
const selectedMarker = isMarkerSelected ? markers.find(marker => marker.i === +elSelected.attr("id").slice(6)) : null; const selectedMarker = isMarkerSelected ? markers.find(marker => marker.i === +elSelected.attr("id").slice(6)) : null;
const baseMarker = selectedMarker || {icon: "❓"}; const baseMarker = selectedMarker || {icon: "❓"};
const marker = {...baseMarker, i, x, y}; const marker = Markers.add({...baseMarker, x, y, cell});
markers.push(marker);
const markersElement = document.getElementById("markers"); const markersElement = document.getElementById("markers");
const rescale = +markersElement.getAttribute("rescale"); const rescale = +markersElement.getAttribute("rescale");
markersElement.insertAdjacentHTML("beforeend", drawMarker(marker, rescale)); markersElement.insertAdjacentHTML("beforeend", drawMarker(marker, rescale));