diff --git a/modules/burgs-and-states.js b/modules/burgs-and-states.js index 5524e81d..369eac68 100644 --- a/modules/burgs-and-states.js +++ b/modules/burgs-and-states.js @@ -1,10 +1,11 @@ (function (global, factory) { - typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() : + typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() : typeof define === 'function' && define.amd ? define(factory) : - (global.BurgsAndStates = factory()); -}(this, (function () { 'use strict'; + (global.BurgsAndStates = factory()); +}(this, (function () { + 'use strict'; - const generate = function() { + const generate = function () { const cells = pack.cells, cultures = pack.cultures, n = cells.i.length; cells.burg = new Uint16Array(n); // cell burg @@ -41,18 +42,30 @@ if (sorted.length < count * 10) { count = Math.floor(sorted.length / 10); - if (!count) {WARN && console.warn(`There is no populated cells. Cannot generate states`); return burgs;} - else {WARN && console.warn(`Not enough populated cells (${sorted.length}). Will generate only ${count} states`);} + if (!count) { WARN && console.warn(`There is no populated cells. Cannot generate states`); return burgs; } + else { WARN && console.warn(`Not enough populated cells (${sorted.length}). Will generate only ${count} states`); } } let burgsTree = d3.quadtree(); let spacing = (graphWidth + graphHeight) / 2 / count; // min distance between capitals - for (let i=0; burgs.length <= count; i++) { + for (let i = 0; burgs.length <= count; i++) { const cell = sorted[i], x = cells.p[cell][0], y = cells.p[cell][1]; if (burgsTree.find(x, y, spacing) === undefined) { - burgs.push({cell, x, y}); + let asd = { cell, x, y/*, _port: null */ };//we did some testing on when did the port value change + /*Object.defineProperty(asd, 'port', { + get: function () { + return this._port; + }, + set: function (value) { + console.warn('changed options from:', this._port, 'to', value); + this._port = value; + } + }); +*/ + burgs.push(asd); + burgsTree.add([x, y]); } @@ -71,10 +84,10 @@ // For each capital create a state function createStates() { TIME && console.time('createStates'); - const states = [{i:0, name: "Neutrals"}]; - const colors = getColors(burgs.length-1); + const states = [{ i: 0, name: "Neutrals" }]; + const colors = getColors(burgs.length - 1); - burgs.forEach(function(b, i) { + burgs.forEach(function (b, i) { if (!i) return; // skip first element // burgs data @@ -86,13 +99,13 @@ // states data const expansionism = rn(Math.random() * powerInput.value + 1, 1); - const basename = b.name.length < 9 && b.cell%5 === 0 ? b.name : Names.getCultureShort(b.culture); + const basename = b.name.length < 9 && b.cell % 5 === 0 ? b.name : Names.getCultureShort(b.culture); const name = Names.getState(basename, b.culture); const type = cultures[b.culture].type; const coa = COA.generate(null, null, null, type); coa.shield = COA.getShield(b.culture, null); - states.push({i, color: colors[i-1], name, expansionism, capital: i, type, center: b.cell, culture: b.culture, coa}); + states.push({ i, color: colors[i - 1], name, expansionism, capital: i, type, center: b.cell, culture: b.culture, coa }); cells.burg[b.cell] = i; }); @@ -103,7 +116,7 @@ // place secondary settlements based on geo and economical evaluation function placeTowns() { TIME && console.time('placeTowns'); - const score = new Int16Array(cells.s.map(s => s * gauss(1,3,0,20,3))); // a bit randomized cell score for towns placement + const score = new Int16Array(cells.s.map(s => s * gauss(1, 3, 0, 20, 3))); // a bit randomized cell score for towns placement const sorted = cells.i.filter(i => !cells.burg[i] && score[i] > 0 && cells.culture[i]).sort((a, b) => score[b] - score[a]); // filtered and sorted array of indexes const desiredNumber = manorsInput.value == 1000 ? rn(sorted.length / 5 / (grid.points.length / 10000) ** .8) : manorsInput.valueAsNumber; @@ -114,7 +127,7 @@ let spacing = (graphWidth + graphHeight) / 150 / (burgsNumber ** .7 / 66); // min distance between towns while (burgsAdded < burgsNumber && spacing > 1) { - for (let i=0; burgsAdded < burgsNumber && i < sorted.length; i++) { + for (let i = 0; burgsAdded < burgsNumber && i < sorted.length; i++) { if (cells.burg[sorted[i]]) continue; const cell = sorted[i], x = cells.p[cell][0], y = cells.p[cell][1]; const s = spacing * gauss(1, .3, .2, 2, 2); // randomize to make placement not uniform @@ -122,7 +135,7 @@ const burg = burgs.length; const culture = cells.culture[cell]; const name = Names.getCulture(culture); - burgs.push({cell, x, y, state: 0, i: burg, culture, name, capital: 0, feature:cells.f[cell]}); + burgs.push({ cell, x, y, state: 0, i: burg, culture, name, capital: 0, feature: cells.f[cell] }); burgsTree.add([x, y]); cells.burg[cell] = burg; burgsAdded++; @@ -134,18 +147,18 @@ ERROR && console.error(`Cannot place all burgs. Requested ${desiredNumber}, placed ${burgsAdded}`); } - burgs[0] = {name:undefined}; // do not store burgsTree anymore + burgs[0] = { name: undefined }; // do not store burgsTree anymore TIME && console.timeEnd('placeTowns'); } } // define burg coordinates, coa, port status and define details - const specifyBurgs = function() { + const specifyBurgs = function () { TIME && console.time("specifyBurgs"); const cells = pack.cells, vertices = pack.vertices, features = pack.features, temp = grid.cells.temp; for (const b of pack.burgs) { - if (!b.i || b.lock) continue; + if (!b.i) continue; const i = b.cell; // asign port status to some coastline burgs with temp > 0 °C @@ -169,13 +182,13 @@ } // add random factor - b.population = rn(b.population * gauss(2,3,.6,20,3), 3); + b.population = rn(b.population * gauss(2, 3, .6, 20, 3), 3); // shift burgs on rivers semi-randomly and just a bit if (!b.port && cells.r[i]) { - const shift = Math.min(cells.fl[i]/150, 1); - if (i%2) b.x = rn(b.x + shift, 2); else b.x = rn(b.x - shift, 2); - if (cells.r[i]%2) b.y = rn(b.y + shift, 2); else b.y = rn(b.y - shift, 2); + const shift = Math.min(cells.fl[i] / 150, 1); + if (i % 2) b.x = rn(b.x + shift, 2); else b.x = rn(b.x - shift, 2); + if (cells.r[i] % 2) b.y = rn(b.y + shift, 2); else b.y = rn(b.y - shift, 2); } // define emblem @@ -202,7 +215,7 @@ TIME && console.timeEnd("specifyBurgs"); } - const getType = function(i, port) { + const getType = function (i, port) { const cells = pack.cells; if (port) return "Naval"; if (cells.haven[i] && pack.features[cells.f[cells.haven[i]]].type === "lake") return "Lake"; @@ -216,22 +229,184 @@ return "Generic"; } - - const defineBurgFeatures = function(newburg) { + //i made some changes here + const defineBurgFeatures = function (newburg) { const cells = pack.cells; pack.burgs.filter(b => newburg ? b.i == newburg.i : (b.i && !b.removed)).forEach(b => { const pop = b.population; - b.citadel = b.capital || pop > 50 && P(.75) || P(.5) ? 1 : 0; - b.plaza = pop > 50 || pop > 30 && P(.75) || pop > 10 && P(.5) || P(.25) ? 1 : 0; - b.walls = b.capital || pop > 30 || pop > 20 && P(.75) || pop > 10 && P(.5) || P(.2) ? 1 : 0; + b.citadel = citadelGeneration(b); + //b.plaza = pop > 50 || pop > 30 && P(.75) || pop > 10 && P(.5) || P(.25) ? 1 : 0; + b.plaza = Math.sqrt(cells.road[b.cell]); + b.plaza -= b.plaza % 1; + //b.walls = b.capital || pop > 30 || pop > 20 && P(.75) || pop > 10 && P(.5) || P(.2) ? 2 : 1; + b.walls = wallGenerator(b); b.shanty = pop > 30 || pop > 20 && P(.75) || b.walls && P(.75) ? 1 : 0; const religion = cells.religion[b.cell]; const theocracy = pack.states[b.state].form === "Theocracy"; - b.temple = religion && theocracy || pop > 50 || pop > 35 && P(.75) || pop > 20 && P(.5) ? 1 : 0; + //b.temple = religion && theocracy || pop > 50 || pop > 35 && P(.75) || pop > 20 && P(.5) ? 1 : 0; + b.port = generatePortSize(b); + b.library = libraryGenerator(b); + b.temple = templeGenerator(b, religion, theocracy); + b.hospital = hospitalGenerator(b); + b.manufactory = manufactoryGenerator(b); + b.labour = labourGenerator(b); + b.pasture = pastureGenerator(b); + b.industrial = b.manufactory * b.manufactory * 15; + b.food = b.pasture * b.pasture * 5 + b.port * 100; + b.landtrade = b.plaza * 20; + b.watertrade = 10 * b.port * b.port; }); } + function citadelGeneration(b) { + var citadel = 0; + /* for (let pop = b.population; pop >= 5;) { + citadel++; + pop = pop - 5; + } maybe i will use it for walls instead, that depends more on population*/ + if (b.capital) { + citadel += 2; + } + if (b.port) { + citadel += 1; + } + citadel += pack.states[b.state].expansionism * Math.random(); + if (citadel < 0) { citadel = 0; } else { + citadel = citadel - citadel % 1; + } + return citadel + } - const drawBurgs = function() { + function wallGenerator(b) { + let wall = 0; + if (b.type === "Nomadic") { + return 0; + } else if (b.type === "Highland" || b.type === "Hunting") { + for (let pop = b.population; pop >= 10;) { + wall++; + pop = pop - 5; + } + } else if (b.type === "Lake" || b.type === "River" || b.type === "Naval" || b.type === "Generic") { + for (let pop = b.population; pop >= 5;) { + wall++; + pop = pop - 3; + } + + } + return wall; + } + function libraryGenerator(b) { + let lib = 0; + let multip = 1; + let culture = pack.cultures[b.culture]; + let cul = pack.cultures[b.culture].type; + if (cul === "Nomadic" || cul === "Hunting") { return 0 } + if (pack.states[b.state].culture === culture) { + multip = multip * 1, 5; + } + if (cul === "Naval" || cul === "Lake") { + multip = multip * 1, 5; + } + for (let mark = b.plaza; mark >= 4; mark = mark - 4) { + multip = multip * 1, 5; + } + multip = multip / Math.sqrt(pack.states[b.state].expansionism); + for (let pop = b.population; pop >= 10;) { + lib += multip; + pop = pop - 5; + } + return lib - lib % 1; + } + function templeGenerator(b, religion, theocracy) { + let faith = pack.religions[pack.cells.religion[b.cell]]; + const statereligion = religion === pack.states[b.state].religion; + + let multip = 1; + let temple = 0; + if (statereligion) { multip += 0, 5 } + if (theocracy) { multip = multip * 1, 5 } + if (theocracy && !statereligion) { multip = multip / 3 } + if (pack.cultures[b.culture].center == pack.religions[pack.cells.religion[b.cell]].center) { + multip = multip * 1, 2; + } + + if (faith.type === "Organized" || faith.type === "Heresy") { multip = multip * 1, 2 } + if (faith.type === "Cult") { multip = multip / 1, 5 } + if (faith.type === "Folk") { + multip = multip / 1, 5; + temple++; + } + for (let pop = b.population; pop >= 3;) { + temple += multip; + pop = pop - 6; + } + return temple - temple % 1; + } + function generatePortSize(b) { + let multip = 1; + let portSize = 0; + let cul = pack.cultures[b.culture].type; + if (b.port == 0) { return 0 } + else { + if (cul === "Naval") { + multip++; + } + let tradep = b.population * b.plaza; + for (; tradep >= 4;) { + portSize += multip; + tradep = tradep - 3; + } + } + return portSize - portSize % 1; + } + function hospitalGenerator(b) { + let multip = 1; + let hospital = 0; + let faith = pack.religions[pack.cells.religion[b.cell]]; + if (faith.type === "Organized") { + multip = 1, 5 + } + for (let health = Math.sqrt(b.population * (b.library + 1)); health > 4; health -= 5) { + hospital += multip; + } + return hospital - hospital % 1; + } + function manufactoryGenerator(b) { + let manufactory = 0; + let height = pack.cells.h[b.cell]; + let cul = pack.cultures[b.culture].type; + if (height >= 60) { + manufactory++; + } + if (cul === "Nomadic") { manufactory -= 4 } + for (let pop = b.population; pop >= 3;) { + manufactory++; + pop = pop - 6; + } + if (manufactory <= 0) { return 0; } + else { return manufactory; } + + } + + function labourGenerator(b) { + let science = ((b.library + b.manufactory) / 2) / 3; + return science - science % 1; + } + function pastureGenerator(b) { + let herd = 0; + let multip = 1; + let culture = pack.cultures[b.culture]; + let cul = pack.cultures[b.culture].type; + if (cul === "Nomadic") { multip++; } + if (culture === "Nomadic") { multip++; } + if (cul === "Naval") { multip -= 0, 5; } + for (let pop = b.population; pop >= 3;) { + herd += multip; + pop = pop - 4; + } + + return herd - herd % 1; + } + const drawBurgs = function () { TIME && console.time("drawBurgs"); // remove old data @@ -248,11 +423,11 @@ const caSize = capitalAnchors.attr("size") || 2; capitalIcons.selectAll("circle").data(capitals).enter() - .append("circle").attr("id", d => "burg"+d.i).attr("data-id", d => d.i) + .append("circle").attr("id", d => "burg" + d.i).attr("data-id", d => d.i) .attr("cx", d => d.x).attr("cy", d => d.y).attr("r", capitalSize); capitalLabels.selectAll("text").data(capitals).enter() - .append("text").attr("id", d => "burgLabel"+d.i).attr("data-id", d => d.i) + .append("text").attr("id", d => "burgLabel" + d.i).attr("data-id", d => d.i) .attr("x", d => d.x).attr("y", d => d.y).attr("dy", `${capitalSize * -1.5}px`).text(d => d.name); capitalAnchors.selectAll("use").data(capitals.filter(c => c.port)).enter() @@ -269,14 +444,14 @@ const taSize = townsAnchors.attr("size") || 1; townIcons.selectAll("circle").data(towns).enter() - .append("circle").attr("id", d => "burg"+d.i).attr("data-id", d => d.i) + .append("circle").attr("id", d => "burg" + d.i).attr("data-id", d => d.i) .attr("cx", d => d.x).attr("cy", d => d.y).attr("r", townSize); townLabels.selectAll("text").data(towns).enter() - .append("text").attr("id", d => "burgLabel"+d.i).attr("data-id", d => d.i) + .append("text").attr("id", d => "burgLabel" + d.i).attr("data-id", d => d.i) .attr("x", d => d.x).attr("y", d => d.y).attr("dy", `${townSize * -1.5}px`).text(d => d.name); - townsAnchors.selectAll("use").data(towns.filter(c => c.port)).enter() + townsAnchors.selectAll("use").data(towns.filter(c => c.port)).enter() .append("use").attr("xlink:href", "#icon-anchor").attr("data-id", d => d.i) .attr("x", d => rn(d.x - taSize * .47, 2)).attr("y", d => rn(d.y - taSize * .47, 2)) .attr("width", taSize).attr("height", taSize); @@ -285,30 +460,27 @@ } // growth algorithm to assign cells to states like we did for cultures - const expandStates = function() { + const expandStates = function () { TIME && console.time("expandStates"); - const {cells, states, cultures, burgs} = pack; + const cells = pack.cells, states = pack.states, cultures = pack.cultures, burgs = pack.burgs; - cells.state = new Uint16Array(cells.i.length); - const queue = new PriorityQueue({comparator: (a, b) => a.p - b.p}); + cells.state = new Uint16Array(cells.i.length); // cell state + const queue = new PriorityQueue({ comparator: (a, b) => a.p - b.p }); const cost = []; - const neutral = cells.i.length / 5000 * 2500 * neutralInput.value * statesNeutral.value; // limit cost for state growth - - states.filter(s => s.i && !s.removed).forEach(s => { - const capitalCell = burgs[s.capital].cell; - cells.state[capitalCell] = s.i; - const cultureCenter = cultures[s.culture].center; - const b = cells.biome[cultureCenter]; // state native biome - queue.queue({e:s.center, p:0, s:s.i, b}); + states.filter(s => s.i && !s.removed).forEach(function (s) { + cells.state[burgs[s.capital].cell] = s.i; + const b = cells.biome[cultures[s.culture].center]; // native biome + queue.queue({ e: s.center, p: 0, s: s.i, b }); cost[s.center] = 1; }); + const neutral = cells.i.length / 5000 * 2500 * neutralInput.value * statesNeutral.value; // limit cost for state growth while (queue.length) { - const next = queue.dequeue(); - const {e, p, s, b} = next; - const {type, culture} = states[s]; + const next = queue.dequeue(), n = next.e, p = next.p, s = next.s, b = next.b; + const type = states[s].type; + const culture = states[s].culture; - cells.c[e].forEach(e => { + cells.c[n].forEach(function (e) { if (cells.state[e] && e === states[cells.state[e]].center) return; // do not overwrite capital cells const cultureCost = culture === cells.culture[e] ? -9 : 100; @@ -325,7 +497,7 @@ if (!cost[e] || totalCost < cost[e]) { if (cells.h[e] >= 20) cells.state[e] = s; // assign state to cell cost[e] = totalCost; - queue.queue({e, p:totalCost, s, b}); + queue.queue({ e, p: totalCost, s, b }); } }); } @@ -367,7 +539,7 @@ TIME && console.timeEnd("expandStates"); } - const normalizeStates = function() { + const normalizeStates = function () { TIME && console.time("normalizeStates"); const cells = pack.cells, burgs = pack.burgs; @@ -391,35 +563,35 @@ TIME && console.time('updateCulturesForBurgsAndStates'); // Assign the culture associated with the burgs cell. - pack.burgs = pack.burgs.map( (burg, index) => { + pack.burgs = pack.burgs.map((burg, index) => { // Ignore metadata burg - if(index === 0) { + if (index === 0) { return burg; } - return {...burg, culture: pack.cells.culture[burg.cell]}; + return { ...burg, culture: pack.cells.culture[burg.cell] }; }); // Assign the culture associated with the states' center cell. - pack.states = pack.states.map( (state, index) => { + pack.states = pack.states.map((state, index) => { // Ignore neutrals state - if(index === 0) { + if (index === 0) { return state; } - return {...state, culture: pack.cells.culture[state.center]}; + return { ...state, culture: pack.cells.culture[state.center] }; }); TIME && console.timeEnd('updateCulturesForBurgsAndStates'); } // calculate and draw curved state labels for a list of states - const drawStateLabels = function(list) { + const drawStateLabels = function (list) { TIME && console.time("drawStateLabels"); const cells = pack.cells, features = pack.features, states = pack.states; const paths = []; // text paths lineGen.curve(d3.curveBundle.beta(1)); for (const s of states) { - if (!s.i || s.removed || !s.cells || (list && !list.includes(s.i))) continue; + if (!s.i || s.removed || (list && !list.includes(s.i))) continue; const used = []; const visualCenter = findCell(s.pole[0], s.pole[1]); const start = cells.state[visualCenter] === s.i ? visualCenter : s.center; @@ -428,7 +600,7 @@ const delaunay = Delaunator.from(points); const voronoi = new Voronoi(delaunay, points, points.length); const chain = connectCenters(voronoi.vertices, s.pole[1]); - const relaxed = chain.map(i => voronoi.vertices.p[i]).filter((p, i) => i%15 === 0 || i+1 === chain.length); + const relaxed = chain.map(i => voronoi.vertices.p[i]).filter((p, i) => i % 15 === 0 || i + 1 === chain.length); paths.push([s.i, relaxed]); function getHull(start, state, maxLake) { @@ -438,12 +610,12 @@ const q = queue.pop(); const nQ = cells.c[q].filter(c => cells.state[c] === state); - cells.c[q].forEach(function(c, d) { + cells.c[q].forEach(function (c, d) { const passableLake = features[cells.f[c]].type === "lake" && features[cells.f[c]].cells < maxLake; - if (cells.b[c] || (cells.state[c] !== state && !passableLake)) {hull.add(cells.v[q][d]); return;} + if (cells.b[c] || (cells.state[c] !== state && !passableLake)) { hull.add(cells.v[q][d]); return; } const nC = cells.c[c].filter(n => cells.state[n] === state); const intersected = common(nQ, nC).length - if (hull.size > 20 && !intersected && !passableLake) {hull.add(cells.v[q][d]); return;} + if (hull.size > 20 && !intersected && !passableLake) { hull.add(cells.v[q][d]); return; } if (used[c]) return; used[c] = 1; queue.push(c); @@ -455,7 +627,7 @@ function connectCenters(c, y) { // check if vertex is inside the area - const inside = c.p.map(function(p) { + const inside = c.p.map(function (p) { if (p[0] <= 0 || p[1] <= 0 || p[0] >= graphWidth || p[1] >= graphHeight) return false; // out of the screen return used[findCell(p[0], p[1])]; }); @@ -467,9 +639,9 @@ const start = pointsInside[d3.scan(pointsInside, (a, b) => (c.p[b][0] - c.p[a][0]) - (Math.abs(c.p[b][1] - y) - Math.abs(c.p[a][1] - y)) * h)]; // right point // connect leftmost and rightmost points with shortest path - const queue = new PriorityQueue({comparator: (a, b) => a.p - b.p}); + const queue = new PriorityQueue({ comparator: (a, b) => a.p - b.p }); const cost = [], from = []; - queue.queue({e: start, p: 0}); + queue.queue({ e: start, p: 0 }); while (queue.length) { const next = queue.dequeue(), n = next.e, p = next.p; @@ -481,7 +653,7 @@ if (from[v] || totalCost >= cost[v]) continue; cost[v] = totalCost; from[v] = n; - queue.queue({e: v, p: totalCost}); + queue.queue({ e: v, p: totalCost }); } } @@ -516,12 +688,12 @@ const s = states[p[0]]; if (list) { - t.select("#textPath_stateLabel"+id).remove(); - g.select("#stateLabel"+id).remove(); + t.select("#textPath_stateLabel" + id).remove(); + g.select("#stateLabel" + id).remove(); } - const path = p[1].length > 1 ? lineGen(p[1]) : `M${p[1][0][0]-50},${p[1][0][1]}h${100}`; - const textPath = t.append("path").attr("d", path).attr("id", "textPath_stateLabel"+id); + const path = p[1].length > 1 ? lineGen(p[1]) : `M${p[1][0][0] - 50},${p[1][0][1]}h${100}`; + const textPath = t.append("path").attr("d", path).attr("id", "textPath_stateLabel" + id); const pathLength = p[1].length > 1 ? textPath.node().getTotalLength() / letterLength : 0; // path length in letters let lines = [], ratio = 100; @@ -543,25 +715,25 @@ // prolongate path if it's too short if (pathLength && pathLength < lines[0].length) { const points = p[1]; - const f = points[0], l = points[points.length-1]; + const f = points[0], l = points[points.length - 1]; const dx = l[0] - f[0], dy = l[1] - f[1]; const mod = Math.abs(letterLength * lines[0].length / dx) / 2; points[0] = [rn(f[0] - dx * mod), rn(f[1] - dy * mod)]; - points[points.length-1] = [rn(l[0] + dx * mod), rn(l[1] + dy * mod)]; + points[points.length - 1] = [rn(l[0] + dx * mod), rn(l[1] + dy * mod)]; textPath.attr("d", round(lineGen(points))); } - example.attr("font-size", ratio+"%"); + example.attr("font-size", ratio + "%"); const top = (lines.length - 1) / -2; // y offset const spans = lines.map((l, d) => { example.text(l); const left = example.node().getBBox().width / -2; // x offset - return `${l}`; + return `${l}`; }); - const el = g.append("text").attr("id", "stateLabel"+id) - .append("textPath").attr("xlink:href", "#textPath_stateLabel"+id) - .attr("startOffset", "50%").attr("font-size", ratio+"%").node(); + const el = g.append("text").attr("id", "stateLabel" + id) + .append("textPath").attr("xlink:href", "#textPath_stateLabel" + id) + .attr("startOffset", "50%").attr("font-size", ratio + "%").node(); el.insertAdjacentHTML("afterbegin", spans.join("")); if (lines.length < 2) return; @@ -582,7 +754,7 @@ const left = example.node().getBBox().width / -2; // x offset el.innerHTML = `${name}`; ratio = Math.max(Math.min(rn(pathLength / name.length * 60), 130), 40); - el.setAttribute("font-size", ratio+"%"); + el.setAttribute("font-size", ratio + "%"); }); example.remove(); @@ -593,7 +765,7 @@ } // calculate states data like area, population etc. - const collectStatistics = function() { + const collectStatistics = function () { TIME && console.time("collectStatistics"); const cells = pack.cells, states = pack.states; states.forEach(s => { @@ -628,7 +800,7 @@ TIME && console.timeEnd("collectStatistics"); } - const assignColors = function() { + const assignColors = function () { TIME && console.time("assignColors"); const colors = ["#66c2a5", "#fc8d62", "#8da0cb", "#e78ac3", "#a6d854", "#ffd92f"]; // d3.schemeSet2; @@ -654,50 +826,50 @@ } // generate historical conflicts of each state - const generateCampaigns = function() { - const wars = {"War":6, "Conflict":2, "Campaign":4, "Invasion":2, "Rebellion":2, "Conquest":2, "Intervention":1, "Expedition":1, "Crusade":1}; + const generateCampaigns = function () { + const wars = { "War": 6, "Conflict": 2, "Campaign": 4, "Invasion": 2, "Rebellion": 2, "Conquest": 2, "Intervention": 1, "Expedition": 1, "Crusade": 1 }; pack.states.forEach(s => { if (!s.i || s.removed) return; const n = s.neighbors.length ? s.neighbors : [0]; s.campaigns = n.map(i => { const name = i && P(.8) ? pack.states[i].name : Names.getCultureShort(s.culture); - const start = gauss(options.year-100, 150, 1, options.year-6); + const start = gauss(options.year - 100, 150, 1, options.year - 6); const end = start + gauss(4, 5, 1, options.year - start - 1); - return {name:getAdjective(name) + " " + rw(wars), start, end}; + return { name: getAdjective(name) + " " + rw(wars), start, end }; }).sort((a, b) => a.start - b.start); }); } // generate Diplomatic Relationships - const generateDiplomacy = function() { + const generateDiplomacy = function () { TIME && console.time("generateDiplomacy"); const cells = pack.cells, states = pack.states; const chronicle = states[0].diplomacy = []; const valid = states.filter(s => s.i && !states.removed); - const neibs = {"Ally":1, "Friendly":2, "Neutral":1, "Suspicion":10, "Rival":9}; // relations to neighbors - const neibsOfNeibs = {"Ally":10, "Friendly":8, "Neutral":5, "Suspicion":1}; // relations to neighbors of neighbors - const far = {"Friendly":1, "Neutral":12, "Suspicion":2, "Unknown":6}; // relations to other - const navals = {"Neutral":1, "Suspicion":2, "Rival":1, "Unknown":1}; // relations of naval powers + const neibs = { "Ally": 1, "Friendly": 2, "Neutral": 1, "Suspicion": 10, "Rival": 9 }; // relations to neighbors + const neibsOfNeibs = { "Ally": 10, "Friendly": 8, "Neutral": 5, "Suspicion": 1 }; // relations to neighbors of neighbors + const far = { "Friendly": 1, "Neutral": 12, "Suspicion": 2, "Unknown": 6 }; // relations to other + const navals = { "Neutral": 1, "Suspicion": 2, "Rival": 1, "Unknown": 1 }; // relations of naval powers valid.forEach(s => s.diplomacy = new Array(states.length).fill("x")); // clear all relationships if (valid.length < 2) return; // no states to renerate relations with const areaMean = d3.mean(valid.map(s => s.area)); // avarage state area // generic relations - for (let f=1; f < states.length; f++) { + for (let f = 1; f < states.length; f++) { if (states[f].removed) continue; if (states[f].diplomacy.includes("Vassal")) { // Vassals copy relations from their Suzerains const suzerain = states[f].diplomacy.indexOf("Vassal"); - for (let i=1; i < states.length; i++) { + for (let i = 1; i < states.length; i++) { if (i === f || i === suzerain) continue; states[f].diplomacy[i] = states[suzerain].diplomacy[i]; if (states[suzerain].diplomacy[i] === "Suzerain") states[f].diplomacy[i] = "Ally"; - for (let e=1; e < states.length; e++) { + for (let e = 1; e < states.length; e++) { if (e === f || e === suzerain) continue; if (states[e].diplomacy[suzerain] === "Suzerain" || states[e].diplomacy[suzerain] === "Vassal") continue; states[e].diplomacy[f] = states[e].diplomacy[suzerain]; @@ -706,7 +878,7 @@ continue; } - for (let t=f+1; t < states.length; t++) { + for (let t = f + 1; t < states.length; t++) { if (states[t].removed) continue; if (states[t].diplomacy.includes("Vassal")) { @@ -729,7 +901,7 @@ } // declare wars - for (let attacker=1; attacker < states.length; attacker++) { + for (let attacker = 1; attacker < states.length; attacker++) { const ad = states[attacker].diplomacy; // attacker relations; if (states[attacker].removed) continue; if (!ad.includes("Rival")) continue; // no rivals to attack @@ -745,23 +917,27 @@ const dd = states[defender].diplomacy; // defender relations; // start a war - const war = [`${an}-${trimVowels(dn)}ian War`,`${an} declared a war on its rival ${dn}`]; + const war = [`${an}-${trimVowels(dn)}ian War`, `${an} declared a war on its rival ${dn}`]; const end = options.year; const start = end - gauss(2, 2, 0, 5); - states[attacker].campaigns.push({name: `${trimVowels(dn)}ian War`, start, end}); - states[defender].campaigns.push({name: `${trimVowels(an)}ian War`, start, end}); + states[attacker].campaigns.push({ name: `${trimVowels(dn)}ian War`, start, end }); + states[defender].campaigns.push({ name: `${trimVowels(an)}ian War`, start, end }); // attacker vassals join the war - ad.forEach((r, d) => {if (r === "Suzerain") { - attackers.push(d); - war.push(`${an}'s vassal ${states[d].name} joined the war on attackers side`); - }}); + ad.forEach((r, d) => { + if (r === "Suzerain") { + attackers.push(d); + war.push(`${an}'s vassal ${states[d].name} joined the war on attackers side`); + } + }); // defender vassals join the war - dd.forEach((r, d) => {if (r === "Suzerain") { - defenders.push(d); - war.push(`${dn}'s vassal ${states[d].name} joined the war on defenders side`); - }}); + dd.forEach((r, d) => { + if (r === "Suzerain") { + defenders.push(d); + war.push(`${dn}'s vassal ${states[d].name} joined the war on defenders side`); + } + }); ap = d3.sum(attackers.map(a => states[a].area * states[a].expansionism)); // attackers joined power dp = d3.sum(defenders.map(d => states[d].area * states[d].expansionism)); // defender joined power @@ -791,9 +967,9 @@ ad.forEach((r, d) => { if (r !== "Ally" || states[d].diplomacy.includes("Vassal") || defenders.includes(d)) return; const name = states[d].name; - if (states[d].diplomacy[defender] !== "Rival" && (P(.2) || ap <= dp * 1.2)) {war.push(`${an}'s ally ${name} avoided entering the war`); return;} + if (states[d].diplomacy[defender] !== "Rival" && (P(.2) || ap <= dp * 1.2)) { war.push(`${an}'s ally ${name} avoided entering the war`); return; } const allies = states[d].diplomacy.map((r, d) => r === "Ally" ? d : 0).filter(d => d); - if (allies.some(ally => defenders.includes(ally))) {war.push(`${an}'s ally ${name} did not join the war as its allies are in war on both sides`); return;}; + if (allies.some(ally => defenders.includes(ally))) { war.push(`${an}'s ally ${name} did not join the war as its allies are in war on both sides`); return; }; attackers.push(d); ap += states[d].area * states[d].expansionism; @@ -817,13 +993,13 @@ } // select a forms for listed or all valid states - const defineStateForms = function(list) { + const defineStateForms = function (list) { TIME && console.time("defineStateForms"); const states = pack.states.filter(s => s.i && !s.removed); if (states.length < 1) return; - const generic = {Monarchy:25, Republic:2, Union:1}; - const naval = {Monarchy:25, Republic:8, Union:3}; + const generic = { Monarchy: 25, Republic: 2, Union: 1 }; + const naval = { Monarchy: 25, Republic: 8, Union: 3 }; const median = d3.median(pack.states.map(s => s.area)); const empireMin = states.map(s => s.area).sort((a, b) => b - a)[Math.max(Math.ceil(states.length ** .4) - 2, 0)]; @@ -834,17 +1010,17 @@ }); const monarchy = ["Duchy", "Grand Duchy", "Principality", "Kingdom", "Empire"]; // per expansionism tier - const republic = {Republic:75, Federation:4, Oligarchy:2, Tetrarchy:1, Triumvirate:1, Diarchy:1, "Trade Company":4, Junta:1}; // weighted random - const union = {Union:3, League:4, Confederation:1, "United Kingdom":1, "United Republic":1, "United Provinces":2, Commonwealth:1, Heptarchy:1}; // weighted random - const theocracy = {Theocracy: 20, Brotherhood:1, Thearchy:2, See:1}; - const anarchy = {"Free Territory":2, Council:3, Commune:1, Community:1}; + const republic = { Republic: 75, Federation: 4, Oligarchy: 2, Tetrarchy: 1, Triumvirate: 1, Diarchy: 1, "Trade Company": 4, Junta: 1 }; // weighted random + const union = { Union: 3, League: 4, Confederation: 1, "United Kingdom": 1, "United Republic": 1, "United Provinces": 2, Commonwealth: 1, Heptarchy: 1 }; // weighted random + const theocracy = { Theocracy: 20, Brotherhood: 1, Thearchy: 2, See: 1 }; + const anarchy = { "Free Territory": 2, Council: 3, Commune: 1, Community: 1 }; for (const s of states) { if (list && !list.includes(s.i)) continue; const religion = pack.cells.religion[s.center]; const isTheocracy = religion && pack.religions[religion].expansion === "state" || (P(.1) && ["Organized", "Cult"].includes(pack.religions[religion].type)); - const isAnarchy = P(.01 - expTiers[s.i]/500); + const isAnarchy = P(.01 - expTiers[s.i] / 500); if (isTheocracy) s.form = "Theocracy"; else if (isAnarchy) s.form = "Anarchy"; @@ -907,14 +1083,14 @@ // state forms requiring Adjective + Name, all other forms use scheme Form + Of + Name const adjForms = ["Empire", "Sultanate", "Khaganate", "Shogunate", "Caliphate", "Despotate", "Theocracy", "Oligarchy", "Union", "Confederation", "Trade Company", "League", "Tetrarchy", "Triumvirate", "Diarchy", "Horde", "Marches"]; - const getFullName = function(s) { + const getFullName = function (s) { if (!s.formName) return s.name; if (!s.name && s.formName) return "The " + s.formName; const adjName = adjForms.includes(s.formName) && !(/-| /).test(s.name); return adjName ? `${getAdjective(s.name)} ${s.formName}` : `${s.formName} of ${s.name}`; } - const generateProvinces = function(regenerate) { + const generateProvinces = function (regenerate) { TIME && console.time("generateProvinces"); const localSeed = regenerate ? Math.floor(Math.random() * 1e9).toString() : seed; Math.random = aleaPRNG(localSeed); @@ -923,16 +1099,16 @@ const provinces = pack.provinces = [0]; cells.province = new Uint16Array(cells.i.length); // cell state const percentage = +provincesInput.value; - if (states.length < 2 || !percentage) {states.forEach(s => s.provinces = []); return;} // no provinces + if (states.length < 2 || !percentage) { states.forEach(s => s.provinces = []); return; } // no provinces const max = percentage == 100 ? 1000 : gauss(20, 5, 5, 100) * percentage ** .5; // max growth const forms = { - Monarchy: {County:11, Earldom:3, Shire:1, Landgrave:1, Margrave:1, Barony:1}, - Republic: {Province:6, Department:2, Governorate:2, District:1, Canton:1, Prefecture:1}, - Theocracy: {Parish:3, Deanery:1}, - Union: {Province:1, State:1, Canton:1, Republic:1, County:1, Council:1}, - Anarchy: {Council:1, Commune:1, Community:1, Tribe:1}, - Wild: {Territory:10, Land:5, Region:2, Tribe:1, Clan:1, Dependency:1, Area: 1} + Monarchy: { County: 11, Earldom: 3, Shire: 1, Landgrave: 1, Margrave: 1, Barony: 1 }, + Republic: { Province: 6, Department: 2, Governorate: 2, District: 1, Canton: 1, Prefecture: 1 }, + Theocracy: { Parish: 3, Deanery: 1 }, + Union: { Province: 1, State: 1, Canton: 1, Republic: 1, County: 1, Council: 1 }, + Anarchy: { Council: 1, Commune: 1, Community: 1, Tribe: 1 }, + Wild: { Territory: 10, Land: 5, Region: 2, Tribe: 1, Clan: 1, Dependency: 1, Area: 1 } } // generate provinces for a selected burgs @@ -947,7 +1123,7 @@ const provincesNumber = Math.max(Math.ceil(stateBurgs.length * percentage / 100), 2); const form = Object.assign({}, forms[s.form]); - for (let i=0; i < provincesNumber; i++) { + for (let i = 0; i < provincesNumber; i++) { const province = provinces.length; s.provinces.push(province); const center = stateBurgs[i].cell; @@ -963,23 +1139,23 @@ const type = getType(center, burg.port); const coa = COA.generate(stateBurgs[i].coa, kinship, null, type); coa.shield = COA.getShield(c, s.i); - provinces.push({i:province, state:s.i, center, burg, name, formName, fullName, color, coa}); + provinces.push({ i: province, state: s.i, center, burg, name, formName, fullName, color, coa }); } }); // expand generated provinces - const queue = new PriorityQueue({comparator: (a, b) => a.p - b.p}); + const queue = new PriorityQueue({ comparator: (a, b) => a.p - b.p }); const cost = []; - provinces.forEach(function(p) { + provinces.forEach(function (p) { if (!p.i || p.removed) return; cells.province[p.center] = p.i; - queue.queue({e:p.center, p:0, province:p.i, state:p.state}); + queue.queue({ e: p.center, p: 0, province: p.i, state: p.state }); cost[p.center] = 1; }); while (queue.length) { const next = queue.dequeue(), n = next.e, p = next.p, province = next.province, state = next.state; - cells.c[n].forEach(function(e) { + cells.c[n].forEach(function (e) { const land = cells.h[e] >= 20; if (!land && !cells.t[e]) return; // cannot pass deep ocean if (land && cells.state[e] !== state) return; @@ -990,7 +1166,7 @@ if (!cost[e] || totalCost < cost[e]) { if (land) cells.province[e] = province; // assign province to a cell cost[e] = totalCost; - queue.queue({e, p:totalCost, province, state}); + queue.queue({ e, p: totalCost, province, state }); } }); } @@ -1003,7 +1179,7 @@ if (adversaries.length < 2) continue; const buddies = neibs.filter(c => c === cells.province[i]).length; if (buddies.length > 2) continue; - const competitors = adversaries.map(p => adversaries.reduce((s, v) => v === p ? s+1 : s, 0)); + const competitors = adversaries.map(p => adversaries.reduce((s, v) => v === p ? s + 1 : s, 0)); const max = d3.max(competitors); if (buddies >= max) continue; cells.province[i] = adversaries[competitors.indexOf(max)]; @@ -1024,11 +1200,11 @@ // expand province const cost = []; cost[center] = 1; - queue.queue({e:center, p:0}); + queue.queue({ e: center, p: 0 }); while (queue.length) { const next = queue.dequeue(), n = next.e, p = next.p; - cells.c[n].forEach(function(e) { + cells.c[n].forEach(function (e) { if (cells.province[e]) return; const land = cells.h[e] >= 20; if (cells.state[e] && cells.state[e] !== s.i) return; @@ -1039,7 +1215,7 @@ if (!cost[e] || totalCost < cost[e]) { if (land && cells.state[e] === s.i) cells.province[e] = province; // assign province to a cell cost[e] = totalCost; - queue.queue({e, p:totalCost}); + queue.queue({ e, p: totalCost }); } }); } @@ -1061,7 +1237,7 @@ const type = getType(center, burgs[burg]?.port); const coa = COA.generate(s.coa, kinship, dominion, type); coa.shield = COA.getShield(c, s.i); - provinces.push({i:province, state:s.i, center, burg, name, formName, fullName, color, coa}); + provinces.push({ i: province, state: s.i, center, burg, name, formName, fullName, color, coa }); s.provinces.push(province); // check if there is a land way within the same state between two cells @@ -1088,8 +1264,10 @@ TIME && console.timeEnd("generateProvinces"); } - return {generate, expandStates, normalizeStates, assignColors, + return { + generate, expandStates, normalizeStates, assignColors, drawBurgs, specifyBurgs, defineBurgFeatures, getType, drawStateLabels, collectStatistics, - generateCampaigns, generateDiplomacy, defineStateForms, getFullName, generateProvinces, updateCultures}; + generateCampaigns, generateDiplomacy, defineStateForms, getFullName, generateProvinces, updateCultures + }; })));