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new resources
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2 changed files with 130 additions and 37 deletions
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index.html
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@ -13,21 +13,32 @@
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const getDefault = function() {
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// spread: percentage of eligible cells to get a resource
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// model: cells eligibility model
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// model: cells eligibility
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return [
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{i: 1, name: "Wood", value: 5, spread: 2, model: "forestAndTaiga", bonus: {fleet: 2, defence: 1}},
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{i: 2, name: "Stone", value: 4, spread: .3, model: "hills", bonus: {prestige: 1, defence: 2}},
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{i: 2, name: "Stone", value: 4, spread: .7, model: "hills", bonus: {prestige: 1, defence: 2}},
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{i: 3, name: "Marble", value: 15, spread: .05, model: "mountains", bonus: {prestige: 2}},
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{i: 4, name: "Iron", value: 8, spread: .12, model: "mountainsAndWetland", bonus: {artillery: 1, infantry: 1, defence: 1}},
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{i: 5, name: "Copper", value: 10, spread: .06, model: "mountains", bonus: {artillery: 2, defence: 1, prestige: 1}},
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{i: 6, name: "Lead", value: 8, spread: .04, model: "mountains", bonus: {artillery: 1, defence: 1}},
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{i: 7, name: "Silver", value: 15, spread: .04, model: "mountains", bonus: {prestige: 2}},
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{i: 8, name: "Gold", value: 30, spread: .02, model: "UpperRivers", bonus: {prestige: 3}},
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{i: 9, name: "Grain", value: 1, spread: 3, model: "habitability", bonus: {population: 4, comfort: 1}},
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{i: 10, name: "Livestock", value: 2, spread: 2, model: "pasturesAndTemperateForest", bonus: {population: 2, comfort: 1}},
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{i: 11, name: "Fish", value: 1, spread: 1.2, model: "water", bonus: {population: 2, comfort: 1}},
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{i: 4, name: "Iron", value: 8, spread: .2, model: "mountainsAndRareWetland", bonus: {artillery: 1, infantry: 1, defence: 1}},
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{i: 5, name: "Copper", value: 10, spread: .1, model: "mountains", bonus: {artillery: 2, defence: 1, prestige: 1}},
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{i: 6, name: "Lead", value: 8, spread: .05, model: "mountains", bonus: {artillery: 1, defence: 1}},
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{i: 7, name: "Silver", value: 15, spread: .05, model: "mountains", bonus: {prestige: 2}},
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{i: 8, name: "Gold", value: 30, spread: .02, model: "upperRivers", bonus: {prestige: 3}},
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{i: 9, name: "Grain", value: 1, spread: 3, model: "habitability", bonus: {population: 4}},
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{i: 10, name: "Livestock", value: 2, spread: 1.8, model: "pasturesAndTemperateForest", bonus: {population: 2}},
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{i: 11, name: "Fish", value: 1, spread: 2.2, model: "waterAndRiver", bonus: {population: 2}},
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{i: 12, name: "Game", value: 2, spread: .2, model: "forestAndTaiga", bonus: {archers: 2, population: 1}},
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{i: 13, name: "Wine", value: 3, spread: .3, model: "tropics", bonus: {population: 1, prestige: 1}},
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{i: 14, name: "Olives", value: 3, spread: .3, model: "tropics", bonus: {population: 1}},
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{i: 15, name: "Honey", value: 4, spread: .16, model: "deciduousForestAndTaiga", bonus: {population: 1}},
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{i: 16, name: "Salt", value: 5, spread: .2, model: "aridLandAndLakes", bonus: {population: 1, defence: 1}},
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{i: 17, name: "Dates", value: 3, spread: .16, model: "desert", bonus: {population: 1}},
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{i: 18, name: "Horses", value: 10, spread: .3, model: "grasslandsAndColdDesert", bonus: {cavalry: 2}},
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{i: 19, name: "Elephant", value: 15, spread: .1, model: "savannaDesertTropicalForest", bonus: {cavalry: 1}},
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{i: 20, name: "Camels", value: 13, spread: .2, model: "desert", bonus: {cavalry: 1}},
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{i: 21, name: "Hemp", value: 2, spread: .4, model: "forest", bonus: {fleet: 2}},
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{i: 22, name: "Pearls", value: 35, spread: .16, model: "tropicalWater", bonus: {prestige: 1}},
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{i: 23, name: "Gemstones", value: 35, spread: .1, model: "mountains", bonus: {prestige: 1}},
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]
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// Savanna, Grassland Deciduous forest
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}
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const chance = v => {
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@ -36,15 +47,26 @@
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return v / 100 > Math.random();
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}
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const temp = i => grid.cells.temp[pack.cells.g[i]];
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const group = i => pack.features[cells.f[i]].group;
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const models = {
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forestAndTaiga: i => [0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0][cells.biome[i]],
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forest: i => [6, 7, 8].includes(cells.biome[i]),
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forestAndTaiga: i => [5, 6, 7, 8, 9].includes(cells.biome[i]),
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deciduousForestAndTaiga: i => [6, 8, 9].includes(cells.biome[i]),
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hills: i => cells.h[i] >= 40,
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mountains: i => cells.h[i] >= 60 || (cells.h[i] >= 40 && P(.1)),
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mountainsAndWetland: i => cells.h[i] >= 60 || (cells.biome[i] === 12 && P(.1)),
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UpperRivers: i => cells.h[i] >= 40 && cells.r[i],
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mountainsAndRareWetland: i => cells.h[i] >= 60 || (cells.biome[i] === 12 && !(i%8)),
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upperRivers: i => cells.h[i] >= 40 && cells.r[i],
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habitability: i => chance(biomesData.habitability[cells.biome[i]]),
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water: i => cells.h[i] < 20 || cells.r[i],
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pasturesAndTemperateForest: i => chance([0, 0, 0, 100, 100, 20, 100, 0, 0, 0, 0, 0, 0][cells.biome[i]]),
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waterAndRiver: i => cells.r[i] || (!(i%2) && (cells.h[i] < 20) && group(i) !== "dry"),
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pasturesAndTemperateForest: i => chance([0, 0, 0, 100, 100, 20, 80, 0, 0, 0, 0, 0, 0][cells.biome[i]]),
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tropics: i => [5, 7].includes(cells.biome[i]),
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aridLandAndLakes: i => chance([0, 80, 60, 0, 0, 0, 0, 0, 0, 0, 0, 0, 10][cells.biome[i]]) || group(i) === "salt" || group(i) === "dry",
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desert: i => cells.biome[i] === 1 || cells.biome[i] === 2,
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grasslandsAndColdDesert: i => cells.biome[i] === 3 || (!(i%4) && cells.biome[i] === 2),
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savannaDesertTropicalForest: i => [1, 3, 5, 7].includes(cells.biome[i]),
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tropicalWater: i => cells.t[i] === -1 && temp(i) >= 20,
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}
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// Biomes: 0: Marine, 1: Hot desert, 2: Cold desert, 3: Savanna, 4: Grassland,
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@ -59,7 +81,8 @@
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pack.resources = getDefault().map(resource => {
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const expected = cellsP * resource.spread;
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resource.max = gauss(expected, expected / 2, expected / 5, cellsN, 0);
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resource.expected = ~~expected; // temp
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resource.max = gauss(expected, expected / 2, expected / 5, cellsN, 0); // temp
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resource.cells = 0;
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return resource;
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});
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@ -69,7 +92,6 @@
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if (!(i%10)) d3.shuffle(pack.resources);
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for (const resource of pack.resources) {
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if (!resource.i) continue;
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if (resource.cells >= resource.max) continue;
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if (!models[resource.model](i)) continue;
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