diff --git a/index.html b/index.html index 2976d20e..2cec4aca 100644 --- a/index.html +++ b/index.html @@ -4101,24 +4101,23 @@ - + + + + + + - - - - - - - - - - - - - - + + + + + + + + @@ -4150,7 +4149,7 @@ - + @@ -4159,9 +4158,81 @@ - - - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/modules/resources-generator.js b/modules/resources-generator.js index 5001b968..108f6de7 100644 --- a/modules/resources-generator.js +++ b/modules/resources-generator.js @@ -13,21 +13,32 @@ const getDefault = function() { // spread: percentage of eligible cells to get a resource - // model: cells eligibility model + // model: cells eligibility return [ {i: 1, name: "Wood", value: 5, spread: 2, model: "forestAndTaiga", bonus: {fleet: 2, defence: 1}}, - {i: 2, name: "Stone", value: 4, spread: .3, model: "hills", bonus: {prestige: 1, defence: 2}}, + {i: 2, name: "Stone", value: 4, spread: .7, model: "hills", bonus: {prestige: 1, defence: 2}}, {i: 3, name: "Marble", value: 15, spread: .05, model: "mountains", bonus: {prestige: 2}}, - {i: 4, name: "Iron", value: 8, spread: .12, model: "mountainsAndWetland", bonus: {artillery: 1, infantry: 1, defence: 1}}, - {i: 5, name: "Copper", value: 10, spread: .06, model: "mountains", bonus: {artillery: 2, defence: 1, prestige: 1}}, - {i: 6, name: "Lead", value: 8, spread: .04, model: "mountains", bonus: {artillery: 1, defence: 1}}, - {i: 7, name: "Silver", value: 15, spread: .04, model: "mountains", bonus: {prestige: 2}}, - {i: 8, name: "Gold", value: 30, spread: .02, model: "UpperRivers", bonus: {prestige: 3}}, - {i: 9, name: "Grain", value: 1, spread: 3, model: "habitability", bonus: {population: 4, comfort: 1}}, - {i: 10, name: "Livestock", value: 2, spread: 2, model: "pasturesAndTemperateForest", bonus: {population: 2, comfort: 1}}, - {i: 11, name: "Fish", value: 1, spread: 1.2, model: "water", bonus: {population: 2, comfort: 1}}, + {i: 4, name: "Iron", value: 8, spread: .2, model: "mountainsAndRareWetland", bonus: {artillery: 1, infantry: 1, defence: 1}}, + {i: 5, name: "Copper", value: 10, spread: .1, model: "mountains", bonus: {artillery: 2, defence: 1, prestige: 1}}, + {i: 6, name: "Lead", value: 8, spread: .05, model: "mountains", bonus: {artillery: 1, defence: 1}}, + {i: 7, name: "Silver", value: 15, spread: .05, model: "mountains", bonus: {prestige: 2}}, + {i: 8, name: "Gold", value: 30, spread: .02, model: "upperRivers", bonus: {prestige: 3}}, + {i: 9, name: "Grain", value: 1, spread: 3, model: "habitability", bonus: {population: 4}}, + {i: 10, name: "Livestock", value: 2, spread: 1.8, model: "pasturesAndTemperateForest", bonus: {population: 2}}, + {i: 11, name: "Fish", value: 1, spread: 2.2, model: "waterAndRiver", bonus: {population: 2}}, + {i: 12, name: "Game", value: 2, spread: .2, model: "forestAndTaiga", bonus: {archers: 2, population: 1}}, + {i: 13, name: "Wine", value: 3, spread: .3, model: "tropics", bonus: {population: 1, prestige: 1}}, + {i: 14, name: "Olives", value: 3, spread: .3, model: "tropics", bonus: {population: 1}}, + {i: 15, name: "Honey", value: 4, spread: .16, model: "deciduousForestAndTaiga", bonus: {population: 1}}, + {i: 16, name: "Salt", value: 5, spread: .2, model: "aridLandAndLakes", bonus: {population: 1, defence: 1}}, + {i: 17, name: "Dates", value: 3, spread: .16, model: "desert", bonus: {population: 1}}, + {i: 18, name: "Horses", value: 10, spread: .3, model: "grasslandsAndColdDesert", bonus: {cavalry: 2}}, + {i: 19, name: "Elephant", value: 15, spread: .1, model: "savannaDesertTropicalForest", bonus: {cavalry: 1}}, + {i: 20, name: "Camels", value: 13, spread: .2, model: "desert", bonus: {cavalry: 1}}, + {i: 21, name: "Hemp", value: 2, spread: .4, model: "forest", bonus: {fleet: 2}}, + {i: 22, name: "Pearls", value: 35, spread: .16, model: "tropicalWater", bonus: {prestige: 1}}, + {i: 23, name: "Gemstones", value: 35, spread: .1, model: "mountains", bonus: {prestige: 1}}, ] - // Savanna, Grassland Deciduous forest } const chance = v => { @@ -36,15 +47,26 @@ return v / 100 > Math.random(); } + const temp = i => grid.cells.temp[pack.cells.g[i]]; + const group = i => pack.features[cells.f[i]].group; + const models = { - forestAndTaiga: i => [0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0][cells.biome[i]], + forest: i => [6, 7, 8].includes(cells.biome[i]), + forestAndTaiga: i => [5, 6, 7, 8, 9].includes(cells.biome[i]), + deciduousForestAndTaiga: i => [6, 8, 9].includes(cells.biome[i]), hills: i => cells.h[i] >= 40, mountains: i => cells.h[i] >= 60 || (cells.h[i] >= 40 && P(.1)), - mountainsAndWetland: i => cells.h[i] >= 60 || (cells.biome[i] === 12 && P(.1)), - UpperRivers: i => cells.h[i] >= 40 && cells.r[i], + mountainsAndRareWetland: i => cells.h[i] >= 60 || (cells.biome[i] === 12 && !(i%8)), + upperRivers: i => cells.h[i] >= 40 && cells.r[i], habitability: i => chance(biomesData.habitability[cells.biome[i]]), - water: i => cells.h[i] < 20 || cells.r[i], - pasturesAndTemperateForest: i => chance([0, 0, 0, 100, 100, 20, 100, 0, 0, 0, 0, 0, 0][cells.biome[i]]), + waterAndRiver: i => cells.r[i] || (!(i%2) && (cells.h[i] < 20) && group(i) !== "dry"), + pasturesAndTemperateForest: i => chance([0, 0, 0, 100, 100, 20, 80, 0, 0, 0, 0, 0, 0][cells.biome[i]]), + tropics: i => [5, 7].includes(cells.biome[i]), + 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", + desert: i => cells.biome[i] === 1 || cells.biome[i] === 2, + grasslandsAndColdDesert: i => cells.biome[i] === 3 || (!(i%4) && cells.biome[i] === 2), + savannaDesertTropicalForest: i => [1, 3, 5, 7].includes(cells.biome[i]), + tropicalWater: i => cells.t[i] === -1 && temp(i) >= 20, } // Biomes: 0: Marine, 1: Hot desert, 2: Cold desert, 3: Savanna, 4: Grassland, @@ -59,7 +81,8 @@ pack.resources = getDefault().map(resource => { const expected = cellsP * resource.spread; - resource.max = gauss(expected, expected / 2, expected / 5, cellsN, 0); + resource.expected = ~~expected; // temp + resource.max = gauss(expected, expected / 2, expected / 5, cellsN, 0); // temp resource.cells = 0; return resource; }); @@ -69,7 +92,6 @@ if (!(i%10)) d3.shuffle(pack.resources); for (const resource of pack.resources) { - if (!resource.i) continue; if (resource.cells >= resource.max) continue; if (!models[resource.model](i)) continue;