refactor(generation): cultures continue

This commit is contained in:
max 2022-07-27 00:58:42 +03:00
parent 34c98ed92c
commit fa2b873bf8
10 changed files with 585 additions and 512 deletions

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@ -0,0 +1,371 @@
import * as d3 from "d3";
import FlatQueue from "flatqueue";
import {cultureSets, TCultureSetName} from "config/cultureSets";
import {DISTANCE_FIELD, ELEVATION, HUNTING_BIOMES, NOMADIC_BIOMES} from "config/generation";
import {ERROR, TIME, WARN} from "config/logging";
import {getColors} from "utils/colorUtils";
import {abbreviate} from "utils/languageUtils";
import {getInputNumber, getInputValue, getSelectedOption} from "utils/nodeUtils";
import {minmax, rn} from "utils/numberUtils";
import {biased, P, rand} from "utils/probabilityUtils";
import {byId} from "utils/shorthands";
const {COA, Names} = window;
const cultureTypeBaseExpansionism: {[key in TCultureType]: number} = {
Generic: 1,
Lake: 0.8,
Naval: 1.5,
River: 0.9,
Nomadic: 1.5,
Hunting: 0.7,
Highland: 1.2
};
const {MOUNTAINS, HILLS} = ELEVATION;
const {LAND_COAST, LANDLOCKED, WATER_COAST} = DISTANCE_FIELD;
export const generateCultures = function (
features: TPackFeatures,
cells: Pick<
IPack["cells"],
"p" | "i" | "g" | "t" | "h" | "haven" | "harbor" | "f" | "r" | "fl" | "s" | "pop" | "biome"
>,
temp: Int8Array
): {cultureIds: Uint16Array; cultures: TCultures} {
TIME && console.time("generateCultures");
const wildlands: IWilderness = {name: "Wildlands", i: 0, base: 1, origins: [null], shield: "round"};
const cultureIds = new Uint16Array(cells.i.length); // cell cultures
const populatedCellIds = cells.i.filter(cellId => cells.pop[cellId] > 0);
const culturesNumber = getCulturesNumber(populatedCellIds.length);
if (!culturesNumber) return {cultureIds, cultures: [wildlands]};
const culturesData = selectCulturesData(culturesNumber);
const colors = getColors(culturesNumber);
const powerInput = getInputNumber("powerInput");
const emblemShape = getInputValue("emblemShape");
const isEmblemShareRandom = emblemShape === "random";
const codes: string[] = [];
const centers = d3.quadtree();
const definedCultures: ICulture[] = culturesData.map((cultureData, index) => {
const {name, sort} = cultureData;
const center = placeCenter(sort || "n");
const base = checkNamesbase(cultureData.base);
const color = colors[index];
const type = defineCultureType(center);
const expansionism = defineCultureExpansionism(type);
const origins = [0];
const code = abbreviate(name, codes);
const shield = isEmblemShareRandom ? COA.getRandomShield() : cultureData.shield;
centers.add(cells.p[center]);
codes.push(code);
cultureIds[center] = index + 1;
return {i: index + 1, name, base, center, color, type, expansionism, origins, code, shield};
});
TIME && console.timeEnd("generateCultures");
return {cultureIds, cultures: [wildlands, ...definedCultures]};
function getCulturesNumber(populatedCells: number) {
const culturesDesired = getInputNumber("culturesInput");
const culturesAvailable = Number(getSelectedOption("culturesSet").dataset.max);
const expectedNumber = Math.min(culturesDesired, culturesAvailable);
// normal case, enough populated cells to generate cultures
if (populatedCells >= expectedNumber * 25) return expectedNumber;
// not enough populated cells, reduce count
const reducedNumber = Math.floor(populatedCells / 50);
if (reducedNumber > 0) {
WARN &&
console.warn(`Not enough populated cells (${populatedCells}). Will generate only ${reducedNumber} cultures`);
byId("alertMessage")!.innerHTML = `Insufficient liveable area: ${populatedCells} populated cells.<br />
Only ${reducedNumber} out of ${culturesDesired} requested cultures can be created.<br />
Please consider changing climate settings in the World Configurator`;
} else {
WARN && console.warn(`No populated cells. Cannot generate cultures`);
byId("alertMessage")!.innerHTML = `The climate is harsh and people cannot live in this world.<br />
No cultures, states and burgs will be created.<br />
Please consider changing climate settings in the World Configurator`;
}
$("#alert").dialog({
resizable: false,
title: "Extreme climate warning",
buttons: {
Ok: function () {
$(this).dialog("close");
}
}
});
return reducedNumber;
}
function selectCulturesData(culturesNumber: number) {
let defaultCultures = getDefault(culturesNumber);
if (defaultCultures.length >= culturesNumber) return defaultCultures;
const culturesAvailable = Math.min(culturesNumber, defaultCultures.length);
const cultures = [];
for (let culture, rnd, i = 0; cultures.length < culturesAvailable && i < 200; i++) {
do {
rnd = rand(defaultCultures.length - 1);
culture = defaultCultures[rnd];
} while (!P(culture.odd));
cultures.push(culture);
defaultCultures.splice(rnd, 1);
}
return cultures;
}
function placeCenter(sortingString: string) {
let cellId: number;
const sMax = d3.max(cells.s)!;
const sortingMethods = {
n: () => Math.ceil((cells.s[cellId] / sMax) * 3), // normalized cell score
td: (goalTemp: number) => {
const tempDelta = Math.abs(temp[cells.g[cellId]] - goalTemp);
return tempDelta ? tempDelta + 1 : 1;
},
bd: (biomes: number[], fee = 4) => {
return biomes.includes(cells.biome[cellId]) ? 1 : fee;
},
sf: (fee = 4) => {
const haven = cells.haven[cellId];
const havenHeature = features[haven];
return haven && havenHeature && havenHeature.type !== "lake" ? 1 : fee;
},
t: () => cells.t[cellId],
h: () => cells.h[cellId],
s: () => cells.s[cellId]
};
const allSortingMethods = `{${Object.keys(sortingMethods).join(", ")}}`;
const sortFn = new Function(allSortingMethods, "return " + sortingString);
const comparator = (a: number, b: number) => {
cellId = a;
const cellA = sortFn({...sortingMethods});
cellId = b;
const cellB = sortFn(sortingMethods);
return cellB - cellA;
};
let spacing = (graphWidth + graphHeight) / 2 / culturesNumber;
const sorted = Array.from(populatedCellIds).sort(comparator);
const max = Math.floor(sorted.length / 2);
do {
cellId = sorted[biased(0, max, 5)];
spacing *= 0.9;
} while (centers.find(...cells.p[cellId], spacing) !== undefined);
return cellId;
}
// set culture type based on culture center position
function defineCultureType(cellId: number): TCultureType {
const height = cells.h[cellId];
if (height > HILLS) return "Highland";
const biome = cells.biome[cellId];
if (height < MOUNTAINS && NOMADIC_BIOMES.includes(biome)) return "Nomadic";
if (cells.t[cellId] === LAND_COAST) {
const waterFeatureId = cells.f[cells.haven[cellId]];
const waterFeature = features[waterFeatureId];
const isBigLakeCoast = waterFeature && waterFeature.type === "lake" && waterFeature.cells > 5;
if (isBigLakeCoast) return "Lake";
const isOceanCoast = waterFeature && waterFeature.type === "ocean";
if (isOceanCoast && P(0.1)) return "Naval";
const isSafeHarbor = cells.harbor[cellId] === 1;
if (isSafeHarbor && P(0.6)) return "Naval";
const cellFeature = features[cells.f[cellId]];
const isIsle = cellFeature && cellFeature.group === "isle";
if (isIsle && P(0.4)) return "Naval";
}
const isOnBigRiver = cells.r[cellId] && cells.fl[cellId] > 100;
if (isOnBigRiver) return "River";
const isDeelyLandlocked = cells.t[cellId] > LANDLOCKED;
if (isDeelyLandlocked && HUNTING_BIOMES.includes(biome)) return "Hunting";
return "Generic";
}
function defineCultureExpansionism(type: TCultureType) {
const baseExp = cultureTypeBaseExpansionism[type];
return rn(((Math.random() * powerInput) / 2 + 1) * baseExp, 1);
}
function checkNamesbase(base: number) {
// make sure namesbase exists in nameBases
if (!nameBases.length) {
ERROR && console.error("Name base is empty, default nameBases will be applied");
nameBases = Names.getNameBases();
}
// check if base is in nameBases
if (base > nameBases.length) return base;
ERROR && console.error(`Name base ${base} is not available, applying a fallback one`);
return base % nameBases.length;
}
};
export const getDefault = function (culturesNumber: number) {
const cultureSet = getInputValue("culturesSet") as TCultureSetName;
if (cultureSet in cultureSets) {
return cultureSets[cultureSet](culturesNumber);
}
throw new Error(`Unsupported culture set: ${cultureSet}`);
};
// expand cultures across the map (Dijkstra-like algorithm)
export const expand = function () {
TIME && console.time("expandCultures");
const queue = new FlatQueue();
pack.cultures.forEach(culture => {
if (!culture.i || culture.removed) return;
queue.push({cellId: culture.center, cultureId: culture.i}, 0);
});
const neutral = (cells.i.length / 5000) * 3000 * neutralInput.value; // limit cost for culture growth
const cost = [];
while (queue.length) {
const priority = queue.peekValue();
const {cellId, cultureId} = queue.pop();
const type = pack.cultures[cultureId].type;
cells.c[cellId].forEach(neibCellId => {
const biome = cells.biome[neibCellId];
const biomeCost = getBiomeCost(cultureId, biome, type);
const biomeChangeCost = biome === cells.biome[cellId] ? 0 : 20; // penalty on biome change
const heightCost = getHeightCost(neibCellId, cells.h[neibCellId], type);
const riverCost = getRiverCost(cells.r[neibCellId], neibCellId, type);
const typeCost = getTypeCost(cells.t[neibCellId], type);
const totalCost =
priority +
(biomeCost + biomeChangeCost + heightCost + riverCost + typeCost) / pack.cultures[cultureId].expansionism;
if (totalCost > neutral) return;
if (!cost[neibCellId] || totalCost < cost[neibCellId]) {
if (cells.s[neibCellId] > 0) cells.culture[neibCellId] = cultureId; // assign culture to populated cell
cost[neibCellId] = totalCost;
queue.push({cellId: neibCellId, cultureId}, totalCost);
}
});
}
TIME && console.timeEnd("expandCultures");
};
function getBiomeCost(cultureId: number, biome: number, type: TCultureType) {
const center = cultureId && (pack.cultures[cultureId] as ICulture).center;
const cultureBiome = cells.biome[center];
if (cultureBiome === biome) return 10; // tiny penalty for native biome
if (type === "Hunting") return biomesData.cost[biome] * 5; // non-native biome penalty for hunters
if (type === "Nomadic" && biome > 4 && biome < 10) return biomesData.cost[biome] * 10; // forest biome penalty for nomads
return biomesData.cost[biome] * 2; // general non-native biome penalty
}
function getHeightCost(cellId: number, height: number, type: TCultureType) {
const feature = pack.features[cells.f[cellId]];
const area = cells.area[cellId];
if (type === "Lake" && feature && feature.type === "lake") return 10; // no lake crossing penalty for Lake cultures
if (type === "Naval" && height < 20) return area * 2; // low sea/lake crossing penalty for Naval cultures
if (type === "Nomadic" && height < 20) return area * 50; // giant sea/lake crossing penalty for Nomads
if (height < 20) return area * 6; // general sea/lake crossing penalty
if (type === "Highland" && height < 44) return 3000; // giant penalty for highlanders on lowlands
if (type === "Highland" && height < 62) return 200; // giant penalty for highlanders on lowhills
if (type === "Highland") return 0; // no penalty for highlanders on highlands
if (height >= 67) return 200; // general mountains crossing penalty
if (height >= 44) return 30; // general hills crossing penalty
return 0;
}
function getRiverCost(riverId: number, cellId: number, type: TCultureType) {
if (type === "River") return riverId ? 0 : 100; // penalty for river cultures
if (!riverId) return 0; // no penalty for others if there is no river
return minmax(cells.fl[cellId] / 10, 20, 100); // river penalty from 20 to 100 based on flux
}
function getTypeCost(t: number, type: TCultureType) {
if (t === LAND_COAST) return type === "Naval" || type === "Lake" ? 0 : type === "Nomadic" ? 60 : 20; // penalty for coastline
if (t === LANDLOCKED) return type === "Naval" || type === "Nomadic" ? 30 : 0; // low penalty for land level 2 for Navals and nomads
if (t !== WATER_COAST) return type === "Naval" || type === "Lake" ? 100 : 0; // penalty for mainland for navals
return 0;
}
export const add = function (center: number) {
const defaultCultures = getDefault();
let culture, base, name;
if (pack.cultures.length < defaultCultures.length) {
// add one of the default cultures
culture = pack.cultures.length;
base = defaultCultures[culture].base;
name = defaultCultures[culture].name;
} else {
// add random culture besed on one of the current ones
culture = rand(pack.cultures.length - 1);
name = Names.getCulture(culture, 5, 8, "");
base = pack.cultures[culture].base;
}
const code = abbreviate(
name,
pack.cultures.map(c => c.code)
);
const i = pack.cultures.length;
const color = d3.color(d3.scaleSequential(d3.interpolateRainbow)(Math.random())).hex();
// define emblem shape
let shield = culture.shield;
const emblemShape = document.getElementById("emblemShape").value;
if (emblemShape === "random") shield = COA.getRandomShield();
pack.cultures.push({
name,
color,
base,
center,
i,
expansionism: 1,
type: "Generic",
cells: 0,
area: 0,
rural: 0,
urban: 0,
origins: [0],
code,
shield
});
};

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@ -9,10 +9,11 @@ import {rankCells} from "scripts/generation/pack/rankCells";
import {createTypedArray} from "utils/arrayUtils";
import {pick} from "utils/functionUtils";
import {rn} from "utils/numberUtils";
import {generateCultures} from "./cultures";
import {generateRivers} from "./rivers";
const {LAND_COAST, WATER_COAST, DEEPER_WATER} = DISTANCE_FIELD;
const {Biomes, Cultures} = window;
const {Biomes} = window;
export function createPack(grid: IGrid): IPack {
const {temp, prec} = grid.cells;
@ -51,7 +52,7 @@ export function createPack(grid: IGrid): IPack {
const {suitability, population} = rankCells(mergedFeatures, {
t: distanceField,
f: featureIds,
fl: riverIds,
fl: flux,
conf,
r: riverIds,
h: heights,
@ -61,10 +62,25 @@ export function createPack(grid: IGrid): IPack {
harbor
});
const {cultureIds, cultures}: {cultureIds: Uint16Array; cultures: ICulture[]} = Cultures.generate({
features: mergedFeatures,
cells: {...cells, pop: population}
});
const {cultureIds, cultures} = generateCultures(
mergedFeatures,
{
p: cells.p,
i: cells.i,
g: cells.g,
t: distanceField,
h: heights,
haven,
harbor,
f: featureIds,
r: riverIds,
fl: flux,
s: suitability,
pop: population,
biome
},
temp
);
// Cultures.expand();
// BurgsAndStates.generate();
@ -93,7 +109,7 @@ export function createPack(grid: IGrid): IPack {
vertices,
cells: {
...cells,
h: new Uint8Array(heights),
h: heights,
f: featureIds,
t: distanceField,
haven,