mirror of
https://github.com/Azgaar/Fantasy-Map-Generator.git
synced 2025-12-22 03:51:23 +01:00
Merge branch 'master' into faith-update
This commit is contained in:
commit
fc1b99762e
9 changed files with 70 additions and 44 deletions
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@ -1,5 +1,5 @@
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To get heightmap with correct height scale:
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1. Open tangrams.github.io
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1. Open https://tangrams.github.io/heightmapper
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2. Toggle off auto-exposure
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3. Set max elevation to 2000
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4. Set min elevation to -500
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@ -7863,14 +7863,14 @@
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<script src="modules/ui/general.js?v=1.87.03"></script>
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<script src="modules/ui/options.js?v=1.88.02"></script>
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<script src="main.js?v=1.88.02"></script>
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<script src="main.js?v=1.89.05"></script>
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<script defer src="modules/relief-icons.js"></script>
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<script defer src="modules/ui/style.js"></script>
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<script defer src="modules/ui/editors.js?v=1.90.00"></script>
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<script defer src="modules/ui/tools.js?v=1.89.00"></script>
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<script defer src="modules/ui/world-configurator.js"></script>
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<script defer src="modules/ui/heightmap-editor.js?v=1.88.03"></script>
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<script defer src="modules/ui/heightmap-editor.js?v=1.89.06"></script>
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<script defer src="modules/ui/provinces-editor.js?v=1.89.00"></script>
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<script defer src="modules/ui/biomes-editor.js"></script>
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<script defer src="modules/ui/namesbase-editor.js?v=1.87.10"></script>
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1
main.js
1
main.js
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@ -191,7 +191,6 @@ let populationRate = +document.getElementById("populationRateInput").value;
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let distanceScale = +document.getElementById("distanceScaleInput").value;
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let urbanization = +document.getElementById("urbanizationInput").value;
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let urbanDensity = +document.getElementById("urbanDensityInput").value;
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let statesNeutral = 1; // statesEditor growth parameter
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applyStoredOptions();
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@ -359,7 +359,7 @@ window.BurgsAndStates = (function () {
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TIME && console.timeEnd("drawBurgs");
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};
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// growth algorithm to assign cells to states like we did for cultures
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// expand cultures across the map (Dijkstra-like algorithm)
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const expandStates = function () {
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TIME && console.time("expandStates");
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const {cells, states, cultures, burgs} = pack;
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@ -367,18 +367,28 @@ window.BurgsAndStates = (function () {
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cells.state = cells.state || new Uint16Array(cells.i.length);
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const queue = new PriorityQueue({comparator: (a, b) => a.p - b.p});
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const cost = [];
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const neutral = (cells.i.length / 5000) * 2500 * neutralInput.value * statesNeutral; // limit cost for state growth
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states
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.filter(s => s.i && !s.removed)
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.forEach(s => {
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const capitalCell = burgs[s.capital].cell;
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cells.state[capitalCell] = s.i;
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const cultureCenter = cultures[s.culture].center;
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const b = cells.biome[cultureCenter]; // state native biome
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queue.queue({e: s.center, p: 0, s: s.i, b});
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cost[s.center] = 1;
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});
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const globalNeutralRate = byId("neutralInput")?.valueAsNumber || 1;
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const statesNeutralRate = byId("statesNeutral")?.valueAsNumber || 1;
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const neutral = (cells.i.length / 2) * globalNeutralRate * statesNeutralRate; // limit cost for state growth
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// remove state from all cells except of locked
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for (const cellId of cells.i) {
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const state = states[cells.state[cellId]];
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if (state.lock) continue;
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cells.state[cellId] = 0;
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}
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for (const state of states) {
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if (!state.i || state.removed) continue;
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const capitalCell = burgs[state.capital].cell;
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cells.state[capitalCell] = state.i;
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const cultureCenter = cultures[state.culture].center;
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const b = cells.biome[cultureCenter]; // state native biome
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queue.queue({e: state.center, p: 0, s: state.i, b});
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cost[state.center] = 1;
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}
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while (queue.length) {
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const next = queue.dequeue();
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@ -116,8 +116,8 @@ window.Cultures = (function () {
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cultures.forEach(c => (c.base = c.base % nameBases.length));
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function selectCultures(c) {
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let def = getDefault(c);
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function selectCultures(culturesNumber) {
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let def = getDefault(culturesNumber);
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const cultures = [];
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pack.cultures?.forEach(function (culture) {
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@ -153,8 +153,8 @@ window.Cultures = (function () {
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}
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}
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} else {
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if (c === def.length) return def;
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if (def.every(d => d.odd === 1)) return def.splice(0, c);
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if (culturesNumber === def.length) return def;
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if (def.every(d => d.odd === 1)) return def.splice(0, culturesNumber);
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if (pack.religions?.length > 2) {
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pack.religions.forEach(r => {
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if (r.type === "Folk" && !r.lock) r.removed = true;
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@ -162,7 +162,7 @@ window.Cultures = (function () {
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}
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}
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for (let culture, rnd, i = 0; cultures.length < c && def.length > 0;) {
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for (let culture, rnd, i = 0; cultures.length < culturesNumber && def.length > 0;) {
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do {
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rnd = rand(def.length - 1);
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culture = def[rnd];
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@ -542,28 +542,37 @@ window.Cultures = (function () {
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// expand cultures across the map (Dijkstra-like algorithm)
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const expand = function () {
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TIME && console.time("expandCultures");
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cells = pack.cells;
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const {cells, cultures} = pack;
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const queue = new PriorityQueue({comparator: (a, b) => a.p - b.p});
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pack.cultures.forEach(function (c) {
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if (!c.i || c.removed || c.lock) return;
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queue.queue({e: c.center, p: 0, c: c.i});
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});
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const neutral = (cells.i.length / 5000) * 3000 * neutralInput.value; // limit cost for culture growth
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const cost = [];
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const neutralRate = byId("neutralRate")?.valueAsNumber || 1;
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const neutral = cells.i.length * 0.6 * neutralRate; // limit cost for culture growth
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// remove culture from all cells except of locked
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for (const cellId of cells.i) {
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const culture = cultures[cells.culture[cellId]];
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if (culture.lock) continue;
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cells.culture[cellId] = 0;
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}
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for (const culture of cultures) {
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if (!culture.i || culture.removed) continue;
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queue.queue({e: culture.center, p: 0, c: culture.i});
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}
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while (queue.length) {
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const next = queue.dequeue(),
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n = next.e,
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p = next.p,
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c = next.c;
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const type = pack.cultures[c].type;
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cells.c[n].forEach(e => {
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if (pack.cultures[cells.culture[e]]?.lock) return;
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const {e, p, c} = queue.dequeue();
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const {type} = pack.cultures[c];
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cells.c[e].forEach(e => {
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const culture = cells.culture[e];
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if (culture?.lock) return; // do not overwrite cell of locked culture
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const biome = cells.biome[e];
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const biomeCost = getBiomeCost(c, biome, type);
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const biomeChangeCost = biome === cells.biome[n] ? 0 : 20; // penalty on biome change
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const biomeChangeCost = biome === cells.biome[e] ? 0 : 20; // penalty on biome change
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const heightCost = getHeightCost(e, cells.h[e], type);
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const riverCost = getRiverCost(cells.r[e], e, type);
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const typeCost = getTypeCost(cells.t[e], type);
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@ -883,7 +883,6 @@ function changeStatesGrowthRate() {
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const growthRate = +this.value;
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byId("statesNeutral").value = growthRate;
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byId("statesNeutralNumber").value = growthRate;
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statesNeutral = growthRate;
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tip("Growth rate: " + growthRate);
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recalculateStates(false);
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}
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@ -351,9 +351,8 @@ window.Religions = (function () {
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const codes = [];
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// add folk religions
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pack.cultures.forEach(c => {
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const newId = c.i;
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if (!newId) return religions.push({i: 0, name: "No religion"});
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cultures.forEach(c => {
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if (!c.i) return religions.push({i: 0, name: "No religion"});
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if (c.removed) {
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religions.push({
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@ -365,6 +364,8 @@ window.Religions = (function () {
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return;
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}
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const newId = c.i;
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if (pack.religions) {
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const lockedFolkReligion = pack.religions.find(
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r => r.culture === c.i && !r.removed && r.lock && r.type === "Folk"
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@ -868,7 +869,6 @@ window.Religions = (function () {
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r.culture = cells.culture[r.center];
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}
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});
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TIME && console.timeEnd("updateCulturesForReligions");
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}
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// get supreme deity name
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@ -1176,7 +1176,7 @@ function refreshAllEditors() {
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// dynamically loaded editors
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async function editStates() {
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if (customization) return;
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const Editor = await import("../dynamic/editors/states-editor.js?v=1.89.02");
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const Editor = await import("../dynamic/editors/states-editor.js?v=1.89.05");
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Editor.open();
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}
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@ -204,6 +204,13 @@ function editHeightmap(options) {
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INFO && console.group("Edit Heightmap");
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TIME && console.time("regenerateErasedData");
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// remove data
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pack.cultures = [];
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pack.burgs = [];
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pack.states = [];
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pack.provinces = [];
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pack.religions = [];
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const erosionAllowed = allowErosion.checked;
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markFeatures();
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markupGridOcean();
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@ -231,8 +238,10 @@ function editHeightmap(options) {
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Lakes.defineGroup();
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defineBiomes();
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rankCells();
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Cultures.generate();
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Cultures.expand();
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BurgsAndStates.generate();
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Religions.generate();
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BurgsAndStates.defineStateForms();
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