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refactor(generation): cultures start
This commit is contained in:
parent
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commit
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15 changed files with 621 additions and 581 deletions
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@ -7644,7 +7644,7 @@
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<script type="module" src="/src/modules/rivers.js"></script>
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<script type="module" src="/src/modules/names-generator.js"></script>
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<script type="module" src="/src/modules/biomes.js"></script>
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<script type="module" src="/src/modules/cultures-generator.js"></script>
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<script type="module" src="/src/modules/cultures-generator.ts"></script>
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<script type="module" src="/src/modules/burgs-and-states.js"></script>
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<script type="module" src="/src/modules/routes-generator.js"></script>
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<script type="module" src="/src/modules/religions-generator.js"></script>
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253
src/config/cultureSets.ts
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253
src/config/cultureSets.ts
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import {rand} from "utils/probabilityUtils";
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const {Names, COA} = window;
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export type TCultureSetName =
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| "world"
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| "european"
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| "oriental"
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| "english"
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| "antique"
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| "highFantasy"
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| "darkFantasy"
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| "random";
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interface ICultureConfig {
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name: string;
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base: number;
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odd: number;
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shield: string;
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sort?: Function;
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}
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const world = () => [
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{name: "Shwazen", base: 0, odd: 0.7, sort: new Function(`i => n(i) / td(i, 10) / bd(i, [6, 8])`), shield: "hessen"},
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{name: "Shwazen", base: 0, odd: 0.7, sort: i => n(i) / td(i, 10) / bd(i, [6, 8]), shield: "hessen"},
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{name: "Angshire", base: 1, odd: 1, sort: i => n(i) / td(i, 10) / sf(i), shield: "heater"},
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{name: "Luari", base: 2, odd: 0.6, sort: i => n(i) / td(i, 12) / bd(i, [6, 8]), shield: "oldFrench"},
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{name: "Tallian", base: 3, odd: 0.6, sort: i => n(i) / td(i, 15), shield: "horsehead2"},
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{name: "Astellian", base: 4, odd: 0.6, sort: i => n(i) / td(i, 16), shield: "spanish"},
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{name: "Slovan", base: 5, odd: 0.7, sort: i => (n(i) / td(i, 6)) * t[i], shield: "round"},
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{name: "Norse", base: 6, odd: 0.7, sort: i => n(i) / td(i, 5), shield: "heater"},
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{name: "Elladan", base: 7, odd: 0.7, sort: i => (n(i) / td(i, 18)) * h[i], shield: "boeotian"},
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{name: "Romian", base: 8, odd: 0.7, sort: i => n(i) / td(i, 15), shield: "roman"},
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{name: "Soumi", base: 9, odd: 0.3, sort: i => (n(i) / td(i, 5) / bd(i, [9])) * t[i], shield: "pavise"},
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{name: "Koryo", base: 10, odd: 0.1, sort: i => n(i) / td(i, 12) / t[i], shield: "round"},
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{name: "Hantzu", base: 11, odd: 0.1, sort: i => n(i) / td(i, 13), shield: "banner"},
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{name: "Yamoto", base: 12, odd: 0.1, sort: i => n(i) / td(i, 15) / t[i], shield: "round"},
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{name: "Portuzian", base: 13, odd: 0.4, sort: i => n(i) / td(i, 17) / sf(i), shield: "spanish"},
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{name: "Nawatli", base: 14, odd: 0.1, sort: i => h[i] / td(i, 18) / bd(i, [7]), shield: "square"},
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{name: "Vengrian", base: 15, odd: 0.2, sort: i => (n(i) / td(i, 11) / bd(i, [4])) * t[i], shield: "wedged"},
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{name: "Turchian", base: 16, odd: 0.2, sort: i => n(i) / td(i, 13), shield: "round"},
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{name: "Berberan", base: 17, odd: 0.1, sort: i => (n(i) / td(i, 19) / bd(i, [1, 2, 3], 7)) * t[i], shield: "round"},
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{name: "Eurabic", base: 18, odd: 0.2, sort: i => (n(i) / td(i, 26) / bd(i, [1, 2], 7)) * t[i], shield: "round"},
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{name: "Inuk", base: 19, odd: 0.05, sort: i => td(i, -1) / bd(i, [10, 11]) / sf(i), shield: "square"},
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{name: "Euskati", base: 20, odd: 0.05, sort: i => (n(i) / td(i, 15)) * h[i], shield: "spanish"},
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{name: "Yoruba", base: 21, odd: 0.05, sort: i => n(i) / td(i, 15) / bd(i, [5, 7]), shield: "vesicaPiscis"},
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{name: "Keltan", base: 22, odd: 0.05, sort: i => (n(i) / td(i, 11) / bd(i, [6, 8])) * t[i], shield: "vesicaPiscis"},
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{name: "Efratic", base: 23, odd: 0.05, sort: i => (n(i) / td(i, 22)) * t[i], shield: "diamond"},
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{name: "Tehrani", base: 24, odd: 0.1, sort: i => (n(i) / td(i, 18)) * h[i], shield: "round"},
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{name: "Maui", base: 25, odd: 0.05, sort: i => n(i) / td(i, 24) / sf(i) / t[i], shield: "round"},
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{name: "Carnatic", base: 26, odd: 0.05, sort: i => n(i) / td(i, 26), shield: "round"},
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{name: "Inqan", base: 27, odd: 0.05, sort: i => h[i] / td(i, 13), shield: "square"},
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{name: "Kiswaili", base: 28, odd: 0.1, sort: i => n(i) / td(i, 29) / bd(i, [1, 3, 5, 7]), shield: "vesicaPiscis"},
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{name: "Vietic", base: 29, odd: 0.1, sort: i => n(i) / td(i, 25) / bd(i, [7], 7) / t[i], shield: "banner"},
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{name: "Guantzu", base: 30, odd: 0.1, sort: i => n(i) / td(i, 17), shield: "banner"},
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{name: "Ulus", base: 31, odd: 0.1, sort: i => (n(i) / td(i, 5) / bd(i, [2, 4, 10], 7)) * t[i], shield: "banner"}
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];
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const european = () => [
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{name: "Shwazen", base: 0, odd: 1, sort: i => n(i) / td(i, 10) / bd(i, [6, 8]), shield: "swiss"},
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{name: "Angshire", base: 1, odd: 1, sort: i => n(i) / td(i, 10) / sf(i), shield: "wedged"},
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{name: "Luari", base: 2, odd: 1, sort: i => n(i) / td(i, 12) / bd(i, [6, 8]), shield: "french"},
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{name: "Tallian", base: 3, odd: 1, sort: i => n(i) / td(i, 15), shield: "horsehead"},
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{name: "Astellian", base: 4, odd: 1, sort: i => n(i) / td(i, 16), shield: "spanish"},
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{name: "Slovan", base: 5, odd: 1, sort: i => (n(i) / td(i, 6)) * t[i], shield: "polish"},
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{name: "Norse", base: 6, odd: 1, sort: i => n(i) / td(i, 5), shield: "heater"},
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{name: "Elladan", base: 7, odd: 1, sort: i => (n(i) / td(i, 18)) * h[i], shield: "boeotian"},
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{name: "Romian", base: 8, odd: 0.2, sort: i => n(i) / td(i, 15) / t[i], shield: "roman"},
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{name: "Soumi", base: 9, odd: 1, sort: i => (n(i) / td(i, 5) / bd(i, [9])) * t[i], shield: "pavise"},
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{name: "Portuzian", base: 13, odd: 1, sort: i => n(i) / td(i, 17) / sf(i), shield: "renaissance"},
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{name: "Vengrian", base: 15, odd: 1, sort: i => (n(i) / td(i, 11) / bd(i, [4])) * t[i], shield: "horsehead2"},
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{name: "Turchian", base: 16, odd: 0.05, sort: i => n(i) / td(i, 14), shield: "round"},
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{name: "Euskati", base: 20, odd: 0.05, sort: i => (n(i) / td(i, 15)) * h[i], shield: "oldFrench"},
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{name: "Keltan", base: 22, odd: 0.05, sort: i => (n(i) / td(i, 11) / bd(i, [6, 8])) * t[i], shield: "oval"}
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];
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const oriental = () => [
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{name: "Koryo", base: 10, odd: 1, sort: i => n(i) / td(i, 12) / t[i], shield: "round"},
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{name: "Hantzu", base: 11, odd: 1, sort: i => n(i) / td(i, 13), shield: "banner"},
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{name: "Yamoto", base: 12, odd: 1, sort: i => n(i) / td(i, 15) / t[i], shield: "round"},
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{name: "Turchian", base: 16, odd: 1, sort: i => n(i) / td(i, 12), shield: "round"},
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{name: "Berberan", base: 17, odd: 0.2, sort: i => (n(i) / td(i, 19) / bd(i, [1, 2, 3], 7)) * t[i], shield: "oval"},
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{name: "Eurabic", base: 18, odd: 1, sort: i => (n(i) / td(i, 26) / bd(i, [1, 2], 7)) * t[i], shield: "oval"},
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{name: "Efratic", base: 23, odd: 0.1, sort: i => (n(i) / td(i, 22)) * t[i], shield: "round"},
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{name: "Tehrani", base: 24, odd: 1, sort: i => (n(i) / td(i, 18)) * h[i], shield: "round"},
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{name: "Maui", base: 25, odd: 0.2, sort: i => n(i) / td(i, 24) / sf(i) / t[i], shield: "vesicaPiscis"},
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{name: "Carnatic", base: 26, odd: 0.5, sort: i => n(i) / td(i, 26), shield: "round"},
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{name: "Vietic", base: 29, odd: 0.8, sort: i => n(i) / td(i, 25) / bd(i, [7], 7) / t[i], shield: "banner"},
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{name: "Guantzu", base: 30, odd: 0.5, sort: i => n(i) / td(i, 17), shield: "banner"},
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{name: "Ulus", base: 31, odd: 1, sort: i => (n(i) / td(i, 5) / bd(i, [2, 4, 10], 7)) * t[i], shield: "banner"}
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];
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const getEnglishName: () => string = () => Names.getBase(1, 5, 9, "", 0);
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const english = () => [
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{name: getEnglishName(), base: 1, odd: 1, shield: "heater"},
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{name: getEnglishName(), base: 1, odd: 1, shield: "wedged"},
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{name: getEnglishName(), base: 1, odd: 1, shield: "swiss"},
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{name: getEnglishName(), base: 1, odd: 1, shield: "oldFrench"},
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{name: getEnglishName(), base: 1, odd: 1, shield: "swiss"},
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{name: getEnglishName(), base: 1, odd: 1, shield: "spanish"},
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{name: getEnglishName(), base: 1, odd: 1, shield: "hessen"},
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{name: getEnglishName(), base: 1, odd: 1, shield: "fantasy5"},
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{name: getEnglishName(), base: 1, odd: 1, shield: "fantasy4"},
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{name: getEnglishName(), base: 1, odd: 1, shield: "fantasy1"}
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];
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const antique = () => [
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{name: "Roman", base: 8, odd: 1, sort: i => n(i) / td(i, 14) / t[i], shield: "roman"}, // Roman
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{name: "Roman", base: 8, odd: 1, sort: i => n(i) / td(i, 15) / sf(i), shield: "roman"}, // Roman
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{name: "Roman", base: 8, odd: 1, sort: i => n(i) / td(i, 16) / sf(i), shield: "roman"}, // Roman
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{name: "Roman", base: 8, odd: 1, sort: i => n(i) / td(i, 17) / t[i], shield: "roman"}, // Roman
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{name: "Hellenic", base: 7, odd: 1, sort: i => (n(i) / td(i, 18) / sf(i)) * h[i], shield: "boeotian"}, // Greek
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{name: "Hellenic", base: 7, odd: 1, sort: i => (n(i) / td(i, 19) / sf(i)) * h[i], shield: "boeotian"}, // Greek
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{name: "Macedonian", base: 7, odd: 0.5, sort: i => (n(i) / td(i, 12)) * h[i], shield: "round"}, // Greek
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{name: "Celtic", base: 22, odd: 1, sort: i => n(i) / td(i, 11) ** 0.5 / bd(i, [6, 8]), shield: "round"},
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{name: "Germanic", base: 0, odd: 1, sort: i => n(i) / td(i, 10) ** 0.5 / bd(i, [6, 8]), shield: "round"},
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{name: "Persian", base: 24, odd: 0.8, sort: i => (n(i) / td(i, 18)) * h[i], shield: "oval"}, // Iranian
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{name: "Scythian", base: 24, odd: 0.5, sort: i => n(i) / td(i, 11) ** 0.5 / bd(i, [4]), shield: "round"}, // Iranian
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{name: "Cantabrian", base: 20, odd: 0.5, sort: i => (n(i) / td(i, 16)) * h[i], shield: "oval"}, // Basque
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{name: "Estian", base: 9, odd: 0.2, sort: i => (n(i) / td(i, 5)) * t[i], shield: "pavise"}, // Finnic
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{name: "Carthaginian", base: 17, odd: 0.3, sort: i => n(i) / td(i, 19) / sf(i), shield: "oval"}, // Berber
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{name: "Mesopotamian", base: 23, odd: 0.2, sort: i => n(i) / td(i, 22) / bd(i, [1, 2, 3]), shield: "oval"} // Mesopotamian
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];
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const highFantasy = () => [
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// fantasy races
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{name: "Quenian (Elfish)", base: 33, odd: 1, sort: i => (n(i) / bd(i, [6, 7, 8, 9], 10)) * t[i], shield: "gondor"}, // Elves
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{name: "Eldar (Elfish)", base: 33, odd: 1, sort: i => (n(i) / bd(i, [6, 7, 8, 9], 10)) * t[i], shield: "noldor"}, // Elves
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{
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name: "Trow (Dark Elfish)",
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base: 34,
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odd: 0.9,
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sort: i => (n(i) / bd(i, [7, 8, 9, 12], 10)) * t[i],
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shield: "hessen"
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},
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{
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name: "Lothian (Dark Elfish)",
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base: 34,
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odd: 0.3,
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sort: i => (n(i) / bd(i, [7, 8, 9, 12], 10)) * t[i],
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shield: "wedged"
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},
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{name: "Dunirr (Dwarven)", base: 35, odd: 1, sort: i => n(i) + h[i], shield: "ironHills"}, // Dwarfs
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{name: "Khazadur (Dwarven)", base: 35, odd: 1, sort: i => n(i) + h[i], shield: "erebor"}, // Dwarfs
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{name: "Kobold (Goblin)", base: 36, odd: 1, sort: i => t[i] - s[i], shield: "moriaOrc"}, // Goblin
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{name: "Uruk (Orkish)", base: 37, odd: 1, sort: i => h[i] * t[i], shield: "urukHai"}, // Orc
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{name: "Ugluk (Orkish)", base: 37, odd: 0.5, sort: i => (h[i] * t[i]) / bd(i, [1, 2, 10, 11]), shield: "moriaOrc"}, // Orc
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{name: "Yotunn (Giants)", base: 38, odd: 0.7, sort: i => td(i, -10), shield: "pavise"}, // Giant
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{name: "Rake (Drakonic)", base: 39, odd: 0.7, sort: i => -s[i], shield: "fantasy2"}, // Draconic
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{name: "Arago (Arachnid)", base: 40, odd: 0.7, sort: i => t[i] - s[i], shield: "horsehead2"}, // Arachnid
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{name: "Aj'Snaga (Serpents)", base: 41, odd: 0.7, sort: i => n(i) / bd(i, [12], 10), shield: "fantasy1"}, // Serpents
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// fantasy human
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{name: "Anor (Human)", base: 32, odd: 1, sort: i => n(i) / td(i, 10), shield: "fantasy5"},
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{name: "Dail (Human)", base: 32, odd: 1, sort: i => n(i) / td(i, 13), shield: "roman"},
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{name: "Rohand (Human)", base: 16, odd: 1, sort: i => n(i) / td(i, 16), shield: "round"},
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{
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name: "Dulandir (Human)",
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base: 31,
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odd: 1,
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sort: i => (n(i) / td(i, 5) / bd(i, [2, 4, 10], 7)) * t[i],
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shield: "easterling"
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}
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];
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const darkFantasy = () => [
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// common real-world English
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{name: "Angshire", base: 1, odd: 1, sort: i => n(i) / td(i, 10) / sf(i), shield: "heater"},
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{name: "Enlandic", base: 1, odd: 1, sort: i => n(i) / td(i, 12), shield: "heater"},
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{name: "Westen", base: 1, odd: 1, sort: i => n(i) / td(i, 10), shield: "heater"},
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{name: "Nortumbic", base: 1, odd: 1, sort: i => n(i) / td(i, 7), shield: "heater"},
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{name: "Mercian", base: 1, odd: 1, sort: i => n(i) / td(i, 9), shield: "heater"},
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{name: "Kentian", base: 1, odd: 1, sort: i => n(i) / td(i, 12), shield: "heater"},
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// rare real-world western
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{name: "Norse", base: 6, odd: 0.7, sort: i => n(i) / td(i, 5) / sf(i), shield: "oldFrench"},
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{name: "Schwarzen", base: 0, odd: 0.3, sort: i => n(i) / td(i, 10) / bd(i, [6, 8]), shield: "gonfalon"},
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{name: "Luarian", base: 2, odd: 0.3, sort: i => n(i) / td(i, 12) / bd(i, [6, 8]), shield: "oldFrench"},
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{name: "Hetallian", base: 3, odd: 0.3, sort: i => n(i) / td(i, 15), shield: "oval"},
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{name: "Astellian", base: 4, odd: 0.3, sort: i => n(i) / td(i, 16), shield: "spanish"},
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// rare real-world exotic
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{
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name: "Kiswaili",
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base: 28,
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odd: 0.05,
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sort: i => n(i) / td(i, 29) / bd(i, [1, 3, 5, 7]),
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shield: "vesicaPiscis"
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},
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{name: "Yoruba", base: 21, odd: 0.05, sort: i => n(i) / td(i, 15) / bd(i, [5, 7]), shield: "vesicaPiscis"},
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{name: "Koryo", base: 10, odd: 0.05, sort: i => n(i) / td(i, 12) / t[i], shield: "round"},
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{name: "Hantzu", base: 11, odd: 0.05, sort: i => n(i) / td(i, 13), shield: "banner"},
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{name: "Yamoto", base: 12, odd: 0.05, sort: i => n(i) / td(i, 15) / t[i], shield: "round"},
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{name: "Guantzu", base: 30, odd: 0.05, sort: i => n(i) / td(i, 17), shield: "banner"},
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{
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name: "Ulus",
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base: 31,
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odd: 0.05,
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sort: i => (n(i) / td(i, 5) / bd(i, [2, 4, 10], 7)) * t[i],
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shield: "banner"
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},
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{name: "Turan", base: 16, odd: 0.05, sort: i => n(i) / td(i, 12), shield: "round"},
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{
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name: "Berberan",
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base: 17,
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odd: 0.05,
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sort: i => (n(i) / td(i, 19) / bd(i, [1, 2, 3], 7)) * t[i],
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shield: "round"
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},
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{
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name: "Eurabic",
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base: 18,
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odd: 0.05,
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sort: i => (n(i) / td(i, 26) / bd(i, [1, 2], 7)) * t[i],
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shield: "round"
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},
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{name: "Slovan", base: 5, odd: 0.05, sort: i => (n(i) / td(i, 6)) * t[i], shield: "round"},
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{
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name: "Keltan",
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base: 22,
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odd: 0.1,
|
||||
sort: i => n(i) / td(i, 11) ** 0.5 / bd(i, [6, 8]),
|
||||
shield: "vesicaPiscis"
|
||||
},
|
||||
{name: "Elladan", base: 7, odd: 0.2, sort: i => (n(i) / td(i, 18) / sf(i)) * h[i], shield: "boeotian"},
|
||||
{name: "Romian", base: 8, odd: 0.2, sort: i => n(i) / td(i, 14) / t[i], shield: "roman"},
|
||||
// fantasy races
|
||||
{name: "Eldar", base: 33, odd: 0.5, sort: i => (n(i) / bd(i, [6, 7, 8, 9], 10)) * t[i], shield: "fantasy5"}, // Elves
|
||||
{name: "Trow", base: 34, odd: 0.8, sort: i => (n(i) / bd(i, [7, 8, 9, 12], 10)) * t[i], shield: "hessen"}, // Dark Elves
|
||||
{name: "Durinn", base: 35, odd: 0.8, sort: i => n(i) + h[i], shield: "erebor"}, // Dwarven
|
||||
{name: "Kobblin", base: 36, odd: 0.8, sort: i => t[i] - s[i], shield: "moriaOrc"}, // Goblin
|
||||
{name: "Uruk", base: 37, odd: 0.8, sort: i => (h[i] * t[i]) / bd(i, [1, 2, 10, 11]), shield: "urukHai"}, // Orc
|
||||
{name: "Yotunn", base: 38, odd: 0.8, sort: i => td(i, -10), shield: "pavise"}, // Giant
|
||||
{name: "Drake", base: 39, odd: 0.9, sort: i => -s[i], shield: "fantasy2"}, // Draconic
|
||||
{name: "Rakhnid", base: 40, odd: 0.9, sort: i => t[i] - s[i], shield: "horsehead2"}, // Arachnid
|
||||
{name: "Aj'Snaga", base: 41, odd: 0.9, sort: i => n(i) / bd(i, [12], 10), shield: "fantasy1"} // Serpents
|
||||
];
|
||||
|
||||
const random = (culturesNumber: number) =>
|
||||
new Array(culturesNumber).map(() => {
|
||||
const rnd = rand(nameBases.length - 1);
|
||||
const name = Names.getBaseShort(rnd);
|
||||
return {name, base: rnd, odd: 1, shield: COA.getRandomShield()};
|
||||
});
|
||||
|
||||
export const cultureSets: {[K in TCultureSetName]: (culturesNumber: number) => ICultureConfig[]} = {
|
||||
world,
|
||||
european,
|
||||
oriental,
|
||||
english,
|
||||
antique,
|
||||
highFantasy,
|
||||
darkFantasy,
|
||||
random
|
||||
};
|
||||
|
|
@ -36,7 +36,7 @@ export function drawIce() {
|
|||
if (grid.features[cells.f[i]].type === "lake") continue; // lake: no icebers
|
||||
let size = (6.5 + t) / 10; // iceberg size: 0 = full size, 1 = zero size
|
||||
if (cells.t[i] === -1) size *= 1.3; // coasline: smaller icebers
|
||||
size = Math.min(size * (0.4 + rand() * 1.2), 0.95); // randomize iceberg size
|
||||
size = Math.min(size * (0.4 + Math.random() * 1.2), 0.95); // randomize iceberg size
|
||||
resizePolygon(i, size);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -49,7 +49,7 @@ window.BurgsAndStates = (function () {
|
|||
let burgs = [0];
|
||||
|
||||
const rand = () => 0.5 + Math.random() * 0.5;
|
||||
const score = new Int16Array(cells.s.map(s => s * rand())); // cell score for capitals placement
|
||||
const score = new Int16Array(cells.s.map(s => s * Math.random())); // cell score for capitals placement
|
||||
const sorted = cells.i.filter(i => score[i] > 0 && cells.culture[i]).sort((a, b) => score[b] - score[a]); // filtered and sorted array of indexes
|
||||
|
||||
if (sorted.length < count * 10) {
|
||||
|
|
|
|||
|
|
@ -1049,8 +1049,13 @@ window.COA = (function () {
|
|||
return "heater";
|
||||
};
|
||||
|
||||
const getRandomShield = function () {
|
||||
const type = rw(shields.types);
|
||||
return rw(shields[type]);
|
||||
};
|
||||
|
||||
const toString = coa => JSON.stringify(coa).replaceAll("#", "%23");
|
||||
const copy = coa => JSON.parse(JSON.stringify(coa));
|
||||
|
||||
return {generate, toString, copy, getShield, shields};
|
||||
return {generate, toString, copy, getShield, shields, getRandomShield};
|
||||
})();
|
||||
|
|
|
|||
|
|
@ -1,566 +0,0 @@
|
|||
import * as d3 from "d3";
|
||||
import FlatQueue from "flatqueue";
|
||||
|
||||
import {TIME} from "config/logging";
|
||||
import {getColors} from "utils/colorUtils";
|
||||
import {rn, minmax} from "utils/numberUtils";
|
||||
import {rand, P, rw, biased} from "utils/probabilityUtils";
|
||||
import {abbreviate} from "utils/languageUtils";
|
||||
|
||||
window.Cultures = (function () {
|
||||
let cells;
|
||||
|
||||
const generate = function () {
|
||||
TIME && console.time("generateCultures");
|
||||
cells = pack.cells;
|
||||
cells.culture = new Uint16Array(cells.i.length); // cell cultures
|
||||
let count = Math.min(+culturesInput.value, +culturesSet.selectedOptions[0].dataset.max);
|
||||
|
||||
const populated = cells.i.filter(i => cells.s[i]); // populated cells
|
||||
if (populated.length < count * 25) {
|
||||
count = Math.floor(populated.length / 50);
|
||||
if (!count) {
|
||||
WARN && console.warn(`There are no populated cells. Cannot generate cultures`);
|
||||
pack.cultures = [{name: "Wildlands", i: 0, base: 1, shield: "round"}];
|
||||
alertMessage.innerHTML = /* html */ ` 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 () {
|
||||
$(this).dialog("close");
|
||||
}
|
||||
}
|
||||
});
|
||||
return;
|
||||
} else {
|
||||
WARN && console.warn(`Not enough populated cells (${populated.length}). Will generate only ${count} cultures`);
|
||||
alertMessage.innerHTML = /* html */ ` There are only ${populated.length} populated cells and it's insufficient livable area.<br />
|
||||
Only ${count} out of ${culturesInput.value} requested cultures will be generated.<br />
|
||||
Please consider changing climate settings in the World Configurator`;
|
||||
$("#alert").dialog({
|
||||
resizable: false,
|
||||
title: "Extreme climate warning",
|
||||
buttons: {
|
||||
Ok: function () {
|
||||
$(this).dialog("close");
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
const cultures = (pack.cultures = selectCultures(count));
|
||||
const centers = d3.quadtree();
|
||||
const colors = getColors(count);
|
||||
const emblemShape = document.getElementById("emblemShape").value;
|
||||
|
||||
const codes = [];
|
||||
cultures.forEach(function (c, i) {
|
||||
const cell = (c.center = placeCenter(c.sort ? c.sort : i => cells.s[i]));
|
||||
centers.add(cells.p[cell]);
|
||||
c.i = i + 1;
|
||||
delete c.odd;
|
||||
delete c.sort;
|
||||
c.color = colors[i];
|
||||
c.type = defineCultureType(cell);
|
||||
c.expansionism = defineCultureExpansionism(c.type);
|
||||
c.origins = [0];
|
||||
c.code = abbreviate(c.name, codes);
|
||||
codes.push(c.code);
|
||||
cells.culture[cell] = i + 1;
|
||||
if (emblemShape === "random") c.shield = getRandomShield();
|
||||
});
|
||||
|
||||
function placeCenter(v) {
|
||||
let c,
|
||||
spacing = (graphWidth + graphHeight) / 2 / count;
|
||||
const sorted = [...populated].sort((a, b) => v(b) - v(a)),
|
||||
max = Math.floor(sorted.length / 2);
|
||||
do {
|
||||
c = sorted[biased(0, max, 5)];
|
||||
spacing *= 0.9;
|
||||
} while (centers.find(cells.p[c][0], cells.p[c][1], spacing) !== undefined);
|
||||
return c;
|
||||
}
|
||||
|
||||
// the first culture with id 0 is for wildlands
|
||||
cultures.unshift({name: "Wildlands", i: 0, base: 1, origins: [null], shield: "round"});
|
||||
|
||||
// make sure all bases exist in nameBases
|
||||
if (!nameBases.length) {
|
||||
ERROR && console.error("Name base is empty, default nameBases will be applied");
|
||||
nameBases = Names.getNameBases();
|
||||
}
|
||||
|
||||
cultures.forEach(c => (c.base = c.base % nameBases.length));
|
||||
|
||||
function selectCultures(c) {
|
||||
let def = getDefault(c);
|
||||
if (c === def.length) return def;
|
||||
if (def.every(d => d.odd === 1)) return def.splice(0, c);
|
||||
|
||||
const count = Math.min(c, def.length);
|
||||
const cultures = [];
|
||||
|
||||
for (let culture, rnd, i = 0; cultures.length < count && i < 200; i++) {
|
||||
do {
|
||||
rnd = rand(def.length - 1);
|
||||
culture = def[rnd];
|
||||
} while (!P(culture.odd));
|
||||
cultures.push(culture);
|
||||
def.splice(rnd, 1);
|
||||
}
|
||||
return cultures;
|
||||
}
|
||||
|
||||
// set culture type based on culture center position
|
||||
function defineCultureType(i) {
|
||||
if (cells.h[i] < 70 && [1, 2, 4].includes(cells.biome[i])) return "Nomadic"; // high penalty in forest biomes and near coastline
|
||||
if (cells.h[i] > 50) return "Highland"; // no penalty for hills and moutains, high for other elevations
|
||||
const f = pack.features[cells.f[cells.haven[i]]]; // opposite feature
|
||||
if (f.type === "lake" && f.cells > 5) return "Lake"; // low water cross penalty and high for growth not along coastline
|
||||
if (
|
||||
(cells.harbor[i] && f.type !== "lake" && P(0.1)) ||
|
||||
(cells.harbor[i] === 1 && P(0.6)) ||
|
||||
(pack.features[cells.f[i]].group === "isle" && P(0.4))
|
||||
)
|
||||
return "Naval"; // low water cross penalty and high for non-along-coastline growth
|
||||
if (cells.r[i] && cells.fl[i] > 100) return "River"; // no River cross penalty, penalty for non-River growth
|
||||
if (cells.t[i] > 2 && [3, 7, 8, 9, 10, 12].includes(cells.biome[i])) return "Hunting"; // high penalty in non-native biomes
|
||||
return "Generic";
|
||||
}
|
||||
|
||||
function defineCultureExpansionism(type) {
|
||||
let base = 1; // Generic
|
||||
if (type === "Lake") base = 0.8;
|
||||
else if (type === "Naval") base = 1.5;
|
||||
else if (type === "River") base = 0.9;
|
||||
else if (type === "Nomadic") base = 1.5;
|
||||
else if (type === "Hunting") base = 0.7;
|
||||
else if (type === "Highland") base = 1.2;
|
||||
return rn(((Math.random() * powerInput.value) / 2 + 1) * base, 1);
|
||||
}
|
||||
|
||||
TIME && console.timeEnd("generateCultures");
|
||||
};
|
||||
|
||||
const add = function (center) {
|
||||
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 = 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
|
||||
});
|
||||
};
|
||||
|
||||
const getDefault = function (count) {
|
||||
// generic sorting functions
|
||||
const cells = pack.cells,
|
||||
s = cells.s,
|
||||
sMax = d3.max(s),
|
||||
t = cells.t,
|
||||
h = cells.h,
|
||||
temp = grid.cells.temp;
|
||||
const n = cell => Math.ceil((s[cell] / sMax) * 3); // normalized cell score
|
||||
const td = (cell, goal) => {
|
||||
const d = Math.abs(temp[cells.g[cell]] - goal);
|
||||
return d ? d + 1 : 1;
|
||||
}; // temperature difference fee
|
||||
const bd = (cell, biomes, fee = 4) => (biomes.includes(cells.biome[cell]) ? 1 : fee); // biome difference fee
|
||||
const sf = (cell, fee = 4) =>
|
||||
cells.haven[cell] && pack.features[cells.f[cells.haven[cell]]].type !== "lake" ? 1 : fee; // not on sea coast fee
|
||||
|
||||
if (culturesSet.value === "european") {
|
||||
return [
|
||||
{name: "Shwazen", base: 0, odd: 1, sort: i => n(i) / td(i, 10) / bd(i, [6, 8]), shield: "swiss"},
|
||||
{name: "Angshire", base: 1, odd: 1, sort: i => n(i) / td(i, 10) / sf(i), shield: "wedged"},
|
||||
{name: "Luari", base: 2, odd: 1, sort: i => n(i) / td(i, 12) / bd(i, [6, 8]), shield: "french"},
|
||||
{name: "Tallian", base: 3, odd: 1, sort: i => n(i) / td(i, 15), shield: "horsehead"},
|
||||
{name: "Astellian", base: 4, odd: 1, sort: i => n(i) / td(i, 16), shield: "spanish"},
|
||||
{name: "Slovan", base: 5, odd: 1, sort: i => (n(i) / td(i, 6)) * t[i], shield: "polish"},
|
||||
{name: "Norse", base: 6, odd: 1, sort: i => n(i) / td(i, 5), shield: "heater"},
|
||||
{name: "Elladan", base: 7, odd: 1, sort: i => (n(i) / td(i, 18)) * h[i], shield: "boeotian"},
|
||||
{name: "Romian", base: 8, odd: 0.2, sort: i => n(i) / td(i, 15) / t[i], shield: "roman"},
|
||||
{name: "Soumi", base: 9, odd: 1, sort: i => (n(i) / td(i, 5) / bd(i, [9])) * t[i], shield: "pavise"},
|
||||
{name: "Portuzian", base: 13, odd: 1, sort: i => n(i) / td(i, 17) / sf(i), shield: "renaissance"},
|
||||
{name: "Vengrian", base: 15, odd: 1, sort: i => (n(i) / td(i, 11) / bd(i, [4])) * t[i], shield: "horsehead2"},
|
||||
{name: "Turchian", base: 16, odd: 0.05, sort: i => n(i) / td(i, 14), shield: "round"},
|
||||
{name: "Euskati", base: 20, odd: 0.05, sort: i => (n(i) / td(i, 15)) * h[i], shield: "oldFrench"},
|
||||
{name: "Keltan", base: 22, odd: 0.05, sort: i => (n(i) / td(i, 11) / bd(i, [6, 8])) * t[i], shield: "oval"}
|
||||
];
|
||||
}
|
||||
|
||||
if (culturesSet.value === "oriental") {
|
||||
return [
|
||||
{name: "Koryo", base: 10, odd: 1, sort: i => n(i) / td(i, 12) / t[i], shield: "round"},
|
||||
{name: "Hantzu", base: 11, odd: 1, sort: i => n(i) / td(i, 13), shield: "banner"},
|
||||
{name: "Yamoto", base: 12, odd: 1, sort: i => n(i) / td(i, 15) / t[i], shield: "round"},
|
||||
{name: "Turchian", base: 16, odd: 1, sort: i => n(i) / td(i, 12), shield: "round"},
|
||||
{
|
||||
name: "Berberan",
|
||||
base: 17,
|
||||
odd: 0.2,
|
||||
sort: i => (n(i) / td(i, 19) / bd(i, [1, 2, 3], 7)) * t[i],
|
||||
shield: "oval"
|
||||
},
|
||||
{name: "Eurabic", base: 18, odd: 1, sort: i => (n(i) / td(i, 26) / bd(i, [1, 2], 7)) * t[i], shield: "oval"},
|
||||
{name: "Efratic", base: 23, odd: 0.1, sort: i => (n(i) / td(i, 22)) * t[i], shield: "round"},
|
||||
{name: "Tehrani", base: 24, odd: 1, sort: i => (n(i) / td(i, 18)) * h[i], shield: "round"},
|
||||
{name: "Maui", base: 25, odd: 0.2, sort: i => n(i) / td(i, 24) / sf(i) / t[i], shield: "vesicaPiscis"},
|
||||
{name: "Carnatic", base: 26, odd: 0.5, sort: i => n(i) / td(i, 26), shield: "round"},
|
||||
{name: "Vietic", base: 29, odd: 0.8, sort: i => n(i) / td(i, 25) / bd(i, [7], 7) / t[i], shield: "banner"},
|
||||
{name: "Guantzu", base: 30, odd: 0.5, sort: i => n(i) / td(i, 17), shield: "banner"},
|
||||
{name: "Ulus", base: 31, odd: 1, sort: i => (n(i) / td(i, 5) / bd(i, [2, 4, 10], 7)) * t[i], shield: "banner"}
|
||||
];
|
||||
}
|
||||
|
||||
if (culturesSet.value === "english") {
|
||||
const getName = () => Names.getBase(1, 5, 9, "", 0);
|
||||
return [
|
||||
{name: getName(), base: 1, odd: 1, shield: "heater"},
|
||||
{name: getName(), base: 1, odd: 1, shield: "wedged"},
|
||||
{name: getName(), base: 1, odd: 1, shield: "swiss"},
|
||||
{name: getName(), base: 1, odd: 1, shield: "oldFrench"},
|
||||
{name: getName(), base: 1, odd: 1, shield: "swiss"},
|
||||
{name: getName(), base: 1, odd: 1, shield: "spanish"},
|
||||
{name: getName(), base: 1, odd: 1, shield: "hessen"},
|
||||
{name: getName(), base: 1, odd: 1, shield: "fantasy5"},
|
||||
{name: getName(), base: 1, odd: 1, shield: "fantasy4"},
|
||||
{name: getName(), base: 1, odd: 1, shield: "fantasy1"}
|
||||
];
|
||||
}
|
||||
|
||||
if (culturesSet.value === "antique") {
|
||||
return [
|
||||
{name: "Roman", base: 8, odd: 1, sort: i => n(i) / td(i, 14) / t[i], shield: "roman"}, // Roman
|
||||
{name: "Roman", base: 8, odd: 1, sort: i => n(i) / td(i, 15) / sf(i), shield: "roman"}, // Roman
|
||||
{name: "Roman", base: 8, odd: 1, sort: i => n(i) / td(i, 16) / sf(i), shield: "roman"}, // Roman
|
||||
{name: "Roman", base: 8, odd: 1, sort: i => n(i) / td(i, 17) / t[i], shield: "roman"}, // Roman
|
||||
{name: "Hellenic", base: 7, odd: 1, sort: i => (n(i) / td(i, 18) / sf(i)) * h[i], shield: "boeotian"}, // Greek
|
||||
{name: "Hellenic", base: 7, odd: 1, sort: i => (n(i) / td(i, 19) / sf(i)) * h[i], shield: "boeotian"}, // Greek
|
||||
{name: "Macedonian", base: 7, odd: 0.5, sort: i => (n(i) / td(i, 12)) * h[i], shield: "round"}, // Greek
|
||||
{name: "Celtic", base: 22, odd: 1, sort: i => n(i) / td(i, 11) ** 0.5 / bd(i, [6, 8]), shield: "round"},
|
||||
{name: "Germanic", base: 0, odd: 1, sort: i => n(i) / td(i, 10) ** 0.5 / bd(i, [6, 8]), shield: "round"},
|
||||
{name: "Persian", base: 24, odd: 0.8, sort: i => (n(i) / td(i, 18)) * h[i], shield: "oval"}, // Iranian
|
||||
{name: "Scythian", base: 24, odd: 0.5, sort: i => n(i) / td(i, 11) ** 0.5 / bd(i, [4]), shield: "round"}, // Iranian
|
||||
{name: "Cantabrian", base: 20, odd: 0.5, sort: i => (n(i) / td(i, 16)) * h[i], shield: "oval"}, // Basque
|
||||
{name: "Estian", base: 9, odd: 0.2, sort: i => (n(i) / td(i, 5)) * t[i], shield: "pavise"}, // Finnic
|
||||
{name: "Carthaginian", base: 17, odd: 0.3, sort: i => n(i) / td(i, 19) / sf(i), shield: "oval"}, // Berber
|
||||
{name: "Mesopotamian", base: 23, odd: 0.2, sort: i => n(i) / td(i, 22) / bd(i, [1, 2, 3]), shield: "oval"} // Mesopotamian
|
||||
];
|
||||
}
|
||||
|
||||
if (culturesSet.value === "highFantasy") {
|
||||
return [
|
||||
// fantasy races
|
||||
{
|
||||
name: "Quenian (Elfish)",
|
||||
base: 33,
|
||||
odd: 1,
|
||||
sort: i => (n(i) / bd(i, [6, 7, 8, 9], 10)) * t[i],
|
||||
shield: "gondor"
|
||||
}, // Elves
|
||||
{
|
||||
name: "Eldar (Elfish)",
|
||||
base: 33,
|
||||
odd: 1,
|
||||
sort: i => (n(i) / bd(i, [6, 7, 8, 9], 10)) * t[i],
|
||||
shield: "noldor"
|
||||
}, // Elves
|
||||
{
|
||||
name: "Trow (Dark Elfish)",
|
||||
base: 34,
|
||||
odd: 0.9,
|
||||
sort: i => (n(i) / bd(i, [7, 8, 9, 12], 10)) * t[i],
|
||||
shield: "hessen"
|
||||
}, // Dark Elves
|
||||
{
|
||||
name: "Lothian (Dark Elfish)",
|
||||
base: 34,
|
||||
odd: 0.3,
|
||||
sort: i => (n(i) / bd(i, [7, 8, 9, 12], 10)) * t[i],
|
||||
shield: "wedged"
|
||||
}, // Dark Elves
|
||||
{name: "Dunirr (Dwarven)", base: 35, odd: 1, sort: i => n(i) + h[i], shield: "ironHills"}, // Dwarfs
|
||||
{name: "Khazadur (Dwarven)", base: 35, odd: 1, sort: i => n(i) + h[i], shield: "erebor"}, // Dwarfs
|
||||
{name: "Kobold (Goblin)", base: 36, odd: 1, sort: i => t[i] - s[i], shield: "moriaOrc"}, // Goblin
|
||||
{name: "Uruk (Orkish)", base: 37, odd: 1, sort: i => h[i] * t[i], shield: "urukHai"}, // Orc
|
||||
{
|
||||
name: "Ugluk (Orkish)",
|
||||
base: 37,
|
||||
odd: 0.5,
|
||||
sort: i => (h[i] * t[i]) / bd(i, [1, 2, 10, 11]),
|
||||
shield: "moriaOrc"
|
||||
}, // Orc
|
||||
{name: "Yotunn (Giants)", base: 38, odd: 0.7, sort: i => td(i, -10), shield: "pavise"}, // Giant
|
||||
{name: "Rake (Drakonic)", base: 39, odd: 0.7, sort: i => -s[i], shield: "fantasy2"}, // Draconic
|
||||
{name: "Arago (Arachnid)", base: 40, odd: 0.7, sort: i => t[i] - s[i], shield: "horsehead2"}, // Arachnid
|
||||
{name: "Aj'Snaga (Serpents)", base: 41, odd: 0.7, sort: i => n(i) / bd(i, [12], 10), shield: "fantasy1"}, // Serpents
|
||||
// fantasy human
|
||||
{name: "Anor (Human)", base: 32, odd: 1, sort: i => n(i) / td(i, 10), shield: "fantasy5"},
|
||||
{name: "Dail (Human)", base: 32, odd: 1, sort: i => n(i) / td(i, 13), shield: "roman"},
|
||||
{name: "Rohand (Human)", base: 16, odd: 1, sort: i => n(i) / td(i, 16), shield: "round"},
|
||||
{
|
||||
name: "Dulandir (Human)",
|
||||
base: 31,
|
||||
odd: 1,
|
||||
sort: i => (n(i) / td(i, 5) / bd(i, [2, 4, 10], 7)) * t[i],
|
||||
shield: "easterling"
|
||||
}
|
||||
];
|
||||
}
|
||||
|
||||
if (culturesSet.value === "darkFantasy") {
|
||||
return [
|
||||
// common real-world English
|
||||
{name: "Angshire", base: 1, odd: 1, sort: i => n(i) / td(i, 10) / sf(i), shield: "heater"},
|
||||
{name: "Enlandic", base: 1, odd: 1, sort: i => n(i) / td(i, 12), shield: "heater"},
|
||||
{name: "Westen", base: 1, odd: 1, sort: i => n(i) / td(i, 10), shield: "heater"},
|
||||
{name: "Nortumbic", base: 1, odd: 1, sort: i => n(i) / td(i, 7), shield: "heater"},
|
||||
{name: "Mercian", base: 1, odd: 1, sort: i => n(i) / td(i, 9), shield: "heater"},
|
||||
{name: "Kentian", base: 1, odd: 1, sort: i => n(i) / td(i, 12), shield: "heater"},
|
||||
// rare real-world western
|
||||
{name: "Norse", base: 6, odd: 0.7, sort: i => n(i) / td(i, 5) / sf(i), shield: "oldFrench"},
|
||||
{name: "Schwarzen", base: 0, odd: 0.3, sort: i => n(i) / td(i, 10) / bd(i, [6, 8]), shield: "gonfalon"},
|
||||
{name: "Luarian", base: 2, odd: 0.3, sort: i => n(i) / td(i, 12) / bd(i, [6, 8]), shield: "oldFrench"},
|
||||
{name: "Hetallian", base: 3, odd: 0.3, sort: i => n(i) / td(i, 15), shield: "oval"},
|
||||
{name: "Astellian", base: 4, odd: 0.3, sort: i => n(i) / td(i, 16), shield: "spanish"},
|
||||
// rare real-world exotic
|
||||
{
|
||||
name: "Kiswaili",
|
||||
base: 28,
|
||||
odd: 0.05,
|
||||
sort: i => n(i) / td(i, 29) / bd(i, [1, 3, 5, 7]),
|
||||
shield: "vesicaPiscis"
|
||||
},
|
||||
{name: "Yoruba", base: 21, odd: 0.05, sort: i => n(i) / td(i, 15) / bd(i, [5, 7]), shield: "vesicaPiscis"},
|
||||
{name: "Koryo", base: 10, odd: 0.05, sort: i => n(i) / td(i, 12) / t[i], shield: "round"},
|
||||
{name: "Hantzu", base: 11, odd: 0.05, sort: i => n(i) / td(i, 13), shield: "banner"},
|
||||
{name: "Yamoto", base: 12, odd: 0.05, sort: i => n(i) / td(i, 15) / t[i], shield: "round"},
|
||||
{name: "Guantzu", base: 30, odd: 0.05, sort: i => n(i) / td(i, 17), shield: "banner"},
|
||||
{
|
||||
name: "Ulus",
|
||||
base: 31,
|
||||
odd: 0.05,
|
||||
sort: i => (n(i) / td(i, 5) / bd(i, [2, 4, 10], 7)) * t[i],
|
||||
shield: "banner"
|
||||
},
|
||||
{name: "Turan", base: 16, odd: 0.05, sort: i => n(i) / td(i, 12), shield: "round"},
|
||||
{
|
||||
name: "Berberan",
|
||||
base: 17,
|
||||
odd: 0.05,
|
||||
sort: i => (n(i) / td(i, 19) / bd(i, [1, 2, 3], 7)) * t[i],
|
||||
shield: "round"
|
||||
},
|
||||
{
|
||||
name: "Eurabic",
|
||||
base: 18,
|
||||
odd: 0.05,
|
||||
sort: i => (n(i) / td(i, 26) / bd(i, [1, 2], 7)) * t[i],
|
||||
shield: "round"
|
||||
},
|
||||
{name: "Slovan", base: 5, odd: 0.05, sort: i => (n(i) / td(i, 6)) * t[i], shield: "round"},
|
||||
{
|
||||
name: "Keltan",
|
||||
base: 22,
|
||||
odd: 0.1,
|
||||
sort: i => n(i) / td(i, 11) ** 0.5 / bd(i, [6, 8]),
|
||||
shield: "vesicaPiscis"
|
||||
},
|
||||
{name: "Elladan", base: 7, odd: 0.2, sort: i => (n(i) / td(i, 18) / sf(i)) * h[i], shield: "boeotian"},
|
||||
{name: "Romian", base: 8, odd: 0.2, sort: i => n(i) / td(i, 14) / t[i], shield: "roman"},
|
||||
// fantasy races
|
||||
{name: "Eldar", base: 33, odd: 0.5, sort: i => (n(i) / bd(i, [6, 7, 8, 9], 10)) * t[i], shield: "fantasy5"}, // Elves
|
||||
{name: "Trow", base: 34, odd: 0.8, sort: i => (n(i) / bd(i, [7, 8, 9, 12], 10)) * t[i], shield: "hessen"}, // Dark Elves
|
||||
{name: "Durinn", base: 35, odd: 0.8, sort: i => n(i) + h[i], shield: "erebor"}, // Dwarven
|
||||
{name: "Kobblin", base: 36, odd: 0.8, sort: i => t[i] - s[i], shield: "moriaOrc"}, // Goblin
|
||||
{name: "Uruk", base: 37, odd: 0.8, sort: i => (h[i] * t[i]) / bd(i, [1, 2, 10, 11]), shield: "urukHai"}, // Orc
|
||||
{name: "Yotunn", base: 38, odd: 0.8, sort: i => td(i, -10), shield: "pavise"}, // Giant
|
||||
{name: "Drake", base: 39, odd: 0.9, sort: i => -s[i], shield: "fantasy2"}, // Draconic
|
||||
{name: "Rakhnid", base: 40, odd: 0.9, sort: i => t[i] - s[i], shield: "horsehead2"}, // Arachnid
|
||||
{name: "Aj'Snaga", base: 41, odd: 0.9, sort: i => n(i) / bd(i, [12], 10), shield: "fantasy1"} // Serpents
|
||||
];
|
||||
}
|
||||
|
||||
if (culturesSet.value === "random") {
|
||||
return d3.range(count).map(function () {
|
||||
const rnd = rand(nameBases.length - 1);
|
||||
const name = Names.getBaseShort(rnd);
|
||||
return {name, base: rnd, odd: 1, shield: getRandomShield()};
|
||||
});
|
||||
}
|
||||
|
||||
// all-world
|
||||
return [
|
||||
{name: "Shwazen", base: 0, odd: 0.7, sort: i => n(i) / td(i, 10) / bd(i, [6, 8]), shield: "hessen"},
|
||||
{name: "Angshire", base: 1, odd: 1, sort: i => n(i) / td(i, 10) / sf(i), shield: "heater"},
|
||||
{name: "Luari", base: 2, odd: 0.6, sort: i => n(i) / td(i, 12) / bd(i, [6, 8]), shield: "oldFrench"},
|
||||
{name: "Tallian", base: 3, odd: 0.6, sort: i => n(i) / td(i, 15), shield: "horsehead2"},
|
||||
{name: "Astellian", base: 4, odd: 0.6, sort: i => n(i) / td(i, 16), shield: "spanish"},
|
||||
{name: "Slovan", base: 5, odd: 0.7, sort: i => (n(i) / td(i, 6)) * t[i], shield: "round"},
|
||||
{name: "Norse", base: 6, odd: 0.7, sort: i => n(i) / td(i, 5), shield: "heater"},
|
||||
{name: "Elladan", base: 7, odd: 0.7, sort: i => (n(i) / td(i, 18)) * h[i], shield: "boeotian"},
|
||||
{name: "Romian", base: 8, odd: 0.7, sort: i => n(i) / td(i, 15), shield: "roman"},
|
||||
{name: "Soumi", base: 9, odd: 0.3, sort: i => (n(i) / td(i, 5) / bd(i, [9])) * t[i], shield: "pavise"},
|
||||
{name: "Koryo", base: 10, odd: 0.1, sort: i => n(i) / td(i, 12) / t[i], shield: "round"},
|
||||
{name: "Hantzu", base: 11, odd: 0.1, sort: i => n(i) / td(i, 13), shield: "banner"},
|
||||
{name: "Yamoto", base: 12, odd: 0.1, sort: i => n(i) / td(i, 15) / t[i], shield: "round"},
|
||||
{name: "Portuzian", base: 13, odd: 0.4, sort: i => n(i) / td(i, 17) / sf(i), shield: "spanish"},
|
||||
{name: "Nawatli", base: 14, odd: 0.1, sort: i => h[i] / td(i, 18) / bd(i, [7]), shield: "square"},
|
||||
{name: "Vengrian", base: 15, odd: 0.2, sort: i => (n(i) / td(i, 11) / bd(i, [4])) * t[i], shield: "wedged"},
|
||||
{name: "Turchian", base: 16, odd: 0.2, sort: i => n(i) / td(i, 13), shield: "round"},
|
||||
{
|
||||
name: "Berberan",
|
||||
base: 17,
|
||||
odd: 0.1,
|
||||
sort: i => (n(i) / td(i, 19) / bd(i, [1, 2, 3], 7)) * t[i],
|
||||
shield: "round"
|
||||
},
|
||||
{name: "Eurabic", base: 18, odd: 0.2, sort: i => (n(i) / td(i, 26) / bd(i, [1, 2], 7)) * t[i], shield: "round"},
|
||||
{name: "Inuk", base: 19, odd: 0.05, sort: i => td(i, -1) / bd(i, [10, 11]) / sf(i), shield: "square"},
|
||||
{name: "Euskati", base: 20, odd: 0.05, sort: i => (n(i) / td(i, 15)) * h[i], shield: "spanish"},
|
||||
{name: "Yoruba", base: 21, odd: 0.05, sort: i => n(i) / td(i, 15) / bd(i, [5, 7]), shield: "vesicaPiscis"},
|
||||
{
|
||||
name: "Keltan",
|
||||
base: 22,
|
||||
odd: 0.05,
|
||||
sort: i => (n(i) / td(i, 11) / bd(i, [6, 8])) * t[i],
|
||||
shield: "vesicaPiscis"
|
||||
},
|
||||
{name: "Efratic", base: 23, odd: 0.05, sort: i => (n(i) / td(i, 22)) * t[i], shield: "diamond"},
|
||||
{name: "Tehrani", base: 24, odd: 0.1, sort: i => (n(i) / td(i, 18)) * h[i], shield: "round"},
|
||||
{name: "Maui", base: 25, odd: 0.05, sort: i => n(i) / td(i, 24) / sf(i) / t[i], shield: "round"},
|
||||
{name: "Carnatic", base: 26, odd: 0.05, sort: i => n(i) / td(i, 26), shield: "round"},
|
||||
{name: "Inqan", base: 27, odd: 0.05, sort: i => h[i] / td(i, 13), shield: "square"},
|
||||
{name: "Kiswaili", base: 28, odd: 0.1, sort: i => n(i) / td(i, 29) / bd(i, [1, 3, 5, 7]), shield: "vesicaPiscis"},
|
||||
{name: "Vietic", base: 29, odd: 0.1, sort: i => n(i) / td(i, 25) / bd(i, [7], 7) / t[i], shield: "banner"},
|
||||
{name: "Guantzu", base: 30, odd: 0.1, sort: i => n(i) / td(i, 17), shield: "banner"},
|
||||
{name: "Ulus", base: 31, odd: 0.1, sort: i => (n(i) / td(i, 5) / bd(i, [2, 4, 10], 7)) * t[i], shield: "banner"}
|
||||
];
|
||||
};
|
||||
|
||||
// expand cultures across the map (Dijkstra-like algorithm)
|
||||
const expand = function () {
|
||||
TIME && console.time("expandCultures");
|
||||
cells = pack.cells;
|
||||
|
||||
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(c, biome, type) {
|
||||
if (cells.biome[pack.cultures[c].center] === 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(i, h, type) {
|
||||
const f = pack.features[cells.f[i]],
|
||||
a = cells.area[i];
|
||||
if (type === "Lake" && f.type === "lake") return 10; // no lake crossing penalty for Lake cultures
|
||||
if (type === "Naval" && h < 20) return a * 2; // low sea/lake crossing penalty for Naval cultures
|
||||
if (type === "Nomadic" && h < 20) return a * 50; // giant sea/lake crossing penalty for Nomads
|
||||
if (h < 20) return a * 6; // general sea/lake crossing penalty
|
||||
if (type === "Highland" && h < 44) return 3000; // giant penalty for highlanders on lowlands
|
||||
if (type === "Highland" && h < 62) return 200; // giant penalty for highlanders on lowhills
|
||||
if (type === "Highland") return 0; // no penalty for highlanders on highlands
|
||||
if (h >= 67) return 200; // general mountains crossing penalty
|
||||
if (h >= 44) return 30; // general hills crossing penalty
|
||||
return 0;
|
||||
}
|
||||
|
||||
function getRiverCost(r, i, type) {
|
||||
if (type === "River") return r ? 0 : 100; // penalty for river cultures
|
||||
if (!r) return 0; // no penalty for others if there is no river
|
||||
return minmax(cells.fl[i] / 10, 20, 100); // river penalty from 20 to 100 based on flux
|
||||
}
|
||||
|
||||
function getTypeCost(t, type) {
|
||||
if (t === 1) return type === "Naval" || type === "Lake" ? 0 : type === "Nomadic" ? 60 : 20; // penalty for coastline
|
||||
if (t === 2) return type === "Naval" || type === "Nomadic" ? 30 : 0; // low penalty for land level 2 for Navals and nomads
|
||||
if (t !== -1) return type === "Naval" || type === "Lake" ? 100 : 0; // penalty for mainland for navals
|
||||
return 0;
|
||||
}
|
||||
|
||||
const getRandomShield = function () {
|
||||
const type = rw(COA.shields.types);
|
||||
return rw(COA.shields[type]);
|
||||
};
|
||||
|
||||
return {generate, add, expand, getDefault, getRandomShield};
|
||||
})();
|
||||
324
src/modules/cultures-generator.ts
Normal file
324
src/modules/cultures-generator.ts
Normal file
|
|
@ -0,0 +1,324 @@
|
|||
import * as d3 from "d3";
|
||||
import FlatQueue from "flatqueue";
|
||||
|
||||
import {TIME, WARN} from "config/logging";
|
||||
import {getColors} from "utils/colorUtils";
|
||||
import {rn, minmax} from "utils/numberUtils";
|
||||
import {rand, P, rw, biased} from "utils/probabilityUtils";
|
||||
import {abbreviate} from "utils/languageUtils";
|
||||
import {getInputNumber, getInputValue, getSelectedOption} from "utils/nodeUtils";
|
||||
import {byId} from "utils/shorthands";
|
||||
import {cultureSets, TCultureSetName} from "config/cultureSets";
|
||||
|
||||
const {COA} = window;
|
||||
|
||||
window.Cultures = (function () {
|
||||
let cells: IGraphCells & IPackCells;
|
||||
|
||||
const generate = function (pack: IPack) {
|
||||
TIME && console.time("generateCultures");
|
||||
cells = pack.cells;
|
||||
|
||||
const wildlands = {name: "Wildlands", i: 0, base: 1, origins: [null], shield: "round"};
|
||||
const culture = new Uint16Array(cells.i.length); // cell cultures
|
||||
|
||||
const culturesNumber = getCulturesNumber();
|
||||
if (!culturesNumber) return {culture, cultures: [wildlands]};
|
||||
|
||||
const cultures = selectCultures(culturesNumber);
|
||||
const centers = d3.quadtree();
|
||||
const colors = getColors(culturesNumber);
|
||||
const emblemShape = getInputValue("emblemShape");
|
||||
|
||||
const codes = [];
|
||||
|
||||
cultures.forEach(function (c, i) {
|
||||
const cell = (c.center = placeCenter(c.sort ? c.sort : i => cells.s[i]));
|
||||
centers.add(cells.p[cell]);
|
||||
c.i = i + 1;
|
||||
delete c.odd;
|
||||
delete c.sort;
|
||||
c.color = colors[i];
|
||||
c.type = defineCultureType(cell);
|
||||
c.expansionism = defineCultureExpansionism(c.type);
|
||||
c.origins = [0];
|
||||
c.code = abbreviate(c.name, codes);
|
||||
codes.push(c.code);
|
||||
cells.culture[cell] = i + 1;
|
||||
if (emblemShape === "random") c.shield = COA.getRandomShield();
|
||||
});
|
||||
|
||||
function placeCenter(v) {
|
||||
let c,
|
||||
spacing = (graphWidth + graphHeight) / 2 / culturesNumber;
|
||||
const sorted = [...populated].sort((a, b) => v(b) - v(a)),
|
||||
max = Math.floor(sorted.length / 2);
|
||||
do {
|
||||
c = sorted[biased(0, max, 5)];
|
||||
spacing *= 0.9;
|
||||
} while (centers.find(cells.p[c][0], cells.p[c][1], spacing) !== undefined);
|
||||
return c;
|
||||
}
|
||||
|
||||
// the first culture with id 0 is for wildlands
|
||||
cultures.unshift(wildlands);
|
||||
|
||||
// make sure all bases exist in nameBases
|
||||
if (!nameBases.length) {
|
||||
ERROR && console.error("Name base is empty, default nameBases will be applied");
|
||||
nameBases = Names.getNameBases();
|
||||
}
|
||||
|
||||
cultures.forEach(c => (c.base = c.base % nameBases.length));
|
||||
|
||||
TIME && console.timeEnd("generateCultures");
|
||||
return {culture, cultures};
|
||||
|
||||
function getCulturesNumber() {
|
||||
const culturesDesired = getInputNumber("culturesInput");
|
||||
const culturesAvailable = Number(getSelectedOption("culturesSet").dataset.max);
|
||||
const expectedNumber = Math.min(culturesDesired, culturesAvailable);
|
||||
|
||||
const populatedCells = cells.pop.reduce((prev, curr) => prev + (curr > 0 ? 1 : 0), 0);
|
||||
|
||||
// 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 selectCultures(culturesNumber: number) {
|
||||
debugger;
|
||||
let defaultCultures = getDefault(culturesNumber);
|
||||
if (defaultCultures.length === culturesNumber) return defaultCultures;
|
||||
if (defaultCultures.every(d => d.odd === 1)) return defaultCultures.slice(0, culturesNumber);
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
// set culture type based on culture center position
|
||||
function defineCultureType(i) {
|
||||
if (cells.h[i] < 70 && [1, 2, 4].includes(cells.biome[i])) return "Nomadic"; // high penalty in forest biomes and near coastline
|
||||
if (cells.h[i] > 50) return "Highland"; // no penalty for hills and moutains, high for other elevations
|
||||
const f = pack.features[cells.f[cells.haven[i]]]; // opposite feature
|
||||
if (f.type === "lake" && f.cells > 5) return "Lake"; // low water cross penalty and high for growth not along coastline
|
||||
if (
|
||||
(cells.harbor[i] && f.type !== "lake" && P(0.1)) ||
|
||||
(cells.harbor[i] === 1 && P(0.6)) ||
|
||||
(pack.features[cells.f[i]].group === "isle" && P(0.4))
|
||||
)
|
||||
return "Naval"; // low water cross penalty and high for non-along-coastline growth
|
||||
if (cells.r[i] && cells.fl[i] > 100) return "River"; // no River cross penalty, penalty for non-River growth
|
||||
if (cells.t[i] > 2 && [3, 7, 8, 9, 10, 12].includes(cells.biome[i])) return "Hunting"; // high penalty in non-native biomes
|
||||
return "Generic";
|
||||
}
|
||||
|
||||
function defineCultureExpansionism(type) {
|
||||
let base = 1; // Generic
|
||||
if (type === "Lake") base = 0.8;
|
||||
else if (type === "Naval") base = 1.5;
|
||||
else if (type === "River") base = 0.9;
|
||||
else if (type === "Nomadic") base = 1.5;
|
||||
else if (type === "Hunting") base = 0.7;
|
||||
else if (type === "Highland") base = 1.2;
|
||||
return rn(((Math.random() * powerInput.value) / 2 + 1) * base, 1);
|
||||
}
|
||||
};
|
||||
|
||||
const add = function (center) {
|
||||
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
|
||||
});
|
||||
};
|
||||
|
||||
const getDefault = function (culturesNumber: number) {
|
||||
// // generic sorting functions
|
||||
// const {cells} = pack;
|
||||
// const {s, t, h} = cells;
|
||||
// const temp = grid.cells.temp;
|
||||
|
||||
// const sMax = d3.max(s)!;
|
||||
|
||||
// // normalized cell score
|
||||
// const n = cell => Math.ceil((s[cell] / sMax) * 3);
|
||||
|
||||
// // temperature difference fee
|
||||
// const td = (cell, goal) => {
|
||||
// const d = Math.abs(temp[cells.g[cell]] - goal);
|
||||
// return d ? d + 1 : 1;
|
||||
// };
|
||||
|
||||
// // biome difference fee
|
||||
// const bd = (cell, biomes, fee = 4) => (biomes.includes(cells.biome[cell]) ? 1 : fee);
|
||||
|
||||
// // not on sea coast fee
|
||||
// const sf = (cell, fee = 4) =>
|
||||
// cells.haven[cell] && pack.features[cells.f[cells.haven[cell]]].type !== "lake" ? 1 : fee;
|
||||
|
||||
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)
|
||||
const expand = function () {
|
||||
TIME && console.time("expandCultures");
|
||||
cells = pack.cells;
|
||||
|
||||
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(c, biome, type) {
|
||||
if (cells.biome[pack.cultures[c].center] === 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(i, h, type) {
|
||||
const f = pack.features[cells.f[i]],
|
||||
a = cells.area[i];
|
||||
if (type === "Lake" && f.type === "lake") return 10; // no lake crossing penalty for Lake cultures
|
||||
if (type === "Naval" && h < 20) return a * 2; // low sea/lake crossing penalty for Naval cultures
|
||||
if (type === "Nomadic" && h < 20) return a * 50; // giant sea/lake crossing penalty for Nomads
|
||||
if (h < 20) return a * 6; // general sea/lake crossing penalty
|
||||
if (type === "Highland" && h < 44) return 3000; // giant penalty for highlanders on lowlands
|
||||
if (type === "Highland" && h < 62) return 200; // giant penalty for highlanders on lowhills
|
||||
if (type === "Highland") return 0; // no penalty for highlanders on highlands
|
||||
if (h >= 67) return 200; // general mountains crossing penalty
|
||||
if (h >= 44) return 30; // general hills crossing penalty
|
||||
return 0;
|
||||
}
|
||||
|
||||
function getRiverCost(r, i, type) {
|
||||
if (type === "River") return r ? 0 : 100; // penalty for river cultures
|
||||
if (!r) return 0; // no penalty for others if there is no river
|
||||
return minmax(cells.fl[i] / 10, 20, 100); // river penalty from 20 to 100 based on flux
|
||||
}
|
||||
|
||||
function getTypeCost(t, type) {
|
||||
if (t === 1) return type === "Naval" || type === "Lake" ? 0 : type === "Nomadic" ? 60 : 20; // penalty for coastline
|
||||
if (t === 2) return type === "Naval" || type === "Nomadic" ? 30 : 0; // low penalty for land level 2 for Navals and nomads
|
||||
if (t !== -1) return type === "Naval" || type === "Lake" ? 100 : 0; // penalty for mainland for navals
|
||||
return 0;
|
||||
}
|
||||
|
||||
return {generate, add, expand, getDefault};
|
||||
})();
|
||||
|
|
@ -345,7 +345,7 @@ export function resolveVersionConflicts(version) {
|
|||
// v1.5 cultures has shield attribute
|
||||
pack.cultures.forEach(culture => {
|
||||
if (culture.removed) return;
|
||||
culture.shield = Cultures.getRandomShield();
|
||||
culture.shield = COA.getRandomShield();
|
||||
});
|
||||
|
||||
// v1.5 added burg type value
|
||||
|
|
|
|||
|
|
@ -378,8 +378,7 @@ function changeEmblemShape(emblemShape) {
|
|||
shapePath ? image.setAttribute("d", shapePath) : image.removeAttribute("d");
|
||||
|
||||
const specificShape = ["culture", "state", "random"].includes(emblemShape) ? null : emblemShape;
|
||||
if (emblemShape === "random")
|
||||
pack.cultures.filter(c => !c.removed).forEach(c => (c.shield = Cultures.getRandomShield()));
|
||||
if (emblemShape === "random") pack.cultures.filter(c => !c.removed).forEach(c => (c.shield = COA.getRandomShield()));
|
||||
|
||||
const rerenderCOA = (id, coa) => {
|
||||
const coaEl = byId(id);
|
||||
|
|
|
|||
|
|
@ -12,7 +12,7 @@ import {rn} from "utils/numberUtils";
|
|||
import {generateRivers} from "./rivers";
|
||||
|
||||
const {LAND_COAST, WATER_COAST, DEEPER_WATER} = DISTANCE_FIELD;
|
||||
const {Biomes} = window;
|
||||
const {Biomes, Cultures} = window;
|
||||
|
||||
export function createPack(grid: IGrid): IPack {
|
||||
const {temp, prec} = grid.cells;
|
||||
|
|
@ -61,7 +61,11 @@ export function createPack(grid: IGrid): IPack {
|
|||
harbor
|
||||
});
|
||||
|
||||
// Cultures.generate();
|
||||
const {cultureIds, cultures}: {cultureIds: Uint16Array; cultures: ICulture[]} = Cultures.generate({
|
||||
features: mergedFeatures,
|
||||
cells: {...cells, pop: population}
|
||||
});
|
||||
|
||||
// Cultures.expand();
|
||||
// BurgsAndStates.generate();
|
||||
// Religions.generate();
|
||||
|
|
@ -99,11 +103,13 @@ export function createPack(grid: IGrid): IPack {
|
|||
conf,
|
||||
biome,
|
||||
s: suitability,
|
||||
pop: population
|
||||
// state, culture, religion, province, burg
|
||||
pop: population,
|
||||
culture: cultureIds
|
||||
// state, religion, province, burg
|
||||
},
|
||||
features: mergedFeatures,
|
||||
rivers: rawRivers // "name" | "basin" | "type"
|
||||
rivers: rawRivers, // "name" | "basin" | "type"
|
||||
cultures
|
||||
};
|
||||
|
||||
return pack;
|
||||
|
|
|
|||
2
src/types/common.d.ts
vendored
2
src/types/common.d.ts
vendored
|
|
@ -11,3 +11,5 @@ type IntArray = Int8Array | Int16Array | Int32Array;
|
|||
|
||||
type RGB = `rgb(${number}, ${number}, ${number})`;
|
||||
type Hex = `#${string}`;
|
||||
|
||||
type CssUrl = `url(#${string})`;
|
||||
|
|
|
|||
1
src/types/overrides.d.ts
vendored
1
src/types/overrides.d.ts
vendored
|
|
@ -27,6 +27,7 @@ interface Window {
|
|||
Religions: any;
|
||||
Military: any;
|
||||
Markers: any;
|
||||
COA: any;
|
||||
}
|
||||
|
||||
interface Node {
|
||||
|
|
|
|||
11
src/types/pack/pack.d.ts
vendored
11
src/types/pack/pack.d.ts
vendored
|
|
@ -23,7 +23,7 @@ interface IPackCells {
|
|||
biome: Uint8Array;
|
||||
area: UintArray;
|
||||
state: UintArray;
|
||||
culture: UintArray;
|
||||
culture: Uint16Array;
|
||||
religion: UintArray;
|
||||
province: UintArray;
|
||||
burg: UintArray;
|
||||
|
|
@ -46,10 +46,19 @@ interface IState {
|
|||
|
||||
interface ICulture {
|
||||
i: number;
|
||||
type: TCultureType;
|
||||
name: string;
|
||||
base: number;
|
||||
code: string;
|
||||
color: Hex | CssUrl;
|
||||
expansionism: number;
|
||||
origins: number[] | [null];
|
||||
shield: string;
|
||||
removed?: boolean;
|
||||
}
|
||||
|
||||
type TCultureType = "Generic" | "Lake" | "Naval" | "River" | "Nomadic" | "Hunting" | "Highland";
|
||||
|
||||
interface IProvince {
|
||||
i: number;
|
||||
name: string;
|
||||
|
|
|
|||
|
|
@ -30,6 +30,13 @@ export function setInputValue(id: string, value: string | number | boolean) {
|
|||
($element as HTMLInputElement).value = String(value);
|
||||
}
|
||||
|
||||
export function getSelectedOption(id: string) {
|
||||
const $element = byId(id);
|
||||
if (!$element) throw new Error(`Element ${id} not found`);
|
||||
|
||||
return ($element as HTMLSelectElement).selectedOptions[0];
|
||||
}
|
||||
|
||||
// apply drop-down menu option. If the value is not in options, add it
|
||||
export function applyDropdownOption($select: HTMLSelectElement, value: string, name = value) {
|
||||
const isExisting = Array.from($select.options).some(o => o.value === value);
|
||||
|
|
|
|||
|
|
@ -4,12 +4,12 @@ import {ERROR} from "../config/logging";
|
|||
import {minmax, rn} from "./numberUtils";
|
||||
|
||||
// random number in range
|
||||
export function rand(min: number, max: number) {
|
||||
if (min === undefined && max === undefined) return Math.random();
|
||||
export function rand(min: number, max?: number) {
|
||||
if (max === undefined) {
|
||||
max = min;
|
||||
min = 0;
|
||||
}
|
||||
|
||||
return Math.floor(Math.random() * (max - min + 1)) + min;
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue