refactor(generation): cultures start

This commit is contained in:
max 2022-07-24 23:32:59 +03:00
parent 1a57a8ac08
commit fe20f66b96
15 changed files with 621 additions and 581 deletions

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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};
})();