refactor: generate states cleanup

This commit is contained in:
max 2022-08-06 00:02:35 +03:00
parent c2fc0679ad
commit ff974a4fd0
16 changed files with 98 additions and 64 deletions

View file

@ -4,13 +4,22 @@ import {TIME, WARN} from "config/logging";
const {Names} = window;
export function createCapitals(statesNumber: number, scoredCellIds: UintArray, burgIds: Uint16Array) {
export function createCapitals(
statesNumber: number,
scoredCellIds: UintArray,
burgIds: Uint16Array,
cultures: TCultures,
cells: Pick<IPack["cells"], "p" | "f" | "culture">
) {
TIME && console.time("createCapitals");
const capitals = placeCapitals(statesNumber, scoredCellIds).map((cellId, index) => {
const capitalCells = placeCapitals(statesNumber, scoredCellIds, cells.p);
const capitals = capitalCells.map((cellId, index) => {
const id = index + 1;
const cultureId = cells.culture[cellId];
const name: string = Names.getCultureShort(cultureId);
const nameBase = cultures[cultureId].base;
const name: string = Names.getBaseShort(nameBase);
const featureId = cells.f[cellId];
return {i: id, cell: cellId, culture: cultureId, name, feature: featureId, capital: 1 as Logical};
@ -24,13 +33,13 @@ export function createCapitals(statesNumber: number, scoredCellIds: UintArray, b
return capitals;
}
function placeCapitals(statesNumber: number, scoredCellIds: UintArray) {
function placeCapitals(statesNumber: number, scoredCellIds: UintArray, points: TPoints) {
function attemptToPlaceCapitals(spacing: number): number[] {
const capitalCells: number[] = [];
const capitalsQuadtree = d3.quadtree();
for (const cellId of scoredCellIds) {
const [x, y] = cells.p[cellId];
const [x, y] = points[cellId];
if (capitalsQuadtree.find(x, y, spacing) === undefined) {
capitalCells.push(cellId);

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@ -14,22 +14,17 @@ export function createStates(capitals: TCapitals, cultures: TCultures) {
TIME && console.time("createStates");
const colors = getColors(capitals.length);
const each5th = each(5); // select each 5th element
const powerInput = getInputNumber("powerInput");
const states = capitals.map((capital, index) => {
const {cell: cellId, culture: cultureId, name: capitalName, i: capitalId} = capital;
const id = index + 1;
const useCapitalName = capitalName.length < 9 && each5th(cellId);
const basename = useCapitalName ? capitalName : Names.getCultureShort(cultureId);
const name: string = Names.getState(basename, cultureId);
const name = getStateName(cellId, capitalName, cultureId, cultures);
const color = colors[index];
const type = (cultures[cultureId] as ICulture).type;
const expansionism = rn(Math.random() * powerInput + 1, 1);
const shield = COA.getShield(cultureId, null);
const shield = COA.getShield(cultureId, null, cultures);
const coa = {...COA.generate(null, null, null, type), shield};
return {i: id, center: cellId, type, name, color, expansionism, capital: capitalId, culture: cultureId, coa};
@ -38,3 +33,11 @@ export function createStates(capitals: TCapitals, cultures: TCultures) {
TIME && console.timeEnd("createStates");
return [NEUTRALS, ...states];
}
function getStateName(cellId: number, capitalName: string, cultureId: number, cultures: TCultures) {
const useCapitalName = capitalName.length < 9 && each(5)(cellId);
const nameBase = cultures[cultureId].base;
const basename: string = useCapitalName ? capitalName : Names.getBaseShort(nameBase);
return Names.getState(basename, basename);
}

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@ -7,24 +7,31 @@ import {gauss} from "utils/probabilityUtils";
const {Names} = window;
export function createTowns(scoredCellIds: UintArray, burgIds: Uint16Array) {
export function createTowns(
burgIds: Uint16Array,
cultures: TCultures,
cells: Pick<IPack["cells"], "p" | "i" | "f" | "s" | "culture">
) {
TIME && console.time("createTowns");
const townsNumber = getTownsNumber();
if (townsNumber === 0) return [];
// randomize cells score a bit for more natural towns placement
const randomizeScore = (suitability: number) => suitability * gauss(1, 3, 0, 20, 3);
const scores = new Int16Array(cells.s.map(randomizeScore));
// take populated cells without capitals
const scoredCellsIds = cells.i.filter(i => scores[i] > 0 && cells.culture[i] && !burgIds[i]);
scoredCellsIds.sort((a, b) => scores[b] - scores[a]); // sort by randomized suitability score
const scoredCellIds = cells.i.filter(i => scores[i] > 0 && cells.culture[i] && !burgIds[i]);
scoredCellIds.sort((a, b) => scores[b] - scores[a]); // sort by randomized suitability score
const towns = placeTowns(townsNumber, scoredCellIds).map((cellId, index) => {
const townsNumber = getTownsNumber();
if (townsNumber === 0) return [];
const townCells = placeTowns(townsNumber, scoredCellIds, cells.p);
const towns = townCells.map((cellId, index) => {
const id = index + 1;
const cultureId = cells.culture[cellId];
const name: string = Names.getCulture(cultureId);
const namesbase = cultures[cultureId].base;
const name: string = Names.getBase(namesbase);
const featureId = cells.f[cellId];
return {i: id, cell: cellId, culture: cultureId, name, feature: featureId, capital: 0 as Logical};
@ -40,13 +47,13 @@ export function createTowns(scoredCellIds: UintArray, burgIds: Uint16Array) {
function getTownsNumber() {
const inputTownsNumber = getInputNumber("manorsInput");
const shouldAutoDefine = inputTownsNumber === 1000;
const desiredTownsNumber = shouldAutoDefine ? rn(scoredCellsIds.length / 5 ** 0.8) : inputTownsNumber;
const desiredTownsNumber = shouldAutoDefine ? rn(scoredCellIds.length / 5 ** 0.8) : inputTownsNumber;
return Math.min(desiredTownsNumber, scoredCellsIds.length);
return Math.min(desiredTownsNumber, scoredCellIds.length);
}
}
function placeTowns(townsNumber: number, scoredCellIds: UintArray) {
function placeTowns(townsNumber: number, scoredCellIds: UintArray, points: TPoints) {
function attemptToPlaceTowns(spacing: number): number[] {
const townCells: number[] = [];
const townsQuadtree = d3.quadtree();
@ -54,7 +61,7 @@ function placeTowns(townsNumber: number, scoredCellIds: UintArray) {
const randomizeScaping = (spacing: number) => spacing * gauss(1, 0.3, 0.2, 2, 2);
for (const cellId of scoredCellIds) {
const [x, y] = cells.p[cellId];
const [x, y] = points[cellId];
// randomize min spacing a bit to make placement not that uniform
const currentSpacing = randomizeScaping(spacing);

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@ -1,4 +1,5 @@
import {WARN} from "config/logging";
import {pick} from "utils/functionUtils";
import {getInputNumber} from "utils/nodeUtils";
import {NEUTRALS, NO_BURG} from "./config";
import {createCapitals} from "./createCapitals";
@ -25,9 +26,9 @@ export function generateBurgsAndStates(
const statesNumber = getStatesNumber(scoredCellIds.length);
if (statesNumber === 0) return {burgIds, burgs: [NO_BURG], states: [NEUTRALS]};
const capitals = createCapitals(statesNumber, scoredCellIds, burgIds);
const capitals = createCapitals(statesNumber, scoredCellIds, burgIds, cultures, pick(cells, "p", "f", "culture"));
const states = createStates(capitals, cultures);
const towns = createTowns(scoredCellIds, burgIds);
const towns = createTowns(burgIds, cultures, pick(cells, "p", "i", "f", "s", "culture"));
expandStates();
// normalizeStates();

View file

@ -103,7 +103,7 @@ export function specifyBurgs(capitals: TCapitals, towns: TTowns, roadScores: Uin
if (stateId === 0) {
const baseCoa = COA.generate(null, 0, null, coaType);
const shield = COA.getShield(cultureId, stateId);
const shield = COA.getShield(cultureId, stateId, cultures, states);
return {...baseCoa, shield};
}
@ -111,7 +111,7 @@ export function specifyBurgs(capitals: TCapitals, towns: TTowns, roadScores: Uin
const kinship = defineKinshipToStateEmblem();
const baseCoa = COA.generate(stateCOA, kinship, null, coaType);
const shield = COA.getShield(cultureId, stateId);
const shield = COA.getShield(cultureId, stateId, cultures, states);
return {...baseCoa, shield};
function defineKinshipToStateEmblem() {