Commit graph

1659 commits

Author SHA1 Message Date
barrulus
c4663e7b9b fix: sky port behavior, default sky altitude, Sky Realm robustness, and unfly state restore
Summary

Ground burgs with sky ports keep land capabilities and land routes.
Only truly flying burgs join the Sky Realm; turning off “flying” restores the ground state.
Replace magic altitude 1000 with a DOM-configurable default.
Guard state hover/pin logic for geometry-less Sky Realm to prevent console errors.
Watabou link uses sky settings only for flying burgs.
Details

Land routing with sky ports:

Change: include sky ports in land road/trail networks; exclude only flying burgs.
Why: sky ports should not impose flying/land restrictions on a ground burg.
File: modules/routes-generator.js
Sky port toggle does not move state:

Change: toggling skyPort no longer assigns the burg’s state to the Sky Realm or reassigns cell ownership.
Why: sky port ≠ flying city; it’s just air connectivity.
File: modules/ui/burg-editor.js
Flying toggle and state restore:

Change: enabling “flying” assigns the burg to the Sky Realm but does not overwrite the cell’s ground state; disabling “flying” restores the burg’s state to the underlying ground state (pack.cells.state[burg.cell]).
Change: when relocating, assign Sky Realm only if the burg is placed over water; ground placements keep ground state.
Why: fixes bug where reverting to ground left burg in Sky Realm and preserves ground sovereignty.
File: modules/ui/burg-editor.js
Default sky altitude via DOM (no more magic 1000):

Change: add hidden input #burgDefaultSkyAltitude (default 1000 m) and read it everywhere altitude is defaulted (editor and “add burg on water” flow).
Why: centralizes default, documents units, and makes it configurable without touching code.
Files: index.html, modules/ui/burg-editor.js, modules/ui/burgs-overview.js
Sky State creation robustness:

Change: initialize a neutral diplomacy row for the new Sky State and extend existing states’ diplomacy arrays.
Change: do not forcibly set the anchor cell ownership to Sky state when creating the Sky Realm.
Why: prevents UI/editor crashes that assume diplomacy is rectangular; avoids accidental land transfer to Sky Realm.
File: modules/ui/editors.js
State hover/pin guards for Sky Realm:

Change: skip fog/hover/highlight when the target state has no geometry (e.g., Sky Realm) or the path is missing.
Why: fixes console errors in State hover and Pin feature.
Files: modules/dynamic/editors/states-editor.js, modules/ui/diplomacy-editor.js, modules/ui/military-overview.js
Watabou integration:

Change: only treat burgs as “sky” for city links when flying is true (not when only skyPort is set).
Why: ground burgs with sky ports should still have gates/roads/hubs/shanty, etc.
File: modules/ui/editors.js
User-visible Effects

Ground cities can have sea port + sky port + roads/trails simultaneously.
Toggling flying on shows altitude row; default altitude is read from the DOM.
Toggling flying off restores the burg to its ground state affiliation.
No more console errors when interacting with state hover/pin around the Sky Realm.
Potential Impacts

Land route generation may produce additional roads because sky-ported (but ground) burgs are now included.
Diplomacy arrays gain a neutral column for the Sky Realm when first created (non-breaking, UI-aligned).
Test Plan

Set sky port on a ground burg: verify roads/trails remain; sea port and other features unaffected.
Toggle flying on: burg state switches to Sky Realm; cell remains with ground state; altitude defaults from #burgDefaultSkyAltitude; air routes generate.
Toggle flying off: burg state returns to the ground state; altitude row hides; routes regenerate.
Hover/fog/pin states with the editors open: no errors with Sky Realm selected or hovered.
Open Watabou (city generator) links:
Ground + sky port: uses ground settings (gates/roads/hubs/shanty allowed).
Flying: uses sky settings (no farms/gates/hub etc. as appropriate).
Files Changed

modules/routes-generator.js
modules/ui/burg-editor.js
modules/ui/burgs-overview.js
modules/ui/editors.js
modules/dynamic/editors/states-editor.js
modules/ui/diplomacy-editor.js
modules/ui/military-overview.js
index.html
2025-09-08 15:09:59 +01:00
barrulus
7292c73d10 routes: fold sky/flying exclusion into guard; ui: remove redundant false arg in createMfcgLink call 2025-09-08 15:06:10 +01:00
barrulus
c9b1a141f1 Versioning information added 2025-09-08 15:06:10 +01:00
barrulus
c075e704fd Sky burgs + air routes: layer, editor toggles, styling, altitude, icons, and generators 2025-09-08 15:05:41 +01:00
Copilot
e94ec5b123 Add comprehensive GitHub Copilot instructions for Fantasy Map Generator (#1233)
* Initial plan

* Add comprehensive GitHub Copilot instructions for Fantasy Map Generator

Co-authored-by: Azgaar <26469650+Azgaar@users.noreply.github.com>

* chore: copilot instructions

---------

Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com>
Co-authored-by: Azgaar <26469650+Azgaar@users.noreply.github.com>
Co-authored-by: Azgaar <azgaar.fmg@yandex.com>
2025-09-08 14:58:11 +01:00
Azgaar
88590e05e1 fix: 1227 2025-09-08 14:58:11 +01:00
barrulus
73ab86b957 sky-burgs-sky-routes 2025-09-05 21:07:42 +01:00
barrulus
2c3692f000 added topography 2025-09-04 16:21:22 +01:00
barrulus
21df872ca2 efficiency 2025-09-04 10:13:01 +01:00
barrulus
20dfb7cfcb qgis additions 2025-09-02 14:10:23 +01:00
barrulus
fecbae826c Added 100k to 1M cells in options.js and index.html 2025-08-24 14:56:51 +01:00
barrulus
c85db3b3e1 Fix TinyMCE loading to use script element instead of dynamic import
Replace dynamic import() with traditional script loading for TinyMCE editor
to resolve module loading issues. Adds loadScript helper function that
creates script elements and handles onload/onerror events properly.
2025-08-17 19:32:27 +01:00
barrulus
11977a42fc Add world coordinates to regiment exports for GIS integration
Regiment CSV Export Enhancements:
- Add X_World (m) and Y_World (m) columns using meters per pixel conversion
- Include both current and base position world coordinates
- Rename existing coordinate columns to X_Pixel/Y_Pixel for clarity
- Add getMetersPerPixel() helper function supporting km, m, and miles units

GeoJSON Regiment Export:
- Create new saveGeoJsonRegiments() function in export.js
- Export regiments as Point features with Fantasy Map Cartesian coordinates
- Include all military unit data, state information, and position metadata
- Add regiments button to GeoJSON export UI section

This enables direct import of regiment data into QGIS using the custom
Fantasy Map Cartesian CRS with proper world coordinate positioning.
2025-08-17 19:30:25 +01:00
barrulus
83573c8936 Enhance population counting accuracy and add comprehensive geoJSON exports
Population System Fixes:
- Fix province, culture, and religion population calculations to exclude rural population from cells without burgs
- Burgs now represent ALL population for their cells (both urban and rural components)
- Eliminate double-counting where cell populations were incorrectly added to burg populations

Export Enhancements:
- Add complete geoJSON export for burgs with all settlement properties
- Enhance routes geoJSON export to include type and feature metadata
- Add missing length and width properties to rivers geoJSON export
- Fix burg coordinate system to match CSV export format with xWorld/yWorld fields

UI Improvements:
- Add burgs export button to geoJSON export interface
- Fix vite module loading issue by adding type="module" to notes-editor.js script tag

Documentation:
- Create comprehensive QGIS Style Conversion guide with route types, burg features, and relief rendering methods
- Add WKT coordinate reference system definition for Fantasy Map Cartesian CRS
- Include rule-based styling examples and data processing workflows
2025-08-15 19:00:03 +01:00
barrulus
9e8bc6e689 Add procedural directory to gitignore 2025-08-15 14:16:35 +01:00
barrulus
82eb441845 Implement tiered route system with enhanced CSV export
This commit introduces a comprehensive tiered route generation system that replaces the basic route categories with specific route types based on medieval transportation networks:

Route System Changes:
- Major Sea Routes (majorSea): Long-distance maritime trade routes connecting capitals and major ports across water bodies, simulating Hanseatic League-style trade networks
- Regional Sea Routes (regional): Shorter routes within specific water bodies for high-traffic local maritime trade
- Royal Roads (royal): Capital-to-capital connections for diplomatic and military movement using minimum spanning tree algorithm
- Market Roads (market): Regional trade networks connecting market towns with 15-30km spacing based on medieval market day travel distances
- Local Roads (local): Village-to-market connections linking settlements to their nearest commercial centers
- Footpaths (footpath): Hamlet paths with 3-8km range for local community connections

Implementation Details:
- Removed fallback calls to legacy route generation functions to ensure clean tiered system operation
- Routes now include both 'group' (general category) and 'type' (specific tier) properties for detailed classification
- Enhanced route generation uses settlement hierarchy and geographic constraints for realistic medieval transportation patterns
- Route cost modifiers applied based on route type importance (royal and majorSea routes have priority routing)

CSV Export Enhancements:
- Added 'Type' column to routes CSV export to distinguish between route tiers
- Updated routes overview UI to display both group and type information
- Enhanced header layout to accommodate new type column
- Routes can now be analyzed by both general category and specific function

Technical Changes:
- Fixed route ID assignment conflicts between immediate and background processing phases
- Improved route data structure consistency across generation phases
- Updated routes overview display to show detailed route type information
- Enhanced CSV export function to include route type data from pack.routes
2025-08-14 23:47:14 +01:00
barrulus
8ec53293b7 Fix rural population calculation to only count small burgs
Rural population now correctly counted only from burgs with ≤100 people.
Eliminates double-counting and ensures consistent statistics across
charts and CSV exports.
2025-08-13 23:35:26 +01:00
barrulus
e669549390 Fix population aggregation system to eliminate double-counting
- Fixed core issue where cells.pop and burg.population were both being counted
- Changed aggregation logic across all modules to use either burg OR cell population, never both
- If cell has burg: count only burg population (represents all people in that area)
- If cell has no burg: count only cells.pop (represents scattered population)

Files modified:
- modules/burgs-and-states.js: Fixed state population aggregation
- modules/ui/provinces-editor.js: Fixed province population aggregation
- modules/dynamic/editors/cultures-editor.js: Fixed culture population aggregation
- modules/dynamic/editors/religions-editor.js: Fixed religion population aggregation
- modules/ui/biomes-editor.js: Fixed biome population aggregation
- modules/ui/zones-editor.js: Fixed zone population calculations (2 locations)
- modules/military-generator.js: Redesigned military generation to use only burg populations

Military system changes:
- Removed rural military generation (all forces now come from settlements)
- Only burgs with 500+ people can maintain military forces
- Military strength based on actual burg population (2.5% mobilization rate)

Result: Population totals now consistent across all CSV exports (~2M total vs previous 40x discrepancy)
2025-08-13 18:54:32 +01:00
barrulus
334ef2b58b Add comprehensive population scaling documentation
This commit introduces detailed documentation for modifying the Fantasy Map Generator's population system to create more realistic settlement sizes suitable for medieval fantasy settings.

Key features of the documentation:
- Complete analysis of current population calculation system in burgs-and-states.js
- Detailed code modifications to reduce city populations from ~250k to ~30k
- Hierarchical scaling that maintains realistic population gradients
- Military impact analysis showing proportional army size reductions
- Step-by-step implementation guide with exact line numbers
- Testing procedures and validation methods
- Troubleshooting section for common issues
- Rollback instructions for safe implementation

The proposed changes will create settlement populations of:
- Capitals: 25-35k (down from 200-300k)
- Large ports: 20-30k (down from 150-250k)
- Regional centers: 10-20k (down from 100-150k)
- Towns: 2-8k (down from 20-50k)
- Villages: 0.5-3k (down from 1-5k)

Military forces will scale proportionally, creating more historically accurate medieval army sizes where capitals field 60-120 troops instead of 500-1000.

The documentation preserves all existing functionality while providing a complete reference for population system modifications.
2025-08-13 08:05:19 +01:00
barrulus
9c090894f2 Implement hierarchical burg placement and route generation system
Major Changes:
- Enhanced burg placement system with three-tier hierarchy:
  * Primary centers (capitals + large ports) connected by main roads
  * Regional centers (plaza burgs) connected by secondary roads
  * Local settlements connected by trails to existing network

Burg Placement Improvements (burgs-and-states.js):
- Added identifyLargePorts() function to mark coastal settlements as major population centers
- Implemented placeRegionalCenters() function for strategic plaza burg placement
- Enhanced placeTowns() with hierarchical scoring based on distance to major centers
- Updated population calculations to respect settlement hierarchy
- Modified defineBurgFeatures() to guarantee plazas for regional centers

Route Generation Overhaul (routes-generator.js):
- Created hierarchical route system eliminating overlapping routes:
  * Main roads connect primary population centers (capitals + large ports)
  * Secondary roads connect plaza burgs to main network and each other
  * Trails connect isolated settlements to nearest existing routes
- Added filtered burg categorization to prevent duplicate connections
- Implemented intelligent pathfinding that integrates with existing routes
- Fixed getLength() function with fallback calculation for DOM timing issues

CSV Export Enhancement (routes-overview.js):
- Updated routes CSV export to include new "secondary" route type
- Added documentation for supported route types in export function

Technical Features:
- Distance-based population gradients radiating from major centers
- Urquhart graph algorithm for optimal route networks
- Integration with existing pathfinding cost system
- Proper route merging and connection tracking
- Robust error handling for route length calculations

Result:
- Realistic settlement hierarchy with proper population distribution
- Non-overlapping transportation network with clear purpose for each route type
- Radial patterns from major centers through regional hubs to local settlements
- Enhanced world-building with economically logical settlement placement
2025-08-12 22:44:54 +01:00
barrulus
51572e34a8 Add world coordinate export for burgs with improved unit conversion
- Added X_World and Y_World columns in meters to CSV export
- Enhanced distance unit conversion with support for multiple units (km, m, mi, yd, ft, leagues)
- Renamed existing X,Y columns to X_Pixel, Y_Pixel for clarity
- World coordinates account for proper Y-axis orientation (negative for downward direction)
- Maintains backward compatibility with existing latitude/longitude columns
2025-08-12 18:30:21 +01:00
barrulus
bcce33e046 Add fantasy world coordinate system to GeoJSON exports
- Implement proper coordinate transformation from pixels to world meters
- Add comprehensive metadata to all GeoJSON exports including map settings, scale, and units
- Support multiple distance units (km, miles, yards, feet, leagues, meters)
- Calculate bounds in meters for proper geospatial reference
- Include CRS information as Fantasy Map Cartesian system
- Fix marker notes export to correctly reference note IDs
- Improve coordinate precision and consistency across all export types
2025-08-12 12:03:31 +01:00
barrulus
dea7f604f9 Enabled larger maps with more burgs 2025-08-11 18:21:33 +01:00
barrulus
9001091720 separated projects 2025-08-07 06:25:43 -04:00
barrulus
27b616dff7 some tasks 2025-08-06 08:15:18 +01:00
barrulus
7f31969f50 more porting work 2025-08-05 13:12:07 -04:00
barrulus
37391c8e8b massive rework continues 2025-08-04 13:35:23 -04:00
barrulus
d1b07fff01 Significant work done porting to headless engine 2025-08-04 00:01:48 +01:00
Ender-Emp
ab08dc9429
fix regex of 'and' adjectivization rule (#1225) 2025-08-02 13:48:10 +02:00
Azgaar
d06ebe5ac8 fix(v1.108.11): add external icons to export in base64 format 2025-07-18 02:31:10 +02:00
Azgaar
738732364e fix(ui): correct marker note lookup by adding prefix 2025-07-02 00:52:41 +02:00
Azgaar
c26827bfe5 fix(markers-overview): correct note lookup by marker id 2025-07-01 23:16:07 +02:00
Nekomantikku
a3dcc8d2c4
Merge pull request #1212 from Nekomantikku/master
Add shell script to launch local HTTP server and open browser (GNU/Linux)
2025-06-20 00:18:57 +02:00
Azgaar
d9391d6d97
Merge pull request #1211 from Azgaar/ollama
Ollama: local AI text generation
2025-06-14 16:13:59 +02:00
Azgaar
c891689796 feat(ai-generator): update supported AI models list 2025-06-14 15:24:23 +02:00
Azgaar
d96e339043 chore: update version to 1.108.8 2025-06-14 15:20:41 +02:00
Azgaar
bba3587e50 refactor: ollama generation 2025-06-14 15:20:01 +02:00
Krory
fe2fa6d6b8
Ollama integration as a new AI provider (#1208)
* ollama implementation

* ollama implementation

* Update ai-generator.js

* Update README.md

* Create OLLAMAREADME.MD

* Update OLLAMAREADME.MD

* Update notes-editor.js

* Update index.html

* Update OLLAMAREADME.MD

* Update ai-generator.js
2025-06-14 14:03:06 +02:00
Greger
004097ef93
Make id field in exports more consistent. (#1210)
The id field for geojson export was not consistent with csv exports.
Removes the prefix on routes, rivers and markers geojson, and on
markers csv, to make them all use only an integer as id.

This makes it easier to import and do joins in other software.
2025-06-11 00:42:31 +02:00
Azgaar
a6f66e9828 fix: grid layer to not be clickable 2025-03-09 13:29:45 +01:00
Ruichka
8131f25456
Allow data URI scheme for custom images (#1196)
* Allow data URL external images

* fix

* removed inconsistency
2025-03-08 14:51:48 +01:00
Azgaar
f859439fc8 refactor: drawReliefIcons, v1.108.4 2025-02-15 18:13:45 +01:00
Azgaar
4dd34e13d1 refactor: drawReliefIcons, v1.108.4 2025-02-15 18:03:54 +01:00
Azgaar
791347b1ee feat: generate less water ice, v1.108.3 2025-02-15 17:45:16 +01:00
Azgaar
12b8b941e3 fix: remove old lake paths on drawFeatures, v1.108.2 2025-02-15 15:09:39 +01:00
Azgaar
d98ef5717e perf: set text-rendering to optimizeSpeed, v1.108.1 2025-02-15 14:43:51 +01:00
Azgaar
764993b680 fix: remove old feature masks, v1.108.0 2025-02-15 13:06:14 +01:00
Azgaar
e39ca793f2 feat: add growthRate to safe file 2025-02-13 02:54:37 +01:00
Azgaar
e526646076 fix: notes editor size to be relative to canvas size 2025-02-10 12:41:14 +01:00
Azgaar
51c47a18d2 fix: external icons - battle screen 2025-02-10 01:39:21 +01:00