(function (global, factory) { typeof exports === "object" && typeof module !== "undefined" ? (module.exports = factory()) : typeof define === "function" && define.amd ? define(factory) : (global.Resources = factory()); })(this, function () { "use strict"; // TO-DO // apply logic on heightmap edit // apply logic on burgs regeneration // apply logic on population recalculation // apply logic on save // apply logic on load let cells, cellId; const getDefault = function () { // model: cells eligibility function; chance: chance to get rosource in model-eligible cell return [ {i: 1, name: "Wood", category: "Construction", icon: "resource-wood", color: "#966F33", value: 5, chance: 10, model: "Any_forest", bonus: {fleet: 2, defence: 1}}, {i: 2, name: "Stone", category: "Construction", icon: "resource-stone", color: "#979EA2", value: 4, chance: 7, model: "Hills", bonus: {prestige: 1, defence: 2}}, {i: 3, name: "Marble", category: "Construction", icon: "resource-marble", color: "#d6d0bf", value: 15, chance: 1, model: "Mountains", bonus: {prestige: 2}}, {i: 4, name: "Iron", category: "Ore", icon: "resource-iron", color: "#5D686E", value: 8, chance: 8, model: "Mountains_and_wetlands", bonus: {artillery: 1, infantry: 1, defence: 1}}, {i: 5, name: "Copper", category: "Ore", icon: "resource-copper", color: "#b87333", value: 10, chance: 3, model: "Mountains", bonus: {artillery: 2, defence: 1, prestige: 1}}, {i: 6, name: "Lead", category: "Ore", icon: "resource-lead", color: "#454343", value: 8, chance: 3, model: "Mountains", bonus: {artillery: 1, defence: 1}}, {i: 7, name: "Silver", category: "Ore", icon: "resource-silver", color: "#C0C0C0", value: 15, chance: 3, model: "Mountains", bonus: {prestige: 2}}, {i: 8, name: "Gold", category: "Ore", icon: "resource-gold", color: "#d4af37", value: 30, chance: 1, model: "Headwaters", bonus: {prestige: 3}}, {i: 9, name: "Grain", category: "Food", icon: "resource-grain", color: "#F5DEB3", value: 1, chance: 15, model: "Biome_habitability", bonus: {population: 4}}, {i: 10, name: "Cattle", category: "Food", icon: "resource-cattle", color: "#56b000", value: 2, chance: 10, model: "Pastures_and_temperate_forest", bonus: {population: 2}}, {i: 11, name: "Fish", category: "Food", icon: "resource-fish", color: "#7fcdff", value: 1, chance: 5, model: "Marine_and_rivers", bonus: {population: 2}}, {i: 12, name: "Game", category: "Food", icon: "resource-game", color: "#c38a8a", value: 2, chance: 3, model: "Any_forest", bonus: {archers: 2, population: 1}}, {i: 13, name: "Wine", category: "Food", icon: "resource-wine", color: "#963e48", value: 3, chance: 4, model: "Tropical_forests", bonus: {population: 1, prestige: 1}}, {i: 14, name: "Olives", category: "Food", icon: "resource-olives", color: "#BDBD7D", value: 3, chance: 4, model: "Tropical_forests", bonus: {population: 1}}, {i: 15, name: "Honey", category: "Food", icon: "resource-honey", color: "#DCBC66", value: 4, chance: 3, model: "Temperate_and_boreal_forests", bonus: {population: 1}}, {i: 16, name: "Salt", category: "Food", icon: "resource-salt", color: "#E5E4E5", value: 5, chance: 4, model: "Arid_land_and_salt_lakes", bonus: {population: 1, defence: 1}}, {i: 17, name: "Dates", category: "Food", icon: "resource-dates", color: "#dbb2a3", value: 3, chance: 3, model: "Hot_desert", bonus: {population: 1}}, {i: 18, name: "Horses", category: "Supply", icon: "resource-horses", color: "#ba7447", value: 10, chance: 6, model: "Grassland_and_cold_desert", bonus: {cavalry: 2}}, {i: 19, name: "Elephants", category: "Supply", icon: "resource-elephants", color: "#C5CACD", value: 15, chance: 2, model: "Hot_biomes", bonus: {cavalry: 1}}, {i: 20, name: "Camels", category: "Supply", icon: "resource-camels", color: "#C19A6B", value: 13, chance: 4, model: "Deserts", bonus: {cavalry: 1}}, {i: 21, name: "Hemp", category: "Material", icon: "resource-hemp", color: "#069a06", value: 2, chance: 4, model: "Deciduous_forests", bonus: {fleet: 2}}, {i: 22, name: "Pearls", category: "Luxury", icon: "resource-pearls", color: "#EAE0C8", value: 35, chance: 3, model: "Tropical_waters", bonus: {prestige: 1}}, {i: 23, name: "Gemstones", category: "Luxury", icon: "resource-gemstones", color: "#e463e4", value: 35, chance: 2, model: "Mountains", bonus: {prestige: 1}}, {i: 24, name: "Dyes", category: "Luxury", icon: "resource-dyes", color: "#fecdea", value: 15, chance: 0.5, model: "Habitable_biome_or_marine", bonus: {prestige: 1}}, {i: 25, name: "Incense", category: "Luxury", icon: "resource-incense", color: "#ebe5a7", value: 25, chance: 2, model: "Hot_desert_and_tropical_forest", bonus: {prestige: 2}}, {i: 26, name: "Silk", category: "Luxury", icon: "resource-silk", color: "#e0f0f8", value: 30, chance: 1, model: "Tropical_rainforest", bonus: {prestige: 2}}, {i: 27, name: "Spices", category: "Luxury", icon: "resource-spices", color: "#e99c75", value: 30, chance: 2, model: "Tropical_rainforest", bonus: {prestige: 2}}, {i: 28, name: "Amber", category: "Luxury", icon: "resource-amber", color: "#e68200", value: 15, chance: 2, model: "Foresty_seashore", bonus: {prestige: 1}}, {i: 29, name: "Furs", category: "Material", icon: "resource-furs", color: "#8a5e51", value: 13, chance: 2, model: "Boreal_forests", bonus: {prestige: 1}}, {i: 30, name: "Sheep", category: "Material", icon: "resource-sheeps", color: "#53b574", value: 2, chance: 5, model: "Pastures_and_temperate_forest", bonus: {infantry: 1}}, {i: 31, name: "Slaves", category: "Supply", icon: "resource-slaves", color: "#757575", value: 10, chance: 3, model: "Less_habitable_seashore", bonus: {population: 2}}, {i: 32, name: "Tar", category: "Material", icon: "resource-tar", color: "#727272", value: 3, chance: 3, model: "Any_forest", bonus: {fleet: 1}}, {i: 33, name: "Saltpeter", category: "Material", icon: "resource-saltpeter", color: "#e6e3e3", value: 8, chance: 2, model: "Biome_habitability", bonus: {artillery: 3}}, {i: 34, name: "Coal", category: "Material", icon: "resource-coal", color: "#36454f", value: 2, chance: 7, model: "Hills", bonus: {artillery: 2}}, {i: 35, name: "Oil", category: "Material", icon: "resource-oil", color: "#565656", value: 5, chance: 2, model: "Less_habitable_biomes", bonus: {artillery: 1}}, {i: 36, name: "Tropical timber", category: "Luxury", icon: "resource-tropicalTimber", color: "#a45a52", value: 20, chance: 2, model: "Tropical_rainforest", bonus: {prestige: 1}}, {i: 37, name: "Whales", category: "Food", icon: "resource-whales", color: "#cccccc", value: 2, chance: 2, model: "Arctic_waters", bonus: {population: 1}}, {i: 38, name: "Sugar", category: "Food", icon: "resource-sugar", color: "#7abf87", value: 3, chance: 3, model: "Tropical_rainforest", bonus: {population: 1}}, {i: 39, name: "Tea", category: "Luxury", icon: "resource-tea", color: "#d0f0c0", value: 10, chance: 3, model: "Hilly_tropical_rainforest", bonus: {prestige: 1}}, {i: 40, name: "Tobacco", category: "Luxury", icon: "resource-tobacco", color: "#6D5843", value: 10, chance: 2, model: "Tropical_rainforest", bonus: {prestige: 1}} ]; }; const defaultModels = { Deciduous_forests: 'biome(6, 7, 8)', Any_forest: 'biome(5, 6, 7, 8, 9)', Temperate_and_boreal_forests: 'biome(6, 8, 9)', Hills: 'minHeight(40) || (minHeight(30) && nth(10))', Mountains: 'minHeight(60) || (minHeight(40) && nth(10))', Mountains_and_wetlands: 'minHeight(60) || (biome(12) && nth(8))', Headwaters: 'river() && minHeight(40)', Biome_habitability: 'habitability()', Marine_and_rivers: 'type("ocean", "freshwater", "salt") || (river() && shore(1, 2))', Pastures_and_temperate_forest: '(biome(3, 4) && !elevation()) || (biome(6) && random(70)) || (biome(5) && nth(5))', Tropical_forests: 'biome(5, 7)', Arid_land_and_salt_lakes: 'type("salt", "dry") || (biome(1, 2) && random(70)) || (biome(12) && nth(10))', Hot_desert: 'biome(1)', Deserts: 'biome(1, 2)', Grassland_and_cold_desert: 'biome(3) || (biome(2) && nth(4))', Hot_biomes: 'biome(1, 3, 5, 7)', Hot_desert_and_tropical_forest: 'biome(1, 7)', Tropical_rainforest: 'biome(7)', Tropical_waters: 'shore(-1) && minTemp(18)', Hilly_tropical_rainforest: 'minHeight(40) && biome(7)', Subtropical_waters: 'shore(-1) && minTemp(14)', Habitable_biome_or_marine: 'shore(-1) || habitable()', Foresty_seashore: 'shore(1) && biome(6, 7, 8, 9)', Boreal_forests: 'biome(9) || (biome(10) && nth(2)) || (biome(6, 8) && nth(5)) || (biome(12) && nth(10))', Less_habitable_seashore: 'shore(1) && habitable() && !habitability()', Less_habitable_biomes: 'habitable() && !habitability()', Arctic_waters: 'biome(0) && maxTemp(7)' }; const methods = { random: (number) => number >= 100 || number > 0 && number / 100 > Math.random(), nth: (number) => !(cellId % number), habitable: () => biomesData.habitability[pack.cells.biome[cellId]], habitability: () => biomesData.habitability[cells.biome[cellId]] / 100 > Math.random(), elevation: () => pack.cells.h[cellId] / 100 > Math.random(), biome: (...biomes) => biomes.includes(pack.cells.biome[cellId]), minHeight: (heigh) => pack.cells.h[cellId] >= heigh, maxHeight: (heigh) => pack.cells.h[cellId] <= heigh, minTemp: (temp) => grid.cells.temp[pack.cells.g[cellId]] >= temp, maxTemp: (temp) => grid.cells.temp[pack.cells.g[cellId]] <= temp, shore: (...rings) => rings.includes(pack.cells.t[cellId]), type: (...types) => types.includes(pack.features[cells.f[cellId]].group), river: () => pack.cells.r[cellId] } const allMethods = "{" + Object.keys(methods).join(", ") + "}"; const generate = function () { console.time("generateResources"); cells = pack.cells; cells.resource = new Uint8Array(cells.i.length); // resources array [0, 255] const resourceMaxCells = Math.ceil((200 * cells.i.length) / 5000); if (!pack.resources) pack.resources = getDefault(); pack.resources.forEach(r => { r.cells = 0; const model = r.custom || defaultModels[r.model]; r.fn = new Function(allMethods, "return " + model); }); const skipGlaciers = biomesData.habitability[11] === 0; const shuffledCells = d3.shuffle(cells.i.slice()); for (const i of shuffledCells) { if (!(i % 10)) d3.shuffle(pack.resources); if (skipGlaciers && cells.biome[i] === 11) continue; const rnd = Math.random() * 100; cellId = i; for (const resource of pack.resources) { if (resource.cells >= resourceMaxCells) continue; if (resource.cells >= resource.chance && rnd > resource.chance) continue; if (!resource.fn({...methods})) continue; cells.resource[i] = resource.i; resource.cells++; break; } } pack.resources.sort((a, b) => (a.i > b.i ? 1 : -1)); console.timeEnd("generateResources"); }; const getStroke = color => d3.color(color).darker(2).hex(); const get = i => pack.resources.find(resource => resource.i === i); return {generate, getDefault, defaultModels, getStroke, get}; });