'use strict'; 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 = ` The climate is harsh and people cannot live in this world.
No cultures, states and burgs will be created.
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 = ` There are only ${populated.length} populated cells and it's insufficient livable area.
Only ${count} out of ${culturesInput.value} requested cultures will be generated.
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.origin = 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, origin: 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, origin: 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 PriorityQueue({comparator: (a, b) => a.p - b.p}); pack.cultures.forEach(function (c) { if (!c.i || c.removed) return; queue.queue({e: c.center, p: 0, c: c.i}); }); const neutral = (cells.i.length / 5000) * 3000 * neutralInput.value; // limit cost for culture growth const cost = []; while (queue.length) { const next = queue.dequeue(), n = next.e, p = next.p, c = next.c; const type = pack.cultures[c].type; cells.c[n].forEach(function (e) { const biome = cells.biome[e]; const biomeCost = getBiomeCost(c, biome, type); const biomeChangeCost = biome === cells.biome[n] ? 0 : 20; // penalty on biome change const heightCost = getHeightCost(e, cells.h[e], type); const riverCost = getRiverCost(cells.r[e], e, type); const typeCost = getTypeCost(cells.t[e], type); const totalCost = p + (biomeCost + biomeChangeCost + heightCost + riverCost + typeCost) / pack.cultures[c].expansionism; if (totalCost > neutral) return; if (!cost[e] || totalCost < cost[e]) { if (cells.s[e] > 0) cells.culture[e] = c; // assign culture to populated cell cost[e] = totalCost; queue.queue({e, p: totalCost, c}); } }); } 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}; })();