"use strict"; window.Burgs = (() => { const generate = () => { TIME && console.time("generateBurgs"); const {cells} = pack; let burgs = [0]; // burgs array cells.burg = new Uint16Array(cells.i.length); const populatedCells = cells.i.filter(i => cells.s[i] > 0 && cells.culture[i]); if (!populatedCells.length) { WARN && console.warn("There is no populated cells. Cannot generate states"); return burgs; } let quadtree = d3.quadtree(); generateCapitals(); generateTowns(); shiftBurgs(); pack.burgs = burgs; TIME && console.timeEnd("generateBurgs"); function getCapitalsNumber() { let number = +byId("statesNumber").value; if (populatedCells.length < number * 10) { WARN && console.warn(`Not enough populated cells. Generating only ${number} capitals/states`); number = Math.floor(sorted.length / 10); } return number; } function getTownsNumber() { const manorsInput = byId("manorsInput"); const isAuto = manorsInput.value === "1000"; // '1000' is considered as auto if (isAuto) return rn(populatedCells.length / 5 / (grid.points.length / 10000) ** 0.8); return Math.min(manorsInput.valueAsNumber, sorted.length); } function generateCapitals() { const randomize = score => score * (0.5 + Math.random() * 0.5); const score = new Int16Array(cells.s.map(randomize)); const sorted = populatedCells.sort((a, b) => score[b] - score[a]); const capitalsNumber = getCapitalsNumber(); let spacing = (graphWidth + graphHeight) / 2 / capitalsNumber; // min distance between capitals for (let i = 0; burgs.length <= capitalsNumber; i++) { const cell = sorted[i]; const [x, y] = cells.p[cell]; if (quadtree.find(x, y, spacing) === undefined) { burgs.push({cell, x, y}); quadtree.add([x, y]); } // reset if all cells were checked if (i === sorted.length - 1) { WARN && console.warn("Cannot place capitals with current spacing. Trying again with reduced spacing"); quadtree = d3.quadtree(); i = -1; burgs = [0]; spacing /= 1.2; } } burgs.forEach((burg, burgId) => { if (!burgId) return; burg.i = burgId; burg.state = burgId; burg.culture = cells.culture[burg.cell]; burg.name = Names.getCultureShort(burg.culture); burg.feature = cells.f[burg.cell]; burg.capital = 1; cells.burg[burg.cell] = burgId; }); } function generateTowns() { const randomize = score => score * gauss(1, 3, 0, 20, 3); const score = new Int16Array(cells.s.map(randomize)); const sorted = populatedCells.sort((a, b) => score[b] - score[a]); const burgsNumber = getTownsNumber(); let spacing = (graphWidth + graphHeight) / 150 / (burgsNumber ** 0.7 / 66); // min distance between town for (let added = 0; added < burgsNumber && spacing > 1; ) { for (let i = 0; added < burgsNumber && i < sorted.length; i++) { if (cells.burg[sorted[i]]) continue; const cell = sorted[i]; const [x, y] = cells.p[cell]; const minSpacing = spacing * gauss(1, 0.3, 0.2, 2, 2); // randomize to make placement not uniform if (quadtree.find(x, y, minSpacing) !== undefined) continue; // to close to existing burg const burgId = burgs.length; const culture = cells.culture[cell]; const name = Names.getCulture(culture); const feature = cells.f[cell]; burgs.push({cell, x, y, i: burgId, state: 0, culture, name, feature, capital: 0}); added++; cells.burg[cell] = burgId; } spacing *= 0.5; } } // define port status and shift ports and burgs on rivers function shiftBurgs() { const {cells, features} = pack; const temp = grid.cells.temp; // port is a capital with any harbor OR any burg with a safe harbor const featurePorts = {}; for (const burg of burgs) { if (!burg.i || burg.lock) continue; const i = burg.cell; const haven = cells.haven[i]; const harbor = cells.harbor[i]; if (haven !== undefined && temp[cells.g[i]] > 0) { const featureId = cells.f[haven]; const canBePort = features[featureId].cells > 1 && ((burg.capital && harbor) || harbor === 1); if (canBePort) { if (!featurePorts[featureId]) featurePorts[featureId] = []; featurePorts[featureId].push(burg); } } } // shift ports to the edge of the water body. Only bodies with 2+ ports are considered Object.entries(featurePorts).forEach(([featureId, burgs]) => { if (burgs.length < 2) return; burgs.forEach(burg => { burg.port = featureId; const haven = cells.haven[burg.cell]; const [x, y] = getCloseToEdgePoint(burg.cell, haven); burg.x = x; burg.y = y; }); }); // shift non-port river burgs a bit for (const burg of burgs) { if (!burg.i || burg.lock || burg.port || !cells.r[burg.cell]) continue; const cellId = burg.cell; const shift = Math.min(cells.fl[cellId] / 150, 1); burg.x = cellId % 2 ? rn(burg.x + shift, 2) : rn(burg.x - shift, 2); burg.y = cells.r[cellId] % 2 ? rn(burg.y + shift, 2) : rn(burg.y - shift, 2); } function getCloseToEdgePoint(cell1, cell2) { const {cells, vertices} = pack; const [x0, y0] = cells.p[cell1]; const commonVertices = cells.v[cell1].filter(vertex => vertices.c[vertex].some(cell => cell === cell2)); const [x1, y1] = vertices.p[commonVertices[0]]; const [x2, y2] = vertices.p[commonVertices[1]]; const xEdge = (x1 + x2) / 2; const yEdge = (y1 + y2) / 2; const x = rn(x0 + 0.95 * (xEdge - x0), 2); const y = rn(y0 + 0.95 * (yEdge - y0), 2); return [x, y]; } } }; const specify = () => { TIME && console.time("specifyBurgs"); pack.burgs.forEach(burg => { if (!burg.i || burg.removed || burg.lock) return; definePopulation(burg); defineEmblem(burg); defineFeatures(burg); }); const populations = pack.burgs .filter(b => b.i && !b.removed) .map(b => b.population) .sort((a, b) => a - b); // ascending pack.burgs.forEach(burg => { if (!burg.i || burg.removed) return; defineGroup(burg, populations); }); TIME && console.timeEnd("specifyBurgs"); }; const getType = (cellId, port) => { const {cells, features} = pack; if (port) return "Naval"; const haven = cells.haven[cellId]; if (haven !== undefined && features[cells.f[haven]].type === "lake") return "Lake"; if (cells.h[cellId] > 60) return "Highland"; if (cells.r[cellId] && cells.fl[cellId] >= 100) return "River"; const biome = cells.biome[cellId]; const population = cells.pop[cellId]; if (!cells.burg[cellId] || population <= 5) { if (population < 5 && [1, 2, 3, 4].includes(biome)) return "Nomadic"; if (biome > 4 && biome < 10) return "Hunting"; } return "Generic"; }; function definePopulation(burg) { const cellId = burg.cell; let population = pack.cells.s[cellId] / 5; if (burg.capital) population *= 1.5; const connectivityRate = Routes.getConnectivityRate(cellId); if (connectivityRate) population *= connectivityRate; population *= gauss(1, 1, 0.25, 4, 5); // randomize population += ((burg.i % 100) - (cellId % 100)) / 1000; // unround burg.population = rn(Math.max(population, 0.01), 3); } function defineEmblem(burg) { burg.type = getType(burg.cell, burg.port); const state = pack.states[burg.state]; const stateCOA = state.coa; let kinship = 0.25; if (burg.capital) kinship += 0.1; else if (burg.port) kinship -= 0.1; if (burg.culture !== state.culture) kinship -= 0.25; const type = burg.capital && P(0.2) ? "Capital" : burg.type === "Generic" ? "City" : burg.type; burg.coa = COA.generate(stateCOA, kinship, null, type); burg.coa.shield = COA.getShield(burg.culture, burg.state); } function defineFeatures(burg) { const pop = burg.population; burg.citadel = Number(burg.capital || (pop > 50 && P(0.75)) || (pop > 15 && P(0.5)) || P(0.1)); burg.plaza = Number( Routes.isCrossroad(burg.cell) || (Routes.hasRoad(burg.cell) && P(0.7)) || pop > 20 || (pop > 10 && P(0.8)) ); burg.walls = Number(burg.capital || pop > 30 || (pop > 20 && P(0.75)) || (pop > 10 && P(0.5)) || P(0.1)); burg.shanty = Number(pop > 60 || (pop > 40 && P(0.75)) || (pop > 20 && burg.walls && P(0.4))); const religion = pack.cells.religion[burg.cell]; const theocracy = pack.states[burg.state].form === "Theocracy"; burg.temple = Number( (religion && theocracy && P(0.5)) || pop > 50 || (pop > 35 && P(0.75)) || (pop > 20 && P(0.5)) ); } const getDefaultGroups = () => [ {name: "capital", active: true, order: 9, features: {capital: true}, preview: "watabou-city"}, {name: "city", active: true, order: 8, percentile: 90, min: 5, preview: "watabou-city"}, { name: "fort", active: true, features: {citadel: true, walls: false, plaza: false, port: false}, order: 6, max: 1 }, { name: "monastery", active: true, features: {temple: true, walls: false, plaza: false, port: false}, order: 5, max: 0.8 }, { name: "caravanserai", active: true, features: {port: false, plaza: true}, order: 4, max: 0.8, biomes: [1, 2, 3] }, { name: "trading_post", active: true, order: 3, features: {plaza: true}, max: 0.8, biomes: [5, 6, 7, 8, 9, 10, 11, 12] }, { name: "village", active: true, order: 2, min: 0.1, max: 2, features: {walls: false}, preview: "watabou-village" }, { name: "hamlet", active: true, order: 1, features: {walls: false, plaza: false}, max: 0.1, preview: "watabou-village" }, {name: "town", active: true, order: 7, isDefault: true, preview: "watabou-city"} ]; function defineGroup(burg, populations) { if (burg.lock) { // locked bugrgs: don't change group if it still exists const group = options.burgs.groups.find(g => g.name === burg.group); if (group) return; } for (const group of options.burgs.groups) { if (!group.active) continue; if (group.min) { const isFit = burg.population >= group.min; if (!isFit) continue; } if (group.max) { const isFit = burg.population <= group.max; if (!isFit) continue; } if (group.features) { const isFit = Object.entries(group.features).every(([feature, value]) => Boolean(burg[feature]) === value); if (!isFit) continue; } if (group.biomes) { const isFit = group.biomes.includes(pack.cells.biome[burg.cell]); if (!isFit) continue; } if (group.percentile) { const index = populations.indexOf(burg.population); const isFit = index >= Math.floor((populations.length * group.percentile) / 100); if (!isFit) continue; } // apply fitting or default group burg.group = group.name; return; } } const previewGeneratorsMap = { "watabou-city": createWatabouCityLinks, "watabou-village": createWatabouVillageLinks, "watabou-dwelling": createWatabouDwellingLinks }; function getPreview(burg) { if (burg.link) return {link: burg.link, preview: burg.link}; const group = options.burgs.groups.find(g => g.name === burg.group); if (!group?.preview || !previewGeneratorsMap[group.preview]) return {link: null, preview: null}; return previewGeneratorsMap[group.preview](burg); } function createWatabouCityLinks(burg) { const cells = pack.cells; const {i, name, population: burgPopulation, cell} = burg; const burgSeed = burg.MFCG || seed + String(burg.i).padStart(4, 0); const sizeRaw = 2.13 * Math.pow((burgPopulation * populationRate) / urbanDensity, 0.385); const size = minmax(Math.ceil(sizeRaw), 6, 100); const population = rn(burgPopulation * populationRate * urbanization); const river = cells.r[cell] ? 1 : 0; const coast = Number(burg.port > 0); const sea = (() => { if (!coast || !cells.haven[cell]) return null; // calculate see direction: 0 = south, 0.5 = west, 1 = north, 1.5 = east const p1 = cells.p[cell]; const p2 = cells.p[cells.haven[cell]]; let deg = (Math.atan2(p2[1] - p1[1], p2[0] - p1[0]) * 180) / Math.PI - 90; if (deg < 0) deg += 360; return rn(normalize(deg, 0, 360) * 2, 2); })(); const arableBiomes = river ? [1, 2, 3, 4, 5, 6, 7, 8] : [5, 6, 7, 8]; const farms = +arableBiomes.includes(cells.biome[cell]); const citadel = +burg.citadel; const urban_castle = +(citadel && each(2)(i)); const hub = Routes.isCrossroad(cell); const walls = +burg.walls; const plaza = +burg.plaza; const temple = +burg.temple; const shantytown = +burg.shanty; const url = new URL("https://watabou.github.io/city-generator/"); url.search = new URLSearchParams({ name, population, size, seed: burgSeed, river, coast, farms, citadel, urban_castle, hub, plaza, temple, walls, shantytown, gates: -1 }); if (sea) url.searchParams.append("sea", sea); const link = url.toString(); return {link, preview: link + "&preview=1"}; } function createWatabouVillageLinks(burg) { const {cells, features} = pack; const {i, population, cell} = burg; const burgSeed = seed + String(i).padStart(4, 0); const pop = rn(population * populationRate * urbanization); const tags = []; if (cells.r[cell] && cells.haven[cell]) tags.push("estuary"); else if (cells.haven[cell] && features[cells.f[cell]].cells === 1) tags.push("island,district"); else if (burg.port) tags.push("coast"); else if (cells.conf[cell]) tags.push("confluence"); else if (cells.r[cell]) tags.push("river"); else if (pop < 200 && each(4)(cell)) tags.push("pond"); const connectivityRate = Routes.getConnectivityRate(cell); tags.push(connectivityRate > 1 ? "highway" : connectivityRate === 1 ? "dead end" : "isolated"); const biome = cells.biome[cell]; const arableBiomes = cells.r[cell] ? [1, 2, 3, 4, 5, 6, 7, 8] : [5, 6, 7, 8]; if (!arableBiomes.includes(biome)) tags.push("uncultivated"); else if (each(6)(cell)) tags.push("farmland"); const temp = grid.cells.temp[cells.g[cell]]; if (temp <= 0 || temp > 28 || (temp > 25 && each(3)(cell))) tags.push("no orchards"); if (!burg.plaza) tags.push("no square"); if (pop < 100) tags.push("sparse"); else if (pop > 300) tags.push("dense"); const width = (() => { if (pop > 1500) return 1600; if (pop > 1000) return 1400; if (pop > 500) return 1000; if (pop > 200) return 800; if (pop > 100) return 600; return 400; })(); const height = rn(width / 2.05); const url = new URL("https://watabou.github.io/village-generator/"); url.search = new URLSearchParams({pop, name: "", seed: burgSeed, width, height, tags}); const link = url.toString(); return {link, preview: link + "&preview=1"}; } function createWatabouDwellingLinks(burg) { const burgSeed = seed + String(burg.i).padStart(4, 0); const pop = rn(burg.population * populationRate * urbanization); const tags = (() => { if (pop > 200) return ["large", "tall"]; if (pop > 100) return ["large"]; if (pop > 50) return ["tall"]; if (pop > 20) return ["low"]; return ["small"]; })(); const url = new URL("https://watabou.github.io/dwellings/"); url.search = new URLSearchParams({pop, name: "", seed: burgSeed, tags}); const link = url.toString(); return {link, preview: link + "&preview=1"}; } function add([x, y]) { const {cells} = pack; const burgId = pack.burgs.length; const cellId = findCell(x, y); const culture = cells.culture[cellId]; const name = Names.getCulture(culture); const state = cells.state[cellId]; const feature = cells.f[cellId]; const burg = { cell: cellId, x, y, i: burgId, state, culture, name, feature, capital: 0, port: 0 }; definePopulation(burg); defineEmblem(burg); defineFeatures(burg); const populations = pack.burgs .filter(b => b.i && !b.removed) .map(b => b.population) .sort((a, b) => a - b); // ascending defineGroup(burg, populations); pack.burgs.push(burg); cells.burg[cellId] = burgId; const newRoute = Routes.connect(cellId); if (newRoute && layerIsOn("toggleRoutes")) { const path = Routes.getPath(newRoute); routes .select("#" + newRoute.group) .append("path") .attr("d", path) .attr("id", "route" + newRoute.i); } drawBurgIcon(burg); drawBurgLabel(burg); return burgId; } return {generate, getDefaultGroups, specify, defineGroup, getPreview, getType, add}; })();