"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 / 20); 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) / 20 / 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 = 0.1; // Generic if (type === "Lake") base = 0.2; else if (type === "Naval") base = 0.5; else if (type === "River") base = 0.3; else if (type === "Nomadic") base = 0.8; else if (type === "Hunting") base = 0.6; else if (type === "Highland") base = 0.3; 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), temperature = cells.t, // Temperature height = cells.h, // Height temp = grid.cells.temp; const normalizedCellScore = (cell) => Math.ceil((s[cell] / sMax) * 3); // normalized cell score const tempDiff = (cell, goal) => { const d = Math.abs(temp[cells.g[cell]] - goal); return d ? d + 1 : 1; }; // temperature difference fee const biomeGoals = (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 === "darkFantasy") { return [ { name: "Castien (Elf)", base: 33, odd: 1, sort: (i) => (normalizedCellScore(i) / biomeGoals(i, [6, 7, 8, 9], 10)) * temperature[i], shield: "gondor", }, // Elves { name: "Hagluin (Elf)", base: 33, odd: 1.5, sort: (i) => (normalizedCellScore(i) / biomeGoals(i, [6, 7, 8, 9], 10)) * temperature[i], shield: "noldor", }, // Elves { name: "Lothian (Elf)", base: 33, odd: 1, sort: (i) => (normalizedCellScore(i) / biomeGoals(i, [7, 8, 9, 12], 10)) * temperature[i], shield: "wedged", }, { name: "Dunirr (Dwarf)", base: 35, odd: 0.7, sort: (i) => normalizedCellScore(i) + height[i] * 3, shield: "ironHills", }, // Dwarfs { name: "Khazadur (Dwarf)", base: 35, odd: 1, sort: (i) => normalizedCellScore(i) + height[i] * 4, shield: "erebor", }, // Dwarfs { name: "Dhommeam (Dwarf)", base: 35, odd: 0.2, sort: (i) => normalizedCellScore(i) + height[i] * 2, shield: "erebor", }, // Dwarfs { name: "Mudtoe (Dwarf)", base: 35, odd: 1, sort: (i) => normalizedCellScore(i) + height[i] * 2, shield: "erebor", }, // Dwarfs { name: "Gongrem (Dwarf)", base: 35, odd: 1, sort: (i) => normalizedCellScore(i) + height[i], shield: "erebor", }, // Dwarfs { name: "Pabolk (Goblin)", base: 36, odd: 2, sort: (i) => normalizedCellScore(i) - height[i], shield: "moriaOrc", }, // Goblin { name: "Lagakh (Orc)", base: 37, odd: 2, sort: (i) => height[i] * normalizedCellScore(i) * biomeGoals(i, [2, 3, 4], 200), shield: "urukHai", }, // Orc { name: "Mogak (Orc)", base: 37, odd: 1, sort: (i) => height[i] * normalizedCellScore(i) * biomeGoals(i, [2, 3, 4], 300), shield: "urukHai", }, // Orc { name: "Xugarf (Orc)", base: 37, odd: 2, sort: (i) => (height[i] * normalizedCellScore(i) * temperature[i]) / biomeGoals(i, [2, 10, 11], 300), shield: "moriaOrc", }, // Orc { name: "Zildud (Orc)", base: 37, odd: 2, sort: (i) => (height[i] * normalizedCellScore(i) * temperature[i]) / biomeGoals(i, [2, 10, 11], 300), shield: "moriaOrc", }, // Orc { name: "Shazgob (Orc)", base: 37, odd: 1, sort: (i) => (height[i] * normalizedCellScore(i) * temperature[i]) / biomeGoals(i, [2, 10, 11], 300), shield: "moriaOrc", }, // Orc { name: "Mazoga (Orc)", base: 37, odd: 1, sort: (i) => (height[i] * temperature[i]) / biomeGoals(i, [2, 10, 11], 100), shield: "moriaOrc", }, // Orc { name: "Gul (Orc)", base: 37, odd: 1.2, sort: (i) => (height[i] * temperature[i]) / biomeGoals(i, [2, 10, 11], 100), shield: "moriaOrc", }, // Orc { name: "Goren (Elf)", base: 33, odd: 1.5, sort: (i) => (normalizedCellScore(i) / biomeGoals(i, [6, 7, 8, 9], 50)) * temperature[i], shield: "fantasy5", }, // Elves { name: "Ginikirr (Dwarf)", base: 35, odd: 1.8, sort: (i) => normalizedCellScore(i) + height[i], shield: "erebor", }, // Dwarf { name: "Heenzurm (Goblin)", base: 36, odd: 1.8, sort: (i) => temperature[i] - s[i], shield: "moriaOrc", }, // Goblin { name: "Yotunn (Giant)", base: 38, odd: 1.2, sort: (i) => tempDiff(i, -5), shield: "pavise", }, // Giant { name: "Zakaos (Giant)", base: 38, odd: 1.0, sort: (i) => tempDiff(i, -5), shield: "pavise", }, // Giant { name: "Fruthos (Human)", base: 32, odd: 1, sort: (i) => normalizedCellScore(i) / tempDiff(i, 10), shield: "fantasy5", }, { name: "Rulor (Human)", base: 32, odd: 1.7, sort: (i) => normalizedCellScore(i) / tempDiff(i, 13), shield: "roman", }, { name: "Gralcek (Human)", base: 16, odd: 1.3, sort: (i) => normalizedCellScore(i) / tempDiff(i, 16), shield: "round", }, { name: "Llekkolk (Human)", base: 31, odd: 1.2, sort: (i) => (normalizedCellScore(i) / tempDiff(i, 5) / biomeGoals(i, [2, 4, 10], 7)) * temperature[i], shield: "easterling", }, ]; if (culturesSet.value === "european") { return [ { name: "Shwazen", base: 0, odd: 1, sort: (i) => normalizedCellScore(i) / tempDiff(i, 10) / biomeGoals(i, [6, 8]), shield: "swiss", }, { name: "Angshire", base: 1, odd: 1, sort: (i) => normalizedCellScore(i) / tempDiff(i, 10) / sf(i), shield: "wedged", }, { name: "Luari", base: 2, odd: 1, sort: (i) => normalizedCellScore(i) / tempDiff(i, 12) / biomeGoals(i, [6, 8]), shield: "french", }, { name: "Tallian", base: 3, odd: 1, sort: (i) => normalizedCellScore(i) / tempDiff(i, 15), shield: "horsehead", }, { name: "Astellian", base: 4, odd: 1, sort: (i) => normalizedCellScore(i) / tempDiff(i, 16), shield: "spanish", }, { name: "Slovan", base: 5, odd: 1, sort: (i) => (normalizedCellScore(i) / tempDiff(i, 6)) * temperature[i], shield: "polish", }, { name: "Norse", base: 6, odd: 1, sort: (i) => normalizedCellScore(i) / tempDiff(i, 5), shield: "heater", }, { name: "Elladan", base: 7, odd: 1, sort: (i) => (normalizedCellScore(i) / tempDiff(i, 18)) * height[i], shield: "boeotian", }, { name: "Romian", base: 8, odd: 0.2, sort: (i) => normalizedCellScore(i) / tempDiff(i, 15) / temperature[i], shield: "roman", }, { name: "Soumi", base: 9, odd: 1, sort: (i) => (normalizedCellScore(i) / tempDiff(i, 5) / biomeGoals(i, [9])) * temperature[i], shield: "pavise", }, { name: "Portuzian", base: 13, odd: 1, sort: (i) => normalizedCellScore(i) / tempDiff(i, 17) / sf(i), shield: "renaissance", }, { name: "Vengrian", base: 15, odd: 1, sort: (i) => (normalizedCellScore(i) / tempDiff(i, 11) / biomeGoals(i, [4])) * temperature[i], shield: "horsehead2", }, { name: "Turchian", base: 16, odd: 0.05, sort: (i) => normalizedCellScore(i) / tempDiff(i, 14), shield: "round", }, { name: "Euskati", base: 20, odd: 0.05, sort: (i) => (normalizedCellScore(i) / tempDiff(i, 15)) * height[i], shield: "oldFrench", }, { name: "Keltan", base: 22, odd: 0.05, sort: (i) => (normalizedCellScore(i) / tempDiff(i, 11) / biomeGoals(i, [6, 8])) * temperature[i], shield: "oval", }, ]; } if (culturesSet.value === "oriental") { return [ { name: "Koryo", base: 10, odd: 1, sort: (i) => normalizedCellScore(i) / tempDiff(i, 12) / temperature[i], shield: "round", }, { name: "Hantzu", base: 11, odd: 1, sort: (i) => normalizedCellScore(i) / tempDiff(i, 13), shield: "banner", }, { name: "Yamoto", base: 12, odd: 1, sort: (i) => normalizedCellScore(i) / tempDiff(i, 15) / temperature[i], shield: "round", }, { name: "Turchian", base: 16, odd: 1, sort: (i) => normalizedCellScore(i) / tempDiff(i, 12), shield: "round", }, { name: "Berberan", base: 17, odd: 0.2, sort: (i) => (normalizedCellScore(i) / tempDiff(i, 19) / biomeGoals(i, [1, 2, 3], 7)) * temperature[i], shield: "oval", }, { name: "Eurabic", base: 18, odd: 1, sort: (i) => (normalizedCellScore(i) / tempDiff(i, 26) / biomeGoals(i, [1, 2], 7)) * temperature[i], shield: "oval", }, { name: "Efratic", base: 23, odd: 0.1, sort: (i) => (normalizedCellScore(i) / tempDiff(i, 22)) * temperature[i], shield: "round", }, { name: "Tehrani", base: 24, odd: 1, sort: (i) => (normalizedCellScore(i) / tempDiff(i, 18)) * height[i], shield: "round", }, { name: "Maui", base: 25, odd: 0.2, sort: (i) => normalizedCellScore(i) / tempDiff(i, 24) / sf(i) / temperature[i], shield: "vesicaPiscis", }, { name: "Carnatic", base: 26, odd: 0.5, sort: (i) => normalizedCellScore(i) / tempDiff(i, 26), shield: "round", }, { name: "Vietic", base: 29, odd: 0.8, sort: (i) => normalizedCellScore(i) / tempDiff(i, 25) / biomeGoals(i, [7], 7) / temperature[i], shield: "banner", }, { name: "Guantzu", base: 30, odd: 0.5, sort: (i) => normalizedCellScore(i) / tempDiff(i, 17), shield: "banner", }, { name: "Ulus", base: 31, odd: 1, sort: (i) => (normalizedCellScore(i) / tempDiff(i, 5) / biomeGoals(i, [2, 4, 10], 7)) * temperature[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) => normalizedCellScore(i) / tempDiff(i, 14) / temperature[i], shield: "roman", }, // Roman { name: "Roman", base: 8, odd: 1, sort: (i) => normalizedCellScore(i) / tempDiff(i, 15) / sf(i), shield: "roman", }, // Roman { name: "Roman", base: 8, odd: 1, sort: (i) => normalizedCellScore(i) / tempDiff(i, 16) / sf(i), shield: "roman", }, // Roman { name: "Roman", base: 8, odd: 1, sort: (i) => normalizedCellScore(i) / tempDiff(i, 17) / temperature[i], shield: "roman", }, // Roman { name: "Hellenic", base: 7, odd: 1, sort: (i) => (normalizedCellScore(i) / tempDiff(i, 18) / sf(i)) * height[i], shield: "boeotian", }, // Greek { name: "Hellenic", base: 7, odd: 1, sort: (i) => (normalizedCellScore(i) / tempDiff(i, 19) / sf(i)) * height[i], shield: "boeotian", }, // Greek { name: "Macedonian", base: 7, odd: 0.5, sort: (i) => (normalizedCellScore(i) / tempDiff(i, 12)) * height[i], shield: "round", }, // Greek { name: "Celtic", base: 22, odd: 1, sort: (i) => normalizedCellScore(i) / tempDiff(i, 11) ** 0.5 / biomeGoals(i, [6, 8]), shield: "round", }, { name: "Germanic", base: 0, odd: 1, sort: (i) => normalizedCellScore(i) / tempDiff(i, 10) ** 0.5 / biomeGoals(i, [6, 8]), shield: "round", }, { name: "Persian", base: 24, odd: 0.8, sort: (i) => (normalizedCellScore(i) / tempDiff(i, 18)) * height[i], shield: "oval", }, // Iranian { name: "Scythian", base: 24, odd: 0.5, sort: (i) => normalizedCellScore(i) / tempDiff(i, 11) ** 0.5 / biomeGoals(i, [4]), shield: "round", }, // Iranian { name: "Cantabrian", base: 20, odd: 0.5, sort: (i) => (normalizedCellScore(i) / tempDiff(i, 16)) * height[i], shield: "oval", }, // Basque { name: "Estian", base: 9, odd: 0.2, sort: (i) => (normalizedCellScore(i) / tempDiff(i, 5)) * temperature[i], shield: "pavise", }, // Finnic { name: "Carthaginian", base: 17, odd: 0.3, sort: (i) => normalizedCellScore(i) / tempDiff(i, 19) / sf(i), shield: "oval", }, // Berber { name: "Mesopotamian", base: 23, odd: 0.2, sort: (i) => normalizedCellScore(i) / tempDiff(i, 22) / biomeGoals(i, [1, 2, 3]), shield: "oval", }, // Mesopotamian ]; } /** * Note the sort is the way the race orders the cell by preference */ if (culturesSet.value === "highFantasy") { return [ // fantasy races { name: "Quenian (Elfish)", base: 33, odd: 1, sort: (i) => (normalizedCellScore(i) / biomeGoals(i, [6, 7, 8, 9], 10)) * temperature[i], shield: "gondor", }, // Elves { name: "Eldar (Elfish)", base: 33, odd: 1, sort: (i) => (normalizedCellScore(i) / biomeGoals(i, [6, 7, 8, 9], 10)) * temperature[i], shield: "noldor", }, // Elves { name: "Trow (Dark Elfish)", base: 34, odd: 0.9, sort: (i) => (normalizedCellScore(i) / biomeGoals(i, [7, 8, 9, 12], 10)) * temperature[i], shield: "hessen", }, // Dark Elves { name: "Lothian (Dark Elfish)", base: 34, odd: 0.3, sort: (i) => (normalizedCellScore(i) / biomeGoals(i, [7, 8, 9, 12], 10)) * temperature[i], shield: "wedged", }, // Dark Elves { name: "Dunirr (Dwarf)", base: 35, odd: 1, sort: (i) => normalizedCellScore(i) + height[i], shield: "ironHills", }, // Dwarfs { name: "Khazadur (Dwarf)", base: 35, odd: 1, sort: (i) => normalizedCellScore(i) + height[i], shield: "erebor", }, // Dwarfs { name: "Kobold (Goblin)", base: 36, odd: 1, sort: (i) => temperature[i] - s[i], shield: "moriaOrc", }, // Goblin { name: "Uruk (Orc)", base: 37, odd: 1, sort: (i) => height[i] * temperature[i], shield: "urukHai", }, // Orc { name: "Ugluk (Orc)", base: 37, odd: 1.5, sort: (i) => (height[i] * temperature[i]) / biomeGoals(i, [1, 2, 10, 11]), shield: "moriaOrc", }, // Orc { name: "Yotunn (Giants)", base: 38, odd: 0.7, sort: (i) => tempDiff(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) => temperature[i] - s[i], shield: "horsehead2", }, // Arachnid { name: "Aj'Snaga (Serpents)", base: 41, odd: 0.7, sort: (i) => normalizedCellScore(i) / biomeGoals(i, [12], 10), shield: "fantasy1", }, // Serpents // fantasy human { name: "Anor (Human)", base: 32, odd: 1, sort: (i) => normalizedCellScore(i) / tempDiff(i, 10), shield: "fantasy5", }, { name: "Dail (Human)", base: 32, odd: 1, sort: (i) => normalizedCellScore(i) / tempDiff(i, 13), shield: "roman", }, { name: "Rohand (Human)", base: 16, odd: 1, sort: (i) => normalizedCellScore(i) / tempDiff(i, 16), shield: "round", }, { name: "Dulandir (Human)", base: 31, odd: 1, sort: (i) => (normalizedCellScore(i) / tempDiff(i, 5) / biomeGoals(i, [2, 4, 10], 7)) * temperature[i], shield: "easterling", }, ]; } } 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) => normalizedCellScore(i) / tempDiff(i, 10) / biomeGoals(i, [6, 8]), shield: "hessen", }, { name: "Angshire", base: 1, odd: 1, sort: (i) => normalizedCellScore(i) / tempDiff(i, 10) / sf(i), shield: "heater", }, { name: "Luari", base: 2, odd: 0.6, sort: (i) => normalizedCellScore(i) / tempDiff(i, 12) / biomeGoals(i, [6, 8]), shield: "oldFrench", }, { name: "Tallian", base: 3, odd: 0.6, sort: (i) => normalizedCellScore(i) / tempDiff(i, 15), shield: "horsehead2", }, { name: "Astellian", base: 4, odd: 0.6, sort: (i) => normalizedCellScore(i) / tempDiff(i, 16), shield: "spanish", }, { name: "Slovan", base: 5, odd: 0.7, sort: (i) => (normalizedCellScore(i) / tempDiff(i, 6)) * temperature[i], shield: "round", }, { name: "Norse", base: 6, odd: 0.7, sort: (i) => normalizedCellScore(i) / tempDiff(i, 5), shield: "heater", }, { name: "Elladan", base: 7, odd: 0.7, sort: (i) => (normalizedCellScore(i) / tempDiff(i, 18)) * height[i], shield: "boeotian", }, { name: "Romian", base: 8, odd: 0.7, sort: (i) => normalizedCellScore(i) / tempDiff(i, 15), shield: "roman", }, { name: "Soumi", base: 9, odd: 0.3, sort: (i) => (normalizedCellScore(i) / tempDiff(i, 5) / biomeGoals(i, [9])) * temperature[i], shield: "pavise", }, { name: "Koryo", base: 10, odd: 0.1, sort: (i) => normalizedCellScore(i) / tempDiff(i, 12) / temperature[i], shield: "round", }, { name: "Hantzu", base: 11, odd: 0.1, sort: (i) => normalizedCellScore(i) / tempDiff(i, 13), shield: "banner", }, { name: "Yamoto", base: 12, odd: 0.1, sort: (i) => normalizedCellScore(i) / tempDiff(i, 15) / temperature[i], shield: "round", }, { name: "Portuzian", base: 13, odd: 0.4, sort: (i) => normalizedCellScore(i) / tempDiff(i, 17) / sf(i), shield: "spanish", }, { name: "Nawatli", base: 14, odd: 0.1, sort: (i) => height[i] / tempDiff(i, 18) / biomeGoals(i, [7]), shield: "square", }, { name: "Vengrian", base: 15, odd: 0.2, sort: (i) => (normalizedCellScore(i) / tempDiff(i, 11) / biomeGoals(i, [4])) * temperature[i], shield: "wedged", }, { name: "Turchian", base: 16, odd: 0.2, sort: (i) => normalizedCellScore(i) / tempDiff(i, 13), shield: "round", }, { name: "Berberan", base: 17, odd: 0.1, sort: (i) => (normalizedCellScore(i) / tempDiff(i, 19) / biomeGoals(i, [1, 2, 3], 7)) * temperature[i], shield: "round", }, { name: "Eurabic", base: 18, odd: 0.2, sort: (i) => (normalizedCellScore(i) / tempDiff(i, 26) / biomeGoals(i, [1, 2], 7)) * temperature[i], shield: "round", }, { name: "Inuk", base: 19, odd: 0.05, sort: (i) => tempDiff(i, -1) / biomeGoals(i, [10, 11]) / sf(i), shield: "square", }, { name: "Euskati", base: 20, odd: 0.05, sort: (i) => (normalizedCellScore(i) / tempDiff(i, 15)) * height[i], shield: "spanish", }, { name: "Yoruba", base: 21, odd: 0.05, sort: (i) => normalizedCellScore(i) / tempDiff(i, 15) / biomeGoals(i, [5, 7]), shield: "vesicaPiscis", }, { name: "Keltan", base: 22, odd: 0.05, sort: (i) => (normalizedCellScore(i) / tempDiff(i, 11) / biomeGoals(i, [6, 8])) * temperature[i], shield: "vesicaPiscis", }, { name: "Efratic", base: 23, odd: 0.05, sort: (i) => (normalizedCellScore(i) / tempDiff(i, 22)) * temperature[i], shield: "diamond", }, { name: "Tehrani", base: 24, odd: 0.1, sort: (i) => (normalizedCellScore(i) / tempDiff(i, 18)) * height[i], shield: "round", }, { name: "Maui", base: 25, odd: 0.05, sort: (i) => normalizedCellScore(i) / tempDiff(i, 24) / sf(i) / temperature[i], shield: "round", }, { name: "Carnatic", base: 26, odd: 0.05, sort: (i) => normalizedCellScore(i) / tempDiff(i, 26), shield: "round", }, { name: "Inqan", base: 27, odd: 0.05, sort: (i) => height[i] / tempDiff(i, 13), shield: "square", }, { name: "Kiswaili", base: 28, odd: 0.1, sort: (i) => normalizedCellScore(i) / tempDiff(i, 29) / biomeGoals(i, [1, 3, 5, 7]), shield: "vesicaPiscis", }, { name: "Vietic", base: 29, odd: 0.1, sort: (i) => normalizedCellScore(i) / tempDiff(i, 25) / biomeGoals(i, [7], 7) / temperature[i], shield: "banner", }, { name: "Guantzu", base: 30, odd: 0.1, sort: (i) => normalizedCellScore(i) / tempDiff(i, 17), shield: "banner", }, { name: "Ulus", base: 31, odd: 0.1, sort: (i) => (normalizedCellScore(i) / tempDiff(i, 5) / biomeGoals(i, [2, 4, 10], 7)) * temperature[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 }; })();