(function (global, factory) { typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() : typeof define === 'function' && define.amd ? define(factory) : (global.Cultures = factory()); }(this, (function () {'use strict'; 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 *= .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(.1) || (cells.harbor[i] === 1 && P(.6)) || (pack.features[cells.f[i]].group === "isle" && P(.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 = .8; else if (type === "Naval") base = 1.5; else if (type === "River") base = .9; else if (type === "Nomadic") base = 1.5; else if (type === "Hunting") base = .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:.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:.05, sort: i => n(i) / td(i, 14), shield:"round"}, {name:"Euskati", base: 20, odd:.05, sort: i => n(i) / td(i, 15) * h[i], shield:"oldFrench"}, {name:"Keltan", base: 22, odd:.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:.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:.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:.2, sort: i => n(i) / td(i, 24) / sf(i) / t[i], shield:"vesicaPiscis"}, {name:"Carnatic", base: 26, odd:.5, sort: i => n(i) / td(i, 26), shield:"round"}, {name:"Vietic", base: 29, odd:.8, sort: i => n(i) / td(i, 25) / bd(i, [7], 7) / t[i], shield:"banner"}, {name:"Guantzu", base:30, odd:.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:.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) ** .5 / bd(i, [6, 8]), shield:"round"}, {name:"Germanic", base:0, odd:1, sort: i => n(i) / td(i, 10) ** .5 / bd(i, [6, 8]), shield:"round"}, {name:"Persian", base:24, odd:.8, sort: i => n(i) / td(i, 18) * h[i], shield:"oval"}, // Iranian {name:"Scythian", base:24, odd:.5, sort: i => n(i) / td(i, 11) ** .5 / bd(i, [4]), shield:"round"}, // Iranian {name:"Cantabrian", base: 20, odd:.5, sort: i => n(i) / td(i, 16) * h[i], shield:"oval"}, // Basque {name:"Estian", base: 9, odd:.2, sort: i => n(i) / td(i, 5) * t[i], shield:"pavise"}, // Finnic {name:"Carthaginian", base: 17, odd:.3, sort: i => n(i) / td(i, 19) / sf(i), shield:"oval"}, // Berber {name:"Mesopotamian", base: 23, odd:.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:.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:.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:.5, sort: i => h[i] * t[i] / bd(i, [1,2,10,11]), shield:"moriaOrc"}, // Orc {name:"Yotunn (Giants)", base: 38, odd:.7, sort: i => td(i, -10), shield:"pavise"}, // Giant {name:"Rake (Drakonic)", base: 39, odd:.7, sort: i => -s[i], shield:"fantasy2"}, // Draconic {name:"Arago (Arachnid)", base: 40, odd:.7, sort: i => t[i] - s[i], shield:"horsehead2"}, // Arachnid {name:"Aj'Snaga (Serpents)", base: 41, odd:.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:.7, sort: i => n(i) / td(i, 5) / sf(i), shield:"oldFrench"}, {name:"Schwarzen", base:0, odd:.3, sort: i => n(i) / td(i, 10) / bd(i, [6, 8]), shield:"gonfalon"}, {name:"Luarian", base:2, odd:.3, sort: i => n(i) / td(i, 12) / bd(i, [6, 8]), shield:"oldFrench"}, {name:"Hetallian", base:3, odd:.3, sort: i => n(i) / td(i, 15), shield:"oval"}, {name:"Astellian", base:4, odd:.3, sort: i => n(i) / td(i, 16), shield:"spanish"}, // rare real-world exotic {name:"Kiswaili", base:28, odd:.05, sort: i => n(i) / td(i, 29) / bd(i, [1, 3, 5, 7]), shield:"vesicaPiscis"}, {name:"Yoruba", base:21, odd:.05, sort: i => n(i) / td(i, 15) / bd(i, [5, 7]), shield:"vesicaPiscis"}, {name:"Koryo", base:10, odd:.05, sort: i => n(i) / td(i, 12) / t[i], shield:"round"}, {name:"Hantzu", base:11, odd:.05, sort: i => n(i) / td(i, 13), shield:"banner"}, {name:"Yamoto", base:12, odd:.05, sort: i => n(i) / td(i, 15) / t[i], shield:"round"}, {name:"Guantzu", base:30, odd:.05, sort: i => n(i) / td(i, 17), shield:"banner"}, {name:"Ulus", base:31, odd:.05, sort: i => n(i) / td(i, 5) / bd(i, [2, 4, 10], 7) * t[i], shield:"banner"}, {name:"Turan", base: 16, odd:.05, sort: i => n(i) / td(i, 12), shield:"round"}, {name:"Berberan", base: 17, odd:.05, sort: i => n(i) / td(i, 19) / bd(i, [1, 2, 3], 7) * t[i], shield:"round"}, {name:"Eurabic", base: 18, odd:.05, sort: i => n(i) / td(i, 26) / bd(i, [1, 2], 7) * t[i], shield:"round"}, {name:"Slovan", base:5, odd:.05, sort: i => n(i) / td(i, 6) * t[i], shield:"round"}, {name:"Keltan", base: 22, odd:.1, sort: i => n(i) / td(i, 11) ** .5 / bd(i, [6, 8]), shield:"vesicaPiscis"}, {name:"Elladan", base:7, odd:.2, sort: i => n(i) / td(i, 18) / sf(i) * h[i], shield:"boeotian"}, {name:"Romian", base:8, odd:.2, sort: i => n(i) / td(i, 14) / t[i], shield:"roman"}, // fantasy races {name:"Eldar", base: 33, odd:.5, sort: i => n(i) / bd(i, [6,7,8,9], 10) * t[i], shield:"fantasy5"}, // Elves {name:"Trow", base: 34, odd:.8, sort: i => n(i) / bd(i, [7,8,9,12], 10) * t[i], shield:"hessen"}, // Dark Elves {name:"Durinn", base: 35, odd:.8, sort: i => n(i) + h[i], shield:"erebor"}, // Dwarven {name:"Kobblin", base: 36, odd:.8, sort: i => t[i] - s[i], shield:"moriaOrc"}, // Goblin {name:"Uruk", base: 37, odd:.8, sort: i => h[i] * t[i] / bd(i, [1,2,10,11]), shield:"urukHai"}, // Orc {name:"Yotunn", base: 38, odd:.8, sort: i => td(i, -10), shield:"pavise"}, // Giant {name:"Drake", base: 39, odd:.9, sort: i => -s[i], shield:"fantasy2"}, // Draconic {name:"Rakhnid", base: 40, odd:.9, sort: i => t[i] - s[i], shield:"horsehead2"}, // Arachnid {name:"Aj'Snaga", base: 41, odd:.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:.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:.6, sort: i => n(i) / td(i, 12) / bd(i, [6, 8]), shield:"oldFrench"}, {name:"Tallian", base:3, odd:.6, sort: i => n(i) / td(i, 15), shield:"horsehead2"}, {name:"Astellian", base:4, odd:.6, sort: i => n(i) / td(i, 16), shield:"spanish"}, {name:"Slovan", base:5, odd:.7, sort: i => n(i) / td(i, 6) * t[i], shield:"round"}, {name:"Norse", base:6, odd:.7, sort: i => n(i) / td(i, 5), shield:"heater"}, {name:"Elladan", base:7, odd:.7, sort: i => n(i) / td(i, 18) * h[i], shield:"boeotian"}, {name:"Romian", base:8, odd:.7, sort: i => n(i) / td(i, 15), shield:"roman"}, {name:"Soumi", base:9, odd:.3, sort: i => n(i) / td(i, 5) / bd(i, [9]) * t[i], shield:"pavise"}, {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:"Portuzian", base:13, odd:.4, sort: i => n(i) / td(i, 17) / sf(i), shield:"spanish"}, {name:"Nawatli", base:14, odd:.1, sort: i => h[i] / td(i, 18) / bd(i, [7]), shield:"square"}, {name:"Vengrian", base: 15, odd:.2, sort: i => n(i) / td(i, 11) / bd(i, [4]) * t[i], shield:"wedged"}, {name:"Turchian", base: 16, odd:.2, sort: i => n(i) / td(i, 13), shield:"round"}, {name:"Berberan", base: 17, odd:.1, sort: i => n(i) / td(i, 19) / bd(i, [1, 2, 3], 7) * t[i], shield:"round"}, {name:"Eurabic", base: 18, odd:.2, sort: i => n(i) / td(i, 26) / bd(i, [1, 2], 7) * t[i], shield:"round"}, {name:"Inuk", base: 19, odd:.05, sort: i => td(i, -1) / bd(i, [10, 11]) / sf(i), shield:"square"}, {name:"Euskati", base: 20, odd:.05, sort: i => n(i) / td(i, 15) * h[i], shield:"spanish"}, {name:"Yoruba", base: 21, odd:.05, sort: i => n(i) / td(i, 15) / bd(i, [5, 7]), shield:"vesicaPiscis"}, {name:"Keltan", base: 22, odd:.05, sort: i => n(i) / td(i, 11) / bd(i, [6, 8]) * t[i], shield:"vesicaPiscis"}, {name:"Efratic", base: 23, odd:.05, sort: i => n(i) / td(i, 22) * t[i], shield:"diamond"}, {name:"Tehrani", base: 24, odd:.1, sort: i => n(i) / td(i, 18) * h[i], shield:"round"}, {name:"Maui", base: 25, odd:.05, sort: i => n(i) / td(i, 24) / sf(i) / t[i], shield:"round"}, {name:"Carnatic", base: 26, odd:.05, sort: i => n(i) / td(i, 26), shield:"round"}, {name:"Inqan", base: 27, odd:.05, sort: i => h[i] / td(i, 13), shield:"square"}, {name:"Kiswaili", base: 28, odd:.1, sort: i => n(i) / td(i, 29) / bd(i, [1, 3, 5, 7]), shield:"vesicaPiscis"}, {name:"Vietic", base: 29, odd:.1, sort: i => n(i) / td(i, 25) / bd(i, [7], 7) / t[i], shield:"banner"}, {name:"Guantzu", base:30, odd:.1, 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"} ]; } // 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 Math.min(Math.max(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}; })));