"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(); 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 towns 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; } } }; const getDefaultGroups = () => [ {name: "capitals", active: true, features: {capital: true}, preview: "watabou-city-generator"}, {name: "cities", active: true, percentile: 90, preview: "watabou-city-generator"}, { name: "forts", active: true, features: {citadel: true, walls: false, plaza: false, port: false}, population: [0, 1], preview: null }, { name: "monasteries", active: true, features: {temple: true, walls: false, plaza: false, port: false}, population: [0, 1], preview: null }, { name: "caravanserais", active: true, features: {port: false}, population: [0, 1], biomes: [1, 2, 3], preview: null }, { name: "trading posts", active: true, features: {plaza: true}, population: [0, 1], biomes: [1, 2, 3], preview: null }, {name: "villages", active: true, population: [0.1, 2], preview: "watabou-village-generator"}, { name: "hamlets", active: true, features: {plaza: true, walls: false, plaza: false}, population: [0, 0.1], preview: "watabou-village-generator" }, {name: "towns", active: true, isDefault: true, preview: "watabou-city-generator"} ]; // define burg coordinates, coa, port status and define details const specifyBurgs = () => { TIME && console.time("specifyBurgs"); const {cells, features} = pack; const temp = grid.cells.temp; for (const burg of pack.burgs) { if (!burg.i || burg.lock) continue; const i = burg.cell; // asign port status to some coastline burgs with temp > 0 °C const haven = cells.haven[i]; if (haven && temp[cells.g[i]] > 0) { const f = cells.f[haven]; // water body id // port is a capital with any harbor OR town with good harbor const port = features[f].cells > 1 && ((burg.capital && cells.harbor[i]) || cells.harbor[i] === 1); burg.port = port ? f : 0; // port is defined by water body id it lays on } else burg.port = 0; // define burg population (keep urbanization at about 10% rate) burg.population = rn(Math.max(cells.s[i] / 8 + burg.i / 1000 + (i % 100) / 1000, 0.1), 3); if (burg.capital) burg.population = rn(burg.population * 1.3, 3); // increase capital population if (burg.port) { burg.population = burg.population * 1.3; // increase port population const [x, y] = getCloseToEdgePoint(i, haven); burg.x = x; burg.y = y; } // add random factor burg.population = rn(burg.population * gauss(2, 3, 0.6, 20, 3), 3); // shift burgs on rivers semi-randomly and just a bit if (!burg.port && cells.r[i]) { const shift = Math.min(cells.fl[i] / 150, 1); if (i % 2) burg.x = rn(burg.x + shift, 2); else burg.x = rn(burg.x - shift, 2); if (cells.r[i] % 2) burg.y = rn(burg.y + shift, 2); else burg.y = rn(burg.y - shift, 2); } // define emblem 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; burg.type = getType(i, burg.port); 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); } // de-assign port status if it's the only one on feature const ports = pack.burgs.filter(b => !b.removed && b.port > 0); for (const f of features) { if (!f.i || f.land || f.border) continue; const featurePorts = ports.filter(b => b.port === f.i); if (featurePorts.length === 1) featurePorts[0].port = 0; } pack.burgs.filter(b => b.i && !b.removed && !b.lock).forEach(defineBurgFeatures); TIME && console.timeEnd("specifyBurgs"); }; 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 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"; }; const defineBurgFeatures = burg => { const {cells, states} = pack; 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(pop > 20 || (pop > 10 && P(0.8)) || (pop > 4 && P(0.7)) || P(0.6)); 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 = cells.religion[burg.cell]; const theocracy = 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)) ); }; return {generate, getDefaultGroups, specifyBurgs, getType, defineBurgFeatures}; })();