import * as d3 from "d3"; import FlatQueue from "flatqueue"; import {TIME, WARN} from "config/logging"; import {getColors} from "utils/colorUtils"; import {rn, minmax} from "utils/numberUtils"; import {rand, P, rw, biased} from "utils/probabilityUtils"; import {abbreviate} from "utils/languageUtils"; import {getInputNumber, getInputValue, getSelectedOption} from "utils/nodeUtils"; import {byId} from "utils/shorthands"; import {cultureSets, TCultureSetName} from "config/cultureSets"; const {COA} = window; window.Cultures = (function () { let cells: IGraphCells & IPackCells; const generate = function (pack: IPack) { TIME && console.time("generateCultures"); cells = pack.cells; const wildlands = {name: "Wildlands", i: 0, base: 1, origins: [null], shield: "round"}; const culture = new Uint16Array(cells.i.length); // cell cultures const culturesNumber = getCulturesNumber(); if (!culturesNumber) return {culture, cultures: [wildlands]}; const cultures = selectCultures(culturesNumber); const centers = d3.quadtree(); const colors = getColors(culturesNumber); const emblemShape = getInputValue("emblemShape"); 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.origins = [0]; c.code = abbreviate(c.name, codes); codes.push(c.code); cells.culture[cell] = i + 1; if (emblemShape === "random") c.shield = COA.getRandomShield(); }); function placeCenter(v) { let c, spacing = (graphWidth + graphHeight) / 2 / culturesNumber; 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(wildlands); // 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)); TIME && console.timeEnd("generateCultures"); return {culture, cultures}; function getCulturesNumber() { const culturesDesired = getInputNumber("culturesInput"); const culturesAvailable = Number(getSelectedOption("culturesSet").dataset.max); const expectedNumber = Math.min(culturesDesired, culturesAvailable); const populatedCells = cells.pop.reduce((prev, curr) => prev + (curr > 0 ? 1 : 0), 0); // normal case, enough populated cells to generate cultures if (populatedCells >= expectedNumber * 25) return expectedNumber; // not enough populated cells, reduce count const reducedNumber = Math.floor(populatedCells / 50); if (reducedNumber > 0) { WARN && console.warn(`Not enough populated cells (${populatedCells}). Will generate only ${reducedNumber} cultures`); byId("alertMessage")!.innerHTML = `Insufficient liveable area: ${populatedCells} populated cells.
Only ${reducedNumber} out of ${culturesDesired} requested cultures can be created.
Please consider changing climate settings in the World Configurator`; } else { WARN && console.warn(`No populated cells. Cannot generate cultures`); byId("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 reducedNumber; } function selectCultures(culturesNumber: number) { debugger; let defaultCultures = getDefault(culturesNumber); if (defaultCultures.length === culturesNumber) return defaultCultures; if (defaultCultures.every(d => d.odd === 1)) return defaultCultures.slice(0, culturesNumber); const culturesAvailable = Math.min(culturesNumber, defaultCultures.length); const cultures = []; for (let culture, rnd, i = 0; cultures.length < culturesAvailable && i < 200; i++) { do { rnd = rand(defaultCultures.length - 1); culture = defaultCultures[rnd]; } while (!P(culture.odd)); cultures.push(culture); defaultCultures.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); } }; 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 = COA.getRandomShield(); pack.cultures.push({ name, color, base, center, i, expansionism: 1, type: "Generic", cells: 0, area: 0, rural: 0, urban: 0, origins: [0], code, shield }); }; const getDefault = function (culturesNumber: number) { // // generic sorting functions // const {cells} = pack; // const {s, t, h} = cells; // const temp = grid.cells.temp; // const sMax = d3.max(s)!; // // normalized cell score // const n = cell => Math.ceil((s[cell] / sMax) * 3); // // temperature difference fee // const td = (cell, goal) => { // const d = Math.abs(temp[cells.g[cell]] - goal); // return d ? d + 1 : 1; // }; // // biome difference fee // const bd = (cell, biomes, fee = 4) => (biomes.includes(cells.biome[cell]) ? 1 : fee); // // not on sea coast fee // const sf = (cell, fee = 4) => // cells.haven[cell] && pack.features[cells.f[cells.haven[cell]]].type !== "lake" ? 1 : fee; const cultureSet = getInputValue("culturesSet") as TCultureSetName; if (cultureSet in cultureSets) { return cultureSets[cultureSet](culturesNumber); } throw new Error(`Unsupported culture set: ${cultureSet}`); }; // expand cultures across the map (Dijkstra-like algorithm) const expand = function () { TIME && console.time("expandCultures"); cells = pack.cells; const queue = new FlatQueue(); pack.cultures.forEach(culture => { if (!culture.i || culture.removed) return; queue.push({cellId: culture.center, cultureId: culture.i}, 0); }); const neutral = (cells.i.length / 5000) * 3000 * neutralInput.value; // limit cost for culture growth const cost = []; while (queue.length) { const priority = queue.peekValue(); const {cellId, cultureId} = queue.pop(); const type = pack.cultures[cultureId].type; cells.c[cellId].forEach(neibCellId => { const biome = cells.biome[neibCellId]; const biomeCost = getBiomeCost(cultureId, biome, type); const biomeChangeCost = biome === cells.biome[cellId] ? 0 : 20; // penalty on biome change const heightCost = getHeightCost(neibCellId, cells.h[neibCellId], type); const riverCost = getRiverCost(cells.r[neibCellId], neibCellId, type); const typeCost = getTypeCost(cells.t[neibCellId], type); const totalCost = priority + (biomeCost + biomeChangeCost + heightCost + riverCost + typeCost) / pack.cultures[cultureId].expansionism; if (totalCost > neutral) return; if (!cost[neibCellId] || totalCost < cost[neibCellId]) { if (cells.s[neibCellId] > 0) cells.culture[neibCellId] = cultureId; // assign culture to populated cell cost[neibCellId] = totalCost; queue.push({cellId: neibCellId, cultureId}, totalCost); } }); } 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; } return {generate, add, expand, getDefault}; })();