mirror of
https://github.com/Azgaar/Fantasy-Map-Generator.git
synced 2025-12-16 17:31:24 +01:00
* refactor: submap - start * refactor: submap - continue * Merge branch 'master' of https://github.com/Azgaar/Fantasy-Map-Generator into submap-refactoring * refactor: submap - relocate burgs * refactor: submap - restore routes * refactor: submap - restore lake names * refactor: submap - UI update * refactor: submap - restore river and biome data * refactor: submap - simplify options * refactor: submap - restore rivers * refactor: submap - recalculateMapSize * refactor: submap - add middle points * refactor: submap - don't add middle points, unified findPath fn * chore: update version * feat: submap - relocate out of map regiments * feat: submap - fix route gen * feat: submap - allow custom number of cells * feat: submap - add checkbox submapRescaleBurgStyles * feat: submap - update version hash * chore: supporters update --------- Co-authored-by: Azgaar <azgaar.fmg@yandex.com>
886 lines
33 KiB
JavaScript
886 lines
33 KiB
JavaScript
"use strict";
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window.BurgsAndStates = (() => {
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const generate = () => {
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const {cells, cultures} = pack;
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const n = cells.i.length;
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cells.burg = new Uint16Array(n); // cell burg
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const burgs = (pack.burgs = placeCapitals());
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pack.states = createStates();
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placeTowns();
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expandStates();
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normalizeStates();
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getPoles();
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specifyBurgs();
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collectStatistics();
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assignColors();
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generateCampaigns();
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generateDiplomacy();
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function placeCapitals() {
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TIME && console.time("placeCapitals");
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let count = +byId("statesNumber").value;
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let burgs = [0];
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const rand = () => 0.5 + Math.random() * 0.5;
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const score = new Int16Array(cells.s.map(s => s * rand())); // cell score for capitals placement
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const sorted = cells.i.filter(i => score[i] > 0 && cells.culture[i]).sort((a, b) => score[b] - score[a]); // filtered and sorted array of indexes
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if (sorted.length < count * 10) {
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count = Math.floor(sorted.length / 10);
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if (!count) {
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WARN && console.warn("There is no populated cells. Cannot generate states");
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return burgs;
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} else {
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WARN && console.warn(`Not enough populated cells (${sorted.length}). Will generate only ${count} states`);
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}
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}
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let burgsTree = d3.quadtree();
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let spacing = (graphWidth + graphHeight) / 2 / count; // min distance between capitals
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for (let i = 0; burgs.length <= count; i++) {
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const cell = sorted[i];
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const [x, y] = cells.p[cell];
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if (burgsTree.find(x, y, spacing) === undefined) {
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burgs.push({cell, x, y});
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burgsTree.add([x, y]);
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}
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if (i === sorted.length - 1) {
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WARN && console.warn("Cannot place capitals with current spacing. Trying again with reduced spacing");
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burgsTree = d3.quadtree();
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i = -1;
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burgs = [0];
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spacing /= 1.2;
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}
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}
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burgs[0] = burgsTree;
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TIME && console.timeEnd("placeCapitals");
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return burgs;
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}
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// For each capital create a state
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function createStates() {
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TIME && console.time("createStates");
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const states = [{i: 0, name: "Neutrals"}];
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const colors = getColors(burgs.length - 1);
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const each5th = each(5);
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burgs.forEach((b, i) => {
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if (!i) return; // skip first element
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// burgs data
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b.i = b.state = i;
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b.culture = cells.culture[b.cell];
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b.name = Names.getCultureShort(b.culture);
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b.feature = cells.f[b.cell];
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b.capital = 1;
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// states data
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const expansionism = rn(Math.random() * byId("sizeVariety").value + 1, 1);
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const basename = b.name.length < 9 && each5th(b.cell) ? b.name : Names.getCultureShort(b.culture);
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const name = Names.getState(basename, b.culture);
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const type = cultures[b.culture].type;
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const coa = COA.generate(null, null, null, type);
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coa.shield = COA.getShield(b.culture, null);
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states.push({
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i,
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color: colors[i - 1],
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name,
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expansionism,
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capital: i,
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type,
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center: b.cell,
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culture: b.culture,
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coa
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});
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cells.burg[b.cell] = i;
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});
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TIME && console.timeEnd("createStates");
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return states;
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}
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// place secondary settlements based on geo and economical evaluation
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function placeTowns() {
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TIME && console.time("placeTowns");
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const score = new Int16Array(cells.s.map(s => s * gauss(1, 3, 0, 20, 3))); // a bit randomized cell score for towns placement
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const sorted = cells.i
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.filter(i => !cells.burg[i] && score[i] > 0 && cells.culture[i])
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.sort((a, b) => score[b] - score[a]); // filtered and sorted array of indexes
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const desiredNumber =
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manorsInput.value == 1000
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? rn(sorted.length / 5 / (grid.points.length / 10000) ** 0.8)
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: manorsInput.valueAsNumber;
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const burgsNumber = Math.min(desiredNumber, sorted.length); // towns to generate
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let burgsAdded = 0;
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const burgsTree = burgs[0];
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let spacing = (graphWidth + graphHeight) / 150 / (burgsNumber ** 0.7 / 66); // min distance between towns
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while (burgsAdded < burgsNumber && spacing > 1) {
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for (let i = 0; burgsAdded < burgsNumber && i < sorted.length; i++) {
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if (cells.burg[sorted[i]]) continue;
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const cell = sorted[i];
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const [x, y] = cells.p[cell];
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const s = spacing * gauss(1, 0.3, 0.2, 2, 2); // randomize to make placement not uniform
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if (burgsTree.find(x, y, s) !== undefined) continue; // to close to existing burg
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const burg = burgs.length;
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const culture = cells.culture[cell];
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const name = Names.getCulture(culture);
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burgs.push({cell, x, y, state: 0, i: burg, culture, name, capital: 0, feature: cells.f[cell]});
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burgsTree.add([x, y]);
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cells.burg[cell] = burg;
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burgsAdded++;
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}
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spacing *= 0.5;
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}
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if (manorsInput.value != 1000 && burgsAdded < desiredNumber) {
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ERROR && console.error(`Cannot place all burgs. Requested ${desiredNumber}, placed ${burgsAdded}`);
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}
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burgs[0] = {name: undefined}; // do not store burgsTree anymore
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TIME && console.timeEnd("placeTowns");
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}
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};
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// define burg coordinates, coa, port status and define details
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const specifyBurgs = () => {
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TIME && console.time("specifyBurgs");
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const {cells, features} = pack;
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const temp = grid.cells.temp;
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for (const b of pack.burgs) {
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if (!b.i || b.lock) continue;
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const i = b.cell;
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// asign port status to some coastline burgs with temp > 0 °C
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const haven = cells.haven[i];
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if (haven && temp[cells.g[i]] > 0) {
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const f = cells.f[haven]; // water body id
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// port is a capital with any harbor OR town with good harbor
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const port = features[f].cells > 1 && ((b.capital && cells.harbor[i]) || cells.harbor[i] === 1);
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b.port = port ? f : 0; // port is defined by water body id it lays on
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} else b.port = 0;
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// define burg population (keep urbanization at about 10% rate)
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b.population = rn(Math.max(cells.s[i] / 8 + b.i / 1000 + (i % 100) / 1000, 0.1), 3);
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if (b.capital) b.population = rn(b.population * 1.3, 3); // increase capital population
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if (b.port) {
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b.population = b.population * 1.3; // increase port population
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const [x, y] = getCloseToEdgePoint(i, haven);
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b.x = x;
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b.y = y;
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}
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// add random factor
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b.population = rn(b.population * gauss(2, 3, 0.6, 20, 3), 3);
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// shift burgs on rivers semi-randomly and just a bit
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if (!b.port && cells.r[i]) {
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const shift = Math.min(cells.fl[i] / 150, 1);
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if (i % 2) b.x = rn(b.x + shift, 2);
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else b.x = rn(b.x - shift, 2);
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if (cells.r[i] % 2) b.y = rn(b.y + shift, 2);
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else b.y = rn(b.y - shift, 2);
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}
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// define emblem
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const state = pack.states[b.state];
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const stateCOA = state.coa;
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let kinship = 0.25;
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if (b.capital) kinship += 0.1;
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else if (b.port) kinship -= 0.1;
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if (b.culture !== state.culture) kinship -= 0.25;
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b.type = getType(i, b.port);
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const type = b.capital && P(0.2) ? "Capital" : b.type === "Generic" ? "City" : b.type;
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b.coa = COA.generate(stateCOA, kinship, null, type);
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b.coa.shield = COA.getShield(b.culture, b.state);
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}
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// de-assign port status if it's the only one on feature
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const ports = pack.burgs.filter(b => !b.removed && b.port > 0);
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for (const f of features) {
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if (!f.i || f.land || f.border) continue;
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const featurePorts = ports.filter(b => b.port === f.i);
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if (featurePorts.length === 1) featurePorts[0].port = 0;
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}
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TIME && console.timeEnd("specifyBurgs");
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};
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function getCloseToEdgePoint(cell1, cell2) {
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const {cells, vertices} = pack;
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const [x0, y0] = cells.p[cell1];
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const commonVertices = cells.v[cell1].filter(vertex => vertices.c[vertex].some(cell => cell === cell2));
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const [x1, y1] = vertices.p[commonVertices[0]];
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const [x2, y2] = vertices.p[commonVertices[1]];
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const xEdge = (x1 + x2) / 2;
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const yEdge = (y1 + y2) / 2;
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const x = rn(x0 + 0.95 * (xEdge - x0), 2);
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const y = rn(y0 + 0.95 * (yEdge - y0), 2);
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return [x, y];
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}
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const getType = (cellId, port) => {
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const {cells, features, burgs} = pack;
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if (port) return "Naval";
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const haven = cells.haven[cellId];
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if (haven !== undefined && features[cells.f[haven]].type === "lake") return "Lake";
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if (cells.h[cellId] > 60) return "Highland";
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if (cells.r[cellId] && cells.fl[cellId] >= 100) return "River";
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const biome = cells.biome[cellId];
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const population = cells.pop[cellId];
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if (!cells.burg[cellId] || population <= 5) {
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if (population < 5 && [1, 2, 3, 4].includes(biome)) return "Nomadic";
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if (biome > 4 && biome < 10) return "Hunting";
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}
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return "Generic";
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};
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const defineBurgFeatures = burg => {
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const {cells} = pack;
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pack.burgs
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.filter(b => (burg ? b.i == burg.i : b.i && !b.removed && !b.lock))
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.forEach(b => {
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const pop = b.population;
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b.citadel = Number(b.capital || (pop > 50 && P(0.75)) || (pop > 15 && P(0.5)) || P(0.1));
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b.plaza = Number(pop > 20 || (pop > 10 && P(0.8)) || (pop > 4 && P(0.7)) || P(0.6));
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b.walls = Number(b.capital || pop > 30 || (pop > 20 && P(0.75)) || (pop > 10 && P(0.5)) || P(0.1));
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b.shanty = Number(pop > 60 || (pop > 40 && P(0.75)) || (pop > 20 && b.walls && P(0.4)));
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const religion = cells.religion[b.cell];
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const theocracy = pack.states[b.state].form === "Theocracy";
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b.temple = Number(
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(religion && theocracy && P(0.5)) || pop > 50 || (pop > 35 && P(0.75)) || (pop > 20 && P(0.5))
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);
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});
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};
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// expand cultures across the map (Dijkstra-like algorithm)
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const expandStates = () => {
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TIME && console.time("expandStates");
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const {cells, states, cultures, burgs} = pack;
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cells.state = cells.state || new Uint16Array(cells.i.length);
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const queue = new FlatQueue();
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const cost = [];
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const globalGrowthRate = byId("growthRate").valueAsNumber || 1;
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const statesGrowthRate = byId("statesGrowthRate")?.valueAsNumber || 1;
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const growthRate = (cells.i.length / 2) * globalGrowthRate * statesGrowthRate; // limit cost for state growth
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// remove state from all cells except of locked
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for (const cellId of cells.i) {
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const state = states[cells.state[cellId]];
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if (state.lock) continue;
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cells.state[cellId] = 0;
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}
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for (const state of states) {
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if (!state.i || state.removed) continue;
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const capitalCell = burgs[state.capital].cell;
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cells.state[capitalCell] = state.i;
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const cultureCenter = cultures[state.culture].center;
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const b = cells.biome[cultureCenter]; // state native biome
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queue.push({e: state.center, p: 0, s: state.i, b}, 0);
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cost[state.center] = 1;
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}
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while (queue.length) {
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const next = queue.pop();
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const {e, p, s, b} = next;
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const {type, culture} = states[s];
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cells.c[e].forEach(e => {
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const state = states[cells.state[e]];
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if (state.lock) return; // do not overwrite cell of locked states
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if (cells.state[e] && e === state.center) return; // do not overwrite capital cells
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const cultureCost = culture === cells.culture[e] ? -9 : 100;
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const populationCost = cells.h[e] < 20 ? 0 : cells.s[e] ? Math.max(20 - cells.s[e], 0) : 5000;
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const biomeCost = getBiomeCost(b, cells.biome[e], type);
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const heightCost = getHeightCost(pack.features[cells.f[e]], cells.h[e], type);
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const riverCost = getRiverCost(cells.r[e], e, type);
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const typeCost = getTypeCost(cells.t[e], type);
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const cellCost = Math.max(cultureCost + populationCost + biomeCost + heightCost + riverCost + typeCost, 0);
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const totalCost = p + 10 + cellCost / states[s].expansionism;
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if (totalCost > growthRate) return;
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if (!cost[e] || totalCost < cost[e]) {
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if (cells.h[e] >= 20) cells.state[e] = s; // assign state to cell
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cost[e] = totalCost;
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queue.push({e, p: totalCost, s, b}, totalCost);
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}
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});
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}
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burgs.filter(b => b.i && !b.removed).forEach(b => (b.state = cells.state[b.cell])); // assign state to burgs
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function getBiomeCost(b, biome, type) {
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if (b === biome) return 10; // tiny penalty for native biome
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if (type === "Hunting") return biomesData.cost[biome] * 2; // non-native biome penalty for hunters
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if (type === "Nomadic" && biome > 4 && biome < 10) return biomesData.cost[biome] * 3; // forest biome penalty for nomads
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return biomesData.cost[biome]; // general non-native biome penalty
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}
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function getHeightCost(f, h, type) {
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if (type === "Lake" && f.type === "lake") return 10; // low lake crossing penalty for Lake cultures
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if (type === "Naval" && h < 20) return 300; // low sea crossing penalty for Navals
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if (type === "Nomadic" && h < 20) return 10000; // giant sea crossing penalty for Nomads
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if (h < 20) return 1000; // general sea crossing penalty
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if (type === "Highland" && h < 62) return 1100; // penalty for highlanders on lowlands
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if (type === "Highland") return 0; // no penalty for highlanders on highlands
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if (h >= 67) return 2200; // general mountains crossing penalty
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if (h >= 44) return 300; // general hills crossing penalty
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return 0;
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}
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function getRiverCost(r, i, type) {
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if (type === "River") return r ? 0 : 100; // penalty for river cultures
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if (!r) return 0; // no penalty for others if there is no river
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return minmax(cells.fl[i] / 10, 20, 100); // river penalty from 20 to 100 based on flux
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}
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function getTypeCost(t, type) {
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if (t === 1) return type === "Naval" || type === "Lake" ? 0 : type === "Nomadic" ? 60 : 20; // penalty for coastline
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if (t === 2) return type === "Naval" || type === "Nomadic" ? 30 : 0; // low penalty for land level 2 for Navals and nomads
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if (t !== -1) return type === "Naval" || type === "Lake" ? 100 : 0; // penalty for mainland for navals
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return 0;
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}
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TIME && console.timeEnd("expandStates");
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};
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const normalizeStates = () => {
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TIME && console.time("normalizeStates");
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const {cells, burgs} = pack;
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for (const i of cells.i) {
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if (cells.h[i] < 20 || cells.burg[i]) continue; // do not overwrite burgs
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if (pack.states[cells.state[i]]?.lock) continue; // do not overwrite cells of locks states
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if (cells.c[i].some(c => burgs[cells.burg[c]].capital)) continue; // do not overwrite near capital
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const neibs = cells.c[i].filter(c => cells.h[c] >= 20);
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const adversaries = neibs.filter(c => !pack.states[cells.state[c]]?.lock && cells.state[c] !== cells.state[i]);
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if (adversaries.length < 2) continue;
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const buddies = neibs.filter(c => !pack.states[cells.state[c]]?.lock && cells.state[c] === cells.state[i]);
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if (buddies.length > 2) continue;
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if (adversaries.length <= buddies.length) continue;
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cells.state[i] = cells.state[adversaries[0]];
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}
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TIME && console.timeEnd("normalizeStates");
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};
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// calculate pole of inaccessibility for each state
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const getPoles = () => {
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const getType = cellId => pack.cells.state[cellId];
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const poles = getPolesOfInaccessibility(pack, getType);
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pack.states.forEach(s => {
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if (!s.i || s.removed) return;
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s.pole = poles[s.i] || [0, 0];
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});
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};
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// Resets the cultures of all burgs and states to their cell or center cell's (respectively) culture
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const updateCultures = () => {
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TIME && console.time("updateCulturesForBurgsAndStates");
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// Assign the culture associated with the burgs cell
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pack.burgs = pack.burgs.map((burg, index) => {
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if (index === 0) return burg;
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return {...burg, culture: pack.cells.culture[burg.cell]};
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});
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// Assign the culture associated with the states' center cell
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pack.states = pack.states.map((state, index) => {
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if (index === 0) return state;
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return {...state, culture: pack.cells.culture[state.center]};
|
|
});
|
|
|
|
TIME && console.timeEnd("updateCulturesForBurgsAndStates");
|
|
};
|
|
|
|
// calculate states data like area, population etc.
|
|
const collectStatistics = () => {
|
|
TIME && console.time("collectStatistics");
|
|
const {cells, states} = pack;
|
|
|
|
states.forEach(s => {
|
|
if (s.removed) return;
|
|
s.cells = s.area = s.burgs = s.rural = s.urban = 0;
|
|
s.neighbors = new Set();
|
|
});
|
|
|
|
for (const i of cells.i) {
|
|
if (cells.h[i] < 20) continue;
|
|
const s = cells.state[i];
|
|
|
|
// check for neighboring states
|
|
cells.c[i]
|
|
.filter(c => cells.h[c] >= 20 && cells.state[c] !== s)
|
|
.forEach(c => states[s].neighbors.add(cells.state[c]));
|
|
|
|
// collect stats
|
|
states[s].cells += 1;
|
|
states[s].area += cells.area[i];
|
|
states[s].rural += cells.pop[i];
|
|
if (cells.burg[i]) {
|
|
states[s].urban += pack.burgs[cells.burg[i]].population;
|
|
states[s].burgs++;
|
|
}
|
|
}
|
|
|
|
// convert neighbors Set object into array
|
|
states.forEach(s => {
|
|
if (!s.neighbors) return;
|
|
s.neighbors = Array.from(s.neighbors);
|
|
});
|
|
|
|
TIME && console.timeEnd("collectStatistics");
|
|
};
|
|
|
|
const assignColors = () => {
|
|
TIME && console.time("assignColors");
|
|
const colors = ["#66c2a5", "#fc8d62", "#8da0cb", "#e78ac3", "#a6d854", "#ffd92f"]; // d3.schemeSet2;
|
|
|
|
// assign basic color using greedy coloring algorithm
|
|
pack.states.forEach(s => {
|
|
if (!s.i || s.removed || s.lock) return;
|
|
const neibs = s.neighbors;
|
|
s.color = colors.find(c => neibs.every(n => pack.states[n].color !== c));
|
|
if (!s.color) s.color = getRandomColor();
|
|
colors.push(colors.shift());
|
|
});
|
|
|
|
// randomize each already used color a bit
|
|
colors.forEach(c => {
|
|
const sameColored = pack.states.filter(s => s.color === c && !s.lock);
|
|
sameColored.forEach((s, d) => {
|
|
if (!d) return;
|
|
s.color = getMixedColor(s.color);
|
|
});
|
|
});
|
|
|
|
TIME && console.timeEnd("assignColors");
|
|
};
|
|
|
|
const wars = {
|
|
War: 6,
|
|
Conflict: 2,
|
|
Campaign: 4,
|
|
Invasion: 2,
|
|
Rebellion: 2,
|
|
Conquest: 2,
|
|
Intervention: 1,
|
|
Expedition: 1,
|
|
Crusade: 1
|
|
};
|
|
|
|
const generateCampaign = state => {
|
|
const neighbors = state.neighbors.length ? state.neighbors : [0];
|
|
return neighbors
|
|
.map(i => {
|
|
const name = i && P(0.8) ? pack.states[i].name : Names.getCultureShort(state.culture);
|
|
const start = gauss(options.year - 100, 150, 1, options.year - 6);
|
|
const end = start + gauss(4, 5, 1, options.year - start - 1);
|
|
return {name: getAdjective(name) + " " + rw(wars), start, end};
|
|
})
|
|
.sort((a, b) => a.start - b.start);
|
|
};
|
|
|
|
// generate historical conflicts of each state
|
|
const generateCampaigns = () => {
|
|
pack.states.forEach(s => {
|
|
if (!s.i || s.removed) return;
|
|
s.campaigns = generateCampaign(s);
|
|
});
|
|
};
|
|
|
|
// generate Diplomatic Relationships
|
|
const generateDiplomacy = () => {
|
|
TIME && console.time("generateDiplomacy");
|
|
const {cells, states} = pack;
|
|
const chronicle = (states[0].diplomacy = []);
|
|
const valid = states.filter(s => s.i && !states.removed);
|
|
|
|
const neibs = {Ally: 1, Friendly: 2, Neutral: 1, Suspicion: 10, Rival: 9}; // relations to neighbors
|
|
const neibsOfNeibs = {Ally: 10, Friendly: 8, Neutral: 5, Suspicion: 1}; // relations to neighbors of neighbors
|
|
const far = {Friendly: 1, Neutral: 12, Suspicion: 2, Unknown: 6}; // relations to other
|
|
const navals = {Neutral: 1, Suspicion: 2, Rival: 1, Unknown: 1}; // relations of naval powers
|
|
|
|
valid.forEach(s => (s.diplomacy = new Array(states.length).fill("x"))); // clear all relationships
|
|
if (valid.length < 2) return; // no states to renerate relations with
|
|
const areaMean = d3.mean(valid.map(s => s.area)); // average state area
|
|
|
|
// generic relations
|
|
for (let f = 1; f < states.length; f++) {
|
|
if (states[f].removed) continue;
|
|
|
|
if (states[f].diplomacy.includes("Vassal")) {
|
|
// Vassals copy relations from their Suzerains
|
|
const suzerain = states[f].diplomacy.indexOf("Vassal");
|
|
|
|
for (let i = 1; i < states.length; i++) {
|
|
if (i === f || i === suzerain) continue;
|
|
states[f].diplomacy[i] = states[suzerain].diplomacy[i];
|
|
if (states[suzerain].diplomacy[i] === "Suzerain") states[f].diplomacy[i] = "Ally";
|
|
for (let e = 1; e < states.length; e++) {
|
|
if (e === f || e === suzerain) continue;
|
|
if (states[e].diplomacy[suzerain] === "Suzerain" || states[e].diplomacy[suzerain] === "Vassal") continue;
|
|
states[e].diplomacy[f] = states[e].diplomacy[suzerain];
|
|
}
|
|
}
|
|
continue;
|
|
}
|
|
|
|
for (let t = f + 1; t < states.length; t++) {
|
|
if (states[t].removed) continue;
|
|
|
|
if (states[t].diplomacy.includes("Vassal")) {
|
|
const suzerain = states[t].diplomacy.indexOf("Vassal");
|
|
states[f].diplomacy[t] = states[f].diplomacy[suzerain];
|
|
continue;
|
|
}
|
|
|
|
const naval =
|
|
states[f].type === "Naval" &&
|
|
states[t].type === "Naval" &&
|
|
cells.f[states[f].center] !== cells.f[states[t].center];
|
|
const neib = naval ? false : states[f].neighbors.includes(t);
|
|
const neibOfNeib =
|
|
naval || neib
|
|
? false
|
|
: states[f].neighbors
|
|
.map(n => states[n].neighbors)
|
|
.join("")
|
|
.includes(t);
|
|
|
|
let status = naval ? rw(navals) : neib ? rw(neibs) : neibOfNeib ? rw(neibsOfNeibs) : rw(far);
|
|
|
|
// add Vassal
|
|
if (
|
|
neib &&
|
|
P(0.8) &&
|
|
states[f].area > areaMean &&
|
|
states[t].area < areaMean &&
|
|
states[f].area / states[t].area > 2
|
|
)
|
|
status = "Vassal";
|
|
states[f].diplomacy[t] = status === "Vassal" ? "Suzerain" : status;
|
|
states[t].diplomacy[f] = status;
|
|
}
|
|
}
|
|
|
|
// declare wars
|
|
for (let attacker = 1; attacker < states.length; attacker++) {
|
|
const ad = states[attacker].diplomacy; // attacker relations;
|
|
if (states[attacker].removed) continue;
|
|
if (!ad.includes("Rival")) continue; // no rivals to attack
|
|
if (ad.includes("Vassal")) continue; // not independent
|
|
if (ad.includes("Enemy")) continue; // already at war
|
|
|
|
// random independent rival
|
|
const defender = ra(
|
|
ad.map((r, d) => (r === "Rival" && !states[d].diplomacy.includes("Vassal") ? d : 0)).filter(d => d)
|
|
);
|
|
let ap = states[attacker].area * states[attacker].expansionism;
|
|
let dp = states[defender].area * states[defender].expansionism;
|
|
if (ap < dp * gauss(1.6, 0.8, 0, 10, 2)) continue; // defender is too strong
|
|
|
|
const an = states[attacker].name;
|
|
const dn = states[defender].name; // names
|
|
const attackers = [attacker];
|
|
const defenders = [defender]; // attackers and defenders array
|
|
const dd = states[defender].diplomacy; // defender relations;
|
|
|
|
// start an ongoing war
|
|
const name = `${an}-${trimVowels(dn)}ian War`;
|
|
const start = options.year - gauss(2, 3, 0, 10);
|
|
const war = [name, `${an} declared a war on its rival ${dn}`];
|
|
const campaign = {name, start, attacker, defender};
|
|
states[attacker].campaigns.push(campaign);
|
|
states[defender].campaigns.push(campaign);
|
|
|
|
// attacker vassals join the war
|
|
ad.forEach((r, d) => {
|
|
if (r === "Suzerain") {
|
|
attackers.push(d);
|
|
war.push(`${an}'s vassal ${states[d].name} joined the war on attackers side`);
|
|
}
|
|
});
|
|
|
|
// defender vassals join the war
|
|
dd.forEach((r, d) => {
|
|
if (r === "Suzerain") {
|
|
defenders.push(d);
|
|
war.push(`${dn}'s vassal ${states[d].name} joined the war on defenders side`);
|
|
}
|
|
});
|
|
|
|
ap = d3.sum(attackers.map(a => states[a].area * states[a].expansionism)); // attackers joined power
|
|
dp = d3.sum(defenders.map(d => states[d].area * states[d].expansionism)); // defender joined power
|
|
|
|
// defender allies join
|
|
dd.forEach((r, d) => {
|
|
if (r !== "Ally" || states[d].diplomacy.includes("Vassal")) return;
|
|
if (states[d].diplomacy[attacker] !== "Rival" && ap / dp > 2 * gauss(1.6, 0.8, 0, 10, 2)) {
|
|
const reason = states[d].diplomacy.includes("Enemy") ? "Being already at war," : `Frightened by ${an},`;
|
|
war.push(`${reason} ${states[d].name} severed the defense pact with ${dn}`);
|
|
dd[d] = states[d].diplomacy[defender] = "Suspicion";
|
|
return;
|
|
}
|
|
defenders.push(d);
|
|
dp += states[d].area * states[d].expansionism;
|
|
war.push(`${dn}'s ally ${states[d].name} joined the war on defenders side`);
|
|
|
|
// ally vassals join
|
|
states[d].diplomacy
|
|
.map((r, d) => (r === "Suzerain" ? d : 0))
|
|
.filter(d => d)
|
|
.forEach(v => {
|
|
defenders.push(v);
|
|
dp += states[v].area * states[v].expansionism;
|
|
war.push(`${states[d].name}'s vassal ${states[v].name} joined the war on defenders side`);
|
|
});
|
|
});
|
|
|
|
// attacker allies join if the defender is their rival or joined power > defenders power and defender is not an ally
|
|
ad.forEach((r, d) => {
|
|
if (r !== "Ally" || states[d].diplomacy.includes("Vassal") || defenders.includes(d)) return;
|
|
const name = states[d].name;
|
|
if (states[d].diplomacy[defender] !== "Rival" && (P(0.2) || ap <= dp * 1.2)) {
|
|
war.push(`${an}'s ally ${name} avoided entering the war`);
|
|
return;
|
|
}
|
|
const allies = states[d].diplomacy.map((r, d) => (r === "Ally" ? d : 0)).filter(d => d);
|
|
if (allies.some(ally => defenders.includes(ally))) {
|
|
war.push(`${an}'s ally ${name} did not join the war as its allies are in war on both sides`);
|
|
return;
|
|
}
|
|
|
|
attackers.push(d);
|
|
ap += states[d].area * states[d].expansionism;
|
|
war.push(`${an}'s ally ${name} joined the war on attackers side`);
|
|
|
|
// ally vassals join
|
|
states[d].diplomacy
|
|
.map((r, d) => (r === "Suzerain" ? d : 0))
|
|
.filter(d => d)
|
|
.forEach(v => {
|
|
attackers.push(v);
|
|
dp += states[v].area * states[v].expansionism;
|
|
war.push(`${states[d].name}'s vassal ${states[v].name} joined the war on attackers side`);
|
|
});
|
|
});
|
|
|
|
// change relations to Enemy for all participants
|
|
attackers.forEach(a => defenders.forEach(d => (states[a].diplomacy[d] = states[d].diplomacy[a] = "Enemy")));
|
|
chronicle.push(war); // add a record to diplomatical history
|
|
}
|
|
|
|
TIME && console.timeEnd("generateDiplomacy");
|
|
};
|
|
|
|
// select a forms for listed or all valid states
|
|
const defineStateForms = list => {
|
|
TIME && console.time("defineStateForms");
|
|
const states = pack.states.filter(s => s.i && !s.removed && !s.lock);
|
|
if (states.length < 1) return;
|
|
|
|
const generic = {Monarchy: 25, Republic: 2, Union: 1};
|
|
const naval = {Monarchy: 25, Republic: 8, Union: 3};
|
|
|
|
const median = d3.median(pack.states.map(s => s.area));
|
|
const empireMin = states.map(s => s.area).sort((a, b) => b - a)[Math.max(Math.ceil(states.length ** 0.4) - 2, 0)];
|
|
const expTiers = pack.states.map(s => {
|
|
let tier = Math.min(Math.floor((s.area / median) * 2.6), 4);
|
|
if (tier === 4 && s.area < empireMin) tier = 3;
|
|
return tier;
|
|
});
|
|
|
|
const monarchy = ["Duchy", "Grand Duchy", "Principality", "Kingdom", "Empire"]; // per expansionism tier
|
|
const republic = {
|
|
Republic: 75,
|
|
Federation: 4,
|
|
"Trade Company": 4,
|
|
"Most Serene Republic": 2,
|
|
Oligarchy: 2,
|
|
Tetrarchy: 1,
|
|
Triumvirate: 1,
|
|
Diarchy: 1,
|
|
Junta: 1
|
|
}; // weighted random
|
|
const union = {
|
|
Union: 3,
|
|
League: 4,
|
|
Confederation: 1,
|
|
"United Kingdom": 1,
|
|
"United Republic": 1,
|
|
"United Provinces": 2,
|
|
Commonwealth: 1,
|
|
Heptarchy: 1
|
|
}; // weighted random
|
|
const theocracy = {Theocracy: 20, Brotherhood: 1, Thearchy: 2, See: 1, "Holy State": 1};
|
|
const anarchy = {"Free Territory": 2, Council: 3, Commune: 1, Community: 1};
|
|
|
|
for (const s of states) {
|
|
if (list && !list.includes(s.i)) continue;
|
|
const tier = expTiers[s.i];
|
|
|
|
const religion = pack.cells.religion[s.center];
|
|
const isTheocracy =
|
|
(religion && pack.religions[religion].expansion === "state") ||
|
|
(P(0.1) && ["Organized", "Cult"].includes(pack.religions[religion].type));
|
|
const isAnarchy = P(0.01 - tier / 500);
|
|
|
|
if (isTheocracy) s.form = "Theocracy";
|
|
else if (isAnarchy) s.form = "Anarchy";
|
|
else s.form = s.type === "Naval" ? rw(naval) : rw(generic);
|
|
s.formName = selectForm(s, tier);
|
|
s.fullName = getFullName(s);
|
|
}
|
|
|
|
function selectForm(s, tier) {
|
|
const base = pack.cultures[s.culture].base;
|
|
|
|
if (s.form === "Monarchy") {
|
|
const form = monarchy[tier];
|
|
// Default name depends on exponent tier, some culture bases have special names for tiers
|
|
if (s.diplomacy) {
|
|
if (
|
|
form === "Duchy" &&
|
|
s.neighbors.length > 1 &&
|
|
rand(6) < s.neighbors.length &&
|
|
s.diplomacy.includes("Vassal")
|
|
)
|
|
return "Marches"; // some vassal duchies on borderland
|
|
if (base === 1 && P(0.3) && s.diplomacy.includes("Vassal")) return "Dominion"; // English vassals
|
|
if (P(0.3) && s.diplomacy.includes("Vassal")) return "Protectorate"; // some vassals
|
|
}
|
|
|
|
if (base === 31 && (form === "Empire" || form === "Kingdom")) return "Khanate"; // Mongolian
|
|
if (base === 16 && form === "Principality") return "Beylik"; // Turkic
|
|
if (base === 5 && (form === "Empire" || form === "Kingdom")) return "Tsardom"; // Ruthenian
|
|
if (base === 16 && (form === "Empire" || form === "Kingdom")) return "Khaganate"; // Turkic
|
|
if (base === 12 && (form === "Kingdom" || form === "Grand Duchy")) return "Shogunate"; // Japanese
|
|
if ([18, 17].includes(base) && form === "Empire") return "Caliphate"; // Arabic, Berber
|
|
if (base === 18 && (form === "Grand Duchy" || form === "Duchy")) return "Emirate"; // Arabic
|
|
if (base === 7 && (form === "Grand Duchy" || form === "Duchy")) return "Despotate"; // Greek
|
|
if (base === 31 && (form === "Grand Duchy" || form === "Duchy")) return "Ulus"; // Mongolian
|
|
if (base === 16 && (form === "Grand Duchy" || form === "Duchy")) return "Horde"; // Turkic
|
|
if (base === 24 && (form === "Grand Duchy" || form === "Duchy")) return "Satrapy"; // Iranian
|
|
return form;
|
|
}
|
|
|
|
if (s.form === "Republic") {
|
|
// Default name is from weighted array, special case for small states with only 1 burg
|
|
if (tier < 2 && s.burgs === 1) {
|
|
if (trimVowels(s.name) === trimVowels(pack.burgs[s.capital].name)) {
|
|
s.name = pack.burgs[s.capital].name;
|
|
return "Free City";
|
|
}
|
|
if (P(0.3)) return "City-state";
|
|
}
|
|
return rw(republic);
|
|
}
|
|
|
|
if (s.form === "Union") return rw(union);
|
|
if (s.form === "Anarchy") return rw(anarchy);
|
|
|
|
if (s.form === "Theocracy") {
|
|
// European
|
|
if ([0, 1, 2, 3, 4, 6, 8, 9, 13, 15, 20].includes(base)) {
|
|
if (P(0.1)) return "Divine " + monarchy[tier];
|
|
if (tier < 2 && P(0.5)) return "Diocese";
|
|
if (tier < 2 && P(0.5)) return "Bishopric";
|
|
}
|
|
if (P(0.9) && [7, 5].includes(base)) {
|
|
// Greek, Ruthenian
|
|
if (tier < 2) return "Eparchy";
|
|
if (tier === 2) return "Exarchate";
|
|
if (tier > 2) return "Patriarchate";
|
|
}
|
|
if (P(0.9) && [21, 16].includes(base)) return "Imamah"; // Nigerian, Turkish
|
|
if (tier > 2 && P(0.8) && [18, 17, 28].includes(base)) return "Caliphate"; // Arabic, Berber, Swahili
|
|
return rw(theocracy);
|
|
}
|
|
}
|
|
|
|
TIME && console.timeEnd("defineStateForms");
|
|
};
|
|
|
|
// state forms requiring Adjective + Name, all other forms use scheme Form + Of + Name
|
|
const adjForms = [
|
|
"Empire",
|
|
"Sultanate",
|
|
"Khaganate",
|
|
"Shogunate",
|
|
"Caliphate",
|
|
"Despotate",
|
|
"Theocracy",
|
|
"Oligarchy",
|
|
"Union",
|
|
"Confederation",
|
|
"Trade Company",
|
|
"League",
|
|
"Tetrarchy",
|
|
"Triumvirate",
|
|
"Diarchy",
|
|
"Horde",
|
|
"Marches"
|
|
];
|
|
|
|
const getFullName = state => {
|
|
if (!state.formName) return state.name;
|
|
if (!state.name && state.formName) return "The " + state.formName;
|
|
const adjName = adjForms.includes(state.formName) && !/-| /.test(state.name);
|
|
return adjName ? `${getAdjective(state.name)} ${state.formName}` : `${state.formName} of ${state.name}`;
|
|
};
|
|
|
|
return {
|
|
generate,
|
|
expandStates,
|
|
normalizeStates,
|
|
getPoles,
|
|
assignColors,
|
|
specifyBurgs,
|
|
defineBurgFeatures,
|
|
getType,
|
|
collectStatistics,
|
|
generateCampaign,
|
|
generateCampaigns,
|
|
generateDiplomacy,
|
|
defineStateForms,
|
|
getFullName,
|
|
updateCultures,
|
|
getCloseToEdgePoint
|
|
};
|
|
})();
|