mirror of
https://github.com/Azgaar/Fantasy-Map-Generator.git
synced 2025-12-16 17:31:24 +01:00
394 lines
14 KiB
JavaScript
394 lines
14 KiB
JavaScript
"use strict";
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window.Military = (function () {
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const generate = function () {
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TIME && console.time("generateMilitary");
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const {cells, states} = pack;
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const {p} = cells;
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const valid = states.filter(s => s.i && !s.removed); // valid states
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if (!options.military) options.military = getDefaultOptions();
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const expn = d3.sum(valid.map(s => s.expansionism)); // total expansion
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const area = d3.sum(valid.map(s => s.area)); // total area
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const rate = {
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x: 0,
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Ally: -0.2,
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Friendly: -0.1,
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Neutral: 0,
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Suspicion: 0.1,
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Enemy: 1,
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Unknown: 0,
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Rival: 0.5,
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Vassal: 0.5,
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Suzerain: -0.5
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};
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const stateModifier = {
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melee: {Nomadic: 0.5, Highland: 1.2, Lake: 1, Naval: 0.7, Hunting: 1.2, River: 1.1},
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ranged: {Nomadic: 0.9, Highland: 1.3, Lake: 1, Naval: 0.8, Hunting: 2, River: 0.8},
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mounted: {Nomadic: 2.3, Highland: 0.6, Lake: 0.7, Naval: 0.3, Hunting: 0.7, River: 0.8},
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machinery: {Nomadic: 0.8, Highland: 1.4, Lake: 1.1, Naval: 1.4, Hunting: 0.4, River: 1.1},
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naval: {Nomadic: 0.5, Highland: 0.5, Lake: 1.2, Naval: 1.8, Hunting: 0.7, River: 1.2},
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armored: {Nomadic: 1, Highland: 0.5, Lake: 1, Naval: 1, Hunting: 0.7, River: 1.1},
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aviation: {Nomadic: 0.5, Highland: 0.5, Lake: 1.2, Naval: 1.2, Hunting: 0.6, River: 1.2},
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magical: {Nomadic: 1, Highland: 2, Lake: 1, Naval: 1, Hunting: 1, River: 1}
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};
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const cellTypeModifier = {
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nomadic: {
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melee: 0.2,
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ranged: 0.5,
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mounted: 3,
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machinery: 0.4,
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naval: 0.3,
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armored: 1.6,
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aviation: 1,
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magical: 0.5
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},
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wetland: {
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melee: 0.8,
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ranged: 2,
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mounted: 0.3,
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machinery: 1.2,
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naval: 1.0,
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armored: 0.2,
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aviation: 0.5,
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magical: 0.5
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},
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highland: {
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melee: 1.2,
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ranged: 1.6,
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mounted: 0.3,
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machinery: 3,
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naval: 1.0,
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armored: 0.8,
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aviation: 0.3,
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magical: 2
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}
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};
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const burgTypeModifier = {
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nomadic: {
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melee: 0.3,
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ranged: 0.8,
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mounted: 3,
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machinery: 0.4,
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naval: 1.0,
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armored: 1.6,
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aviation: 1,
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magical: 0.5
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},
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wetland: {
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melee: 1,
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ranged: 1.6,
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mounted: 0.2,
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machinery: 1.2,
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naval: 1.0,
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armored: 0.2,
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aviation: 0.5,
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magical: 0.5
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},
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highland: {melee: 1.2, ranged: 2, mounted: 0.3, machinery: 3, naval: 1.0, armored: 0.8, aviation: 0.3, magical: 2}
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};
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valid.forEach(s => {
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s.temp = {};
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const d = s.diplomacy;
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const expansionRate = minmax(s.expansionism / expn / (s.area / area), 0.25, 4); // how much state expansionism is realized
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const diplomacyRate = d.some(d => d === "Enemy")
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? 1
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: d.some(d => d === "Rival")
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? 0.8
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: d.some(d => d === "Suspicion")
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? 0.5
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: 0.1; // peacefulness
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const neighborsRateRaw = s.neighbors
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.map(n => (n ? pack.states[n].diplomacy[s.i] : "Suspicion"))
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.reduce((s, r) => (s += rate[r]), 0.5);
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const neighborsRate = minmax(neighborsRateRaw, 0.3, 3); // neighbors rate
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s.alert = minmax(rn(expansionRate * diplomacyRate * neighborsRate, 2), 0.1, 5); // alert rate (area modifier)
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s.temp.platoons = [];
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// apply overall state modifiers for unit types based on state features
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for (const unit of options.military) {
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if (!stateModifier[unit.type]) continue;
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let modifier = stateModifier[unit.type][s.type] || 1;
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if (unit.type === "mounted" && s.formName.includes("Horde")) modifier *= 2;
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else if (unit.type === "naval" && s.form === "Republic") modifier *= 1.2;
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s.temp[unit.name] = modifier * s.alert;
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}
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});
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const getType = cell => {
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if ([1, 2, 3, 4].includes(cells.biome[cell])) return "nomadic";
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if ([7, 8, 9, 12].includes(cells.biome[cell])) return "wetland";
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if (cells.h[cell] >= 70) return "highland";
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return "generic";
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};
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function passUnitLimits(unit, biome, state, culture, religion) {
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if (unit.biomes && !unit.biomes.includes(biome)) return false;
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if (unit.states && !unit.states.includes(state)) return false;
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if (unit.cultures && !unit.cultures.includes(culture)) return false;
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if (unit.religions && !unit.religions.includes(religion)) return false;
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return true;
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}
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// rural cells
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for (const i of cells.i) {
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if (!cells.pop[i]) continue;
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const biome = cells.biome[i];
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const state = cells.state[i];
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const culture = cells.culture[i];
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const religion = cells.religion[i];
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const stateObj = states[state];
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if (!state || stateObj.removed) continue;
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let modifier = cells.pop[i] / 100; // basic rural army in percentages
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if (culture !== stateObj.culture) modifier = stateObj.form === "Union" ? modifier / 1.2 : modifier / 2; // non-dominant culture
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if (religion !== cells.religion[stateObj.center])
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modifier = stateObj.form === "Theocracy" ? modifier / 2.2 : modifier / 1.4; // non-dominant religion
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if (cells.f[i] !== cells.f[stateObj.center])
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modifier = stateObj.type === "Naval" ? modifier / 1.2 : modifier / 1.8; // different landmass
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const type = getType(i);
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for (const unit of options.military) {
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const perc = +unit.rural;
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if (isNaN(perc) || perc <= 0 || !stateObj.temp[unit.name]) continue;
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if (!passUnitLimits(unit, biome, state, culture, religion)) continue;
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if (unit.type === "naval" && !cells.haven[i]) continue; // only near-ocean cells create naval units
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const cellTypeMod = type === "generic" ? 1 : cellTypeModifier[type][unit.type]; // cell specific modifier
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const army = modifier * perc * cellTypeMod; // rural cell army
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const total = rn(army * stateObj.temp[unit.name] * populationRate); // total troops
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if (!total) continue;
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let [x, y] = p[i];
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let n = 0;
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// place naval units to sea
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if (unit.type === "naval") {
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const haven = cells.haven[i];
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[x, y] = p[haven];
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n = 1;
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}
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stateObj.temp.platoons.push({
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cell: i,
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a: total,
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t: total,
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x,
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y,
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u: unit.name,
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n,
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s: unit.separate,
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type: unit.type
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});
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}
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}
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// burgs
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for (const b of pack.burgs) {
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if (!b.i || b.removed || !b.state || !b.population) continue;
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const biome = cells.biome[b.cell];
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const state = b.state;
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const culture = b.culture;
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const religion = cells.religion[b.cell];
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const stateObj = states[state];
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let m = (b.population * urbanization) / 100; // basic urban army in percentages
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if (b.capital) m *= 1.2; // capital has household troops
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if (culture !== stateObj.culture) m = stateObj.form === "Union" ? m / 1.2 : m / 2; // non-dominant culture
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if (religion !== cells.religion[stateObj.center]) m = stateObj.form === "Theocracy" ? m / 2.2 : m / 1.4; // non-dominant religion
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if (cells.f[b.cell] !== cells.f[stateObj.center]) m = stateObj.type === "Naval" ? m / 1.2 : m / 1.8; // different landmass
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const type = getType(b.cell);
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for (const unit of options.military) {
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const perc = +unit.urban;
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if (isNaN(perc) || perc <= 0 || !stateObj.temp[unit.name]) continue;
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if (!passUnitLimits(unit, biome, state, culture, religion)) continue;
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if (unit.type === "naval" && (!b.port || !cells.haven[b.cell])) continue; // only ports create naval units
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const mod = type === "generic" ? 1 : burgTypeModifier[type][unit.type]; // cell specific modifier
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const army = m * perc * mod; // urban cell army
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const total = rn(army * stateObj.temp[unit.name] * populationRate); // total troops
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if (!total) continue;
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let [x, y] = p[b.cell];
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let n = 0;
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// place naval to sea
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if (unit.type === "naval") {
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const haven = cells.haven[b.cell];
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[x, y] = p[haven];
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n = 1;
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}
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stateObj.temp.platoons.push({
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cell: b.cell,
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a: total,
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t: total,
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x,
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y,
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u: unit.name,
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n,
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s: unit.separate,
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type: unit.type
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});
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}
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}
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const expected = 3 * populationRate; // expected regiment size
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const mergeable = (n0, n1) => (!n0.s && !n1.s) || n0.u === n1.u; // check if regiments can be merged
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// get regiments for each state
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valid.forEach(s => {
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s.military = createRegiments(s.temp.platoons, s);
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delete s.temp; // do not store temp data
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});
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function createRegiments(nodes, s) {
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if (!nodes.length) return [];
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nodes.sort((a, b) => a.a - b.a); // form regiments in cells with most troops
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const tree = d3.quadtree(
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nodes,
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d => d.x,
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d => d.y
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);
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nodes.forEach(node => {
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tree.remove(node);
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const overlap = tree.find(node.x, node.y, 20);
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if (overlap && overlap.t && mergeable(node, overlap)) {
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merge(node, overlap);
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return;
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}
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if (node.t > expected) return;
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const r = (expected - node.t) / (node.s ? 40 : 20); // search radius
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const candidates = tree.findAll(node.x, node.y, r);
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for (const c of candidates) {
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if (c.t < expected && mergeable(node, c)) {
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merge(node, c);
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break;
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}
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}
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});
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// add n0 to n1's ultimate parent
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function merge(n0, n1) {
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if (!n1.childen) n1.childen = [n0];
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else n1.childen.push(n0);
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if (n0.childen) n0.childen.forEach(n => n1.childen.push(n));
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n1.t += n0.t;
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n0.t = 0;
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}
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// parse regiments data
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const regiments = nodes
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.filter(n => n.t)
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.sort((a, b) => b.t - a.t)
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.map((r, i) => {
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const u = {};
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u[r.u] = r.a;
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(r.childen || []).forEach(n => (u[n.u] = u[n.u] ? (u[n.u] += n.a) : n.a));
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return {i, a: r.t, cell: r.cell, x: r.x, y: r.y, bx: r.x, by: r.y, u, n: r.n, name, state: s.i};
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});
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// generate name for regiments
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regiments.forEach(r => {
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r.name = getName(r, regiments);
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r.icon = getEmblem(r);
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generateNote(r, s);
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});
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return regiments;
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}
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TIME && console.timeEnd("generateMilitary");
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};
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const getDefaultOptions = function () {
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return [
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{icon: "⚔️", name: "infantry", rural: 0.25, urban: 0.2, crew: 1, power: 1, type: "melee", separate: 0},
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{icon: "🏹", name: "archers", rural: 0.12, urban: 0.2, crew: 1, power: 1, type: "ranged", separate: 0},
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{icon: "🐴", name: "cavalry", rural: 0.12, urban: 0.03, crew: 2, power: 2, type: "mounted", separate: 0},
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{icon: "💣", name: "artillery", rural: 0, urban: 0.03, crew: 8, power: 12, type: "machinery", separate: 0},
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{icon: "🌊", name: "fleet", rural: 0, urban: 0.015, crew: 100, power: 50, type: "naval", separate: 1}
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];
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};
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// utilize si function to make regiment total text fit regiment box
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const getTotal = reg => (reg.a > (reg.n ? 999 : 99999) ? si(reg.a) : reg.a);
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const getName = function (r, regiments) {
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const cells = pack.cells;
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const proper = r.n
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? null
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: cells.province[r.cell] && pack.provinces[cells.province[r.cell]]
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? pack.provinces[cells.province[r.cell]].name
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: cells.burg[r.cell] && pack.burgs[cells.burg[r.cell]]
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? pack.burgs[cells.burg[r.cell]].name
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: null;
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const number = nth(regiments.filter(reg => reg.n === r.n && reg.i < r.i).length + 1);
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const form = r.n ? "Fleet" : "Regiment";
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return `${number}${proper ? ` (${proper}) ` : ` `}${form}`;
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};
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// get default regiment emblem
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const getEmblem = function (r) {
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if (!r.n && !Object.values(r.u).length) return "🔰"; // "Newbie" regiment without troops
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if (
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!r.n &&
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pack.states[r.state].form === "Monarchy" &&
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pack.cells.burg[r.cell] &&
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pack.burgs[pack.cells.burg[r.cell]].capital
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)
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return "👑"; // "Royal" regiment based in capital
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const mainUnit = Object.entries(r.u).sort((a, b) => b[1] - a[1])[0][0]; // unit with more troops in regiment
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const unit = options.military.find(u => u.name === mainUnit);
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return unit.icon;
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};
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const generateNote = function (r, s) {
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const cells = pack.cells;
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const base =
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cells.burg[r.cell] && pack.burgs[cells.burg[r.cell]]
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? pack.burgs[cells.burg[r.cell]].name
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: cells.province[r.cell] && pack.provinces[cells.province[r.cell]]
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? pack.provinces[cells.province[r.cell]].fullName
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: null;
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const station = base ? `${r.name} is ${r.n ? "based" : "stationed"} in ${base}. ` : "";
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const composition = r.a
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? Object.keys(r.u)
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.map(t => `— ${t}: ${r.u[t]}`)
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.join("\r\n")
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: null;
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const troops = composition
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? `\r\n\r\nRegiment composition in ${options.year} ${options.eraShort}:\r\n${composition}.`
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: "";
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const campaign = s.campaigns ? ra(s.campaigns) : null;
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const year = campaign
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? rand(campaign.start, campaign.end || options.year)
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: gauss(options.year - 100, 150, 1, options.year - 6);
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const conflict = campaign ? ` during the ${campaign.name}` : "";
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const legend = `Regiment was formed in ${year} ${options.era}${conflict}. ${station}${troops}`;
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notes.push({id: `regiment${s.i}-${r.i}`, name: r.name, legend});
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};
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return {
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generate,
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getDefaultOptions,
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getName,
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generateNote,
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getTotal,
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getEmblem
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};
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})();
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