Fantasy-Map-Generator/modules/cultures-generator.js
2021-02-23 22:38:44 +03:00

429 lines
25 KiB
JavaScript

(function (global, factory) {
typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :
typeof define === 'function' && define.amd ? define(factory) :
(global.Cultures = factory());
}(this, (function () {'use strict';
let cells;
const generate = function() {
TIME && console.time('generateCultures');
cells = pack.cells;
cells.culture = new Uint16Array(cells.i.length); // cell cultures
let count = Math.min(+culturesInput.value, +culturesSet.selectedOptions[0].dataset.max);
const populated = cells.i.filter(i => cells.s[i]); // populated cells
if (populated.length < count * 25) {
count = Math.floor(populated.length / 50);
if (!count) {
WARN && console.warn(`There are no populated cells. Cannot generate cultures`);
pack.cultures = [{name:"Wildlands", i:0, base:1, shield:"round"}];
alertMessage.innerHTML = `
The climate is harsh and people cannot live in this world.<br>
No cultures, states and burgs will be created.<br>
Please consider changing climate settings in the World Configurator`;
$("#alert").dialog({resizable: false, title: "Extreme climate warning",
buttons: {Ok: function() {$(this).dialog("close");}}
});
return;
} else {
WARN && console.warn(`Not enough populated cells (${populated.length}). Will generate only ${count} cultures`);
alertMessage.innerHTML = `
There are only ${populated.length} populated cells and it's insufficient livable area.<br>
Only ${count} out of ${culturesInput.value} requested cultures will be generated.<br>
Please consider changing climate settings in the World Configurator`;
$("#alert").dialog({resizable: false, title: "Extreme climate warning",
buttons: {Ok: function() {$(this).dialog("close");}}
});
}
}
const cultures = pack.cultures = getRandomCultures(count);
const centers = d3.quadtree();
const colors = getColors(count);
const emblemShape = document.getElementById("emblemShape").value;
cultures.forEach(function(c, i) {
const cell = c.center = placeCenter(c.sort ? c.sort : (i) => cells.s[i]);
centers.add(cells.p[cell]);
c.i = i+1;
delete c.odd;
delete c.sort;
c.color = colors[i];
c.type = defineCultureType(cell);
c.expansionism = defineCultureExpansionism(c.type);
c.origin = 0;
c.code = getCode(c.name);
cells.culture[cell] = i+1;
if (emblemShape === "random") c.shield = getRandomShield();
});
function placeCenter(v) {
let c, spacing = (graphWidth + graphHeight) / 2 / count;
const sorted = [...populated].sort((a, b) => v(b) - v(a)), max = Math.floor(sorted.length / 2);
do {c = sorted[biased(0, max, 5)]; spacing *= .9;}
while (centers.find(cells.p[c][0], cells.p[c][1], spacing) !== undefined);
return c;
}
// the first culture with id 0 is for wildlands
cultures.unshift({name:"Wildlands", i:0, base:1, origin:null, shield:"round"});
// make sure all bases exist in nameBases
if (!nameBases.length) {
ERROR && console.error("Name base is empty, default nameBases will be applied");
nameBases = Names.getNameBases();
}
cultures.forEach(c => c.base = c.base % nameBases.length);
function getRandomCultures(c) {
const d = getDefault(c), n = d.length-1;
const count = Math.min(c, d.length);
const cultures = [];
while (cultures.length < count) {
let culture = d[rand(n)];
do {
culture = d[rand(n)];
} while (!P(culture.odd) || cultures.find(c => c.name === culture.name))
cultures.push(culture);
}
return cultures;
}
// set culture type based on culture center position
function defineCultureType(i) {
if (cells.h[i] < 70 && [1,2,4].includes(cells.biome[i])) return "Nomadic"; // high penalty in forest biomes and near coastline
if (cells.h[i] > 50) return "Highland"; // no penalty for hills and moutains, high for other elevations
const f = pack.features[cells.f[cells.haven[i]]]; // opposite feature
if (f.type === "lake" && f.cells > 5) return "Lake" // low water cross penalty and high for growth not along coastline
if (cells.harbor[i] && f.type !== "lake" && P(.1) || (cells.harbor[i] === 1 && P(.6)) || (pack.features[cells.f[i]].group === "isle" && P(.4))) return "Naval"; // low water cross penalty and high for non-along-coastline growth
if (cells.r[i] && cells.fl[i] > 100) return "River"; // no River cross penalty, penalty for non-River growth
if (cells.t[i] > 2 && [3,7,8,9,10,12].includes(cells.biome[i])) return "Hunting"; // high penalty in non-native biomes
return "Generic";
}
function defineCultureExpansionism(type) {
let base = 1; // Generic
if (type === "Lake") base = .8; else
if (type === "Naval") base = 1.5; else
if (type === "River") base = .9; else
if (type === "Nomadic") base = 1.5; else
if (type === "Hunting") base = .7; else
if (type === "Highland") base = 1.2;
return rn((Math.random() * powerInput.value / 2 + 1) * base, 1);
}
TIME && console.timeEnd('generateCultures');
}
// assign a unique two-letters code (abbreviation)
function getCode(name) {
name = name.replace(/[()]/g, "");
const words = name.split(" "), letters = words.join("");
let code = words.length === 2 ? words[0][0]+words[1][0] : letters.slice(0,2);
for (let i=1; i < letters.length-1 && pack.cultures.some(c => c.code === code); i++) {
code = letters[0] + letters[i].toUpperCase();
}
return code;
}
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 = getCode(name);
const i = pack.cultures.length;
const color = d3.color(d3.scaleSequential(d3.interpolateRainbow)(Math.random())).hex();
// define emblem shape
let shield = culture.shield;
const emblemShape = document.getElementById("emblemShape").value;
if (emblemShape === "random") shield = getRandomShield();
pack.cultures.push({name, color, base, center, i, expansionism:1, type:"Generic", cells:0, area:0, rural:0, urban:0, origin:0, code, shield});
}
const getDefault = function(count) {
// generic sorting functions
const cells = pack.cells, s = cells.s, sMax = d3.max(s), t = cells.t, h = cells.h, temp = grid.cells.temp;
const n = cell => Math.ceil(s[cell] / sMax * 3) // normalized cell score
const td = (cell, goal) => {const d = Math.abs(temp[cells.g[cell]] - goal); return d ? d+1 : 1;} // temperature difference fee
const bd = (cell, biomes, fee = 4) => biomes.includes(cells.biome[cell]) ? 1 : fee; // biome difference fee
const sf = (cell, fee = 4) => cells.haven[cell] && pack.features[cells.f[cells.haven[cell]]].type !== "lake" ? 1 : fee; // not on sea coast fee
if (culturesSet.value === "european") {
return [
{name:"Shwazen", base:0, odd: 1, sort: i => n(i) / td(i, 10) / bd(i, [6, 8]), shield:"swiss"},
{name:"Angshire", base:1, odd: 1, sort: i => n(i) / td(i, 10) / sf(i), shield:"wedged"},
{name:"Luari", base:2, odd: 1, sort: i => n(i) / td(i, 12) / bd(i, [6, 8]), shield:"french"},
{name:"Tallian", base:3, odd: 1, sort: i => n(i) / td(i, 15), shield:"horsehead"},
{name:"Astellian", base:4, odd: 1, sort: i => n(i) / td(i, 16), shield:"spanish"},
{name:"Slovan", base:5, odd: 1, sort: i => n(i) / td(i, 6) * t[i], shield:"polish"},
{name:"Norse", base:6, odd: 1, sort: i => n(i) / td(i, 5), shield:"heater"},
{name:"Elladan", base:7, odd: 1, sort: i => n(i) / td(i, 18) * h[i], shield:"boeotian"},
{name:"Romian", base:8, odd: .2, sort: i => n(i) / td(i, 15) / t[i], shield:"roman"},
{name:"Soumi", base:9, odd: 1, sort: i => n(i) / td(i, 5) / bd(i, [9]) * t[i], shield:"pavise"},
{name:"Portuzian", base:13, odd: 1, sort: i => n(i) / td(i, 17) / sf(i), shield:"renaissance"},
{name:"Vengrian", base: 15, odd: 1, sort: i => n(i) / td(i, 11) / bd(i, [4]) * t[i], shield:"horsehead2"},
{name:"Turchian", base: 16, odd: .05, sort: i => n(i) / td(i, 14), shield:"round"},
{name:"Euskati", base: 20, odd: .05, sort: i => n(i) / td(i, 15) * h[i], shield:"oldFrench"},
{name:"Keltan", base: 22, odd: .05, sort: i => n(i) / td(i, 11) / bd(i, [6, 8]) * t[i], shield:"oval"}
];
}
if (culturesSet.value === "oriental") {
return [
{name:"Koryo", base:10, odd: 1, sort: i => n(i) / td(i, 12) / t[i], shield:"round"},
{name:"Hantzu", base:11, odd: 1, sort: i => n(i) / td(i, 13), shield:"banner"},
{name:"Yamoto", base:12, odd: 1, sort: i => n(i) / td(i, 15) / t[i], shield:"round"},
{name:"Turchian", base: 16, odd: 1, sort: i => n(i) / td(i, 12), shield:"round"},
{name:"Berberan", base: 17, odd: .2, sort: i => n(i) / td(i, 19) / bd(i, [1, 2, 3], 7) * t[i], shield:"oval"},
{name:"Eurabic", base: 18, odd: 1, sort: i => n(i) / td(i, 26) / bd(i, [1, 2], 7) * t[i], shield:"oval"},
{name:"Efratic", base: 23, odd: .1, sort: i => n(i) / td(i, 22) * t[i], shield:"round"},
{name:"Tehrani", base: 24, odd: 1, sort: i => n(i) / td(i, 18) * h[i], shield:"round"},
{name:"Maui", base: 25, odd: .2, sort: i => n(i) / td(i, 24) / sf(i) / t[i], shield:"vesicaPiscis"},
{name:"Carnatic", base: 26, odd: .5, sort: i => n(i) / td(i, 26), shield:"round"},
{name:"Vietic", base: 29, odd: .8, sort: i => n(i) / td(i, 25) / bd(i, [7], 7) / t[i], shield:"banner"},
{name:"Guantzu", base:30, odd: .5, sort: i => n(i) / td(i, 17), shield:"banner"},
{name:"Ulus", base:31, odd: 1, sort: i => n(i) / td(i, 5) / bd(i, [2, 4, 10], 7) * t[i], shield:"banner"}
];
}
if (culturesSet.value === "english") {
const getName = () => Names.getBase(1, 5, 9, "", 0);
return [
{name:getName(), base:1, odd: 1, shield:"heater"},
{name:getName(), base:1, odd: 1, shield:"wedged"},
{name:getName(), base:1, odd: 1, shield:"swiss"},
{name:getName(), base:1, odd: 1, shield:"oldFrench"},
{name:getName(), base:1, odd: 1, shield:"swiss"},
{name:getName(), base:1, odd: 1, shield:"spanish"},
{name:getName(), base:1, odd: 1, shield:"hessen"},
{name:getName(), base:1, odd: 1, shield:"fantasy5"},
{name:getName(), base:1, odd: 1, shield:"fantasy4"},
{name:getName(), base:1, odd: 1, shield:"fantasy1"}
];
}
if (culturesSet.value === "antique") {
return [
{name:"Roman", base:8, odd: 1, sort: i => n(i) / td(i, 14) / t[i], shield:"roman"}, // Roman
{name:"Roman", base:8, odd: 1, sort: i => n(i) / td(i, 15) / sf(i), shield:"roman"}, // Roman
{name:"Roman", base:8, odd: 1, sort: i => n(i) / td(i, 16) / sf(i), shield:"roman"}, // Roman
{name:"Roman", base:8, odd: 1, sort: i => n(i) / td(i, 17) / t[i], shield:"roman"}, // Roman
{name:"Hellenic", base:7, odd: 1, sort: i => n(i) / td(i, 18) / sf(i) * h[i], shield:"boeotian"}, // Greek
{name:"Hellenic", base:7, odd: 1, sort: i => n(i) / td(i, 19) / sf(i) * h[i], shield:"boeotian"}, // Greek
{name:"Macedonian", base:7, odd: .5, sort: i => n(i) / td(i, 12) * h[i], shield:"round"}, // Greek
{name:"Celtic", base:22, odd: 1, sort: i => n(i) / td(i, 11) ** .5 / bd(i, [6, 8]), shield:"round"},
{name:"Germanic", base:0, odd: 1, sort: i => n(i) / td(i, 10) ** .5 / bd(i, [6, 8]), shield:"round"},
{name:"Persian", base:24, odd: .8, sort: i => n(i) / td(i, 18) * h[i], shield:"oval"}, // Iranian
{name:"Scythian", base:24, odd: .5, sort: i => n(i) / td(i, 11) ** .5 / bd(i, [4]), shield:"round"}, // Iranian
{name:"Cantabrian", base: 20, odd: .5, sort: i => n(i) / td(i, 16) * h[i], shield:"oval"}, // Basque
{name:"Estian", base: 9, odd: .2, sort: i => n(i) / td(i, 5) * t[i], shield:"pavise"}, // Finnic
{name:"Carthaginian", base: 17, odd: .3, sort: i => n(i) / td(i, 19) / sf(i), shield:"oval"}, // Berber
{name:"Mesopotamian", base: 23, odd: .2, sort: i => n(i) / td(i, 22) / bd(i, [1, 2, 3]), shield:"oval"} // Mesopotamian
];
}
if (culturesSet.value === "highFantasy") {
return [
// fantasy races
{name:"Quenian (Elfish)", base: 33, odd: 1, sort: i => n(i) / bd(i, [6,7,8,9], 10) * t[i], shield:"gondor"}, // Elves
{name:"Eldar (Elfish)", base: 33, odd: 1, sort: i => n(i) / bd(i, [6,7,8,9], 10) * t[i], shield:"noldor"}, // Elves
{name:"Trow (Dark Elfish)", base: 34, odd: .9, sort: i => n(i) / bd(i, [7,8,9,12], 10) * t[i], shield:"hessen"}, // Dark Elves
{name:"Lothian (Dark Elfish)", base: 34, odd: .3, sort: i => n(i) / bd(i, [7,8,9,12], 10) * t[i], shield:"wedged"}, // Dark Elves
{name:"Dunirr (Dwarven)", base: 35, odd: 1, sort: i => n(i) + h[i], shield:"ironHills"}, // Dwarfs
{name:"Khazadur (Dwarven)", base: 35, odd: 1, sort: i => n(i) + h[i], shield:"erebor"}, // Dwarfs
{name:"Kobold (Goblin)", base: 36, odd: 1, sort: i => t[i] - s[i], shield:"moriaOrc"}, // Goblin
{name:"Uruk (Orkish)", base: 37, odd: 1, sort: i => h[i] * t[i], shield:"urukHai"}, // Orc
{name:"Ugluk (Orkish)", base: 37, odd: .5, sort: i => h[i] * t[i] / bd(i, [1,2,10,11]), shield:"moriaOrc"}, // Orc
{name:"Yotunn (Giants)", base: 38, odd: .7, sort: i => td(i, -10), shield:"pavise"}, // Giant
{name:"Rake (Drakonic)", base: 39, odd: .7, sort: i => -s[i], shield:"fantasy2"}, // Draconic
{name:"Arago (Arachnid)", base: 40, odd: .7, sort: i => t[i] - s[i], shield:"horsehead2"}, // Arachnid
{name:"Aj'Snaga (Serpents)", base: 41, odd: .7, sort: i => n(i) / bd(i, [12], 10), shield:"fantasy1"}, // Serpents
// fantasy human
{name:"Anor (Human)", base:32, odd: 1, sort: i => n(i) / td(i, 10), shield:"fantasy5"},
{name:"Dail (Human)", base:32, odd: 1, sort: i => n(i) / td(i, 13), shield:"roman"},
{name:"Rohand (Human)", base:16, odd: 1, sort: i => n(i) / td(i, 16), shield:"round"},
{name:"Dulandir (Human)", base:31, odd: 1, sort: i => n(i) / td(i, 5) / bd(i, [2, 4, 10], 7) * t[i], shield:"easterling"},
];
}
if (culturesSet.value === "darkFantasy") {
return [
// common real-world English
{name:"Angshire", base:1, odd: 1, sort: i => n(i) / td(i, 10) / sf(i), shield:"heater"},
{name:"Enlandic", base:1, odd: 1, sort: i => n(i) / td(i, 12), shield:"heater"},
{name:"Westen", base:1, odd: 1, sort: i => n(i) / td(i, 10), shield:"heater"},
{name:"Nortumbic", base:1, odd: 1, sort: i => n(i) / td(i, 7), shield:"heater"},
{name:"Mercian", base:1, odd: 1, sort: i => n(i) / td(i, 9), shield:"heater"},
{name:"Kentian", base:1, odd: 1, sort: i => n(i) / td(i, 12), shield:"heater"},
// rare real-world western
{name:"Norse", base:6, odd: .7, sort: i => n(i) / td(i, 5) / sf(i), shield:"oldFrench"},
{name:"Schwarzen", base:0, odd: .3, sort: i => n(i) / td(i, 10) / bd(i, [6, 8]), shield:"gonfalon"},
{name:"Luarian", base:2, odd: .3, sort: i => n(i) / td(i, 12) / bd(i, [6, 8]), shield:"oldFrench"},
{name:"Hetallian", base:3, odd: .3, sort: i => n(i) / td(i, 15), shield:"oval"},
{name:"Astellian", base:4, odd: .3, sort: i => n(i) / td(i, 16), shield:"spanish"},
// rare real-world exotic
{name:"Kiswaili", base:28, odd: .05, sort: i => n(i) / td(i, 29) / bd(i, [1, 3, 5, 7]), shield:"vesicaPiscis"},
{name:"Yoruba", base:21, odd: .05, sort: i => n(i) / td(i, 15) / bd(i, [5, 7]), shield:"vesicaPiscis"},
{name:"Koryo", base:10, odd: .05, sort: i => n(i) / td(i, 12) / t[i], shield:"round"},
{name:"Hantzu", base:11, odd: .05, sort: i => n(i) / td(i, 13), shield:"banner"},
{name:"Yamoto", base:12, odd: .05, sort: i => n(i) / td(i, 15) / t[i], shield:"round"},
{name:"Guantzu", base:30, odd: .05, sort: i => n(i) / td(i, 17), shield:"banner"},
{name:"Ulus", base:31, odd: .05, sort: i => n(i) / td(i, 5) / bd(i, [2, 4, 10], 7) * t[i], shield:"banner"},
{name:"Turan", base: 16, odd: .05, sort: i => n(i) / td(i, 12), shield:"round"},
{name:"Berberan", base: 17, odd: .05, sort: i => n(i) / td(i, 19) / bd(i, [1, 2, 3], 7) * t[i], shield:"round"},
{name:"Eurabic", base: 18, odd: .05, sort: i => n(i) / td(i, 26) / bd(i, [1, 2], 7) * t[i], shield:"round"},
{name:"Slovan", base:5, odd: .05, sort: i => n(i) / td(i, 6) * t[i], shield:"round"},
{name:"Keltan", base: 22, odd: .1, sort: i => n(i) / td(i, 11) ** .5 / bd(i, [6, 8]), shield:"vesicaPiscis"},
{name:"Elladan", base:7, odd: .2, sort: i => n(i) / td(i, 18) / sf(i) * h[i], shield:"boeotian"},
{name:"Romian", base:8, odd: .2, sort: i => n(i) / td(i, 14) / t[i], shield:"roman"},
// fantasy races
{name:"Eldar", base: 33, odd: .5, sort: i => n(i) / bd(i, [6,7,8,9], 10) * t[i], shield:"fantasy5"}, // Elves
{name:"Trow", base: 34, odd: .8, sort: i => n(i) / bd(i, [7,8,9,12], 10) * t[i], shield:"hessen"}, // Dark Elves
{name:"Durinn", base: 35, odd: .8, sort: i => n(i) + h[i], shield:"erebor"}, // Dwarven
{name:"Kobblin", base: 36, odd: .8, sort: i => t[i] - s[i], shield:"moriaOrc"}, // Goblin
{name:"Uruk", base: 37, odd: .8, sort: i => h[i] * t[i] / bd(i, [1,2,10,11]), shield:"urukHai"}, // Orc
{name:"Yotunn", base: 38, odd: .8, sort: i => td(i, -10), shield:"pavise"}, // Giant
{name:"Drake", base: 39, odd: .9, sort: i => -s[i], shield:"fantasy2"}, // Draconic
{name:"Rakhnid", base: 40, odd: .9, sort: i => t[i] - s[i], shield:"horsehead2"}, // Arachnid
{name:"Aj'Snaga", base: 41, odd: .9, sort: i => n(i) / bd(i, [12], 10), shield:"fantasy1"}, // Serpents
]
}
if (culturesSet.value === "random") {
return d3.range(count).map(i => {
const rnd = rand(nameBases.length-1);
return {name:Names.getBaseShort(rnd), base:rnd, odd: 1}
});
}
// all-world
return [
{name:"Shwazen", base:0, odd: .7, sort: i => n(i) / td(i, 10) / bd(i, [6, 8]), shield:"hessen"},
{name:"Angshire", base:1, odd: 1, sort: i => n(i) / td(i, 10) / sf(i), shield:"heater"},
{name:"Luari", base:2, odd: .6, sort: i => n(i) / td(i, 12) / bd(i, [6, 8]), shield:"oldFrench"},
{name:"Tallian", base:3, odd: .6, sort: i => n(i) / td(i, 15), shield:"horsehead2"},
{name:"Astellian", base:4, odd: .6, sort: i => n(i) / td(i, 16), shield:"spanish"},
{name:"Slovan", base:5, odd: .7, sort: i => n(i) / td(i, 6) * t[i], shield:"round"},
{name:"Norse", base:6, odd: .7, sort: i => n(i) / td(i, 5), shield:"heater"},
{name:"Elladan", base:7, odd: .7, sort: i => n(i) / td(i, 18) * h[i], shield:"boeotian"},
{name:"Romian", base:8, odd: .7, sort: i => n(i) / td(i, 15), shield:"roman"},
{name:"Soumi", base:9, odd: .3, sort: i => n(i) / td(i, 5) / bd(i, [9]) * t[i], shield:"pavise"},
{name:"Koryo", base:10, odd: .1, sort: i => n(i) / td(i, 12) / t[i], shield:"round"},
{name:"Hantzu", base:11, odd: .1, sort: i => n(i) / td(i, 13), shield:"banner"},
{name:"Yamoto", base:12, odd: .1, sort: i => n(i) / td(i, 15) / t[i], shield:"round"},
{name:"Portuzian", base:13, odd: .4, sort: i => n(i) / td(i, 17) / sf(i), shield:"spanish"},
{name:"Nawatli", base:14, odd: .1, sort: i => h[i] / td(i, 18) / bd(i, [7]), shield:"square"},
{name:"Vengrian", base: 15, odd: .2, sort: i => n(i) / td(i, 11) / bd(i, [4]) * t[i], shield:"wedged"},
{name:"Turchian", base: 16, odd: .2, sort: i => n(i) / td(i, 13), shield:"round"},
{name:"Berberan", base: 17, odd: .1, sort: i => n(i) / td(i, 19) / bd(i, [1, 2, 3], 7) * t[i], shield:"round"},
{name:"Eurabic", base: 18, odd: .2, sort: i => n(i) / td(i, 26) / bd(i, [1, 2], 7) * t[i], shield:"round"},
{name:"Inuk", base: 19, odd: .05, sort: i => td(i, -1) / bd(i, [10, 11]) / sf(i), shield:"square"},
{name:"Euskati", base: 20, odd: .05, sort: i => n(i) / td(i, 15) * h[i], shield:"spanish"},
{name:"Yoruba", base: 21, odd: .05, sort: i => n(i) / td(i, 15) / bd(i, [5, 7]), shield:"vesicaPiscis"},
{name:"Keltan", base: 22, odd: .05, sort: i => n(i) / td(i, 11) / bd(i, [6, 8]) * t[i], shield:"vesicaPiscis"},
{name:"Efratic", base: 23, odd: .05, sort: i => n(i) / td(i, 22) * t[i], shield:"diamond"},
{name:"Tehrani", base: 24, odd: .1, sort: i => n(i) / td(i, 18) * h[i], shield:"round"},
{name:"Maui", base: 25, odd: .05, sort: i => n(i) / td(i, 24) / sf(i) / t[i], shield:"round"},
{name:"Carnatic", base: 26, odd: .05, sort: i => n(i) / td(i, 26), shield:"round"},
{name:"Inqan", base: 27, odd: .05, sort: i => h[i] / td(i, 13), shield:"square"},
{name:"Kiswaili", base: 28, odd: .1, sort: i => n(i) / td(i, 29) / bd(i, [1, 3, 5, 7]), shield:"vesicaPiscis"},
{name:"Vietic", base: 29, odd: .1, sort: i => n(i) / td(i, 25) / bd(i, [7], 7) / t[i], shield:"banner"},
{name:"Guantzu", base:30, odd: .1, sort: i => n(i) / td(i, 17), shield:"banner"},
{name:"Ulus", base:31, odd: .1, sort: i => n(i) / td(i, 5) / bd(i, [2, 4, 10], 7) * t[i], shield:"banner"}
];
}
// expand cultures across the map (Dijkstra-like algorithm)
const expand = function() {
TIME && console.time('expandCultures');
cells = pack.cells;
const queue = new PriorityQueue({comparator: (a, b) => a.p - b.p});
pack.cultures.forEach(function(c) {
if (!c.i || c.removed) return;
queue.queue({e:c.center, p:0, c:c.i});
});
const neutral = cells.i.length / 5000 * 3000 * neutralInput.value; // limit cost for culture growth
const cost = [];
while (queue.length) {
const next = queue.dequeue(), n = next.e, p = next.p, c = next.c;
const type = pack.cultures[c].type;
cells.c[n].forEach(function(e) {
const biome = cells.biome[e];
const biomeCost = getBiomeCost(c, biome, type);
const biomeChangeCost = biome === cells.biome[n] ? 0 : 20; // penalty on biome change
const heightCost = getHeightCost(e, cells.h[e], type);
const riverCost = getRiverCost(cells.r[e], e, type);
const typeCost = getTypeCost(cells.t[e], type);
const totalCost = p + (biomeCost + biomeChangeCost + heightCost + riverCost + typeCost) / pack.cultures[c].expansionism;
if (totalCost > neutral) return;
if (!cost[e] || totalCost < cost[e]) {
if (cells.s[e] > 0) cells.culture[e] = c; // assign culture to populated cell
cost[e] = totalCost;
queue.queue({e, p:totalCost, c});
}
});
}
TIME && console.timeEnd('expandCultures');
}
function getBiomeCost(c, biome, type) {
if (cells.biome[pack.cultures[c].center] === biome) return 10; // tiny penalty for native biome
if (type === "Hunting") return biomesData.cost[biome] * 5; // non-native biome penalty for hunters
if (type === "Nomadic" && biome > 4 && biome < 10) return biomesData.cost[biome] * 10; // forest biome penalty for nomads
return biomesData.cost[biome] * 2; // general non-native biome penalty
}
function getHeightCost(i, h, type) {
const f = pack.features[cells.f[i]], a = cells.area[i];
if (type === "Lake" && f.type === "lake") return 10; // no lake crossing penalty for Lake cultures
if (type === "Naval" && h < 20) return a * 2; // low sea/lake crossing penalty for Naval cultures
if (type === "Nomadic" && h < 20) return a * 50; // giant sea/lake crossing penalty for Nomads
if (h < 20) return a * 6; // general sea/lake crossing penalty
if (type === "Highland" && h < 44) return 3000; // giant penalty for highlanders on lowlands
if (type === "Highland" && h < 62) return 200; // giant penalty for highlanders on lowhills
if (type === "Highland") return 0; // no penalty for highlanders on highlands
if (h >= 67) return 200; // general mountains crossing penalty
if (h >= 44) return 30; // general hills crossing penalty
return 0;
}
function getRiverCost(r, i, type) {
if (type === "River") return r ? 0 : 100; // penalty for river cultures
if (!r) return 0; // no penalty for others if there is no river
return Math.min(Math.max(cells.fl[i] / 10, 20), 100) // river penalty from 20 to 100 based on flux
}
function getTypeCost(t, type) {
if (t === 1) return type === "Naval" || type === "Lake" ? 0 : type === "Nomadic" ? 60 : 20; // penalty for coastline
if (t === 2) return type === "Naval" || type === "Nomadic" ? 30 : 0; // low penalty for land level 2 for Navals and nomads
if (t !== -1) return type === "Naval" || type === "Lake" ? 100 : 0; // penalty for mainland for navals
return 0;
}
const getRandomShield = function() {
const type = rw(COA.shields.types);
return rw(COA.shields[type]);
}
return {generate, add, expand, getDefault, getRandomShield};
})));