mirror of
https://github.com/Azgaar/Fantasy-Map-Generator.git
synced 2025-12-16 17:31:24 +01:00
429 lines
25 KiB
JavaScript
429 lines
25 KiB
JavaScript
(function (global, factory) {
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typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :
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typeof define === 'function' && define.amd ? define(factory) :
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(global.Cultures = factory());
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}(this, (function () {'use strict';
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let cells;
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const generate = function() {
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TIME && console.time('generateCultures');
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cells = pack.cells;
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cells.culture = new Uint16Array(cells.i.length); // cell cultures
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let count = Math.min(+culturesInput.value, +culturesSet.selectedOptions[0].dataset.max);
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const populated = cells.i.filter(i => cells.s[i]); // populated cells
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if (populated.length < count * 25) {
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count = Math.floor(populated.length / 50);
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if (!count) {
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WARN && console.warn(`There are no populated cells. Cannot generate cultures`);
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pack.cultures = [{name:"Wildlands", i:0, base:1, shield:"round"}];
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alertMessage.innerHTML = `
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The climate is harsh and people cannot live in this world.<br>
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No cultures, states and burgs will be created.<br>
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Please consider changing climate settings in the World Configurator`;
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$("#alert").dialog({resizable: false, title: "Extreme climate warning",
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buttons: {Ok: function() {$(this).dialog("close");}}
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});
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return;
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} else {
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WARN && console.warn(`Not enough populated cells (${populated.length}). Will generate only ${count} cultures`);
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alertMessage.innerHTML = `
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There are only ${populated.length} populated cells and it's insufficient livable area.<br>
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Only ${count} out of ${culturesInput.value} requested cultures will be generated.<br>
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Please consider changing climate settings in the World Configurator`;
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$("#alert").dialog({resizable: false, title: "Extreme climate warning",
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buttons: {Ok: function() {$(this).dialog("close");}}
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});
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}
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}
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const cultures = pack.cultures = getRandomCultures(count);
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const centers = d3.quadtree();
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const colors = getColors(count);
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const emblemShape = document.getElementById("emblemShape").value;
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cultures.forEach(function(c, i) {
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const cell = c.center = placeCenter(c.sort ? c.sort : (i) => cells.s[i]);
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centers.add(cells.p[cell]);
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c.i = i+1;
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delete c.odd;
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delete c.sort;
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c.color = colors[i];
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c.type = defineCultureType(cell);
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c.expansionism = defineCultureExpansionism(c.type);
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c.origin = 0;
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c.code = getCode(c.name);
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cells.culture[cell] = i+1;
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if (emblemShape === "random") c.shield = getRandomShield();
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});
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function placeCenter(v) {
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let c, spacing = (graphWidth + graphHeight) / 2 / count;
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const sorted = [...populated].sort((a, b) => v(b) - v(a)), max = Math.floor(sorted.length / 2);
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do {c = sorted[biased(0, max, 5)]; spacing *= .9;}
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while (centers.find(cells.p[c][0], cells.p[c][1], spacing) !== undefined);
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return c;
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}
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// the first culture with id 0 is for wildlands
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cultures.unshift({name:"Wildlands", i:0, base:1, origin:null, shield:"round"});
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// make sure all bases exist in nameBases
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if (!nameBases.length) {
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ERROR && console.error("Name base is empty, default nameBases will be applied");
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nameBases = Names.getNameBases();
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}
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cultures.forEach(c => c.base = c.base % nameBases.length);
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function getRandomCultures(c) {
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const d = getDefault(c), n = d.length-1;
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const count = Math.min(c, d.length);
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const cultures = [];
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while (cultures.length < count) {
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let culture = d[rand(n)];
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do {
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culture = d[rand(n)];
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} while (!P(culture.odd) || cultures.find(c => c.name === culture.name))
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cultures.push(culture);
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}
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return cultures;
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}
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// set culture type based on culture center position
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function defineCultureType(i) {
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if (cells.h[i] < 70 && [1,2,4].includes(cells.biome[i])) return "Nomadic"; // high penalty in forest biomes and near coastline
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if (cells.h[i] > 50) return "Highland"; // no penalty for hills and moutains, high for other elevations
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const f = pack.features[cells.f[cells.haven[i]]]; // opposite feature
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if (f.type === "lake" && f.cells > 5) return "Lake" // low water cross penalty and high for growth not along coastline
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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
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if (cells.r[i] && cells.fl[i] > 100) return "River"; // no River cross penalty, penalty for non-River growth
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if (cells.t[i] > 2 && [3,7,8,9,10,12].includes(cells.biome[i])) return "Hunting"; // high penalty in non-native biomes
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return "Generic";
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}
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function defineCultureExpansionism(type) {
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let base = 1; // Generic
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if (type === "Lake") base = .8; else
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if (type === "Naval") base = 1.5; else
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if (type === "River") base = .9; else
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if (type === "Nomadic") base = 1.5; else
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if (type === "Hunting") base = .7; else
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if (type === "Highland") base = 1.2;
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return rn((Math.random() * powerInput.value / 2 + 1) * base, 1);
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}
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TIME && console.timeEnd('generateCultures');
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}
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// assign a unique two-letters code (abbreviation)
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function getCode(name) {
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name = name.replace(/[()]/g, "");
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const words = name.split(" "), letters = words.join("");
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let code = words.length === 2 ? words[0][0]+words[1][0] : letters.slice(0,2);
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for (let i=1; i < letters.length-1 && pack.cultures.some(c => c.code === code); i++) {
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code = letters[0] + letters[i].toUpperCase();
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}
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return code;
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}
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const add = function(center) {
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const defaultCultures = getDefault();
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let culture, base, name;
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if (pack.cultures.length < defaultCultures.length) {
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// add one of the default cultures
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culture = pack.cultures.length;
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base = defaultCultures[culture].base;
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name = defaultCultures[culture].name;
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} else {
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// add random culture besed on one of the current ones
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culture = rand(pack.cultures.length - 1);
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name = Names.getCulture(culture, 5, 8, "");
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base = pack.cultures[culture].base;
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}
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const code = getCode(name);
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const i = pack.cultures.length;
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const color = d3.color(d3.scaleSequential(d3.interpolateRainbow)(Math.random())).hex();
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// define emblem shape
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let shield = culture.shield;
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const emblemShape = document.getElementById("emblemShape").value;
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if (emblemShape === "random") shield = getRandomShield();
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pack.cultures.push({name, color, base, center, i, expansionism:1, type:"Generic", cells:0, area:0, rural:0, urban:0, origin:0, code, shield});
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}
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const getDefault = function(count) {
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// generic sorting functions
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const cells = pack.cells, s = cells.s, sMax = d3.max(s), t = cells.t, h = cells.h, temp = grid.cells.temp;
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const n = cell => Math.ceil(s[cell] / sMax * 3) // normalized cell score
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const td = (cell, goal) => {const d = Math.abs(temp[cells.g[cell]] - goal); return d ? d+1 : 1;} // temperature difference fee
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const bd = (cell, biomes, fee = 4) => biomes.includes(cells.biome[cell]) ? 1 : fee; // biome difference fee
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const sf = (cell, fee = 4) => cells.haven[cell] && pack.features[cells.f[cells.haven[cell]]].type !== "lake" ? 1 : fee; // not on sea coast fee
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if (culturesSet.value === "european") {
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return [
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{name:"Shwazen", base:0, odd: 1, sort: i => n(i) / td(i, 10) / bd(i, [6, 8]), shield:"swiss"},
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{name:"Angshire", base:1, odd: 1, sort: i => n(i) / td(i, 10) / sf(i), shield:"wedged"},
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{name:"Luari", base:2, odd: 1, sort: i => n(i) / td(i, 12) / bd(i, [6, 8]), shield:"french"},
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{name:"Tallian", base:3, odd: 1, sort: i => n(i) / td(i, 15), shield:"horsehead"},
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{name:"Astellian", base:4, odd: 1, sort: i => n(i) / td(i, 16), shield:"spanish"},
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{name:"Slovan", base:5, odd: 1, sort: i => n(i) / td(i, 6) * t[i], shield:"polish"},
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{name:"Norse", base:6, odd: 1, sort: i => n(i) / td(i, 5), shield:"heater"},
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{name:"Elladan", base:7, odd: 1, sort: i => n(i) / td(i, 18) * h[i], shield:"boeotian"},
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{name:"Romian", base:8, odd: .2, sort: i => n(i) / td(i, 15) / t[i], shield:"roman"},
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{name:"Soumi", base:9, odd: 1, sort: i => n(i) / td(i, 5) / bd(i, [9]) * t[i], shield:"pavise"},
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{name:"Portuzian", base:13, odd: 1, sort: i => n(i) / td(i, 17) / sf(i), shield:"renaissance"},
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{name:"Vengrian", base: 15, odd: 1, sort: i => n(i) / td(i, 11) / bd(i, [4]) * t[i], shield:"horsehead2"},
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{name:"Turchian", base: 16, odd: .05, sort: i => n(i) / td(i, 14), shield:"round"},
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{name:"Euskati", base: 20, odd: .05, sort: i => n(i) / td(i, 15) * h[i], shield:"oldFrench"},
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{name:"Keltan", base: 22, odd: .05, sort: i => n(i) / td(i, 11) / bd(i, [6, 8]) * t[i], shield:"oval"}
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];
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}
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if (culturesSet.value === "oriental") {
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return [
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{name:"Koryo", base:10, odd: 1, sort: i => n(i) / td(i, 12) / t[i], shield:"round"},
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{name:"Hantzu", base:11, odd: 1, sort: i => n(i) / td(i, 13), shield:"banner"},
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{name:"Yamoto", base:12, odd: 1, sort: i => n(i) / td(i, 15) / t[i], shield:"round"},
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{name:"Turchian", base: 16, odd: 1, sort: i => n(i) / td(i, 12), shield:"round"},
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{name:"Berberan", base: 17, odd: .2, sort: i => n(i) / td(i, 19) / bd(i, [1, 2, 3], 7) * t[i], shield:"oval"},
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{name:"Eurabic", base: 18, odd: 1, sort: i => n(i) / td(i, 26) / bd(i, [1, 2], 7) * t[i], shield:"oval"},
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{name:"Efratic", base: 23, odd: .1, sort: i => n(i) / td(i, 22) * t[i], shield:"round"},
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{name:"Tehrani", base: 24, odd: 1, sort: i => n(i) / td(i, 18) * h[i], shield:"round"},
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{name:"Maui", base: 25, odd: .2, sort: i => n(i) / td(i, 24) / sf(i) / t[i], shield:"vesicaPiscis"},
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{name:"Carnatic", base: 26, odd: .5, sort: i => n(i) / td(i, 26), shield:"round"},
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{name:"Vietic", base: 29, odd: .8, sort: i => n(i) / td(i, 25) / bd(i, [7], 7) / t[i], shield:"banner"},
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{name:"Guantzu", base:30, odd: .5, sort: i => n(i) / td(i, 17), shield:"banner"},
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{name:"Ulus", base:31, odd: 1, sort: i => n(i) / td(i, 5) / bd(i, [2, 4, 10], 7) * t[i], shield:"banner"}
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];
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}
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if (culturesSet.value === "english") {
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const getName = () => Names.getBase(1, 5, 9, "", 0);
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return [
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{name:getName(), base:1, odd: 1, shield:"heater"},
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{name:getName(), base:1, odd: 1, shield:"wedged"},
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{name:getName(), base:1, odd: 1, shield:"swiss"},
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{name:getName(), base:1, odd: 1, shield:"oldFrench"},
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{name:getName(), base:1, odd: 1, shield:"swiss"},
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{name:getName(), base:1, odd: 1, shield:"spanish"},
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{name:getName(), base:1, odd: 1, shield:"hessen"},
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{name:getName(), base:1, odd: 1, shield:"fantasy5"},
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{name:getName(), base:1, odd: 1, shield:"fantasy4"},
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{name:getName(), base:1, odd: 1, shield:"fantasy1"}
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];
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}
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if (culturesSet.value === "antique") {
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return [
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{name:"Roman", base:8, odd: 1, sort: i => n(i) / td(i, 14) / t[i], shield:"roman"}, // Roman
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{name:"Roman", base:8, odd: 1, sort: i => n(i) / td(i, 15) / sf(i), shield:"roman"}, // Roman
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{name:"Roman", base:8, odd: 1, sort: i => n(i) / td(i, 16) / sf(i), shield:"roman"}, // Roman
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{name:"Roman", base:8, odd: 1, sort: i => n(i) / td(i, 17) / t[i], shield:"roman"}, // Roman
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{name:"Hellenic", base:7, odd: 1, sort: i => n(i) / td(i, 18) / sf(i) * h[i], shield:"boeotian"}, // Greek
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{name:"Hellenic", base:7, odd: 1, sort: i => n(i) / td(i, 19) / sf(i) * h[i], shield:"boeotian"}, // Greek
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{name:"Macedonian", base:7, odd: .5, sort: i => n(i) / td(i, 12) * h[i], shield:"round"}, // Greek
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{name:"Celtic", base:22, odd: 1, sort: i => n(i) / td(i, 11) ** .5 / bd(i, [6, 8]), shield:"round"},
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{name:"Germanic", base:0, odd: 1, sort: i => n(i) / td(i, 10) ** .5 / bd(i, [6, 8]), shield:"round"},
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{name:"Persian", base:24, odd: .8, sort: i => n(i) / td(i, 18) * h[i], shield:"oval"}, // Iranian
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{name:"Scythian", base:24, odd: .5, sort: i => n(i) / td(i, 11) ** .5 / bd(i, [4]), shield:"round"}, // Iranian
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{name:"Cantabrian", base: 20, odd: .5, sort: i => n(i) / td(i, 16) * h[i], shield:"oval"}, // Basque
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{name:"Estian", base: 9, odd: .2, sort: i => n(i) / td(i, 5) * t[i], shield:"pavise"}, // Finnic
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{name:"Carthaginian", base: 17, odd: .3, sort: i => n(i) / td(i, 19) / sf(i), shield:"oval"}, // Berber
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{name:"Mesopotamian", base: 23, odd: .2, sort: i => n(i) / td(i, 22) / bd(i, [1, 2, 3]), shield:"oval"} // Mesopotamian
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];
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}
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if (culturesSet.value === "highFantasy") {
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return [
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// fantasy races
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{name:"Quenian (Elfish)", base: 33, odd: 1, sort: i => n(i) / bd(i, [6,7,8,9], 10) * t[i], shield:"gondor"}, // Elves
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{name:"Eldar (Elfish)", base: 33, odd: 1, sort: i => n(i) / bd(i, [6,7,8,9], 10) * t[i], shield:"noldor"}, // Elves
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{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
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{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
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{name:"Dunirr (Dwarven)", base: 35, odd: 1, sort: i => n(i) + h[i], shield:"ironHills"}, // Dwarfs
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{name:"Khazadur (Dwarven)", base: 35, odd: 1, sort: i => n(i) + h[i], shield:"erebor"}, // Dwarfs
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{name:"Kobold (Goblin)", base: 36, odd: 1, sort: i => t[i] - s[i], shield:"moriaOrc"}, // Goblin
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{name:"Uruk (Orkish)", base: 37, odd: 1, sort: i => h[i] * t[i], shield:"urukHai"}, // Orc
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{name:"Ugluk (Orkish)", base: 37, odd: .5, sort: i => h[i] * t[i] / bd(i, [1,2,10,11]), shield:"moriaOrc"}, // Orc
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{name:"Yotunn (Giants)", base: 38, odd: .7, sort: i => td(i, -10), shield:"pavise"}, // Giant
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{name:"Rake (Drakonic)", base: 39, odd: .7, sort: i => -s[i], shield:"fantasy2"}, // Draconic
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{name:"Arago (Arachnid)", base: 40, odd: .7, sort: i => t[i] - s[i], shield:"horsehead2"}, // Arachnid
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{name:"Aj'Snaga (Serpents)", base: 41, odd: .7, sort: i => n(i) / bd(i, [12], 10), shield:"fantasy1"}, // Serpents
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// fantasy human
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{name:"Anor (Human)", base:32, odd: 1, sort: i => n(i) / td(i, 10), shield:"fantasy5"},
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{name:"Dail (Human)", base:32, odd: 1, sort: i => n(i) / td(i, 13), shield:"roman"},
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{name:"Rohand (Human)", base:16, odd: 1, sort: i => n(i) / td(i, 16), shield:"round"},
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{name:"Dulandir (Human)", base:31, odd: 1, sort: i => n(i) / td(i, 5) / bd(i, [2, 4, 10], 7) * t[i], shield:"easterling"},
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];
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}
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if (culturesSet.value === "darkFantasy") {
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return [
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// common real-world English
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{name:"Angshire", base:1, odd: 1, sort: i => n(i) / td(i, 10) / sf(i), shield:"heater"},
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{name:"Enlandic", base:1, odd: 1, sort: i => n(i) / td(i, 12), shield:"heater"},
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{name:"Westen", base:1, odd: 1, sort: i => n(i) / td(i, 10), shield:"heater"},
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{name:"Nortumbic", base:1, odd: 1, sort: i => n(i) / td(i, 7), shield:"heater"},
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{name:"Mercian", base:1, odd: 1, sort: i => n(i) / td(i, 9), shield:"heater"},
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{name:"Kentian", base:1, odd: 1, sort: i => n(i) / td(i, 12), shield:"heater"},
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// rare real-world western
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{name:"Norse", base:6, odd: .7, sort: i => n(i) / td(i, 5) / sf(i), shield:"oldFrench"},
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{name:"Schwarzen", base:0, odd: .3, sort: i => n(i) / td(i, 10) / bd(i, [6, 8]), shield:"gonfalon"},
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{name:"Luarian", base:2, odd: .3, sort: i => n(i) / td(i, 12) / bd(i, [6, 8]), shield:"oldFrench"},
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{name:"Hetallian", base:3, odd: .3, sort: i => n(i) / td(i, 15), shield:"oval"},
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{name:"Astellian", base:4, odd: .3, sort: i => n(i) / td(i, 16), shield:"spanish"},
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// rare real-world exotic
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{name:"Kiswaili", base:28, odd: .05, sort: i => n(i) / td(i, 29) / bd(i, [1, 3, 5, 7]), shield:"vesicaPiscis"},
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{name:"Yoruba", base:21, odd: .05, sort: i => n(i) / td(i, 15) / bd(i, [5, 7]), shield:"vesicaPiscis"},
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{name:"Koryo", base:10, odd: .05, sort: i => n(i) / td(i, 12) / t[i], shield:"round"},
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{name:"Hantzu", base:11, odd: .05, sort: i => n(i) / td(i, 13), shield:"banner"},
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{name:"Yamoto", base:12, odd: .05, sort: i => n(i) / td(i, 15) / t[i], shield:"round"},
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{name:"Guantzu", base:30, odd: .05, sort: i => n(i) / td(i, 17), shield:"banner"},
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{name:"Ulus", base:31, odd: .05, sort: i => n(i) / td(i, 5) / bd(i, [2, 4, 10], 7) * t[i], shield:"banner"},
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{name:"Turan", base: 16, odd: .05, sort: i => n(i) / td(i, 12), shield:"round"},
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{name:"Berberan", base: 17, odd: .05, sort: i => n(i) / td(i, 19) / bd(i, [1, 2, 3], 7) * t[i], shield:"round"},
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{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};
|
|
|
|
})));
|