Fantasy-Map-Generator/modules/cultures-generator.js
Azgaar 374c21b3d7
Ocean heightmap and Scale bar styling change [v1.96] (#1045)
* Scale bar styling (#1025)

* feat: style scale bar

* feat: style scale bar - style presets

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Co-authored-by: Azgaar <azgaar.fmg@yandex.com>

* Ocean heightmap to v1.96 (#1044)

* feat: allow to render ocean heightmap

* feat: allow to render ocean heightmap - test

* feat: allow to render ocean heightmap - fix issue

* feat: allow to render ocean heightmap - cleanup

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Co-authored-by: Azgaar <azgaar.fmg@yandex.com>

* fix: scale bar size

* fix: remove mask on terrs lavel

* fix: regenerate heigtmap preview to use current graph size

* Add the name of culture and namesbase in the name editor dialog (#1033)

* Add the name of culture and namesbase in the name editor dialog

Added the name of the culture and  namesbase in the dialog "name editor".
This tells information on the "click to generate a culture-specific name"
It tells you the culture before changing name.

* cultureName into cultureId + cultureName

And deleted the incomplete code of showing culture name on datatip

* refactor: leave culture name only

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Co-authored-by: Azgaar <azgaar.fmg@yandex.com>

* Added Burgs column to province editor (#1031)

* Added Burgs column to province editor

Added to province editor:
+ Burgs column
+ the number of Burgs, p.burgs.length
+ "icon-dot-circled" to go to overviewBurgs.
+ overviewBurgs Filtered by state id.
+ Fixed some typos.

* fixed code as Azgaar suggested

+ Corrected provincesHeader distance in em.
+ const stateId = pack.provinces[p].state;
- Deleted cell count.

* deleted HTML code for provincesFooter cells

- Deleted Total land cells number HTML from provincesFooter.

* deleting totalCells in the code, maybe i will add provinceCells in the future.

Deleted lines for const totalCells and for (+cells / totalCells) * 100 + "%";

* refactor: cleanup

* refactor: cleanup

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Co-authored-by: Azgaar <azgaar.fmg@yandex.com>

* fix: burgs overview - add MFCG link back

* feat: add more details to burgs export

* feat: don't show auto-update dialog

* feat: pump version

* fix: #1041

* feat: update style presets

---------

Co-authored-by: Azgaar <azgaar.fmg@yandex.com>
Co-authored-by: Ángel Montero Lamas <angel.montero1@gmail.com>
2024-02-24 19:12:48 +04:00

614 lines
28 KiB
JavaScript

"use strict";
window.Cultures = (function () {
let cells;
const generate = function () {
TIME && console.time("generateCultures");
cells = pack.cells;
const cultureIds = 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"}];
cells.culture = cultureIds;
alertMessage.innerHTML = /* html */ `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 = /* html */ ` 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 = selectCultures(count));
const centers = d3.quadtree();
const colors = getColors(count);
const emblemShape = document.getElementById("emblemShape").value;
const codes = [];
cultures.forEach(function (c, i) {
const newId = i + 1;
if (c.lock) {
codes.push(c.code);
centers.add(c.center);
for (const i of cells.i) {
if (cells.culture[i] === c.i) cultureIds[i] = newId;
}
c.i = newId;
return;
}
const sortingFn = c.sort ? c.sort : i => cells.s[i];
const center = placeCenter(sortingFn);
centers.add(cells.p[center]);
c.center = center;
c.i = newId;
delete c.odd;
delete c.sort;
c.color = colors[i];
c.type = defineCultureType(center);
c.expansionism = defineCultureExpansionism(c.type);
c.origins = [0];
c.code = abbreviate(c.name, codes);
codes.push(c.code);
cultureIds[center] = newId;
if (emblemShape === "random") c.shield = getRandomShield();
});
cells.culture = cultureIds;
function placeCenter(sortingFn) {
let spacing = (graphWidth + graphHeight) / 2 / count;
const MAX_ATTEMPTS = 100;
const sorted = [...populated].sort((a, b) => sortingFn(b) - sortingFn(a));
const max = Math.floor(sorted.length / 2);
let cellId = 0;
for (let i = 0; i < MAX_ATTEMPTS; i++) {
cellId = sorted[biased(0, max, 5)];
spacing *= 0.9;
if (!cultureIds[cellId] && !centers.find(cells.p[cellId][0], cells.p[cellId][1], spacing)) break;
}
return cellId;
}
// the first culture with id 0 is for wildlands
cultures.unshift({name: "Wildlands", i: 0, base: 1, origins: [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 selectCultures(culturesNumber) {
let def = getDefault(culturesNumber);
const cultures = [];
pack.cultures?.forEach(function (culture) {
if (culture.lock) cultures.push(culture);
});
if (!cultures.length) {
if (culturesNumber === def.length) return def;
if (def.every(d => d.odd === 1)) return def.splice(0, culturesNumber);
}
for (let culture, rnd, i = 0; cultures.length < culturesNumber && def.length > 0; ) {
do {
rnd = rand(def.length - 1);
culture = def[rnd];
i++;
} while (i < 200 && !P(culture.odd));
cultures.push(culture);
def.splice(rnd, 1);
}
return cultures;
}
// set culture type based on culture center position
function defineCultureType(i) {
if (cells.h[i] < 70 && [1, 2, 4].includes(cells.biome[i])) return "Nomadic"; // high penalty in forest biomes and near coastline
if (cells.h[i] > 50) return "Highland"; // no penalty for hills and moutains, high for other elevations
const f = pack.features[cells.f[cells.haven[i]]]; // opposite feature
if (f.type === "lake" && f.cells > 5) return "Lake"; // low water cross penalty and high for growth not along coastline
if (
(cells.harbor[i] && f.type !== "lake" && P(0.1)) ||
(cells.harbor[i] === 1 && P(0.6)) ||
(pack.features[cells.f[i]].group === "isle" && P(0.4))
)
return "Naval"; // low water cross penalty and high for non-along-coastline growth
if (cells.r[i] && cells.fl[i] > 100) return "River"; // no River cross penalty, penalty for non-River growth
if (cells.t[i] > 2 && [3, 7, 8, 9, 10, 12].includes(cells.biome[i])) return "Hunting"; // high penalty in non-native biomes
return "Generic";
}
function defineCultureExpansionism(type) {
let base = 1; // Generic
if (type === "Lake") base = 0.8;
else if (type === "Naval") base = 1.5;
else if (type === "River") base = 0.9;
else if (type === "Nomadic") base = 1.5;
else if (type === "Hunting") base = 0.7;
else if (type === "Highland") base = 1.2;
return rn(((Math.random() * powerInput.value) / 2 + 1) * base, 1);
}
TIME && console.timeEnd("generateCultures");
};
const add = function (center) {
const defaultCultures = getDefault();
let culture, base, name;
if (pack.cultures.length < defaultCultures.length) {
// add one of the default cultures
culture = pack.cultures.length;
base = defaultCultures[culture].base;
name = defaultCultures[culture].name;
} else {
// add random culture besed on one of the current ones
culture = rand(pack.cultures.length - 1);
name = Names.getCulture(culture, 5, 8, "");
base = pack.cultures[culture].base;
}
const code = abbreviate(
name,
pack.cultures.map(c => c.code)
);
const i = pack.cultures.length;
const color = d3.color(d3.scaleSequential(d3.interpolateRainbow)(Math.random())).hex();
// define emblem shape
let shield = culture.shield;
const emblemShape = document.getElementById("emblemShape").value;
if (emblemShape === "random") shield = getRandomShield();
pack.cultures.push({
name,
color,
base,
center,
i,
expansionism: 1,
type: "Generic",
cells: 0,
area: 0,
rural: 0,
urban: 0,
origins: [0],
code,
shield
});
};
const getDefault = function (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: 0.2, 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: 0.05, sort: i => n(i) / td(i, 14), shield: "round"},
{name: "Euskati", base: 20, odd: 0.05, sort: i => (n(i) / td(i, 15)) * h[i], shield: "oldFrench"},
{name: "Keltan", base: 22, odd: 0.05, 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: 0.2,
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: 0.1, 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: 0.2, sort: i => n(i) / td(i, 24) / sf(i) / t[i], shield: "vesicaPiscis"},
{name: "Carnatic", base: 26, odd: 0.5, sort: i => n(i) / td(i, 26), shield: "round"},
{name: "Vietic", base: 29, odd: 0.8, sort: i => n(i) / td(i, 25) / bd(i, [7], 7) / t[i], shield: "banner"},
{name: "Guantzu", base: 30, odd: 0.5, 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: 0.5, 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) ** 0.5 / bd(i, [6, 8]), shield: "round"},
{name: "Germanic", base: 0, odd: 1, sort: i => n(i) / td(i, 10) ** 0.5 / bd(i, [6, 8]), shield: "round"},
{name: "Persian", base: 24, odd: 0.8, sort: i => (n(i) / td(i, 18)) * h[i], shield: "oval"}, // Iranian
{name: "Scythian", base: 24, odd: 0.5, sort: i => n(i) / td(i, 11) ** 0.5 / bd(i, [4]), shield: "round"}, // Iranian
{name: "Cantabrian", base: 20, odd: 0.5, sort: i => (n(i) / td(i, 16)) * h[i], shield: "oval"}, // Basque
{name: "Estian", base: 9, odd: 0.2, sort: i => (n(i) / td(i, 5)) * t[i], shield: "pavise"}, // Finnic
{name: "Carthaginian", base: 42, odd: 0.3, sort: i => n(i) / td(i, 20) / sf(i), shield: "oval"}, // Levantine
{name: "Hebrew", base: 42, odd: 0.2, sort: i => (n(i) / td(i, 19)) * sf(i), shield: "oval"}, // Levantine
{name: "Mesopotamian", base: 23, odd: 0.2, 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: 0.9,
sort: i => (n(i) / bd(i, [7, 8, 9, 12], 10)) * t[i],
shield: "hessen"
}, // Dark Elves
{
name: "Lothian (Dark Elfish)",
base: 34,
odd: 0.3,
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: 0.5,
sort: i => (h[i] * t[i]) / bd(i, [1, 2, 10, 11]),
shield: "moriaOrc"
}, // Orc
{name: "Yotunn (Giants)", base: 38, odd: 0.7, sort: i => td(i, -10), shield: "pavise"}, // Giant
{name: "Rake (Drakonic)", base: 39, odd: 0.7, sort: i => -s[i], shield: "fantasy2"}, // Draconic
{name: "Arago (Arachnid)", base: 40, odd: 0.7, sort: i => t[i] - s[i], shield: "horsehead2"}, // Arachnid
{name: "Aj'Snaga (Serpents)", base: 41, odd: 0.7, 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: 0.7, sort: i => n(i) / td(i, 5) / sf(i), shield: "oldFrench"},
{name: "Schwarzen", base: 0, odd: 0.3, sort: i => n(i) / td(i, 10) / bd(i, [6, 8]), shield: "gonfalon"},
{name: "Luarian", base: 2, odd: 0.3, sort: i => n(i) / td(i, 12) / bd(i, [6, 8]), shield: "oldFrench"},
{name: "Hetallian", base: 3, odd: 0.3, sort: i => n(i) / td(i, 15), shield: "oval"},
{name: "Astellian", base: 4, odd: 0.3, sort: i => n(i) / td(i, 16), shield: "spanish"},
// rare real-world exotic
{
name: "Kiswaili",
base: 28,
odd: 0.05,
sort: i => n(i) / td(i, 29) / bd(i, [1, 3, 5, 7]),
shield: "vesicaPiscis"
},
{name: "Yoruba", base: 21, odd: 0.05, sort: i => n(i) / td(i, 15) / bd(i, [5, 7]), shield: "vesicaPiscis"},
{name: "Koryo", base: 10, odd: 0.05, sort: i => n(i) / td(i, 12) / t[i], shield: "round"},
{name: "Hantzu", base: 11, odd: 0.05, sort: i => n(i) / td(i, 13), shield: "banner"},
{name: "Yamoto", base: 12, odd: 0.05, sort: i => n(i) / td(i, 15) / t[i], shield: "round"},
{name: "Guantzu", base: 30, odd: 0.05, sort: i => n(i) / td(i, 17), shield: "banner"},
{
name: "Ulus",
base: 31,
odd: 0.05,
sort: i => (n(i) / td(i, 5) / bd(i, [2, 4, 10], 7)) * t[i],
shield: "banner"
},
{name: "Turan", base: 16, odd: 0.05, sort: i => n(i) / td(i, 12), shield: "round"},
{
name: "Berberan",
base: 17,
odd: 0.05,
sort: i => (n(i) / td(i, 19) / bd(i, [1, 2, 3], 7)) * t[i],
shield: "round"
},
{
name: "Eurabic",
base: 18,
odd: 0.05,
sort: i => (n(i) / td(i, 26) / bd(i, [1, 2], 7)) * t[i],
shield: "round"
},
{name: "Slovan", base: 5, odd: 0.05, sort: i => (n(i) / td(i, 6)) * t[i], shield: "round"},
{
name: "Keltan",
base: 22,
odd: 0.1,
sort: i => n(i) / td(i, 11) ** 0.5 / bd(i, [6, 8]),
shield: "vesicaPiscis"
},
{name: "Elladan", base: 7, odd: 0.2, sort: i => (n(i) / td(i, 18) / sf(i)) * h[i], shield: "boeotian"},
{name: "Romian", base: 8, odd: 0.2, sort: i => n(i) / td(i, 14) / t[i], shield: "roman"},
// fantasy races
{name: "Eldar", base: 33, odd: 0.5, sort: i => (n(i) / bd(i, [6, 7, 8, 9], 10)) * t[i], shield: "fantasy5"}, // Elves
{name: "Trow", base: 34, odd: 0.8, sort: i => (n(i) / bd(i, [7, 8, 9, 12], 10)) * t[i], shield: "hessen"}, // Dark Elves
{name: "Durinn", base: 35, odd: 0.8, sort: i => n(i) + h[i], shield: "erebor"}, // Dwarven
{name: "Kobblin", base: 36, odd: 0.8, sort: i => t[i] - s[i], shield: "moriaOrc"}, // Goblin
{name: "Uruk", base: 37, odd: 0.8, sort: i => (h[i] * t[i]) / bd(i, [1, 2, 10, 11]), shield: "urukHai"}, // Orc
{name: "Yotunn", base: 38, odd: 0.8, sort: i => td(i, -10), shield: "pavise"}, // Giant
{name: "Drake", base: 39, odd: 0.9, sort: i => -s[i], shield: "fantasy2"}, // Draconic
{name: "Rakhnid", base: 40, odd: 0.9, sort: i => t[i] - s[i], shield: "horsehead2"}, // Arachnid
{name: "Aj'Snaga", base: 41, odd: 0.9, sort: i => n(i) / bd(i, [12], 10), shield: "fantasy1"} // Serpents
];
}
if (culturesSet.value === "random") {
return d3.range(count).map(function () {
const rnd = rand(nameBases.length - 1);
const name = Names.getBaseShort(rnd);
return {name, base: rnd, odd: 1, shield: getRandomShield()};
});
}
// all-world
return [
{name: "Shwazen", base: 0, odd: 0.7, 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: 0.6, sort: i => n(i) / td(i, 12) / bd(i, [6, 8]), shield: "oldFrench"},
{name: "Tallian", base: 3, odd: 0.6, sort: i => n(i) / td(i, 15), shield: "horsehead2"},
{name: "Astellian", base: 4, odd: 0.6, sort: i => n(i) / td(i, 16), shield: "spanish"},
{name: "Slovan", base: 5, odd: 0.7, sort: i => (n(i) / td(i, 6)) * t[i], shield: "round"},
{name: "Norse", base: 6, odd: 0.7, sort: i => n(i) / td(i, 5), shield: "heater"},
{name: "Elladan", base: 7, odd: 0.7, sort: i => (n(i) / td(i, 18)) * h[i], shield: "boeotian"},
{name: "Romian", base: 8, odd: 0.7, sort: i => n(i) / td(i, 15), shield: "roman"},
{name: "Soumi", base: 9, odd: 0.3, sort: i => (n(i) / td(i, 5) / bd(i, [9])) * t[i], shield: "pavise"},
{name: "Koryo", base: 10, odd: 0.1, sort: i => n(i) / td(i, 12) / t[i], shield: "round"},
{name: "Hantzu", base: 11, odd: 0.1, sort: i => n(i) / td(i, 13), shield: "banner"},
{name: "Yamoto", base: 12, odd: 0.1, sort: i => n(i) / td(i, 15) / t[i], shield: "round"},
{name: "Portuzian", base: 13, odd: 0.4, sort: i => n(i) / td(i, 17) / sf(i), shield: "spanish"},
{name: "Nawatli", base: 14, odd: 0.1, sort: i => h[i] / td(i, 18) / bd(i, [7]), shield: "square"},
{name: "Vengrian", base: 15, odd: 0.2, sort: i => (n(i) / td(i, 11) / bd(i, [4])) * t[i], shield: "wedged"},
{name: "Turchian", base: 16, odd: 0.2, sort: i => n(i) / td(i, 13), shield: "round"},
{
name: "Berberan",
base: 17,
odd: 0.1,
sort: i => (n(i) / td(i, 19) / bd(i, [1, 2, 3], 7)) * t[i],
shield: "round"
},
{name: "Eurabic", base: 18, odd: 0.2, sort: i => (n(i) / td(i, 26) / bd(i, [1, 2], 7)) * t[i], shield: "round"},
{name: "Inuk", base: 19, odd: 0.05, sort: i => td(i, -1) / bd(i, [10, 11]) / sf(i), shield: "square"},
{name: "Euskati", base: 20, odd: 0.05, sort: i => (n(i) / td(i, 15)) * h[i], shield: "spanish"},
{name: "Yoruba", base: 21, odd: 0.05, sort: i => n(i) / td(i, 15) / bd(i, [5, 7]), shield: "vesicaPiscis"},
{
name: "Keltan",
base: 22,
odd: 0.05,
sort: i => (n(i) / td(i, 11) / bd(i, [6, 8])) * t[i],
shield: "vesicaPiscis"
},
{name: "Efratic", base: 23, odd: 0.05, sort: i => (n(i) / td(i, 22)) * t[i], shield: "diamond"},
{name: "Tehrani", base: 24, odd: 0.1, sort: i => (n(i) / td(i, 18)) * h[i], shield: "round"},
{name: "Maui", base: 25, odd: 0.05, sort: i => n(i) / td(i, 24) / sf(i) / t[i], shield: "round"},
{name: "Carnatic", base: 26, odd: 0.05, sort: i => n(i) / td(i, 26), shield: "round"},
{name: "Inqan", base: 27, odd: 0.05, sort: i => h[i] / td(i, 13), shield: "square"},
{name: "Kiswaili", base: 28, odd: 0.1, sort: i => n(i) / td(i, 29) / bd(i, [1, 3, 5, 7]), shield: "vesicaPiscis"},
{name: "Vietic", base: 29, odd: 0.1, sort: i => n(i) / td(i, 25) / bd(i, [7], 7) / t[i], shield: "banner"},
{name: "Guantzu", base: 30, odd: 0.1, sort: i => n(i) / td(i, 17), shield: "banner"},
{name: "Ulus", base: 31, odd: 0.1, sort: i => (n(i) / td(i, 5) / bd(i, [2, 4, 10], 7)) * t[i], shield: "banner"},
{name: "Hebrew", base: 42, odd: 0.2, sort: i => (n(i) / td(i, 18)) * sf(i), shield: "oval"} // Levantine
];
};
// expand cultures across the map (Dijkstra-like algorithm)
const expand = function () {
TIME && console.time("expandCultures");
const {cells, cultures} = pack;
const queue = new PriorityQueue({comparator: (a, b) => a.priority - b.priority});
const cost = [];
const neutralRate = byId("neutralRate")?.valueAsNumber || 1;
const maxExpansionCost = cells.i.length * 0.6 * neutralRate; // limit cost for culture growth
// remove culture from all cells except of locked
const hasLocked = cultures.some(c => !c.removed && c.lock);
if (hasLocked) {
for (const cellId of cells.i) {
const culture = cultures[cells.culture[cellId]];
if (culture.lock) continue;
cells.culture[cellId] = 0;
}
} else {
cells.culture = new Uint16Array(cells.i.length);
}
for (const culture of cultures) {
if (!culture.i || culture.removed || culture.lock) continue;
queue.queue({cellId: culture.center, cultureId: culture.i, priority: 0});
}
while (queue.length) {
const {cellId, priority, cultureId} = queue.dequeue();
const {type, expansionism} = cultures[cultureId];
cells.c[cellId].forEach(neibCellId => {
if (hasLocked) {
const neibCultureId = cells.culture[neibCellId];
if (neibCultureId && cultures[neibCultureId].lock) return; // do not overwrite cell of locked culture
}
const biome = cells.biome[neibCellId];
const biomeCost = getBiomeCost(cultureId, biome, type);
const biomeChangeCost = biome === cells.biome[neibCellId] ? 0 : 20; // penalty on biome change
const heightCost = getHeightCost(neibCellId, cells.h[neibCellId], type);
const riverCost = getRiverCost(cells.r[neibCellId], neibCellId, type);
const typeCost = getTypeCost(cells.t[neibCellId], type);
const cellCost = (biomeCost + biomeChangeCost + heightCost + riverCost + typeCost) / expansionism;
const totalCost = priority + cellCost;
if (totalCost > maxExpansionCost) return;
if (!cost[neibCellId] || totalCost < cost[neibCellId]) {
if (cells.pop[neibCellId] > 0) cells.culture[neibCellId] = cultureId; // assign culture to populated cell
cost[neibCellId] = totalCost;
queue.queue({cellId: neibCellId, cultureId, priority: totalCost});
}
});
}
function getBiomeCost(c, biome, type) {
if (cells.biome[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(riverId, cellId, type) {
if (type === "River") return riverId ? 0 : 100; // penalty for river cultures
if (!riverId) return 0; // no penalty for others if there is no river
return minmax(cells.fl[cellId] / 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;
}
TIME && console.timeEnd("expandCultures");
};
const getRandomShield = function () {
const type = rw(COA.shields.types);
return rw(COA.shields[type]);
};
return {generate, add, expand, getDefault, getRandomShield};
})();