mirror of
https://github.com/Azgaar/Fantasy-Map-Generator.git
synced 2025-12-17 01:41:22 +01:00
288 lines
No EOL
12 KiB
JavaScript
288 lines
No EOL
12 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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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 = +culturesInput.value;
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const populated = cells.i.filter(i => cells.s[i]).sort((a, b) => cells.s[b] - cells.s[a]); // cells sorted by population
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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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console.warn(`There are no populated cells. Cannot generate cultures`);
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pack.cultures = [{name:"Wildlands", i:0, base:1}];
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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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console.warn(`Not enought 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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pack.cultures = getRandomCultures(count);
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const centers = d3.quadtree();
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const colors = getColors(count);
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pack.cultures.forEach(function(culture, i) {
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const c = culture.center = placeCultureCenter();
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centers.add(cells.p[c]);
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culture.i = i+1;
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culture.color = colors[i];
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culture.type = defineCultureType(c);
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culture.expansionism = defineCultureExpansionism(culture.type);
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cells.culture[c] = i+1;
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//debug.append("text").attr("stroke", "#000").attr("font-size", "10").attr("font-family", "Almendra SC").attr("x", cells.p[c][0]).attr("y", cells.p[c][1]).text(culture.type);
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});
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// the first culture with id 0 is for wildlands
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pack.cultures.unshift({name:"Wildlands", i:0, base:1});
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// check whether all bases are valid. If not, load default namesbase
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const invalidBase = pack.cultures.some(c => !nameBase[c.base]);
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if (invalidBase) {
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nameBases = Names.getNameBases();
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nameBase = Names.getNameBase();
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}
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function getRandomCultures(c) {
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const d = getDefault(), 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 (Math.random() > 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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// culture center tends to be placed in a density populated cell
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function placeCultureCenter() {
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let center, spacing = (graphWidth + graphHeight) / count;
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do {
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center = populated[biased(0, populated.length-1, 3)];
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spacing = spacing * .8;
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}
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while (centers.find(cells.p[center][0], cells.p[center][1], spacing) !== undefined);
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return center;
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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] > 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]]]; // feature
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if (f.type === "lake" && f.cells > 5) return "Lake" // low water cross penalty and high for non-along-coastline growth
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if ((f.cells < 10 && cells.harbor[i]) || (cells.harbor[i] === 1 && Math.random() < .5)) 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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const b = cells.biome[i];
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if (b === 4 || b === 1 || b === 2) return "Nomadic"; // high penalty in forest biomes and near coastline
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if (b === 3 || b === 9 || b === 10) 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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console.timeEnd('generateCultures');
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}
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const getDefault = function() {
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if (culturesSet.value === "european") {
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return [
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{name:"Shwazen", base:0, odd: 1},
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{name:"Angshire", base:1, odd: 1},
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{name:"Luari", base:2, odd: 1},
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{name:"Tallian", base:3, odd: 1},
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{name:"Astellian", base:4, odd: 1},
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{name:"Slovan", base:5, odd: 1},
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{name:"Norse", base:6, odd: 1},
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{name:"Elladan", base:7, odd: 1},
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{name:"Romian", base:8, odd: .2},
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{name:"Soumi", base:9, odd: 1},
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{name:"Portuzian", base:13, odd: 1},
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{name:"Vengrian", base: 15, odd: 1},
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{name:"Turchian", base: 16, odd: .05},
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{name:"Euskati", base: 20, odd: .05},
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{name:"Keltan", base: 22, odd: .05}
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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},
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{name:"Hantzu", base:11, odd: 1},
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{name:"Yamoto", base:12, odd: 1},
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{name:"Turchian", base: 16, odd: 1},
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{name:"Berberan", base: 17, odd: .2},
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{name:"Eurabic", base: 18, odd: 1},
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{name:"Efratic", base: 23, odd: .1},
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{name:"Tehrani", base: 24, odd: 1},
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{name:"Maui", base: 25, odd: .2},
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{name:"Carnatic", base: 26, odd: .5},
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{name:"Vietic", base: 29, odd: .8},
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{name:"Guantzu", base:30, odd: .5},
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{name:"Ulus", base:31, odd: 1}
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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},
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{name:getName(), base:1, odd: 1},
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{name:getName(), base:1, odd: 1},
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{name:getName(), base:1, odd: 1},
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{name:getName(), base:1, odd: 1},
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{name:getName(), base:1, odd: 1},
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{name:getName(), base:1, odd: 1},
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{name:getName(), base:1, odd: 1},
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{name:getName(), base:1, odd: 1},
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{name:getName(), base:1, odd: 1}
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];
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}
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// all-world
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return [
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{name:"Shwazen", base:0, odd: .7},
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{name:"Angshire", base:1, odd: 1},
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{name:"Luari", base:2, odd: .6},
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{name:"Tallian", base:3, odd: .6},
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{name:"Astellian", base:4, odd: .6},
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{name:"Slovan", base:5, odd: .7},
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{name:"Norse", base:6, odd: .7},
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{name:"Elladan", base:7, odd: .7},
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{name:"Romian", base:8, odd: .7},
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{name:"Soumi", base:9, odd: .3},
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{name:"Koryo", base:10, odd: .1},
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{name:"Hantzu", base:11, odd: .1},
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{name:"Yamoto", base:12, odd: .1},
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{name:"Portuzian", base:13, odd: .4},
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{name:"Nawatli", base:14, odd: .1},
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{name:"Vengrian", base: 15, odd: .2},
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{name:"Turchian", base: 16, odd: .2},
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{name:"Berberan", base: 17, odd: .1},
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{name:"Eurabic", base: 18, odd: .2},
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{name:"Inuk", base: 19, odd: .05},
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{name:"Euskati", base: 20, odd: .05},
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{name:"Negarian", base: 21, odd: .05},
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{name:"Keltan", base: 22, odd: .05},
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{name:"Efratic", base: 23, odd: .05},
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{name:"Tehrani", base: 24, odd: .1},
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{name:"Maui", base: 25, odd: .05},
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{name:"Carnatic", base: 26, odd: .05},
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{name:"Inqan", base: 27, odd: .05},
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{name:"Kiswaili", base: 28, odd: .1},
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{name:"Vietic", base: 29, odd: .1},
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{name:"Guantzu", base:30, odd: .1},
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{name:"Ulus", base:31, odd: .1}
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];
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}
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// expand cultures across the map (Dijkstra-like algorithm)
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const expand = function() {
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console.time('expandCultures');
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cells = pack.cells;
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const queue = new PriorityQueue({comparator: (a, b) => a.p - b.p});
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pack.cultures.forEach(function(c) {
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if (!c.i || c.removed) return;
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queue.queue({e:c.center, p:0, c:c.i});
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});
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const neutral = cells.i.length / 5000 * 3000 * neutralInput.value; // limit cost for culture growth
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const cost = [];
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while (queue.length) {
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const next = queue.dequeue(), n = next.e, p = next.p, c = next.c;
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const type = pack.cultures[c].type;
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cells.c[n].forEach(function(e) {
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const biome = cells.biome[e];
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const biomeCost = getBiomeCost(c, biome, type);
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const biomeChangeCost = biome === cells.biome[n] ? 0 : 20; // penalty on biome change
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const heightCost = getHeightCost(e, cells.h[e], type);
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const riverCost = getRiverCost(cells.r[e], e, type);
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const typeCost = getTypeCost(cells.t[e], type);
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const totalCost = p + (biomeCost + biomeChangeCost + heightCost + riverCost + typeCost) / pack.cultures[c].expansionism;
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if (totalCost > neutral) return;
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if (!cost[e] || totalCost < cost[e]) {
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if (cells.s[e] > 0) cells.culture[e] = c; // assign culture to populated cell
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cost[e] = totalCost;
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queue.queue({e, p:totalCost, c});
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//debug.append("text").attr("x", (cells.p[n][0]+cells.p[e][0])/2 - 1).attr("y", (cells.p[n][1]+cells.p[e][1])/2 - 1).text(rn(totalCost-p)).attr("font-size", .8);
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//const points = [cells.p[n][0], cells.p[n][1], (cells.p[n][0]+cells.p[e][0])/2, (cells.p[n][1]+cells.p[e][1])/2, cells.p[e][0], cells.p[e][1]];
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//debug.append("polyline").attr("points", points.toString()).attr("marker-mid", "url(#arrow)").attr("opacity", .6);
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}
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});
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}
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//debug.selectAll(".text").data(cost).enter().append("text").attr("x", (d, e) => cells.p[e][0]-1).attr("y", (d, e) => cells.p[e][1]-1).text(d => d ? rn(d) : "").attr("font-size", 2);
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console.timeEnd('expandCultures');
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}
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function getBiomeCost(c, biome, type) {
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if (cells.biome[pack.cultures[c].center] === biome) return 10; // tiny penalty for native biome
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if (type === "Hunting") return biomesData.cost[biome] * 5; // non-native biome penalty for hunters
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if (type === "Nomadic" && biome > 4 && biome < 10) return biomesData.cost[biome] * 10; // forest biome penalty for nomads
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return biomesData.cost[biome] * 2; // general non-native biome penalty
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}
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function getHeightCost(i, h, type) {
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const f = pack.features[cells.f[i]], a = cells.area[i];
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if (type === "Lake" && f.type === "lake") return 10; // no lake crossing penalty for Lake cultures
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if (type === "Naval" && h < 20) return a * 2; // low sea/lake crossing penalty for Naval cultures
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if (type === "Nomadic" && h < 20) return a * 50; // giant sea/lake crossing penalty for Nomads
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if (h < 20) return a * 6; // general sea/lake crossing penalty
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if (type === "Highland" && h < 44) return 3000; // giant penalty for highlanders on lowlands
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if (type === "Highland" && h < 62) return 200; // giant penalty for highlanders on lowhills
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if (type === "Highland") return 0; // no penalty for highlanders on highlands
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if (h >= 67) return 200; // general mountains crossing penalty
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if (h >= 44) return 30; // general hills crossing penalty
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return 0;
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}
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function getRiverCost(r, i, type) {
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if (type === "River") return r ? 0 : 100; // penalty for river cultures
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if (!r) return 0; // no penalty for others if there is no river
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return Math.min(Math.max(cells.fl[i] / 10, 20), 100) // river penalty from 20 to 100 based on flux
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}
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function getTypeCost(ctype, type) {
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if (ctype === 1) return type === "Naval" || type === "Lake" ? 0 : type === "Nomadic" ? 60 : 20; // penalty for coastline
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if (ctype === 2) return type === "Naval" || type === "Nomadic" ? 30 : 0; // low penalty for land level 2 for Navals and nomads
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if (ctype !== -1) return type === "Naval" || type === "Lake" ? 100 : 0; // penalty for mainland for navals
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return 0;
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}
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return {generate, expand, getDefault};
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}))); |