Fantasy-Map-Generator/modules/military-generator.js
2021-12-12 23:02:38 -08:00

403 lines
16 KiB
JavaScript

'use strict';
window.Military = (function () {
const generate = function () {
TIME && console.time('generateMilitaryForces');
const {cells, states} = pack;
const {p} = cells;
const valid = states.filter((s) => s.i && !s.removed); // valid states
if (!options.military) options.military = getDefaultOptions();
const expn = d3.sum(valid.map((s) => s.expansionism)); // total expansion
const area = d3.sum(valid.map((s) => s.area)); // total area
const rate = {x: 0, Ally: -0.2, Friendly: -0.1, Neutral: 0, Suspicion: 0.1, Enemy: 1, Unknown: 0, Rival: 0.5, Vassal: 0.5, Suzerain: -0.5};
const stateModifier = {
melee: {Nomadic: 0.5, Highland: 1.2, Lake: 1, Naval: 0.7, Hunting: 1.2, River: 1.1},
ranged: {Nomadic: 0.9, Highland: 1.3, Lake: 1, Naval: 0.8, Hunting: 2, River: 0.8},
mounted: {Nomadic: 2.3, Highland: 0.6, Lake: 0.7, Naval: 0.3, Hunting: 0.7, River: 0.8},
machinery: {Nomadic: 0.8, Highland: 1.4, Lake: 1.1, Naval: 1.4, Hunting: 0.4, River: 1.1},
naval: {Nomadic: 0.5, Highland: 0.5, Lake: 1.2, Naval: 1.8, Hunting: 0.7, River: 1.2},
armored: {Nomadic: 1, Highland: 0.5, Lake: 1, Naval: 1, Hunting: 0.7, River: 1.1},
aviation: {Nomadic: 0.5, Highland: 0.5, Lake: 1.2, Naval: 1.2, Hunting: 0.6, River: 1.2},
magical: {Nomadic: 1, Highland: 2, Lake: 1, Naval: 1, Hunting: 1, River: 1}
};
const cellTypeModifier = {
nomadic: {melee: 0.2, ranged: 0.5, mounted: 3, machinery: 0.4, naval: 0.3, armored: 1.6, aviation: 1, magical: 0.5},
wetland: {melee: 0.8, ranged: 2, mounted: 0.3, machinery: 1.2, naval: 1.0, armored: 0.2, aviation: 0.5, magical: 0.5},
highland: {melee: 1.2, ranged: 1.6, mounted: 0.3, machinery: 3, naval: 1.0, armored: 0.8, aviation: 0.3, magical: 2}
};
const burgTypeModifier = {
nomadic: {melee: 0.3, ranged: 0.8, mounted: 3, machinery: 0.4, naval: 1.0, armored: 1.6, aviation: 1, magical: 0.5},
wetland: {melee: 1, ranged: 1.6, mounted: 0.2, machinery: 1.2, naval: 1.0, armored: 0.2, aviation: 0.5, magical: 0.5},
highland: {melee: 1.2, ranged: 2, mounted: 0.3, machinery: 3, naval: 1.0, armored: 0.8, aviation: 0.3, magical: 2}
};
valid.forEach((s) => {
s.temp = {};
const d = s.diplomacy;
const expansionRate = minmax(s.expansionism / expn / (s.area / area), 0.25, 4); // how much state expansionism is realized
const diplomacyRate = d.some((d) => d === 'Enemy') ? 1 : d.some((d) => d === 'Rival') ? 0.8 : d.some((d) => d === 'Suspicion') ? 0.5 : 0.1; // peacefulness
const neighborsRateRaw = s.neighbors.map((n) => (n ? pack.states[n].diplomacy[s.i] : 'Suspicion')).reduce((s, r) => (s += rate[r]), 0.5);
const neighborsRate = minmax(neighborsRateRaw, 0.3, 3); // neighbors rate
s.alert = minmax(rn(expansionRate * diplomacyRate * neighborsRate, 2), 0.1, 5); // alert rate (area modifier)
s.temp.platoons = [];
// apply overall state modifiers for unit types based on state features
for (const unit of options.military) {
if (!stateModifier[unit.type]) continue;
let modifier = stateModifier[unit.type][s.type] || 1;
if (unit.type === 'mounted' && s.formName.includes('Horde')) modifier *= 2;
else if (unit.type === 'naval' && s.form === 'Republic') modifier *= 1.2;
s.temp[unit.name] = modifier * s.alert;
}
});
const getType = (cell) => {
if ([1, 2, 3, 4].includes(cells.biome[cell])) return 'nomadic';
if ([7, 8, 9, 12].includes(cells.biome[cell])) return 'wetland';
if (cells.h[cell] >= 70) return 'highland';
return 'generic';
};
function passUnitLimits(unit, biome, state, culture, religion) {
if (unit.biomes && !unit.biomes.includes(biome)) return false;
if (unit.states && !unit.states.includes(state)) return false;
if (unit.cultures && !unit.cultures.includes(culture)) return false;
if (unit.religions && !unit.religions.includes(religion)) return false;
return true;
}
for (const i of cells.i) {
if (!cells.pop[i]) continue;
const biome = cells.biome[i];
const state = cells.state[i];
const culture = cells.culture[i];
const religion = cells.religion[i];
const stateObj = states[state];
if (!state || stateObj.removed) continue;
let modifier = cells.pop[i] / 100; // basic rural army in percentages
if (culture !== stateObj.culture) modifier = stateObj.form === 'Union' ? modifier / 1.2 : modifier / 2; // non-dominant culture
if (religion !== cells.religion[stateObj.center]) modifier = stateObj.form === 'Theocracy' ? modifier / 2.2 : modifier / 1.4; // non-dominant religion
if (cells.f[i] !== cells.f[stateObj.center]) modifier = stateObj.type === 'Naval' ? modifier / 1.2 : modifier / 1.8; // different landmass
const type = getType(i);
for (const unit of options.military) {
const perc = +unit.rural;
if (isNaN(perc) || perc <= 0 || !stateObj.temp[unit.name]) continue;
if (!passUnitLimits(unit, biome, state, culture, religion)) continue;
const cellTypeMod = type === 'generic' ? 1 : cellTypeModifier[type][unit.type]; // cell specific modifier
const army = modifier * perc * cellTypeMod; // rural cell army
const total = rn(army * stateObj.temp[unit.name] * populationRate); // total troops
if (!total) continue;
let [x, y] = p[i];
let n = 0;
if (unit.type === 'naval') {
let haven = cells.haven[i];
[x, y] = p[haven];
n = 1;
} // place naval to sea
stateObj.temp.platoons.push({cell: i, a: total, t: total, x, y, u: unit.name, n, s: unit.separate, type: unit.type});
}
}
for (const b of pack.burgs) {
if (!b.i || b.removed || !b.state || !b.population) continue;
const biome = cells.biome[b.cell];
const state = b.state;
const culture = b.culture;
const religion = cells.religion[b.cell];
const stateObj = states[state];
let m = (b.population * urbanization) / 100; // basic urban army in percentages
if (b.capital) m *= 1.2; // capital has household troops
if (culture !== stateObj.culture) m = stateObj.form === 'Union' ? m / 1.2 : m / 2; // non-dominant culture
if (religion !== cells.religion[stateObj.center]) m = stateObj.form === 'Theocracy' ? m / 2.2 : m / 1.4; // non-dominant religion
if (cells.f[b.cell] !== cells.f[stateObj.center]) m = stateObj.type === 'Naval' ? m / 1.2 : m / 1.8; // different landmass
const type = getType(b.cell);
for (const unit of options.military) {
if (unit.type === 'naval' && !b.port) continue; // only ports produce naval units
const perc = +unit.urban;
if (isNaN(perc) || perc <= 0 || !stateObj.temp[unit.name]) continue;
if (!passUnitLimits(unit, biome, state, culture, religion)) continue;
const mod = type === 'generic' ? 1 : burgTypeModifier[type][unit.type]; // cell specific modifier
const army = m * perc * mod; // urban cell army
const total = rn(army * stateObj.temp[unit.name] * populationRate); // total troops
if (!total) continue;
let [x, y] = p[b.cell];
let n = 0;
if (unit.type === 'naval') {
let haven = cells.haven[b.cell];
[x, y] = p[haven];
n = 1;
} // place naval to sea
stateObj.temp.platoons.push({cell: b.cell, a: total, t: total, x, y, u: unit.name, n, s: unit.separate, type: unit.type});
}
}
void (function removeExistingRegiments() {
armies.selectAll('g > g').each(function () {
const index = notes.findIndex((n) => n.id === this.id);
if (index != -1) notes.splice(index, 1);
});
armies.selectAll('g').remove();
})();
const expected = 3 * populationRate; // expected regiment size
const mergeable = (n0, n1) => (!n0.s && !n1.s) || n0.type === n1.type; // check if regiments can be merged
// get regiments for each state
valid.forEach((s) => {
s.military = createRegiments(s.temp.platoons, s);
delete s.temp; // do not store temp data
drawRegiments(s.military, s.i);
});
function createRegiments(nodes, s) {
if (!nodes.length) return [];
nodes.sort((a, b) => a.a - b.a); // form regiments in cells with most troops
const tree = d3.quadtree(
nodes,
(d) => d.x,
(d) => d.y
);
nodes.forEach((n) => {
tree.remove(n);
const overlap = tree.find(n.x, n.y, 20);
if (overlap && overlap.t && mergeable(n, overlap)) {
merge(n, overlap);
return;
}
if (n.t > expected) return;
const r = (expected - n.t) / (n.s ? 40 : 20); // search radius
const candidates = tree.findAll(n.x, n.y, r);
for (const c of candidates) {
if (c.t < expected && mergeable(n, c)) {
merge(n, c);
break;
}
}
});
// add n0 to n1's ultimate parent
function merge(n0, n1) {
if (!n1.childen) n1.childen = [n0];
else n1.childen.push(n0);
if (n0.childen) n0.childen.forEach((n) => n1.childen.push(n));
n1.t += n0.t;
n0.t = 0;
}
// parse regiments data
const regiments = nodes
.filter((n) => n.t)
.sort((a, b) => b.t - a.t)
.map((r, i) => {
const u = {};
u[r.u] = r.a;
(r.childen || []).forEach((n) => (u[n.u] = u[n.u] ? (u[n.u] += n.a) : n.a));
return {i, a: r.t, cell: r.cell, x: r.x, y: r.y, bx: r.x, by: r.y, u, n: r.n, name, state: s.i};
});
// generate name for regiments
regiments.forEach((r) => {
r.name = getName(r, regiments);
r.icon = getEmblem(r);
generateNote(r, s);
});
return regiments;
}
TIME && console.timeEnd('generateMilitaryForces');
};
const getDefaultOptions = function () {
return [
{icon: '⚔️', name: 'infantry', rural: 0.25, urban: 0.2, crew: 1, power: 1, type: 'melee', separate: 0},
{icon: '🏹', name: 'archers', rural: 0.12, urban: 0.2, crew: 1, power: 1, type: 'ranged', separate: 0},
{icon: '🐴', name: 'cavalry', rural: 0.12, urban: 0.03, crew: 2, power: 2, type: 'mounted', separate: 0},
{icon: '💣', name: 'artillery', rural: 0, urban: 0.03, crew: 8, power: 12, type: 'machinery', separate: 0},
{icon: '🌊', name: 'fleet', rural: 0, urban: 0.015, crew: 100, power: 50, type: 'naval', separate: 1}
];
};
const drawRegiments = function (regiments, s) {
const size = +armies.attr('box-size');
const w = (d) => (d.n ? size * 4 : size * 6);
const h = size * 2;
const x = (d) => rn(d.x - w(d) / 2, 2);
const y = (d) => rn(d.y - size, 2);
const baseColor = pack.states[s].color[0] === '#' ? pack.states[s].color : '#999';
const darkerColor = d3.color(baseColor).darker().hex();
const army = armies
.append('g')
.attr('id', 'army' + s)
.attr('fill', baseColor);
const g = army
.selectAll('g')
.data(regiments)
.enter()
.append('g')
.attr('id', (d) => 'regiment' + s + '-' + d.i)
.attr('data-name', (d) => d.name)
.attr('data-state', s)
.attr('data-id', (d) => d.i);
g.append('rect')
.attr('x', (d) => x(d))
.attr('y', (d) => y(d))
.attr('width', (d) => w(d))
.attr('height', h);
g.append('text')
.attr('x', (d) => d.x)
.attr('y', (d) => d.y)
.text((d) => getTotal(d));
g.append('rect')
.attr('fill', darkerColor)
.attr('x', (d) => x(d) - h)
.attr('y', (d) => y(d))
.attr('width', h)
.attr('height', h);
g.append('text')
.attr('class', 'regimentIcon')
.attr('x', (d) => x(d) - size)
.attr('y', (d) => d.y)
.text((d) => d.icon);
};
const drawRegiment = function (reg, s) {
const size = +armies.attr('box-size');
const w = reg.n ? size * 4 : size * 6;
const h = size * 2;
const x1 = rn(reg.x - w / 2, 2);
const y1 = rn(reg.y - size, 2);
let army = armies.select('g#army' + s);
if (!army.size()) {
const baseColor = pack.states[s].color[0] === '#' ? pack.states[s].color : '#999';
army = armies
.append('g')
.attr('id', 'army' + s)
.attr('fill', baseColor);
}
const darkerColor = d3.color(army.attr('fill')).darker().hex();
const g = army
.append('g')
.attr('id', 'regiment' + s + '-' + reg.i)
.attr('data-name', reg.name)
.attr('data-state', s)
.attr('data-id', reg.i);
g.append('rect').attr('x', x1).attr('y', y1).attr('width', w).attr('height', h);
g.append('text').attr('x', reg.x).attr('y', reg.y).text(getTotal(reg));
g.append('rect')
.attr('fill', darkerColor)
.attr('x', x1 - h)
.attr('y', y1)
.attr('width', h)
.attr('height', h);
g.append('text')
.attr('class', 'regimentIcon')
.attr('x', x1 - size)
.attr('y', reg.y)
.text(reg.icon);
};
// move one regiment to another
const moveRegiment = function (reg, x, y) {
const el = armies.select('g#army' + reg.state).select('g#regiment' + reg.state + '-' + reg.i);
if (!el.size()) return;
const duration = Math.hypot(reg.x - x, reg.y - y) * 8;
reg.x = x;
reg.y = y;
const size = +armies.attr('box-size');
const w = reg.n ? size * 4 : size * 6;
const h = size * 2;
const x1 = (x) => rn(x - w / 2, 2);
const y1 = (y) => rn(y - size, 2);
const move = d3.transition().duration(duration).ease(d3.easeSinInOut);
el.select('rect').transition(move).attr('x', x1(x)).attr('y', y1(y));
el.select('text').transition(move).attr('x', x).attr('y', y);
el.selectAll('rect:nth-of-type(2)')
.transition(move)
.attr('x', x1(x) - h)
.attr('y', y1(y));
el.select('.regimentIcon')
.transition(move)
.attr('x', x1(x) - size)
.attr('y', y);
};
// utilize si function to make regiment total text fit regiment box
const getTotal = (reg) => (reg.a > (reg.n ? 999 : 99999) ? si(reg.a) : reg.a);
const getName = function (r, regiments) {
const cells = pack.cells;
const proper = r.n
? null
: cells.province[r.cell] && pack.provinces[cells.province[r.cell]]
? pack.provinces[cells.province[r.cell]].name
: cells.burg[r.cell] && pack.burgs[cells.burg[r.cell]]
? pack.burgs[cells.burg[r.cell]].name
: null;
const number = nth(regiments.filter((reg) => reg.n === r.n && reg.i < r.i).length + 1);
const form = r.n ? 'Fleet' : 'Regiment';
return `${number}${proper ? ` (${proper}) ` : ` `}${form}`;
};
// get default regiment emblem
const getEmblem = function (r) {
if (!r.n && !Object.values(r.u).length) return '🔰'; // "Newbie" regiment without troops
if (!r.n && pack.states[r.state].form === 'Monarchy' && pack.cells.burg[r.cell] && pack.burgs[pack.cells.burg[r.cell]].capital) return '👑'; // "Royal" regiment based in capital
const mainUnit = Object.entries(r.u).sort((a, b) => b[1] - a[1])[0][0]; // unit with more troops in regiment
const unit = options.military.find((u) => u.name === mainUnit);
return unit.icon;
};
const generateNote = function (r, s) {
const cells = pack.cells;
const base =
cells.burg[r.cell] && pack.burgs[cells.burg[r.cell]]
? pack.burgs[cells.burg[r.cell]].name
: cells.province[r.cell] && pack.provinces[cells.province[r.cell]]
? pack.provinces[cells.province[r.cell]].fullName
: null;
const station = base ? `${r.name} is ${r.n ? 'based' : 'stationed'} in ${base}. ` : '';
const composition = r.a
? Object.keys(r.u)
.map((t) => `${t}: ${r.u[t]}`)
.join('\r\n')
: null;
const troops = composition ? `\r\n\r\nRegiment composition in ${options.year} ${options.eraShort}:\r\n${composition}.` : '';
const campaign = s.campaigns ? ra(s.campaigns) : null;
const year = campaign ? rand(campaign.start, campaign.end) : gauss(options.year - 100, 150, 1, options.year - 6);
const conflict = campaign ? ` during the ${campaign.name}` : '';
const legend = `Regiment was formed in ${year} ${options.era}${conflict}. ${station}${troops}`;
notes.push({id: `regiment${s.i}-${r.i}`, name: `${r.icon} ${r.name}`, legend});
};
return {generate, getDefaultOptions, getName, generateNote, drawRegiments, drawRegiment, moveRegiment, getTotal, getEmblem};
})();