mirror of
https://github.com/Azgaar/Fantasy-Map-Generator.git
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* feat: slider-input web component * feat: slider-input web component - Brush size * feat: slider-input - statesGrowthRate * feat: slider-input - units editor * feat: slider-input - dissalow invalid numbers * chore: pump version to v1.99.05 * chore: pump version to v1.99.05 --------- Co-authored-by: Azgaar <azgaar.fmg@yandex.com>
615 lines
28 KiB
JavaScript
615 lines
28 KiB
JavaScript
"use strict";
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window.Cultures = (function () {
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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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const cultureIds = 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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cells.culture = cultureIds;
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alertMessage.innerHTML = /* html */ `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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$("#alert").dialog({
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resizable: false,
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title: "Extreme climate warning",
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buttons: {
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Ok: function () {
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$(this).dialog("close");
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}
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}
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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 = /* html */ ` 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({
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resizable: false,
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title: "Extreme climate warning",
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buttons: {
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Ok: function () {
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$(this).dialog("close");
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}
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}
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});
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}
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}
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const cultures = (pack.cultures = selectCultures(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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const codes = [];
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cultures.forEach(function (c, i) {
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const newId = i + 1;
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if (c.lock) {
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codes.push(c.code);
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centers.add(c.center);
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for (const i of cells.i) {
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if (cells.culture[i] === c.i) cultureIds[i] = newId;
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}
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c.i = newId;
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return;
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}
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const sortingFn = c.sort ? c.sort : i => cells.s[i];
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const center = placeCenter(sortingFn);
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centers.add(cells.p[center]);
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c.center = center;
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c.i = newId;
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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(center);
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c.expansionism = defineCultureExpansionism(c.type);
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c.origins = [0];
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c.code = abbreviate(c.name, codes);
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codes.push(c.code);
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cultureIds[center] = newId;
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if (emblemShape === "random") c.shield = getRandomShield();
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});
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cells.culture = cultureIds;
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function placeCenter(sortingFn) {
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let spacing = (graphWidth + graphHeight) / 2 / count;
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const MAX_ATTEMPTS = 100;
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const sorted = [...populated].sort((a, b) => sortingFn(b) - sortingFn(a));
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const max = Math.floor(sorted.length / 2);
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let cellId = 0;
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for (let i = 0; i < MAX_ATTEMPTS; i++) {
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cellId = sorted[biased(0, max, 5)];
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spacing *= 0.9;
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if (!cultureIds[cellId] && !centers.find(cells.p[cellId][0], cells.p[cellId][1], spacing)) break;
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}
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return cellId;
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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, origins: [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 selectCultures(culturesNumber) {
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let def = getDefault(culturesNumber);
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const cultures = [];
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pack.cultures?.forEach(function (culture) {
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if (culture.lock) cultures.push(culture);
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});
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if (!cultures.length) {
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if (culturesNumber === def.length) return def;
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if (def.every(d => d.odd === 1)) return def.splice(0, culturesNumber);
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}
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for (let culture, rnd, i = 0; cultures.length < culturesNumber && def.length > 0; ) {
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do {
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rnd = rand(def.length - 1);
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culture = def[rnd];
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i++;
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} while (i < 200 && !P(culture.odd));
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cultures.push(culture);
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def.splice(rnd, 1);
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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 (
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(cells.harbor[i] && f.type !== "lake" && P(0.1)) ||
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(cells.harbor[i] === 1 && P(0.6)) ||
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(pack.features[cells.f[i]].group === "isle" && P(0.4))
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)
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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 = 0.8;
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else if (type === "Naval") base = 1.5;
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else if (type === "River") base = 0.9;
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else if (type === "Nomadic") base = 1.5;
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else if (type === "Hunting") base = 0.7;
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else if (type === "Highland") base = 1.2;
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return rn(((Math.random() * byId("sizeVariety").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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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 = abbreviate(
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name,
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pack.cultures.map(c => c.code)
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);
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const i = pack.cultures.length;
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const color = getRandomColor();
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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({
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name,
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color,
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base,
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center,
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i,
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expansionism: 1,
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type: "Generic",
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cells: 0,
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area: 0,
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rural: 0,
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urban: 0,
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origins: [pack.cells.culture[center]],
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code,
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shield
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});
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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,
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s = cells.s,
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sMax = d3.max(s),
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t = cells.t,
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h = cells.h,
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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) => {
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const d = Math.abs(temp[cells.g[cell]] - goal);
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return d ? d + 1 : 1;
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}; // 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) =>
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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: 0.2, 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: 0.05, sort: i => n(i) / td(i, 14), shield: "round"},
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{name: "Euskati", base: 20, odd: 0.05, sort: i => (n(i) / td(i, 15)) * h[i], shield: "oldFrench"},
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{name: "Keltan", base: 22, odd: 0.05, 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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{
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name: "Berberan",
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base: 17,
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odd: 0.2,
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sort: i => (n(i) / td(i, 19) / bd(i, [1, 2, 3], 7)) * t[i],
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shield: "oval"
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},
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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: 0.1, 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: 0.2, sort: i => n(i) / td(i, 24) / sf(i) / t[i], shield: "vesicaPiscis"},
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{name: "Carnatic", base: 26, odd: 0.5, sort: i => n(i) / td(i, 26), shield: "round"},
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{name: "Vietic", base: 29, odd: 0.8, sort: i => n(i) / td(i, 25) / bd(i, [7], 7) / t[i], shield: "banner"},
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{name: "Guantzu", base: 30, odd: 0.5, 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: 0.5, 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) ** 0.5 / bd(i, [6, 8]), shield: "round"},
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{name: "Germanic", base: 0, odd: 1, sort: i => n(i) / td(i, 10) ** 0.5 / bd(i, [6, 8]), shield: "round"},
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{name: "Persian", base: 24, odd: 0.8, sort: i => (n(i) / td(i, 18)) * h[i], shield: "oval"}, // Iranian
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{name: "Scythian", base: 24, odd: 0.5, sort: i => n(i) / td(i, 11) ** 0.5 / bd(i, [4]), shield: "round"}, // Iranian
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{name: "Cantabrian", base: 20, odd: 0.5, sort: i => (n(i) / td(i, 16)) * h[i], shield: "oval"}, // Basque
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{name: "Estian", base: 9, odd: 0.2, sort: i => (n(i) / td(i, 5)) * t[i], shield: "pavise"}, // Finnic
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{name: "Carthaginian", base: 42, odd: 0.3, sort: i => n(i) / td(i, 20) / sf(i), shield: "oval"}, // Levantine
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{name: "Hebrew", base: 42, odd: 0.2, sort: i => (n(i) / td(i, 19)) * sf(i), shield: "oval"}, // Levantine
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{name: "Mesopotamian", base: 23, odd: 0.2, 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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{
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name: "Quenian (Elfish)",
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base: 33,
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odd: 1,
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sort: i => (n(i) / bd(i, [6, 7, 8, 9], 10)) * t[i],
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shield: "gondor"
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}, // Elves
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{
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name: "Eldar (Elfish)",
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base: 33,
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odd: 1,
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sort: i => (n(i) / bd(i, [6, 7, 8, 9], 10)) * t[i],
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shield: "noldor"
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}, // Elves
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{
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name: "Trow (Dark Elfish)",
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base: 34,
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odd: 0.9,
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sort: i => (n(i) / bd(i, [7, 8, 9, 12], 10)) * t[i],
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shield: "hessen"
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}, // Dark Elves
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{
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name: "Lothian (Dark Elfish)",
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base: 34,
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odd: 0.3,
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sort: i => (n(i) / bd(i, [7, 8, 9, 12], 10)) * t[i],
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shield: "wedged"
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}, // 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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{
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name: "Ugluk (Orkish)",
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base: 37,
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odd: 0.5,
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sort: i => (h[i] * t[i]) / bd(i, [1, 2, 10, 11]),
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shield: "moriaOrc"
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}, // Orc
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{name: "Yotunn (Giants)", base: 38, odd: 0.7, sort: i => td(i, -10), shield: "pavise"}, // Giant
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{name: "Rake (Drakonic)", base: 39, odd: 0.7, sort: i => -s[i], shield: "fantasy2"}, // Draconic
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{name: "Arago (Arachnid)", base: 40, odd: 0.7, sort: i => t[i] - s[i], shield: "horsehead2"}, // Arachnid
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{name: "Aj'Snaga (Serpents)", base: 41, odd: 0.7, 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"},
|
|
{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};
|
|
})();
|