Fantasy-Map-Generator/modules/states-generator.js

627 lines
24 KiB
JavaScript

"use strict";
window.States = (() => {
const generate = () => {
TIME && console.time("generateStates");
pack.states = createStates();
expandStates();
normalizeStates();
getPoles();
collectStatistics();
assignColors();
generateCampaigns();
generateDiplomacy();
TIME && console.timeEnd("generateStates");
// for each capital create a state
function createStates() {
const states = [{i: 0, name: "Neutrals"}];
const each5th = each(5);
pack.burgs.forEach(burg => {
if (!burg.i || !burg.capital) return;
const expansionism = rn(Math.random() * byId("sizeVariety").value + 1, 1);
const basename = burg.name.length < 9 && each5th(burg.cell) ? burg.name : Names.getCultureShort(burg.culture);
const name = Names.getState(basename, burg.culture);
const type = pack.cultures[burg.culture].type;
const coa = COA.generate(null, null, null, type);
coa.shield = COA.getShield(burg.culture, null);
states.push({
i: burg.i,
name,
expansionism,
capital: burg.i,
type,
center: burg.cell,
culture: burg.culture,
coa
});
});
return states;
}
};
// expand cultures across the map (Dijkstra-like algorithm)
const expandStates = () => {
TIME && console.time("expandStates");
const {cells, states, cultures, burgs} = pack;
cells.state = cells.state || new Uint16Array(cells.i.length);
const queue = new PriorityQueue({comparator: (a, b) => a.p - b.p});
const cost = [];
const globalGrowthRate = byId("growthRate").valueAsNumber || 1;
const statesGrowthRate = byId("statesGrowthRate")?.valueAsNumber || 1;
const growthRate = (cells.i.length / 2) * globalGrowthRate * statesGrowthRate; // limit cost for state growth
// remove state from all cells except of locked
for (const cellId of cells.i) {
const state = states[cells.state[cellId]];
if (state.lock) continue;
cells.state[cellId] = 0;
}
for (const state of states) {
if (!state.i || state.removed) continue;
const capitalCell = burgs[state.capital].cell;
cells.state[capitalCell] = state.i;
const cultureCenter = cultures[state.culture].center;
const b = cells.biome[cultureCenter]; // state native biome
queue.queue({e: state.center, p: 0, s: state.i, b});
cost[state.center] = 1;
}
while (queue.length) {
const next = queue.dequeue();
const {e, p, s, b} = next;
const {type, culture} = states[s];
cells.c[e].forEach(e => {
const state = states[cells.state[e]];
if (state.lock) return; // do not overwrite cell of locked states
if (cells.state[e] && e === state.center) return; // do not overwrite capital cells
const cultureCost = culture === cells.culture[e] ? -9 : 100;
const populationCost = cells.h[e] < 20 ? 0 : cells.s[e] ? Math.max(20 - cells.s[e], 0) : 5000;
const biomeCost = getBiomeCost(b, cells.biome[e], type);
const heightCost = getHeightCost(pack.features[cells.f[e]], cells.h[e], type);
const riverCost = getRiverCost(cells.r[e], e, type);
const typeCost = getTypeCost(cells.t[e], type);
const cellCost = Math.max(cultureCost + populationCost + biomeCost + heightCost + riverCost + typeCost, 0);
const totalCost = p + 10 + cellCost / states[s].expansionism;
if (totalCost > growthRate) return;
if (!cost[e] || totalCost < cost[e]) {
if (cells.h[e] >= 20) cells.state[e] = s; // assign state to cell
cost[e] = totalCost;
queue.queue({e, p: totalCost, s, b});
}
});
}
burgs.filter(b => b.i && !b.removed).forEach(b => (b.state = cells.state[b.cell])); // assign state to burgs
function getBiomeCost(b, biome, type) {
if (b === biome) return 10; // tiny penalty for native biome
if (type === "Hunting") return biomesData.cost[biome] * 2; // non-native biome penalty for hunters
if (type === "Nomadic" && biome > 4 && biome < 10) return biomesData.cost[biome] * 3; // forest biome penalty for nomads
return biomesData.cost[biome]; // general non-native biome penalty
}
function getHeightCost(f, h, type) {
if (type === "Lake" && f.type === "lake") return 10; // low lake crossing penalty for Lake cultures
if (type === "Naval" && h < 20) return 300; // low sea crossing penalty for Navals
if (type === "Nomadic" && h < 20) return 10000; // giant sea crossing penalty for Nomads
if (h < 20) return 1000; // general sea crossing penalty
if (type === "Highland" && h < 62) return 1100; // penalty for highlanders on lowlands
if (type === "Highland") return 0; // no penalty for highlanders on highlands
if (h >= 67) return 2200; // general mountains crossing penalty
if (h >= 44) return 300; // general hills crossing penalty
return 0;
}
function getRiverCost(r, i, type) {
if (type === "River") return r ? 0 : 100; // penalty for river cultures
if (!r) return 0; // no penalty for others if there is no river
return minmax(cells.fl[i] / 10, 20, 100); // river penalty from 20 to 100 based on flux
}
function getTypeCost(t, type) {
if (t === 1) return type === "Naval" || type === "Lake" ? 0 : type === "Nomadic" ? 60 : 20; // penalty for coastline
if (t === 2) return type === "Naval" || type === "Nomadic" ? 30 : 0; // low penalty for land level 2 for Navals and nomads
if (t !== -1) return type === "Naval" || type === "Lake" ? 100 : 0; // penalty for mainland for navals
return 0;
}
TIME && console.timeEnd("expandStates");
};
const normalizeStates = () => {
TIME && console.time("normalizeStates");
const {cells, burgs} = pack;
for (const i of cells.i) {
if (cells.h[i] < 20 || cells.burg[i]) continue; // do not overwrite burgs
if (pack.states[cells.state[i]]?.lock) continue; // do not overwrite cells of locks states
if (cells.c[i].some(c => burgs[cells.burg[c]].capital)) continue; // do not overwrite near capital
const neibs = cells.c[i].filter(c => cells.h[c] >= 20);
const adversaries = neibs.filter(c => !pack.states[cells.state[c]]?.lock && cells.state[c] !== cells.state[i]);
if (adversaries.length < 2) continue;
const buddies = neibs.filter(c => !pack.states[cells.state[c]]?.lock && cells.state[c] === cells.state[i]);
if (buddies.length > 2) continue;
if (adversaries.length <= buddies.length) continue;
cells.state[i] = cells.state[adversaries[0]];
}
TIME && console.timeEnd("normalizeStates");
};
// calculate pole of inaccessibility for each state
const getPoles = () => {
const getType = cellId => pack.cells.state[cellId];
const poles = getPolesOfInaccessibility(pack, getType);
pack.states.forEach(s => {
if (!s.i || s.removed) return;
s.pole = poles[s.i] || [0, 0];
});
};
// calculate states data like area, population etc.
const collectStatistics = () => {
TIME && console.time("collectStatistics");
const {cells, states} = pack;
states.forEach(s => {
if (s.removed) return;
s.cells = s.area = s.burgs = s.rural = s.urban = 0;
s.neighbors = new Set();
});
for (const i of cells.i) {
if (cells.h[i] < 20) continue;
const s = cells.state[i];
// check for neighboring states
cells.c[i]
.filter(c => cells.h[c] >= 20 && cells.state[c] !== s)
.forEach(c => states[s].neighbors.add(cells.state[c]));
// collect stats
states[s].cells += 1;
states[s].area += cells.area[i];
states[s].rural += cells.pop[i];
if (cells.burg[i]) {
states[s].urban += pack.burgs[cells.burg[i]].population;
states[s].burgs++;
}
}
// convert neighbors Set object into array
states.forEach(s => {
if (!s.neighbors) return;
s.neighbors = Array.from(s.neighbors);
});
TIME && console.timeEnd("collectStatistics");
};
const assignColors = () => {
TIME && console.time("assignColors");
const colors = ["#66c2a5", "#fc8d62", "#8da0cb", "#e78ac3", "#a6d854", "#ffd92f"]; // d3.schemeSet2;
const states = pack.states;
// assign basic color using greedy coloring algorithm
states.forEach(state => {
if (!state.i || state.removed || state.lock) return;
state.color = colors.find(color => state.neighbors.every(neibStateId => states[neibStateId].color !== color));
if (!state.color) state.color = getRandomColor();
colors.push(colors.shift());
});
// randomize each already used color a bit
colors.forEach(c => {
const sameColored = states.filter(state => state.color === c && state.i && !state.lock);
sameColored.forEach((state, index) => {
if (!index) return;
state.color = getMixedColor(state.color);
});
});
TIME && console.timeEnd("assignColors");
};
const wars = {
War: 6,
Conflict: 2,
Campaign: 4,
Invasion: 2,
Rebellion: 2,
Conquest: 2,
Intervention: 1,
Expedition: 1,
Crusade: 1
};
const generateCampaign = state => {
const neighbors = state.neighbors.length ? state.neighbors : [0];
return neighbors
.map(i => {
const name = i && P(0.8) ? pack.states[i].name : Names.getCultureShort(state.culture);
const start = gauss(options.year - 100, 150, 1, options.year - 6);
const end = start + gauss(4, 5, 1, options.year - start - 1);
return {name: getAdjective(name) + " " + rw(wars), start, end};
})
.sort((a, b) => a.start - b.start);
};
// generate historical conflicts of each state
const generateCampaigns = () => {
pack.states.forEach(s => {
if (!s.i || s.removed) return;
s.campaigns = generateCampaign(s);
});
};
// generate Diplomatic Relationships
const generateDiplomacy = () => {
TIME && console.time("generateDiplomacy");
const {cells, states} = pack;
const chronicle = (states[0].diplomacy = []);
const valid = states.filter(s => s.i && !states.removed);
const neibs = {Ally: 1, Friendly: 2, Neutral: 1, Suspicion: 10, Rival: 9}; // relations to neighbors
const neibsOfNeibs = {Ally: 10, Friendly: 8, Neutral: 5, Suspicion: 1}; // relations to neighbors of neighbors
const far = {Friendly: 1, Neutral: 12, Suspicion: 2, Unknown: 6}; // relations to other
const navals = {Neutral: 1, Suspicion: 2, Rival: 1, Unknown: 1}; // relations of naval powers
valid.forEach(s => (s.diplomacy = new Array(states.length).fill("x"))); // clear all relationships
if (valid.length < 2) return; // no states to renerate relations with
const areaMean = d3.mean(valid.map(s => s.area)); // average state area
// generic relations
for (let f = 1; f < states.length; f++) {
if (states[f].removed) continue;
if (states[f].diplomacy.includes("Vassal")) {
// Vassals copy relations from their Suzerains
const suzerain = states[f].diplomacy.indexOf("Vassal");
for (let i = 1; i < states.length; i++) {
if (i === f || i === suzerain) continue;
states[f].diplomacy[i] = states[suzerain].diplomacy[i];
if (states[suzerain].diplomacy[i] === "Suzerain") states[f].diplomacy[i] = "Ally";
for (let e = 1; e < states.length; e++) {
if (e === f || e === suzerain) continue;
if (states[e].diplomacy[suzerain] === "Suzerain" || states[e].diplomacy[suzerain] === "Vassal") continue;
states[e].diplomacy[f] = states[e].diplomacy[suzerain];
}
}
continue;
}
for (let t = f + 1; t < states.length; t++) {
if (states[t].removed) continue;
if (states[t].diplomacy.includes("Vassal")) {
const suzerain = states[t].diplomacy.indexOf("Vassal");
states[f].diplomacy[t] = states[f].diplomacy[suzerain];
continue;
}
const naval =
states[f].type === "Naval" &&
states[t].type === "Naval" &&
cells.f[states[f].center] !== cells.f[states[t].center];
const neib = naval ? false : states[f].neighbors.includes(t);
const neibOfNeib =
naval || neib
? false
: states[f].neighbors
.map(n => states[n].neighbors)
.join("")
.includes(t);
let status = naval ? rw(navals) : neib ? rw(neibs) : neibOfNeib ? rw(neibsOfNeibs) : rw(far);
// add Vassal
if (
neib &&
P(0.8) &&
states[f].area > areaMean &&
states[t].area < areaMean &&
states[f].area / states[t].area > 2
)
status = "Vassal";
states[f].diplomacy[t] = status === "Vassal" ? "Suzerain" : status;
states[t].diplomacy[f] = status;
}
}
// declare wars
for (let attacker = 1; attacker < states.length; attacker++) {
const ad = states[attacker].diplomacy; // attacker relations;
if (states[attacker].removed) continue;
if (!ad.includes("Rival")) continue; // no rivals to attack
if (ad.includes("Vassal")) continue; // not independent
if (ad.includes("Enemy")) continue; // already at war
// random independent rival
const defender = ra(
ad.map((r, d) => (r === "Rival" && !states[d].diplomacy.includes("Vassal") ? d : 0)).filter(d => d)
);
let ap = states[attacker].area * states[attacker].expansionism;
let dp = states[defender].area * states[defender].expansionism;
if (ap < dp * gauss(1.6, 0.8, 0, 10, 2)) continue; // defender is too strong
const an = states[attacker].name;
const dn = states[defender].name; // names
const attackers = [attacker];
const defenders = [defender]; // attackers and defenders array
const dd = states[defender].diplomacy; // defender relations;
// start an ongoing war
const name = `${an}-${trimVowels(dn)}ian War`;
const start = options.year - gauss(2, 3, 0, 10);
const war = [name, `${an} declared a war on its rival ${dn}`];
const campaign = {name, start, attacker, defender};
states[attacker].campaigns.push(campaign);
states[defender].campaigns.push(campaign);
// attacker vassals join the war
ad.forEach((r, d) => {
if (r === "Suzerain") {
attackers.push(d);
war.push(`${an}'s vassal ${states[d].name} joined the war on attackers side`);
}
});
// defender vassals join the war
dd.forEach((r, d) => {
if (r === "Suzerain") {
defenders.push(d);
war.push(`${dn}'s vassal ${states[d].name} joined the war on defenders side`);
}
});
ap = d3.sum(attackers.map(a => states[a].area * states[a].expansionism)); // attackers joined power
dp = d3.sum(defenders.map(d => states[d].area * states[d].expansionism)); // defender joined power
// defender allies join
dd.forEach((r, d) => {
if (r !== "Ally" || states[d].diplomacy.includes("Vassal")) return;
if (states[d].diplomacy[attacker] !== "Rival" && ap / dp > 2 * gauss(1.6, 0.8, 0, 10, 2)) {
const reason = states[d].diplomacy.includes("Enemy") ? "Being already at war," : `Frightened by ${an},`;
war.push(`${reason} ${states[d].name} severed the defense pact with ${dn}`);
dd[d] = states[d].diplomacy[defender] = "Suspicion";
return;
}
defenders.push(d);
dp += states[d].area * states[d].expansionism;
war.push(`${dn}'s ally ${states[d].name} joined the war on defenders side`);
// ally vassals join
states[d].diplomacy
.map((r, d) => (r === "Suzerain" ? d : 0))
.filter(d => d)
.forEach(v => {
defenders.push(v);
dp += states[v].area * states[v].expansionism;
war.push(`${states[d].name}'s vassal ${states[v].name} joined the war on defenders side`);
});
});
// attacker allies join if the defender is their rival or joined power > defenders power and defender is not an ally
ad.forEach((r, d) => {
if (r !== "Ally" || states[d].diplomacy.includes("Vassal") || defenders.includes(d)) return;
const name = states[d].name;
if (states[d].diplomacy[defender] !== "Rival" && (P(0.2) || ap <= dp * 1.2)) {
war.push(`${an}'s ally ${name} avoided entering the war`);
return;
}
const allies = states[d].diplomacy.map((r, d) => (r === "Ally" ? d : 0)).filter(d => d);
if (allies.some(ally => defenders.includes(ally))) {
war.push(`${an}'s ally ${name} did not join the war as its allies are in war on both sides`);
return;
}
attackers.push(d);
ap += states[d].area * states[d].expansionism;
war.push(`${an}'s ally ${name} joined the war on attackers side`);
// ally vassals join
states[d].diplomacy
.map((r, d) => (r === "Suzerain" ? d : 0))
.filter(d => d)
.forEach(v => {
attackers.push(v);
dp += states[v].area * states[v].expansionism;
war.push(`${states[d].name}'s vassal ${states[v].name} joined the war on attackers side`);
});
});
// change relations to Enemy for all participants
attackers.forEach(a => defenders.forEach(d => (states[a].diplomacy[d] = states[d].diplomacy[a] = "Enemy")));
chronicle.push(war); // add a record to diplomatical history
}
TIME && console.timeEnd("generateDiplomacy");
};
// select a forms for listed or all valid states
const defineStateForms = list => {
TIME && console.time("defineStateForms");
const states = pack.states.filter(s => s.i && !s.removed && !s.lock);
if (states.length < 1) return;
const generic = {Monarchy: 25, Republic: 2, Union: 1};
const naval = {Monarchy: 25, Republic: 8, Union: 3};
const median = d3.median(pack.states.map(s => s.area));
const empireMin = states.map(s => s.area).sort((a, b) => b - a)[Math.max(Math.ceil(states.length ** 0.4) - 2, 0)];
const expTiers = pack.states.map(s => {
let tier = Math.min(Math.floor((s.area / median) * 2.6), 4);
if (tier === 4 && s.area < empireMin) tier = 3;
return tier;
});
const monarchy = ["Duchy", "Grand Duchy", "Principality", "Kingdom", "Empire"]; // per expansionism tier
const republic = {
Republic: 75,
Federation: 4,
"Trade Company": 4,
"Most Serene Republic": 2,
Oligarchy: 2,
Tetrarchy: 1,
Triumvirate: 1,
Diarchy: 1,
Junta: 1
}; // weighted random
const union = {
Union: 3,
League: 4,
Confederation: 1,
"United Kingdom": 1,
"United Republic": 1,
"United Provinces": 2,
Commonwealth: 1,
Heptarchy: 1
}; // weighted random
const theocracy = {Theocracy: 20, Brotherhood: 1, Thearchy: 2, See: 1, "Holy State": 1};
const anarchy = {"Free Territory": 2, Council: 3, Commune: 1, Community: 1};
for (const s of states) {
if (list && !list.includes(s.i)) continue;
const tier = expTiers[s.i];
const religion = pack.cells.religion[s.center];
const isTheocracy =
(religion && pack.religions[religion].expansion === "state") ||
(P(0.1) && ["Organized", "Cult"].includes(pack.religions[religion].type));
const isAnarchy = P(0.01 - tier / 500);
if (isTheocracy) s.form = "Theocracy";
else if (isAnarchy) s.form = "Anarchy";
else s.form = s.type === "Naval" ? rw(naval) : rw(generic);
s.formName = selectForm(s, tier);
s.fullName = getFullName(s);
}
function selectForm(s, tier) {
const base = pack.cultures[s.culture].base;
if (s.form === "Monarchy") {
const form = monarchy[tier];
// Default name depends on exponent tier, some culture bases have special names for tiers
if (s.diplomacy) {
if (
form === "Duchy" &&
s.neighbors.length > 1 &&
rand(6) < s.neighbors.length &&
s.diplomacy.includes("Vassal")
)
return "Marches"; // some vassal duchies on borderland
if (base === 1 && P(0.3) && s.diplomacy.includes("Vassal")) return "Dominion"; // English vassals
if (P(0.3) && s.diplomacy.includes("Vassal")) return "Protectorate"; // some vassals
}
if (base === 31 && (form === "Empire" || form === "Kingdom")) return "Khanate"; // Mongolian
if (base === 16 && form === "Principality") return "Beylik"; // Turkic
if (base === 5 && (form === "Empire" || form === "Kingdom")) return "Tsardom"; // Ruthenian
if (base === 16 && (form === "Empire" || form === "Kingdom")) return "Khaganate"; // Turkic
if (base === 12 && (form === "Kingdom" || form === "Grand Duchy")) return "Shogunate"; // Japanese
if ([18, 17].includes(base) && form === "Empire") return "Caliphate"; // Arabic, Berber
if (base === 18 && (form === "Grand Duchy" || form === "Duchy")) return "Emirate"; // Arabic
if (base === 7 && (form === "Grand Duchy" || form === "Duchy")) return "Despotate"; // Greek
if (base === 31 && (form === "Grand Duchy" || form === "Duchy")) return "Ulus"; // Mongolian
if (base === 16 && (form === "Grand Duchy" || form === "Duchy")) return "Horde"; // Turkic
if (base === 24 && (form === "Grand Duchy" || form === "Duchy")) return "Satrapy"; // Iranian
return form;
}
if (s.form === "Republic") {
// Default name is from weighted array, special case for small states with only 1 burg
if (tier < 2 && s.burgs === 1) {
if (trimVowels(s.name) === trimVowels(pack.burgs[s.capital].name)) {
s.name = pack.burgs[s.capital].name;
return "Free City";
}
if (P(0.3)) return "City-state";
}
return rw(republic);
}
if (s.form === "Union") return rw(union);
if (s.form === "Anarchy") return rw(anarchy);
if (s.form === "Theocracy") {
// European
if ([0, 1, 2, 3, 4, 6, 8, 9, 13, 15, 20].includes(base)) {
if (P(0.1)) return "Divine " + monarchy[tier];
if (tier < 2 && P(0.5)) return "Diocese";
if (tier < 2 && P(0.5)) return "Bishopric";
}
if (P(0.9) && [7, 5].includes(base)) {
// Greek, Ruthenian
if (tier < 2) return "Eparchy";
if (tier === 2) return "Exarchate";
if (tier > 2) return "Patriarchate";
}
if (P(0.9) && [21, 16].includes(base)) return "Imamah"; // Nigerian, Turkish
if (tier > 2 && P(0.8) && [18, 17, 28].includes(base)) return "Caliphate"; // Arabic, Berber, Swahili
return rw(theocracy);
}
}
TIME && console.timeEnd("defineStateForms");
};
// state forms requiring Adjective + Name, all other forms use scheme Form + Of + Name
const adjForms = [
"Empire",
"Sultanate",
"Khaganate",
"Shogunate",
"Caliphate",
"Despotate",
"Theocracy",
"Oligarchy",
"Union",
"Confederation",
"Trade Company",
"League",
"Tetrarchy",
"Triumvirate",
"Diarchy",
"Horde",
"Marches"
];
const getFullName = state => {
if (!state.formName) return state.name;
if (!state.name && state.formName) return "The " + state.formName;
const adjName = adjForms.includes(state.formName) && !/-| /.test(state.name);
return adjName ? `${getAdjective(state.name)} ${state.formName}` : `${state.formName} of ${state.name}`;
};
return {
generate,
expandStates,
normalizeStates,
getPoles,
assignColors,
collectStatistics,
generateCampaign,
generateCampaigns,
generateDiplomacy,
defineStateForms,
getFullName
};
})();