mirror of
https://github.com/Azgaar/Fantasy-Map-Generator.git
synced 2026-02-04 17:41:23 +01:00
824 lines
26 KiB
TypeScript
824 lines
26 KiB
TypeScript
import { mean, median, sum } from "d3";
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import {
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byId,
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each,
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gauss,
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getAdjective,
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getMixedColor,
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getPolesOfInaccessibility,
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getRandomColor,
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minmax,
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P,
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ra,
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rand,
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rn,
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rw,
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trimVowels,
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} from "../utils";
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declare global {
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var States: StatesModule;
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}
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interface Campaign {
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name: string;
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start: number;
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end?: number;
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}
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export interface State {
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i: number;
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name: string;
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expansionism: number;
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capital: number;
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type: string;
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center: number;
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culture: number;
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coa: any;
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lock?: boolean;
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removed?: boolean;
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pole?: [number, number];
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neighbors?: number[];
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color?: string;
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cells?: number;
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area?: number;
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burgs?: number;
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rural?: number;
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urban?: number;
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campaigns?: Campaign[];
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diplomacy?: string[];
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formName?: string;
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fullName?: string;
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form?: string;
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}
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class StatesModule {
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private createStates() {
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const states: State[] = [{ i: 0, name: "Neutrals" } as State];
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const each5th = each(5);
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const sizeVariety = (byId("sizeVariety") as HTMLInputElement).valueAsNumber;
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pack.burgs.forEach((burg) => {
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if (!burg.i || !burg.capital) return;
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const expansionism = rn(Math.random() * sizeVariety + 1, 1);
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const basename =
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burg.name!.length < 9 && each5th(burg.cell)
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? burg.name!
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: Names.getCultureShort(burg.culture!);
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const name = Names.getState(basename, burg.culture!);
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const type = pack.cultures[burg.culture!].type;
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const coa = COA.generate(null, null, null, type);
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coa.shield = COA.getShield(burg.culture, null);
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states.push({
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i: burg.i,
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name,
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expansionism,
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capital: burg.i,
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type: type!,
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center: burg.cell,
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culture: burg.culture!,
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coa,
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});
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});
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return states;
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}
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private getBiomeCost(b: number, biome: number, type: string) {
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if (b === biome) return 10; // tiny penalty for native biome
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if (type === "Hunting") return biomesData.cost[biome] * 2; // non-native biome penalty for hunters
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if (type === "Nomadic" && biome > 4 && biome < 10)
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return biomesData.cost[biome] * 3; // forest biome penalty for nomads
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return biomesData.cost[biome]; // general non-native biome penalty
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}
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private getHeightCost(f: any, h: number, type: string) {
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if (type === "Lake" && f.type === "lake") return 10; // low lake crossing penalty for Lake cultures
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if (type === "Naval" && h < 20) return 300; // low sea crossing penalty for Navals
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if (type === "Nomadic" && h < 20) return 10000; // giant sea crossing penalty for Nomads
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if (h < 20) return 1000; // general sea crossing penalty
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if (type === "Highland" && h < 62) return 1100; // penalty for highlanders on lowlands
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if (type === "Highland") return 0; // no penalty for highlanders on highlands
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if (h >= 67) return 2200; // general mountains crossing penalty
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if (h >= 44) return 300; // general hills crossing penalty
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return 0;
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}
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private getRiverCost(r: any, i: number, type: string) {
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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 minmax(pack.cells.fl[i] / 10, 20, 100); // river penalty from 20 to 100 based on flux
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}
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private getTypeCost(t: number, type: string) {
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if (t === 1)
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return type === "Naval" || type === "Lake"
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? 0
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: type === "Nomadic"
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? 60
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: 20; // penalty for coastline
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if (t === 2) return type === "Naval" || type === "Nomadic" ? 30 : 0; // low penalty for land level 2 for Navals and nomads
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if (t !== -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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generate() {
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TIME && console.time("generateStates");
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pack.states = this.createStates();
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this.expandStates();
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this.normalize();
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this.getPoles();
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this.findNeighbors();
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this.assignColors();
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this.generateCampaigns();
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this.generateDiplomacy();
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TIME && console.timeEnd("generateStates");
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}
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expandStates() {
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TIME && console.time("expandStates");
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const { cells, states, cultures, burgs } = pack;
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cells.state = cells.state || new Uint16Array(cells.i.length);
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const queue = new FlatQueue();
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const cost: number[] = [];
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const globalGrowthRate =
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(byId("growthRate") as HTMLInputElement)?.valueAsNumber || 1;
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const statesGrowthRate =
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(byId("statesGrowthRate") as HTMLInputElement)?.valueAsNumber || 1;
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const growthRate =
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(cells.i.length / 2) * globalGrowthRate * statesGrowthRate; // limit cost for state growth
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// remove state from all cells except of locked
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for (const cellId of cells.i) {
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const state = states[cells.state[cellId]];
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if (state.lock) continue;
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cells.state[cellId] = 0;
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}
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for (const state of states) {
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if (!state.i || state.removed) continue;
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const capitalCell = burgs[state.capital].cell;
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cells.state[capitalCell] = state.i;
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const cultureCenter = cultures[state.culture].center!;
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const b = cells.biome[cultureCenter]; // state native biome
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queue.push({ e: state.center, p: 0, s: state.i, b }, 0);
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cost[state.center] = 1;
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}
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while (queue.length) {
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const next = queue.pop();
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const { e, p, s, b } = next;
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const { type, culture } = states[s];
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cells.c[e].forEach((e) => {
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const state = states[cells.state[e]];
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if (state.lock) return; // do not overwrite cell of locked states
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if (cells.state[e] && e === state.center) return; // do not overwrite capital cells
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const cultureCost = culture === cells.culture[e] ? -9 : 100;
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const populationCost =
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cells.h[e] < 20
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? 0
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: cells.s[e]
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? Math.max(20 - cells.s[e], 0)
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: 5000;
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const biomeCost = this.getBiomeCost(b, cells.biome[e], type);
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const heightCost = this.getHeightCost(
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pack.features[cells.f[e]],
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cells.h[e],
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type,
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);
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const riverCost = this.getRiverCost(cells.r[e], e, type);
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const typeCost = this.getTypeCost(cells.t[e], type);
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const cellCost = Math.max(
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cultureCost +
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populationCost +
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biomeCost +
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heightCost +
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riverCost +
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typeCost,
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0,
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);
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const totalCost = p + 10 + cellCost / states[s].expansionism;
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if (totalCost > growthRate) return;
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if (!cost[e] || totalCost < cost[e]) {
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if (cells.h[e] >= 20) cells.state[e] = s; // assign state to cell
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cost[e] = totalCost;
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queue.push({ e, p: totalCost, s, b }, totalCost);
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}
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});
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}
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burgs
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.filter((b) => b.i && !b.removed)
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.forEach((b) => {
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b.state = cells.state[b.cell]; // assign state to burgs
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});
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TIME && console.timeEnd("expandStates");
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}
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normalize() {
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TIME && console.time("normalizeStates");
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const { cells, burgs } = pack;
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for (const i of cells.i) {
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if (cells.h[i] < 20 || cells.burg[i]) continue; // do not overwrite burgs
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if (pack.states[cells.state[i]]?.lock) continue; // do not overwrite cells of locks states
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if (cells.c[i].some((c) => burgs[cells.burg[c]].capital)) continue; // do not overwrite near capital
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const neibs = cells.c[i].filter((c) => cells.h[c] >= 20);
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const adversaries = neibs.filter(
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(c) =>
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!pack.states[cells.state[c]]?.lock &&
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cells.state[c] !== cells.state[i],
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);
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if (adversaries.length < 2) continue;
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const buddies = neibs.filter(
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(c) =>
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!pack.states[cells.state[c]]?.lock &&
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cells.state[c] === cells.state[i],
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);
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if (buddies.length > 2) continue;
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if (adversaries.length <= buddies.length) continue;
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cells.state[i] = cells.state[adversaries[0]];
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}
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TIME && console.timeEnd("normalizeStates");
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}
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// calculate pole of inaccessibility for each state
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getPoles() {
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const getType = (cellId: number) => pack.cells.state[cellId];
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const poles = getPolesOfInaccessibility(pack, getType);
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pack.states.forEach((s) => {
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if (!s.i || s.removed) return;
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s.pole = poles[s.i] || [0, 0];
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});
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}
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findNeighbors() {
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const { cells, states } = pack;
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const stateNeighbors: Set<number>[] = [];
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states.forEach((s) => {
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if (s.removed) return;
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stateNeighbors[s.i] = new Set();
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// s.neighbors = stateNeighbors[s.i];
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});
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for (const i of cells.i) {
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if (cells.h[i] < 20) continue;
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const s = cells.state[i];
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cells.c[i]
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.filter((c) => cells.h[c] >= 20 && cells.state[c] !== s)
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.forEach((c) => {
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stateNeighbors[s].add(cells.state[c]);
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});
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}
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// convert neighbors Set object into array
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states.forEach((s) => {
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if (!stateNeighbors[s.i] || s.removed) return;
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s.neighbors = Array.from(stateNeighbors[s.i]);
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});
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}
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assignColors() {
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TIME && console.time("assignColors");
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const colors = [
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"#66c2a5",
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"#fc8d62",
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"#8da0cb",
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"#e78ac3",
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"#a6d854",
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"#ffd92f",
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]; // d3.schemeSet2;
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const states = pack.states;
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// assign basic color using greedy coloring algorithm
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states.forEach((state) => {
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if (!state.i || state.removed || state.lock) return;
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state.color = colors.find((color) =>
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state.neighbors!.every(
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(neibStateId) => states[neibStateId].color !== color,
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),
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);
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if (!state.color) state.color = getRandomColor();
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colors.push(colors.shift() as string);
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});
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// randomize each already used color a bit
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colors.forEach((c) => {
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const sameColored = states.filter(
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(state) => state.color === c && state.i && !state.lock,
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);
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sameColored.forEach((state, index) => {
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if (!index) return;
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state.color = getMixedColor(state.color!);
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});
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});
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TIME && console.timeEnd("assignColors");
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}
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// calculate states data like area, population etc.
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collectStatistics() {
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TIME && console.time("collectStatistics");
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const { cells, states } = pack;
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states.forEach((s) => {
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if (s.removed) return;
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s.cells = s.area = s.burgs = s.rural = s.urban = 0;
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});
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for (const i of cells.i) {
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if (cells.h[i] < 20) continue;
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const s = cells.state[i];
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// collect stats
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states[s].cells! += 1;
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states[s].area! += cells.area[i];
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states[s].rural! += cells.pop[i];
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if (cells.burg[i]) {
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states[s].urban! += pack.burgs[cells.burg[i]].population!;
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states[s].burgs!++;
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}
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}
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TIME && console.timeEnd("collectStatistics");
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}
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generateCampaign(state: State) {
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const wars = {
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War: 6,
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Conflict: 2,
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Campaign: 4,
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Invasion: 2,
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Rebellion: 2,
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Conquest: 2,
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Intervention: 1,
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Expedition: 1,
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Crusade: 1,
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};
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const neighbors = state.neighbors?.length ? state.neighbors : [0];
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return neighbors
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.map((i: number) => {
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const name =
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i && P(0.8)
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? pack.states[i].name
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: Names.getCultureShort(state.culture);
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const start = gauss(options.year - 100, 150, 1, options.year - 6);
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const end = start + gauss(4, 5, 1, options.year - start - 1);
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return { name: `${getAdjective(name)} ${rw(wars)}`, start, end };
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})
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.sort((a, b) => a.start - b.start);
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}
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generateCampaigns() {
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pack.states.forEach((s) => {
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if (!s.i || s.removed) return;
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s.campaigns = this.generateCampaign(s);
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});
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}
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// generate Diplomatic Relationships
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generateDiplomacy() {
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TIME && console.time("generateDiplomacy");
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const { cells, states } = pack;
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states[0].diplomacy = [];
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// FIRST STATE IS ALWAYS NEUTRAL and contains the history of diplomacy
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const chronicle = states[0].diplomacy;
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const valid = states.filter((s) => s.i && !s.removed); // will filter out neutral as i is 0 => false
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const neibs = { Ally: 1, Friendly: 2, Neutral: 1, Suspicion: 10, Rival: 9 }; // relations to neighbors
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const neibsOfNeibs = { Ally: 10, Friendly: 8, Neutral: 5, Suspicion: 1 }; // relations to neighbors of neighbors
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const far = { Friendly: 1, Neutral: 12, Suspicion: 2, Unknown: 6 }; // relations to other
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const navals = { Neutral: 1, Suspicion: 2, Rival: 1, Unknown: 1 }; // relations of naval powers
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valid.forEach((s) => {
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s.diplomacy = new Array(states.length).fill("x"); // clear all relationships
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});
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if (valid.length < 2) return; // no states to renerate relations with
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const areaMean: number = mean(valid.map((s) => s.area!)) as number; // average state area
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// generic relations
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for (let f = 1; f < states.length; f++) {
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if (states[f].removed) continue;
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if (states[f].diplomacy!.includes("Vassal")) {
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// Vassals copy relations from their Suzerains
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const suzerain = states[f].diplomacy!.indexOf("Vassal");
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for (let i = 1; i < states.length; i++) {
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if (i === f || i === suzerain) continue;
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states[f].diplomacy![i] = states[suzerain].diplomacy![i];
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if (states[suzerain].diplomacy![i] === "Suzerain")
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states[f].diplomacy![i] = "Ally";
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for (let e = 1; e < states.length; e++) {
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if (e === f || e === suzerain) continue;
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if (
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states[e].diplomacy![suzerain] === "Suzerain" ||
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states[e].diplomacy![suzerain] === "Vassal"
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)
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continue;
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states[e].diplomacy![f] = states[e].diplomacy![suzerain];
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}
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}
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continue;
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}
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for (let t = f + 1; t < states.length; t++) {
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if (states[t].removed) continue;
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if (states[t].diplomacy!.includes("Vassal")) {
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const suzerain = states[t].diplomacy!.indexOf("Vassal");
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states[f].diplomacy![t] = states[f].diplomacy![suzerain];
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continue;
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}
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const naval =
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states[f].type === "Naval" &&
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states[t].type === "Naval" &&
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cells.f[states[f].center] !== cells.f[states[t].center];
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const neib = naval ? false : states[f].neighbors!.includes(t);
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const neibOfNeib =
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naval || neib
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? false
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: states[f]
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.neighbors!.map((n) => states[n].neighbors)
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.join("")
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.includes(t.toString());
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let status = naval
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? rw(navals)
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: neib
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? rw(neibs)
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: neibOfNeib
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? rw(neibsOfNeibs)
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: rw(far);
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// add Vassal
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if (
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neib &&
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P(0.8) &&
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states[f].area! > areaMean &&
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states[t].area! < areaMean &&
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states[f].area! / states[t].area! > 2
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)
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status = "Vassal";
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states[f].diplomacy![t] = status === "Vassal" ? "Suzerain" : status;
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states[t].diplomacy![f] = status;
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}
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}
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// declare wars
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for (let attacker = 1; attacker < states.length; attacker++) {
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const ad = states[attacker].diplomacy as string[]; // attacker relations;
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if (states[attacker].removed) continue;
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if (!ad.includes("Rival")) continue; // no rivals to attack
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if (ad.includes("Vassal")) continue; // not independent
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if (ad.includes("Enemy")) continue; // already at war
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// random independent rival
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const defender = ra(
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ad
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.map((r, d) =>
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r === "Rival" && !states[d].diplomacy!.includes("Vassal") ? d : 0,
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)
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.filter((d) => d),
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);
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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 as string[]; // 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 = sum(attackers.map((a) => states[a].area! * states[a].expansionism)); // attackers joined power
|
|
dp = 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 ${name} joined the war on attackers side`);
|
|
|
|
// ally vassals join
|
|
states[d]
|
|
.diplomacy!.map((r, d) => (r === "Suzerain" ? d : 0))
|
|
.filter((d) => d)
|
|
.forEach((v) => {
|
|
attackers.push(v);
|
|
// TODO: I think here is a bug, it should be ap instead of dp
|
|
dp += states[v].area! * states[v].expansionism;
|
|
war.push(
|
|
`${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: number) => {
|
|
states[a].diplomacy![d] = states[d].diplomacy![a] = "Enemy";
|
|
});
|
|
});
|
|
// TODO: record war in chronicle to keep state interface clean
|
|
chronicle.push(war as any); // add a record to diplomatical history
|
|
}
|
|
TIME && console.timeEnd("generateDiplomacy");
|
|
}
|
|
|
|
// select a forms for listed or all valid states
|
|
defineStateForms(list: number[] | null = null) {
|
|
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 medianState = median(pack.states.map((s) => s.area))!;
|
|
const empireMin = states.map((s) => s.area).sort((a = 0, b = 0) => 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! / medianState) * 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);
|
|
|
|
const selectForm = (s: any, tier: number) => {
|
|
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);
|
|
}
|
|
};
|
|
|
|
s.formName = selectForm(s, tier);
|
|
s.fullName = this.getFullName(s);
|
|
}
|
|
|
|
TIME && console.timeEnd("defineStateForms");
|
|
}
|
|
|
|
getFullName(state: State) {
|
|
// 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",
|
|
];
|
|
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}`;
|
|
}
|
|
}
|
|
|
|
window.States = new StatesModule();
|