Fantasy-Map-Generator/modules/resources-generator.js
2021-04-20 12:47:19 +03:00

122 lines
5.9 KiB
JavaScript

(function (global, factory) {
typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :
typeof define === 'function' && define.amd ? define(factory) :
(global.Resources = factory());
}(this, (function () {'use strict';
// TO-DO
// apply logic on heightmap edit
// apply logic on burgs regenearation
// apply logic on population recalculation
let cells;
const getDefault = function() {
// spread: percentage of eligible cells to get a resource
// model: cells eligibility
return [
{i: 1, name: "Wood", value: 5, spread: 2, model: "forestAndTaiga", bonus: {fleet: 2, defence: 1}},
{i: 2, name: "Stone", value: 4, spread: .7, model: "hills", bonus: {prestige: 1, defence: 2}},
{i: 3, name: "Marble", value: 15, spread: .05, model: "mountains", bonus: {prestige: 2}},
{i: 4, name: "Iron", value: 8, spread: .2, model: "mountainsAndRareWetland", bonus: {artillery: 1, infantry: 1, defence: 1}},
{i: 5, name: "Copper", value: 10, spread: .1, model: "mountains", bonus: {artillery: 2, defence: 1, prestige: 1}},
{i: 6, name: "Lead", value: 8, spread: .05, model: "mountains", bonus: {artillery: 1, defence: 1}},
{i: 7, name: "Silver", value: 15, spread: .05, model: "mountains", bonus: {prestige: 2}},
{i: 8, name: "Gold", value: 30, spread: .02, model: "upperRivers", bonus: {prestige: 3}},
{i: 9, name: "Grain", value: 1, spread: 3, model: "habitability", bonus: {population: 4}},
{i: 10, name: "Livestock", value: 2, spread: 1.8, model: "pasturesAndTemperateForest", bonus: {population: 2}},
{i: 11, name: "Fish", value: 1, spread: 2.2, model: "waterAndRiver", bonus: {population: 2}},
{i: 12, name: "Game", value: 2, spread: .2, model: "forestAndTaiga", bonus: {archers: 2, population: 1}},
{i: 13, name: "Wine", value: 3, spread: .3, model: "tropics", bonus: {population: 1, prestige: 1}},
{i: 14, name: "Olives", value: 3, spread: .3, model: "tropics", bonus: {population: 1}},
{i: 15, name: "Honey", value: 4, spread: .16, model: "deciduousForestAndTaiga", bonus: {population: 1}},
{i: 16, name: "Salt", value: 5, spread: .2, model: "aridLandAndLakes", bonus: {population: 1, defence: 1}},
{i: 17, name: "Dates", value: 3, spread: .16, model: "desert", bonus: {population: 1}},
{i: 18, name: "Horses", value: 10, spread: .3, model: "grasslandsAndColdDesert", bonus: {cavalry: 2}},
{i: 19, name: "Elephant", value: 15, spread: .1, model: "savannaDesertTropicalForest", bonus: {cavalry: 1}},
{i: 20, name: "Camels", value: 13, spread: .2, model: "desert", bonus: {cavalry: 1}},
{i: 21, name: "Hemp", value: 2, spread: .4, model: "forest", bonus: {fleet: 2}},
{i: 22, name: "Pearls", value: 35, spread: .16, model: "tropicalWater", bonus: {prestige: 1}},
{i: 23, name: "Gemstones", value: 35, spread: .1, model: "mountains", bonus: {prestige: 1}},
]
}
const chance = v => {
if (v < .1) return false;
if (v > 99.9) return true;
return v / 100 > Math.random();
}
const temp = i => grid.cells.temp[pack.cells.g[i]];
const group = i => pack.features[cells.f[i]].group;
const models = {
forest: i => [6, 7, 8].includes(cells.biome[i]),
forestAndTaiga: i => [5, 6, 7, 8, 9].includes(cells.biome[i]),
deciduousForestAndTaiga: i => [6, 8, 9].includes(cells.biome[i]),
hills: i => cells.h[i] >= 40,
mountains: i => cells.h[i] >= 60 || (cells.h[i] >= 40 && P(.1)),
mountainsAndRareWetland: i => cells.h[i] >= 60 || (cells.biome[i] === 12 && !(i%8)),
upperRivers: i => cells.h[i] >= 40 && cells.r[i],
habitability: i => chance(biomesData.habitability[cells.biome[i]]),
waterAndRiver: i => cells.r[i] || (!(i%2) && (cells.h[i] < 20) && group(i) !== "dry"),
pasturesAndTemperateForest: i => chance([0, 0, 0, 100, 100, 20, 80, 0, 0, 0, 0, 0, 0][cells.biome[i]]),
tropics: i => [5, 7].includes(cells.biome[i]),
aridLandAndLakes: i => chance([0, 80, 60, 0, 0, 0, 0, 0, 0, 0, 0, 0, 10][cells.biome[i]]) || group(i) === "salt" || group(i) === "dry",
desert: i => cells.biome[i] === 1 || cells.biome[i] === 2,
grasslandsAndColdDesert: i => cells.biome[i] === 3 || (!(i%4) && cells.biome[i] === 2),
savannaDesertTropicalForest: i => [1, 3, 5, 7].includes(cells.biome[i]),
tropicalWater: i => cells.t[i] === -1 && temp(i) >= 20,
}
// Biomes: 0: Marine, 1: Hot desert, 2: Cold desert, 3: Savanna, 4: Grassland,
// 5: Tropical seasonal forest, 6: Temperate deciduous forest, 7: Tropical rainforest,
// 8: Temperate rainforest, 9: Taiga, 10: Tundra, 11: Glacier, 12: Wetland
const generate = function() {
cells = pack.cells;
const cellsN = cells.i.length;
const cellsP = cellsN / 100; // 1% of all cells
cells.resource = new Uint8Array(cellsN); // resources array [0, 255]
pack.resources = getDefault().map(resource => {
const expected = cellsP * resource.spread;
resource.expected = ~~expected; // temp
resource.max = gauss(expected, expected / 2, expected / 5, cellsN, 0); // temp
resource.cells = 0;
return resource;
});
const shuffledCells = d3.shuffle(cells.i.slice());
for (const i of shuffledCells) {
if (!(i%10)) d3.shuffle(pack.resources);
for (const resource of pack.resources) {
if (resource.cells >= resource.max) continue;
if (!models[resource.model](i)) continue;
cells.resource[i] = resource.i;
resource.cells += 1;
break;
}
}
console.table(pack.resources);
}
const draw = function() {
let resourcesHTML = "";
for (const i of cells.i) {
if (!cells.resource[i]) continue;
const resource = pack.resources.find(resource => resource.i === cells.resource[i]);
const [x, y] = cells.p[i];
resourcesHTML += `<use href="#resource-${resource.i}" x="${x-3}" y="${y-3}" width="6" height="6"/>`;
}
goods.html(resourcesHTML);
}
return {generate, getDefault, draw};
})));