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Updated Data model (markdown)
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1 changed files with 22 additions and 13 deletions
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@ -110,7 +110,7 @@ Cultures data is stored as an array of objects with strict element order. Elemen
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* `code`: `string` - culture name abbreviation. Used to render cultures tree
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* `code`: `string` - culture name abbreviation. Used to render cultures tree
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* `color`: `string` - culture color in hex (e.g. `#45ff12`) or link to hatching pattern (e.g. `url(#hatch7)`)
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* `color`: `string` - culture color in hex (e.g. `#45ff12`) or link to hatching pattern (e.g. `url(#hatch7)`)
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* `expansionism`: `number` - culture expansionism modifier. Used mainly during cultures generation to spread cultures not uniformly
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* `expansionism`: `number` - culture expansionism modifier. Used mainly during cultures generation to spread cultures not uniformly
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* `type`: `string` - culture type, see [culture types](#culture types)
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* `type`: `string` - culture type, see [culture types](https://github.com/Azgaar/Fantasy-Map-Generator/wiki/Culture types)
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* `area`: `number` - culture area in pixels
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* `area`: `number` - culture area in pixels
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* `cells`: `number` - number of cells assigned to culture
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* `cells`: `number` - number of cells assigned to culture
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* `rural`: `number` - rural (non-burg) population of cells assigned to culture. In population points
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* `rural`: `number` - rural (non-burg) population of cells assigned to culture. In population points
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@ -118,18 +118,27 @@ Cultures data is stored as an array of objects with strict element order. Elemen
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* `removed`: `boolean` - `true` if culture is removed
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* `removed`: `boolean` - `true` if culture is removed
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## Burgs
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## Burgs
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Cultures data is stored as an array of objects with strict element order. Element 0 is reserved by the _wildlands_ culture. Object structure:
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Burgs (settlements) data is stored as an array of objects with strict element order. Element 0 is an empty object. Object structure:
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* `i`: `number` - culture id, always equal to the array index
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* `i`: `number` - burg id, always equal to the array index
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* `base`: `number` - _nameBase_ id, name base is used for names generation
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* `name`: `string` - burg name
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* `name`: `string` - culture name
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* `cell`: `number` - burg cell id. One cell can have only one burg
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* `origin`: `number` - origin culture id. Used to render cultures tree to show cultures evolution
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* `x`: `number` - x axis coordinate, rounded to two decimals
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* `shield`: `string` - shield type. Used for emblems rendering
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* `y`: `number` - y axis coordinate, rounded to two decimals
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* `center`: `number` - cell id of culture center
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* `culture`: `number` - burg culture id
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* `code`: `string` - culture name abbreviation. Used to render cultures tree
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* `state`: `number` - burg state id
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* `color`: `string` - culture color in hex (e.g. `#45ff12`) or link to hatching pattern (e.g. `url(#hatch7)`)
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* `feature`: `number` - burg feature id (id of an landmass)
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* `expansionism`: `number` - culture expansionism modifier. Used mainly during cultures generation to spread cultures not uniformly
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* `population`: `number` - burg population in population points
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* `type`: `string` - burg type, see [culture types](https://github.com/Azgaar/Fantasy-Map-Generator/wiki/Culture types)
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* `coa`: `object | string` - emblem object, data model is the same as in [Armoria](https://github.com/Azgaar/Armoria) and covered in [API documentation](https://github.com/Azgaar/armoria-api#readme). If emblem is loaded by user, then the value is `custom` and cannot be displayed in Armoria
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* `capital`: `number` - `1` if burg is a capital, `0` if not (each state has only 1 capital)
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* `port`: `number` - if burg is not a port, then `0`, otherwise feature id of the water body the burg stands on
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* `citadel`: `number` - `1` if burg has a castle, `0` if not. Used for MFCG
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* `plaza`: `number` - `1` if burg has a marketplace, `0` if not. Used for MFCG
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* `shanty`: `number` - `1` if burg has a shanty town, `0` if not. Used for MFCG
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* `temple`: `number` - `1` if burg has a temple, `0` if not. Used for MFCG
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* `walls`: `number` - `1` if burg has walls, `0` if not. Used for MFCG
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* `lock`: `boolean` - `true` if burg is locked (not affected by regeneration)
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* `removed`: `boolean` - `true` if burg is removed
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## States
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## States
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## Provinces
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## Provinces
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