From 77d644afb1bc87eb1b17021f45fe6cb49cdca9c4 Mon Sep 17 00:00:00 2001 From: Azgaar Date: Mon, 19 Dec 2022 03:11:18 +0300 Subject: [PATCH] refactor(#902): lock provinces --- modules/burgs-and-states.js | 113 +-- modules/burgs-and-states2.js | 1439 ++++++++++++++++++++++++++++++++++ modules/ui/tools.js | 12 +- 3 files changed, 1486 insertions(+), 78 deletions(-) create mode 100644 modules/burgs-and-states2.js diff --git a/modules/burgs-and-states.js b/modules/burgs-and-states.js index e56d9b6a4..969b61a66 100644 --- a/modules/burgs-and-states.js +++ b/modules/burgs-and-states.js @@ -1144,28 +1144,27 @@ window.BurgsAndStates = (function () { return adjName ? `${getAdjective(s.name)} ${s.formName}` : `${s.formName} of ${s.name}`; }; - const generateProvinces = function (regenerate = false, ignoreLockedStates = false) { + const generateProvinces = function (regenerate = false, regenerateInLockedStates = false) { TIME && console.time("generateProvinces"); const localSeed = regenerate ? generateSeed() : seed; Math.random = aleaPRNG(localSeed); const {cells, states, burgs} = pack; - const provincesToRestore = pack.provinces ? pack.provinces.filter(p => p.lock || p.should_restore) : []; - const provinces = (pack.provinces = [0].concat(...provincesToRestore)); - const prevProvinces = {}; - if (cells.province) { - cells.province.forEach((i, index) => { - prevProvinces[index] = i; + const provinces = [0]; + + regenerate && + pack.provinces.forEach(province => { + if (!province.i || !province.removed) return; + const isLockedOnStateLevel = !regenerateInLockedStates && states[province.state].lock; + if (province.lock || isLockedOnStateLevel) { + province.i = provinces.length; // update id + provinces.push(province); + } }); - } - cells.province = new Uint16Array(cells.i.length); // cell state - const percentage = +provincesInput.value; - if (states.length < 2 || !percentage) { - states.forEach(s => (s.provinces = [])); - return; - } // no provinces + cells.province = cells.province || new Uint16Array(cells.i.length); + const percentage = +provincesInput.value; const max = percentage == 100 ? 1000 : gauss(20, 5, 5, 100) * percentage ** 0.5; // max growth @@ -1178,28 +1177,24 @@ window.BurgsAndStates = (function () { Wild: {Territory: 10, Land: 5, Region: 2, Tribe: 1, Clan: 1, Dependency: 1, Area: 1} }; - // generate provinces for a selected burgs + // generate provinces for selected burgs states.forEach(s => { - s.provinces = s.provinces ? s.provinces.filter(p => p.lock) : []; - // Don't regenerate provinces of a locked state - if (!ignoreLockedStates && s.lock) return; - if (!s.i || s.removed) return; + s.provinces = provinces.filter(p => p.state === s.i).map(p => p.i); // locked provinces ids + if (s.lock && !regenerateInLockedStates) return; // don't regenerate provinces of a locked state + const stateBurgs = burgs - // Filter for burgs of this state that haven't been removed and that are not in a locked province. - .filter( - b => - b.state === s.i && !b.removed && provincesToRestore.find(p => prevProvinces[b.cell] === p.i) === undefined - ) + .filter(b => b.state === s.i && !b.removed && !cells.province[b.cell]) .sort((a, b) => b.population * gauss(1, 0.2, 0.5, 1.5, 3) - a.population) .sort((a, b) => b.capital - a.capital); if (stateBurgs.length < 2) return; // at least 2 provinces are required const provincesNumber = Math.max(Math.ceil((stateBurgs.length * percentage) / 100), 2); + const form = Object.assign({}, forms[s.form]); for (let i = 0; i < provincesNumber; i++) { - const province = provinces.length; - s.provinces.push(province); + const provinceId = provinces.length; + s.provinces.push(provinceId); const center = stateBurgs[i].cell; const burg = stateBurgs[i].i; const c = stateBurgs[i].culture; @@ -1213,60 +1208,26 @@ window.BurgsAndStates = (function () { const type = getType(center, burg.port); const coa = COA.generate(stateBurgs[i].coa, kinship, null, type); coa.shield = COA.getShield(c, s.i); - provinces.push({i: province, state: s.i, center, burg, name, formName, fullName, color, coa}); + provinces.push({i: provinceId, state: s.i, center, burg, name, formName, fullName, color, coa}); } }); - // Restore the indexes of locked and kept provinces - provincesToRestore.forEach((province, index) => { - delete province.should_restore; - province.old_i = province.i; - province.i = index + 1; - states[province.state].provinces.push(province.i); - }); - // expand generated provinces const queue = new PriorityQueue({comparator: (a, b) => a.p - b.p}); const cost = []; - provinces.forEach(function (p) { - if (!p.i || p.removed) return; - - // Then restore the cells of locked or kept provinces - if (p.old_i) { - Object.entries(prevProvinces).forEach(function ([index, provId]) { - if (provId === p.old_i) { - cells.province[index] = p.i; - } - }); - - delete p.old_i; - return; - } + provinces.forEach(function (p) { + if (!p.i || p.removed || p.lock) return; cells.province[p.center] = p.i; queue.queue({e: p.center, p: 0, province: p.i, state: p.state}); cost[p.center] = 1; }); while (queue.length) { - const next = queue.dequeue(), - n = next.e, - p = next.p, - province = next.province, - state = next.state; - cells.c[n].forEach(function (e) { - // Do not overwrite cells from a locked state or province. - if ( - (provinces[cells.province[e]] && provinces[cells.province[e]].lock) || - // For finding if the state is locked, first make sure we care about that - // then find the province, the state for the province, and if both are defined, - // check the lock. - (!ignoreLockedStates && - provinces[cells.province[e]] && - states[provinces[cells.province[e]].state] && - states[provinces[cells.province[e]].state].lock) - ) - return; + const {e, p, province, state} = queue.dequeue(); + + cells.c[e].forEach(function (e) { + if (provinces[province].lock) return; // do not overwrite cell of locked provinces const land = cells.h[e] >= 20; if (!land && !cells.t[e]) return; // cannot pass deep ocean @@ -1286,16 +1247,10 @@ window.BurgsAndStates = (function () { // justify provinces shapes a bit for (const i of cells.i) { if (cells.burg[i]) continue; // do not overwrite burgs - // Do not process any locked provinces or states, if we care about the latter - if (pack.provinces[cells.province[i]].lock || (!ignoreLockedStates && pack.states[cells.state[i]].lock)) continue; - // Find neighbors, but ignore any cells from locked states or provinces + if (provinces[cells.province[i]].lock) return; // do not overwrite cell of locked provinces + const neibs = cells.c[i] - .filter( - c => - (ignoreLockedStates || !pack.states[cells.state[c]].lock) && - !pack.provinces[cells.province[c]].lock && - cells.state[c] === cells.state[i] - ) + .filter(c => cells.state[c] === cells.state[i] && !provinces[cells.province[c]].lock) .map(c => cells.province[c]); const adversaries = neibs.filter(c => c !== cells.province[i]); if (adversaries.length < 2) continue; @@ -1310,7 +1265,9 @@ window.BurgsAndStates = (function () { // add "wild" provinces if some cells don't have a province assigned const noProvince = Array.from(cells.i).filter(i => cells.state[i] && !cells.province[i]); // cells without province assigned states.forEach(s => { - if (!s.provinces.length || (!ignoreLockedStates && s.lock)) return; + if (!s.i || s.removed) return; + if (s.lock && !regenerateInLockedStates) return; + if (!s.provinces.length) return; const coreProvinceNames = s.provinces.map(p => provinces[p]?.name); const colonyNamePool = [s.name, ...coreProvinceNames].filter(name => name && !/new/i.test(name)); @@ -1414,6 +1371,8 @@ window.BurgsAndStates = (function () { } }); + pack.provinces = provinces; + TIME && console.timeEnd("generateProvinces"); }; diff --git a/modules/burgs-and-states2.js b/modules/burgs-and-states2.js new file mode 100644 index 000000000..e56d9b6a4 --- /dev/null +++ b/modules/burgs-and-states2.js @@ -0,0 +1,1439 @@ +"use strict"; + +window.BurgsAndStates = (function () { + const generate = function () { + const {cells, cultures} = pack; + const n = cells.i.length; + + cells.burg = new Uint16Array(n); // cell burg + cells.road = new Uint16Array(n); // cell road power + cells.crossroad = new Uint16Array(n); // cell crossroad power + + const burgs = (pack.burgs = placeCapitals()); + pack.states = createStates(); + const capitalRoutes = Routes.getRoads(); + + placeTowns(); + expandStates(); + normalizeStates(); + const townRoutes = Routes.getTrails(); + specifyBurgs(); + + const oceanRoutes = Routes.getSearoutes(); + + collectStatistics(); + assignColors(); + + generateCampaigns(); + generateDiplomacy(); + Routes.draw(capitalRoutes, townRoutes, oceanRoutes); + drawBurgs(); + + function placeCapitals() { + TIME && console.time("placeCapitals"); + let count = +regionsOutput.value; + let burgs = [0]; + + const rand = () => 0.5 + Math.random() * 0.5; + const score = new Int16Array(cells.s.map(s => s * rand())); // cell score for capitals placement + const sorted = cells.i.filter(i => score[i] > 0 && cells.culture[i]).sort((a, b) => score[b] - score[a]); // filtered and sorted array of indexes + + if (sorted.length < count * 10) { + count = Math.floor(sorted.length / 10); + if (!count) { + WARN && console.warn("There is no populated cells. Cannot generate states"); + return burgs; + } else { + WARN && console.warn(`Not enough populated cells (${sorted.length}). Will generate only ${count} states`); + } + } + + let burgsTree = d3.quadtree(); + let spacing = (graphWidth + graphHeight) / 2 / count; // min distance between capitals + + for (let i = 0; burgs.length <= count; i++) { + const cell = sorted[i]; + const [x, y] = cells.p[cell]; + + if (burgsTree.find(x, y, spacing) === undefined) { + burgs.push({cell, x, y}); + burgsTree.add([x, y]); + } + + if (i === sorted.length - 1) { + WARN && console.warn("Cannot place capitals with current spacing. Trying again with reduced spacing"); + burgsTree = d3.quadtree(); + i = -1; + burgs = [0]; + spacing /= 1.2; + } + } + + burgs[0] = burgsTree; + TIME && console.timeEnd("placeCapitals"); + return burgs; + } + + // For each capital create a state + function createStates() { + TIME && console.time("createStates"); + const states = [{i: 0, name: "Neutrals"}]; + const colors = getColors(burgs.length - 1); + const each5th = each(5); + + burgs.forEach(function (b, i) { + if (!i) return; // skip first element + + // burgs data + b.i = b.state = i; + b.culture = cells.culture[b.cell]; + b.name = Names.getCultureShort(b.culture); + b.feature = cells.f[b.cell]; + b.capital = 1; + + // states data + const expansionism = rn(Math.random() * powerInput.value + 1, 1); + const basename = b.name.length < 9 && each5th(b.cell) ? b.name : Names.getCultureShort(b.culture); + const name = Names.getState(basename, b.culture); + const type = cultures[b.culture].type; + + const coa = COA.generate(null, null, null, type); + coa.shield = COA.getShield(b.culture, null); + states.push({ + i, + color: colors[i - 1], + name, + expansionism, + capital: i, + type, + center: b.cell, + culture: b.culture, + coa + }); + cells.burg[b.cell] = i; + }); + + TIME && console.timeEnd("createStates"); + return states; + } + + // place secondary settlements based on geo and economical evaluation + function placeTowns() { + TIME && console.time("placeTowns"); + const score = new Int16Array(cells.s.map(s => s * gauss(1, 3, 0, 20, 3))); // a bit randomized cell score for towns placement + const sorted = cells.i + .filter(i => !cells.burg[i] && score[i] > 0 && cells.culture[i]) + .sort((a, b) => score[b] - score[a]); // filtered and sorted array of indexes + + const desiredNumber = + manorsInput.value == 1000 + ? rn(sorted.length / 5 / (grid.points.length / 10000) ** 0.8) + : manorsInput.valueAsNumber; + const burgsNumber = Math.min(desiredNumber, sorted.length); // towns to generate + let burgsAdded = 0; + + const burgsTree = burgs[0]; + let spacing = (graphWidth + graphHeight) / 150 / (burgsNumber ** 0.7 / 66); // min distance between towns + + while (burgsAdded < burgsNumber && spacing > 1) { + for (let i = 0; burgsAdded < burgsNumber && i < sorted.length; i++) { + if (cells.burg[sorted[i]]) continue; + const cell = sorted[i], + x = cells.p[cell][0], + y = cells.p[cell][1]; + const s = spacing * gauss(1, 0.3, 0.2, 2, 2); // randomize to make placement not uniform + if (burgsTree.find(x, y, s) !== undefined) continue; // to close to existing burg + const burg = burgs.length; + const culture = cells.culture[cell]; + const name = Names.getCulture(culture); + burgs.push({cell, x, y, state: 0, i: burg, culture, name, capital: 0, feature: cells.f[cell]}); + burgsTree.add([x, y]); + cells.burg[cell] = burg; + burgsAdded++; + } + spacing *= 0.5; + } + + if (manorsInput.value != 1000 && burgsAdded < desiredNumber) { + ERROR && console.error(`Cannot place all burgs. Requested ${desiredNumber}, placed ${burgsAdded}`); + } + + burgs[0] = {name: undefined}; // do not store burgsTree anymore + TIME && console.timeEnd("placeTowns"); + } + }; + + // define burg coordinates, coa, port status and define details + const specifyBurgs = function () { + TIME && console.time("specifyBurgs"); + const cells = pack.cells, + vertices = pack.vertices, + features = pack.features, + temp = grid.cells.temp; + + for (const b of pack.burgs) { + if (!b.i || b.lock) continue; + const i = b.cell; + + // asign port status to some coastline burgs with temp > 0 °C + const haven = cells.haven[i]; + if (haven && temp[cells.g[i]] > 0) { + const f = cells.f[haven]; // water body id + // port is a capital with any harbor OR town with good harbor + const port = features[f].cells > 1 && ((b.capital && cells.harbor[i]) || cells.harbor[i] === 1); + b.port = port ? f : 0; // port is defined by water body id it lays on + } else b.port = 0; + + // define burg population (keep urbanization at about 10% rate) + b.population = rn(Math.max((cells.s[i] + cells.road[i] / 2) / 8 + b.i / 1000 + (i % 100) / 1000, 0.1), 3); + if (b.capital) b.population = rn(b.population * 1.3, 3); // increase capital population + + if (b.port) { + b.population = b.population * 1.3; // increase port population + const [x, y] = getMiddlePoint(i, haven); + b.x = x; + b.y = y; + } + + // add random factor + b.population = rn(b.population * gauss(2, 3, 0.6, 20, 3), 3); + + // shift burgs on rivers semi-randomly and just a bit + if (!b.port && cells.r[i]) { + const shift = Math.min(cells.fl[i] / 150, 1); + if (i % 2) b.x = rn(b.x + shift, 2); + else b.x = rn(b.x - shift, 2); + if (cells.r[i] % 2) b.y = rn(b.y + shift, 2); + else b.y = rn(b.y - shift, 2); + } + + // define emblem + const state = pack.states[b.state]; + const stateCOA = state.coa; + let kinship = 0.25; + if (b.capital) kinship += 0.1; + else if (b.port) kinship -= 0.1; + if (b.culture !== state.culture) kinship -= 0.25; + b.type = getType(i, b.port); + const type = b.capital && P(0.2) ? "Capital" : b.type === "Generic" ? "City" : b.type; + b.coa = COA.generate(stateCOA, kinship, null, type); + b.coa.shield = COA.getShield(b.culture, b.state); + } + + // de-assign port status if it's the only one on feature + const ports = pack.burgs.filter(b => !b.removed && b.port > 0); + for (const f of features) { + if (!f.i || f.land || f.border) continue; + const featurePorts = ports.filter(b => b.port === f.i); + if (featurePorts.length === 1) featurePorts[0].port = 0; + } + + TIME && console.timeEnd("specifyBurgs"); + }; + + const getType = function (i, port) { + const cells = pack.cells; + if (port) return "Naval"; + if (cells.haven[i] && pack.features[cells.f[cells.haven[i]]].type === "lake") return "Lake"; + if (cells.h[i] > 60) return "Highland"; + if (cells.r[i] && cells.r[i].length > 100 && cells.r[i].length >= pack.rivers[0].length) return "River"; + + if (!cells.burg[i] || pack.burgs[cells.burg[i]].population < 6) { + if (population < 5 && [1, 2, 3, 4].includes(cells.biome[i])) return "Nomadic"; + if (cells.biome[i] > 4 && cells.biome[i] < 10) return "Hunting"; + } + + return "Generic"; + }; + + const defineBurgFeatures = function (newburg) { + const cells = pack.cells; + pack.burgs + .filter(b => (newburg ? b.i == newburg.i : b.i && !b.removed)) + .forEach(b => { + const pop = b.population; + b.citadel = b.capital || (pop > 50 && P(0.75)) || P(0.5) ? 1 : 0; + b.plaza = pop > 50 || (pop > 30 && P(0.75)) || (pop > 10 && P(0.5)) || P(0.25) ? 1 : 0; + b.walls = b.capital || pop > 30 || (pop > 20 && P(0.75)) || (pop > 10 && P(0.5)) || P(0.2) ? 1 : 0; + b.shanty = pop > 60 || (pop > 40 && P(0.75)) || (pop > 20 && b.walls && P(0.4)) ? 1 : 0; + const religion = cells.religion[b.cell]; + const theocracy = pack.states[b.state].form === "Theocracy"; + b.temple = (religion && theocracy) || pop > 50 || (pop > 35 && P(0.75)) || (pop > 20 && P(0.5)) ? 1 : 0; + }); + }; + + const drawBurgs = function () { + TIME && console.time("drawBurgs"); + + // remove old data + burgIcons.selectAll("circle").remove(); + burgLabels.selectAll("text").remove(); + icons.selectAll("use").remove(); + + // capitals + const capitals = pack.burgs.filter(b => b.capital && !b.removed); + const capitalIcons = burgIcons.select("#cities"); + const capitalLabels = burgLabels.select("#cities"); + const capitalSize = capitalIcons.attr("size") || 1; + const capitalAnchors = anchors.selectAll("#cities"); + const caSize = capitalAnchors.attr("size") || 2; + + capitalIcons + .selectAll("circle") + .data(capitals) + .enter() + .append("circle") + .attr("id", d => "burg" + d.i) + .attr("data-id", d => d.i) + .attr("cx", d => d.x) + .attr("cy", d => d.y) + .attr("r", capitalSize); + + capitalLabels + .selectAll("text") + .data(capitals) + .enter() + .append("text") + .attr("id", d => "burgLabel" + d.i) + .attr("data-id", d => d.i) + .attr("x", d => d.x) + .attr("y", d => d.y) + .attr("dy", `${capitalSize * -1.5}px`) + .text(d => d.name); + + capitalAnchors + .selectAll("use") + .data(capitals.filter(c => c.port)) + .enter() + .append("use") + .attr("xlink:href", "#icon-anchor") + .attr("data-id", d => d.i) + .attr("x", d => rn(d.x - caSize * 0.47, 2)) + .attr("y", d => rn(d.y - caSize * 0.47, 2)) + .attr("width", caSize) + .attr("height", caSize); + + // towns + const towns = pack.burgs.filter(b => b.i && !b.capital && !b.removed); + const townIcons = burgIcons.select("#towns"); + const townLabels = burgLabels.select("#towns"); + const townSize = townIcons.attr("size") || 0.5; + const townsAnchors = anchors.selectAll("#towns"); + const taSize = townsAnchors.attr("size") || 1; + + townIcons + .selectAll("circle") + .data(towns) + .enter() + .append("circle") + .attr("id", d => "burg" + d.i) + .attr("data-id", d => d.i) + .attr("cx", d => d.x) + .attr("cy", d => d.y) + .attr("r", townSize); + + townLabels + .selectAll("text") + .data(towns) + .enter() + .append("text") + .attr("id", d => "burgLabel" + d.i) + .attr("data-id", d => d.i) + .attr("x", d => d.x) + .attr("y", d => d.y) + .attr("dy", `${townSize * -1.5}px`) + .text(d => d.name); + + townsAnchors + .selectAll("use") + .data(towns.filter(c => c.port)) + .enter() + .append("use") + .attr("xlink:href", "#icon-anchor") + .attr("data-id", d => d.i) + .attr("x", d => rn(d.x - taSize * 0.47, 2)) + .attr("y", d => rn(d.y - taSize * 0.47, 2)) + .attr("width", taSize) + .attr("height", taSize); + + TIME && console.timeEnd("drawBurgs"); + }; + + // growth algorithm to assign cells to states like we did for cultures + const expandStates = function () { + 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 neutral = (cells.i.length / 5000) * 2500 * neutralInput.value * statesNeutral; // limit cost for state growth + + states + .filter(s => s.i && !s.removed) + .forEach(s => { + const capitalCell = burgs[s.capital].cell; + cells.state[capitalCell] = s.i; + const cultureCenter = cultures[s.culture].center; + const b = cells.biome[cultureCenter]; // state native biome + queue.queue({e: s.center, p: 0, s: s.i, b}); + cost[s.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 > neutral) 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 = function () { + TIME && console.time("normalizeStates"); + const cells = pack.cells, + burgs = pack.burgs; + + 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"); + }; + + // Resets the cultures of all burgs and states to their + // cell or center cell's (respectively) culture. + const updateCultures = function () { + TIME && console.time("updateCulturesForBurgsAndStates"); + + // Assign the culture associated with the burgs cell. + pack.burgs = pack.burgs.map((burg, index) => { + // Ignore metadata burg + if (index === 0) { + return burg; + } + return {...burg, culture: pack.cells.culture[burg.cell]}; + }); + + // Assign the culture associated with the states' center cell. + pack.states = pack.states.map((state, index) => { + // Ignore neutrals state + if (index === 0) { + return state; + } + return {...state, culture: pack.cells.culture[state.center]}; + }); + + TIME && console.timeEnd("updateCulturesForBurgsAndStates"); + }; + + // calculate and draw curved state labels for a list of states + const drawStateLabels = function (list) { + TIME && console.time("drawStateLabels"); + const {cells, features, states} = pack; + const paths = []; // text paths + lineGen.curve(d3.curveBundle.beta(1)); + const mode = options.stateLabelsMode || "auto"; + + for (const s of states) { + if (!s.i || s.removed || s.lock || !s.cells || (list && !list.includes(s.i))) continue; + + const used = []; + const visualCenter = findCell(s.pole[0], s.pole[1]); + const start = cells.state[visualCenter] === s.i ? visualCenter : s.center; + const hull = getHull(start, s.i, s.cells / 10); + const points = [...hull].map(v => pack.vertices.p[v]); + const delaunay = Delaunator.from(points); + const voronoi = new Voronoi(delaunay, points, points.length); + const chain = connectCenters(voronoi.vertices, s.pole[1]); + const relaxed = chain.map(i => voronoi.vertices.p[i]).filter((p, i) => i % 15 === 0 || i + 1 === chain.length); + paths.push([s.i, relaxed]); + + function getHull(start, state, maxLake) { + const queue = [start]; + const hull = new Set(); + + while (queue.length) { + const q = queue.pop(); + const sameStateNeibs = cells.c[q].filter(c => cells.state[c] === state); + + cells.c[q].forEach(function (c, d) { + const passableLake = features[cells.f[c]].type === "lake" && features[cells.f[c]].cells < maxLake; + if (cells.b[c] || (cells.state[c] !== state && !passableLake)) return hull.add(cells.v[q][d]); + + const hasCoadjacentSameStateCells = sameStateNeibs.some(neib => cells.c[c].includes(neib)); + if (hull.size > 20 && !hasCoadjacentSameStateCells && !passableLake) return hull.add(cells.v[q][d]); + + if (used[c]) return; + used[c] = 1; + queue.push(c); + }); + } + + return hull; + } + + function connectCenters(c, y) { + // check if vertex is inside the area + const inside = c.p.map(function (p) { + if (p[0] <= 0 || p[1] <= 0 || p[0] >= graphWidth || p[1] >= graphHeight) return false; // out of the screen + return used[findCell(p[0], p[1])]; + }); + + const pointsInside = d3.range(c.p.length).filter(i => inside[i]); + if (!pointsInside.length) return [0]; + const h = c.p.length < 200 ? 0 : c.p.length < 600 ? 0.5 : 1; // power of horyzontality shift + const end = + pointsInside[ + d3.scan( + pointsInside, + (a, b) => c.p[a][0] - c.p[b][0] + (Math.abs(c.p[a][1] - y) - Math.abs(c.p[b][1] - y)) * h + ) + ]; // left point + const start = + pointsInside[ + d3.scan( + pointsInside, + (a, b) => c.p[b][0] - c.p[a][0] - (Math.abs(c.p[b][1] - y) - Math.abs(c.p[a][1] - y)) * h + ) + ]; // right point + + // connect leftmost and rightmost points with shortest path + const queue = new PriorityQueue({comparator: (a, b) => a.p - b.p}); + const cost = [], + from = []; + queue.queue({e: start, p: 0}); + + while (queue.length) { + const next = queue.dequeue(), + n = next.e, + p = next.p; + if (n === end) break; + + for (const v of c.v[n]) { + if (v === -1) continue; + const totalCost = p + (inside[v] ? 1 : 100); + if (from[v] || totalCost >= cost[v]) continue; + cost[v] = totalCost; + from[v] = n; + queue.queue({e: v, p: totalCost}); + } + } + + // restore path + const chain = [end]; + let cur = end; + while (cur !== start) { + cur = from[cur]; + if (inside[cur]) chain.push(cur); + } + return chain; + } + } + + void (function drawLabels() { + const g = labels.select("#states"); + const t = defs.select("#textPaths"); + const displayed = layerIsOn("toggleLabels"); + if (!displayed) toggleLabels(); + + // remove state labels to be redrawn + for (const state of pack.states) { + if (!state.i || state.removed || state.lock) continue; + if (list && !list.includes(state.i)) continue; + + byId(`stateLabel${state.i}`)?.remove(); + byId(`textPath_stateLabel6${state.i}`)?.remove(); + } + + const example = g.append("text").attr("x", 0).attr("x", 0).text("Average"); + const letterLength = example.node().getComputedTextLength() / 7; // average length of 1 letter + + paths.forEach(p => { + const id = p[0]; + const state = states[p[0]]; + const {name, fullName} = state; + + const path = p[1].length > 1 ? round(lineGen(p[1])) : `M${p[1][0][0] - 50},${p[1][0][1]}h${100}`; + const textPath = t + .append("path") + .attr("d", path) + .attr("id", "textPath_stateLabel" + id); + const pathLength = p[1].length > 1 ? textPath.node().getTotalLength() / letterLength : 0; // path length in letters + + const [lines, ratio] = getLines(mode, name, fullName, pathLength); + + // prolongate path if it's too short + if (pathLength && pathLength < lines[0].length) { + const points = p[1]; + const f = points[0]; + const l = points[points.length - 1]; + const [dx, dy] = [l[0] - f[0], l[1] - f[1]]; + const mod = Math.abs((letterLength * lines[0].length) / dx) / 2; + points[0] = [rn(f[0] - dx * mod), rn(f[1] - dy * mod)]; + points[points.length - 1] = [rn(l[0] + dx * mod), rn(l[1] + dy * mod)]; + textPath.attr("d", round(lineGen(points))); + } + + example.attr("font-size", ratio + "%"); + const top = (lines.length - 1) / -2; // y offset + const spans = lines.map((l, d) => { + example.text(l); + const left = example.node().getBBox().width / -2; // x offset + return `${l}`; + }); + + const el = g + .append("text") + .attr("id", "stateLabel" + id) + .append("textPath") + .attr("xlink:href", "#textPath_stateLabel" + id) + .attr("startOffset", "50%") + .attr("font-size", ratio + "%") + .node(); + + el.insertAdjacentHTML("afterbegin", spans.join("")); + if (mode === "full" || lines.length === 1) return; + + // check whether multilined label is generally inside the state. If no, replace with short name label + const cs = pack.cells.state; + const b = el.parentNode.getBBox(); + const c1 = () => +cs[findCell(b.x, b.y)] === id; + const c2 = () => +cs[findCell(b.x + b.width / 2, b.y)] === id; + const c3 = () => +cs[findCell(b.x + b.width, b.y)] === id; + const c4 = () => +cs[findCell(b.x + b.width, b.y + b.height)] === id; + const c5 = () => +cs[findCell(b.x + b.width / 2, b.y + b.height)] === id; + const c6 = () => +cs[findCell(b.x, b.y + b.height)] === id; + if (c1() + c2() + c3() + c4() + c5() + c6() > 3) return; // generally inside => exit + + // move to one-line name + const text = pathLength > fullName.length * 1.8 ? fullName : name; + example.text(text); + const left = example.node().getBBox().width / -2; // x offset + el.innerHTML = `${text}`; + + const correctedRatio = minmax(rn((pathLength / text.length) * 60), 40, 130); + el.setAttribute("font-size", correctedRatio + "%"); + }); + + example.remove(); + if (!displayed) toggleLabels(); + })(); + + function getLines(mode, name, fullName, pathLength) { + // short name + if (mode === "short" || (mode === "auto" && pathLength < name.length)) { + const lines = splitInTwo(name); + const ratio = pathLength / lines[0].length; + return [lines, minmax(rn(ratio * 60), 50, 150)]; + } + + // full name: one line + if (pathLength > fullName.length * 2.5) { + const lines = [fullName]; + const ratio = pathLength / lines[0].length; + return [lines, minmax(rn(ratio * 70), 70, 170)]; + } + + // full name: two lines + const lines = splitInTwo(fullName); + const ratio = pathLength / lines[0].length; + return [lines, minmax(rn(ratio * 60), 70, 150)]; + } + + TIME && console.timeEnd("drawStateLabels"); + }; + + // calculate states data like area, population etc. + const collectStatistics = function () { + 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 = function () { + TIME && console.time("assignColors"); + const colors = ["#66c2a5", "#fc8d62", "#8da0cb", "#e78ac3", "#a6d854", "#ffd92f"]; // d3.schemeSet2; + + // assign basic color using greedy coloring algorithm + pack.states.forEach(s => { + if (!s.i || s.removed || s.lock) return; + const neibs = s.neighbors; + s.color = colors.find(c => neibs.every(n => pack.states[n].color !== c)); + if (!s.color) s.color = getRandomColor(); + colors.push(colors.shift()); + }); + + // randomize each already used color a bit + colors.forEach(c => { + const sameColored = pack.states.filter(s => s.color === c && !s.lock); + sameColored.forEach((s, d) => { + if (!d) return; + s.color = getMixedColor(s.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 = function () { + pack.states.forEach(s => { + if (!s.i || s.removed) return; + s.campaigns = generateCampaign(s); + }); + }; + + // generate Diplomatic Relationships + const generateDiplomacy = function () { + TIME && console.time("generateDiplomacy"); + const cells = pack.cells, + states = pack.states; + 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, + 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, + dn = states[defender].name; // names + const attackers = [attacker], + defenders = [defender]; // attackers and defenders array + const dd = states[defender].diplomacy; // defender relations; + + // start a war + const war = [`${an}-${trimVowels(dn)}ian War`, `${an} declared a war on its rival ${dn}`]; + const end = options.year; + const start = end - gauss(2, 2, 0, 5); + states[attacker].campaigns.push({name: `${trimVowels(dn)}ian War`, start, end}); + states[defender].campaigns.push({name: `${trimVowels(an)}ian War`, start, end}); + + // attacker vassals join the war + ad.forEach((r, d) => { + if (r === "Suzerain") { + attackers.push(d); + war.push(`${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"); + //console.table(states.map(s => s.diplomacy)); + }; + + // select a forms for listed or all valid states + const defineStateForms = function (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 === 16 && (form === "Empire" || form === "Kingdom")) return "Sultanate"; // Turkic + if (base === 5 && (form === "Empire" || form === "Kingdom")) return "Tsardom"; // Ruthenian + if ([16, 31].includes(base) && (form === "Empire" || form === "Kingdom")) return "Khaganate"; // Turkic, Mongolian + 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 = function (s) { + if (!s.formName) return s.name; + if (!s.name && s.formName) return "The " + s.formName; + const adjName = adjForms.includes(s.formName) && !/-| /.test(s.name); + return adjName ? `${getAdjective(s.name)} ${s.formName}` : `${s.formName} of ${s.name}`; + }; + + const generateProvinces = function (regenerate = false, ignoreLockedStates = false) { + TIME && console.time("generateProvinces"); + const localSeed = regenerate ? generateSeed() : seed; + Math.random = aleaPRNG(localSeed); + + const {cells, states, burgs} = pack; + const provincesToRestore = pack.provinces ? pack.provinces.filter(p => p.lock || p.should_restore) : []; + const provinces = (pack.provinces = [0].concat(...provincesToRestore)); + + const prevProvinces = {}; + if (cells.province) { + cells.province.forEach((i, index) => { + prevProvinces[index] = i; + }); + } + cells.province = new Uint16Array(cells.i.length); // cell state + const percentage = +provincesInput.value; + + if (states.length < 2 || !percentage) { + states.forEach(s => (s.provinces = [])); + return; + } // no provinces + + const max = percentage == 100 ? 1000 : gauss(20, 5, 5, 100) * percentage ** 0.5; // max growth + + const forms = { + Monarchy: {County: 22, Earldom: 6, Shire: 2, Landgrave: 2, Margrave: 2, Barony: 2, Captaincy: 1, Seneschalty: 1}, + Republic: {Province: 6, Department: 2, Governorate: 2, District: 1, Canton: 1, Prefecture: 1}, + Theocracy: {Parish: 3, Deanery: 1}, + Union: {Province: 1, State: 1, Canton: 1, Republic: 1, County: 1, Council: 1}, + Anarchy: {Council: 1, Commune: 1, Community: 1, Tribe: 1}, + Wild: {Territory: 10, Land: 5, Region: 2, Tribe: 1, Clan: 1, Dependency: 1, Area: 1} + }; + + // generate provinces for a selected burgs + states.forEach(s => { + s.provinces = s.provinces ? s.provinces.filter(p => p.lock) : []; + // Don't regenerate provinces of a locked state + if (!ignoreLockedStates && s.lock) return; + + if (!s.i || s.removed) return; + const stateBurgs = burgs + // Filter for burgs of this state that haven't been removed and that are not in a locked province. + .filter( + b => + b.state === s.i && !b.removed && provincesToRestore.find(p => prevProvinces[b.cell] === p.i) === undefined + ) + .sort((a, b) => b.population * gauss(1, 0.2, 0.5, 1.5, 3) - a.population) + .sort((a, b) => b.capital - a.capital); + if (stateBurgs.length < 2) return; // at least 2 provinces are required + const provincesNumber = Math.max(Math.ceil((stateBurgs.length * percentage) / 100), 2); + const form = Object.assign({}, forms[s.form]); + + for (let i = 0; i < provincesNumber; i++) { + const province = provinces.length; + s.provinces.push(province); + const center = stateBurgs[i].cell; + const burg = stateBurgs[i].i; + const c = stateBurgs[i].culture; + const nameByBurg = P(0.5); + const name = nameByBurg ? stateBurgs[i].name : Names.getState(Names.getCultureShort(c), c); + const formName = rw(form); + form[formName] += 10; + const fullName = name + " " + formName; + const color = getMixedColor(s.color); + const kinship = nameByBurg ? 0.8 : 0.4; + const type = getType(center, burg.port); + const coa = COA.generate(stateBurgs[i].coa, kinship, null, type); + coa.shield = COA.getShield(c, s.i); + provinces.push({i: province, state: s.i, center, burg, name, formName, fullName, color, coa}); + } + }); + + // Restore the indexes of locked and kept provinces + provincesToRestore.forEach((province, index) => { + delete province.should_restore; + province.old_i = province.i; + province.i = index + 1; + states[province.state].provinces.push(province.i); + }); + + // expand generated provinces + const queue = new PriorityQueue({comparator: (a, b) => a.p - b.p}); + const cost = []; + provinces.forEach(function (p) { + if (!p.i || p.removed) return; + + // Then restore the cells of locked or kept provinces + if (p.old_i) { + Object.entries(prevProvinces).forEach(function ([index, provId]) { + if (provId === p.old_i) { + cells.province[index] = p.i; + } + }); + + delete p.old_i; + return; + } + + cells.province[p.center] = p.i; + queue.queue({e: p.center, p: 0, province: p.i, state: p.state}); + cost[p.center] = 1; + }); + + while (queue.length) { + const next = queue.dequeue(), + n = next.e, + p = next.p, + province = next.province, + state = next.state; + cells.c[n].forEach(function (e) { + // Do not overwrite cells from a locked state or province. + if ( + (provinces[cells.province[e]] && provinces[cells.province[e]].lock) || + // For finding if the state is locked, first make sure we care about that + // then find the province, the state for the province, and if both are defined, + // check the lock. + (!ignoreLockedStates && + provinces[cells.province[e]] && + states[provinces[cells.province[e]].state] && + states[provinces[cells.province[e]].state].lock) + ) + return; + + const land = cells.h[e] >= 20; + if (!land && !cells.t[e]) return; // cannot pass deep ocean + if (land && cells.state[e] !== state) return; + const evevation = cells.h[e] >= 70 ? 100 : cells.h[e] >= 50 ? 30 : cells.h[e] >= 20 ? 10 : 100; + const totalCost = p + evevation; + + if (totalCost > max) return; + if (!cost[e] || totalCost < cost[e]) { + if (land) cells.province[e] = province; // assign province to a cell + cost[e] = totalCost; + queue.queue({e, p: totalCost, province, state}); + } + }); + } + + // justify provinces shapes a bit + for (const i of cells.i) { + if (cells.burg[i]) continue; // do not overwrite burgs + // Do not process any locked provinces or states, if we care about the latter + if (pack.provinces[cells.province[i]].lock || (!ignoreLockedStates && pack.states[cells.state[i]].lock)) continue; + // Find neighbors, but ignore any cells from locked states or provinces + const neibs = cells.c[i] + .filter( + c => + (ignoreLockedStates || !pack.states[cells.state[c]].lock) && + !pack.provinces[cells.province[c]].lock && + cells.state[c] === cells.state[i] + ) + .map(c => cells.province[c]); + const adversaries = neibs.filter(c => c !== cells.province[i]); + if (adversaries.length < 2) continue; + const buddies = neibs.filter(c => c === cells.province[i]).length; + if (buddies.length > 2) continue; + const competitors = adversaries.map(p => adversaries.reduce((s, v) => (v === p ? s + 1 : s), 0)); + const max = d3.max(competitors); + if (buddies >= max) continue; + cells.province[i] = adversaries[competitors.indexOf(max)]; + } + + // add "wild" provinces if some cells don't have a province assigned + const noProvince = Array.from(cells.i).filter(i => cells.state[i] && !cells.province[i]); // cells without province assigned + states.forEach(s => { + if (!s.provinces.length || (!ignoreLockedStates && s.lock)) return; + + const coreProvinceNames = s.provinces.map(p => provinces[p]?.name); + const colonyNamePool = [s.name, ...coreProvinceNames].filter(name => name && !/new/i.test(name)); + const getColonyName = () => { + if (colonyNamePool.length < 1) return null; + + const index = rand(colonyNamePool.length - 1); + const spliced = colonyNamePool.splice(index, 1); + return spliced[0] ? `New ${spliced[0]}` : null; + }; + + let stateNoProvince = noProvince.filter(i => cells.state[i] === s.i && !cells.province[i]); + while (stateNoProvince.length) { + // add new province + const province = provinces.length; + const burgCell = stateNoProvince.find(i => cells.burg[i]); + const center = burgCell ? burgCell : stateNoProvince[0]; + const burg = burgCell ? cells.burg[burgCell] : 0; + cells.province[center] = province; + + // expand province + const cost = []; + cost[center] = 1; + queue.queue({e: center, p: 0}); + while (queue.length) { + const next = queue.dequeue(), + n = next.e, + p = next.p; + + cells.c[n].forEach(function (e) { + if (cells.province[e]) return; + const land = cells.h[e] >= 20; + if (cells.state[e] && cells.state[e] !== s.i) return; + const ter = land ? (cells.state[e] === s.i ? 3 : 20) : cells.t[e] ? 10 : 30; + const totalCost = p + ter; + + if (totalCost > max) return; + if (!cost[e] || totalCost < cost[e]) { + if (land && cells.state[e] === s.i) cells.province[e] = province; // assign province to a cell + cost[e] = totalCost; + queue.queue({e, p: totalCost}); + } + }); + } + + // generate "wild" province name + const c = cells.culture[center]; + const f = pack.features[cells.f[center]]; + const color = getMixedColor(s.color); + + const provCells = stateNoProvince.filter(i => cells.province[i] === province); + const singleIsle = provCells.length === f.cells && !provCells.find(i => cells.f[i] !== f.i); + const isleGroup = !singleIsle && !provCells.find(i => pack.features[cells.f[i]].group !== "isle"); + const colony = !singleIsle && !isleGroup && P(0.5) && !isPassable(s.center, center); + + const name = (function () { + const colonyName = colony && P(0.8) && getColonyName(); + if (colonyName) return colonyName; + if (burgCell && P(0.5)) return burgs[burg].name; + return Names.getState(Names.getCultureShort(c), c); + })(); + + const formName = (function () { + if (singleIsle) return "Island"; + if (isleGroup) return "Islands"; + if (colony) return "Colony"; + return rw(forms["Wild"]); + })(); + + const fullName = name + " " + formName; + + const dominion = colony ? P(0.95) : singleIsle || isleGroup ? P(0.7) : P(0.3); + const kinship = dominion ? 0 : 0.4; + const type = getType(center, burgs[burg]?.port); + const coa = COA.generate(s.coa, kinship, dominion, type); + coa.shield = COA.getShield(c, s.i); + + provinces.push({i: province, state: s.i, center, burg, name, formName, fullName, color, coa}); + s.provinces.push(province); + + // check if there is a land way within the same state between two cells + function isPassable(from, to) { + if (cells.f[from] !== cells.f[to]) return false; // on different islands + const queue = [from], + used = new Uint8Array(cells.i.length), + state = cells.state[from]; + while (queue.length) { + const current = queue.pop(); + if (current === to) return true; // way is found + cells.c[current].forEach(c => { + if (used[c] || cells.h[c] < 20 || cells.state[c] !== state) return; + queue.push(c); + used[c] = 1; + }); + } + return false; // way is not found + } + + // re-check + stateNoProvince = noProvince.filter(i => cells.state[i] === s.i && !cells.province[i]); + } + }); + + TIME && console.timeEnd("generateProvinces"); + }; + + return { + generate, + expandStates, + normalizeStates, + assignColors, + drawBurgs, + specifyBurgs, + defineBurgFeatures, + getType, + drawStateLabels, + collectStatistics, + generateCampaign, + generateCampaigns, + generateDiplomacy, + defineStateForms, + getFullName, + generateProvinces, + updateCultures + }; +})(); diff --git a/modules/ui/tools.js b/modules/ui/tools.js index 3ec4c8b93..944794b31 100644 --- a/modules/ui/tools.js +++ b/modules/ui/tools.js @@ -249,7 +249,6 @@ function recreateStates() { state.provinces.forEach(id => { if (!pack.provinces[id] || !pack.provinces[id].removed) return; pack.provinces[id].state = newId; - // pack.provinces[id].should_restore = true; }); state.i = newId; @@ -261,6 +260,8 @@ function recreateStates() { const lockedStateIndex = lockedStatesIds.indexOf(stateId) + 1; // lockedStateIndex is an index of locked state or 0 if state is not locked pack.cells.state[i] = lockedStateIndex; + + // TODO: update province id reference } for (let i = newStates.length; i < count; i++) { @@ -310,6 +311,15 @@ function recreateStates() { function regenerateProvinces() { unfog(); + // TODO: lockedProvincesIds + + for (const i of pack.cells.i) { + const provinceId = pack.cells.province[i]; + const lockedProvinceIndex = lockedProvincesIds.indexOf(provinceId) + 1; + // lockedProvinceIndex is an index of locked province or 0 if state is not locked + pack.cells.province[i] = lockedProvinceIndex; + } + BurgsAndStates.generateProvinces(true, true); drawBorders(); if (layerIsOn("toggleProvinces")) drawProvinces();