4 uint32_t province_size = state.world.province_size();
5 uint32_t texture_size = province_size + 256 - province_size % 256;
7 std::vector<uint32_t> prov_color(texture_size * 2);
9 state.world.for_each_province([&](dcon::province_id prov_id) {
10 auto nation = state.world.province_get_nation_from_province_ownership(prov_id);
20 }
else if(state.world.nation_get_is_civilized(nation)) {
26 float civ_level = state.world.nation_get_modifier_values(nation, sys::national_mod_offsets::civilization_progress_modifier);
32 prov_color[i] = color;
33 if(!state.world.province_get_is_colonial(prov_id)) {
34 prov_color[i + texture_size] = color;
std::vector< uint32_t > civilization_level_map_from(sys::state &state)
status get_status(sys::state &state, dcon::nation_id n)
uint32_t color_gradient(float percent, uint32_t top_color, uint32_t bot_color)
constexpr uint16_t to_map_id(dcon::province_id id)
uint32_t pack_color(float r, float g, float b)