Refactor layers rendering (#1120)

* feat: render states - use global fn

* feat: render states - separate pole detection from layer render

* feat: render provinces

* chore: unify drawFillWithGap

* refactor: drawIce

* refactor: drawBorders

* refactor: drawHeightmap

* refactor: drawTemperature

* refactor: drawBiomes

* refactor: drawPrec

* refactor: drawPrecipitation

* refactor: drawPopulation

* refactor: drawCells

* refactor: geColor

* refactor: drawMarkers

* refactor: drawScaleBar

* refactor: drawScaleBar

* refactor: drawMilitary

* refactor: pump version to 1.104.00

* refactor: pump version to 1.104.00

* refactor: drawCoastline and createDefaultRuler

* refactor: drawCoastline

* refactor: Features module start

* refactor: features - define distance fields

* feat: drawFeatures

* feat: drawIce don't hide

* feat: detect coastline - fix issue with border feature

* feat: separate labels rendering from generation process

* feat: auto-update and restore layers

* refactor - change layers

* refactor - sort layers

* fix: regenerate burgs to re-render layers

* fix: getColor is not defined

* fix: burgs overview - don't auto-show labels on hover

* fix: redraw population on change

* refactor: improve tooltip logic for burg labels and icons

* chore: pump version to 1.104.0

* fefactor: edit coastline and lake

* fix: minot fixes

* fix: submap

---------

Co-authored-by: Azgaar <azgaar.fmg@yandex.com>
This commit is contained in:
Azgaar 2024-09-20 12:20:27 +02:00 committed by GitHub
parent ec993d1a9b
commit 05de284e02
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52 changed files with 2473 additions and 2713 deletions

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@ -277,7 +277,7 @@ class Battle {
const shift = side === "attackers" ? attackers.length * -8 : (defenders.length - 1) * 8;
regiment.px = regiment.x;
regiment.py = regiment.y;
Military.moveRegiment(regiment, defenders[0].x, defenders[0].y + shift);
moveRegiment(regiment, defenders[0].x, defenders[0].y + shift);
});
}
@ -909,7 +909,7 @@ class Battle {
cancelResults() {
// move regiments back to initial positions
this.attackers.regiments.concat(this.defenders.regiments).forEach(r => Military.moveRegiment(r, r.px, r.py));
this.attackers.regiments.concat(this.defenders.regiments).forEach(r => moveRegiment(r, r.px, r.py));
$("#battleScreen").dialog("close");
this.cleanData();
}