Refactor/migrate first modules (#1273)

* chore: add npm + vite for progressive enhancement

* fix: update Dockerfile to copy only the dist folder contents

* fix: update Dockerfile to use multi-stage build for optimized production image

* fix: correct nginx config file copy command in Dockerfile

* chore: add netlify configuration for build and redirects

* fix: add NODE_VERSION to environment in Netlify configuration

* remove wrong dist folder

* Update package.json

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

* chore: split public and src

* migrating all util files from js to ts

* feat: Implement HeightmapGenerator and Voronoi module

- Added HeightmapGenerator class for generating heightmaps with various tools (Hill, Pit, Range, Trough, Strait, etc.).
- Introduced Voronoi class for creating Voronoi diagrams using Delaunator.
- Updated index.html to include new modules.
- Created index.ts to manage module imports.
- Enhanced arrayUtils and graphUtils with type definitions and improved functionality.
- Added utility functions for generating grids and calculating Voronoi cells.

* chore: add GitHub Actions workflow for deploying to GitHub Pages

* fix: update branch name in GitHub Actions workflow from 'main' to 'master'

* chore: update package.json to specify Node.js engine version and remove unused launch.json

* Initial plan

* Update copilot guidelines to reflect NPM/Vite/TypeScript migration

Co-authored-by: Azgaar <26469650+Azgaar@users.noreply.github.com>

* Update src/modules/heightmap-generator.ts

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

* Update src/utils/graphUtils.ts

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

* Update src/modules/heightmap-generator.ts

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

* feat: Add TIME and ERROR variables to global scope in HeightmapGenerator

* fix: Update base path in vite.config.ts for Netlify deployment

* refactor: Migrate features to a new module and remove legacy script reference

* refactor: Update feature interfaces and improve type safety in FeatureModule

* refactor: Add documentation for markupPack and defineGroups methods in FeatureModule

* refactor: Remove legacy ocean-layers.js and migrate functionality to ocean-layers.ts

* refactor: Remove river-generator.js script reference and migrate river generation logic to river-generator.ts

* refactor: Remove river-generator.js reference and add biomes module

* refactor: Migrate lakes functionality to lakes.ts and update related interfaces

* refactor: clean up global variable declarations and improve type definitions

* refactor: update shoreline calculation and improve type imports in PackedGraph

* fix: e2e tests

---------

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
Co-authored-by: Azgaar <maxganiev@yandex.com>
Co-authored-by: Azgaar <azgaar.fmg@yandex.com>
Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com>
Co-authored-by: Azgaar <26469650+Azgaar@users.noreply.github.com>
This commit is contained in:
Marc Emmanuel 2026-01-26 17:07:54 +01:00 committed by GitHub
parent 9903f0b9aa
commit 29bc2832e0
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15 changed files with 826 additions and 677 deletions

110
src/modules/ocean-layers.ts Normal file
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import { line, curveBasisClosed } from 'd3';
import type { Selection } from 'd3';
import { clipPoly,P,rn,round } from '../utils';
declare global {
var OceanLayers: typeof OceanModule.prototype.draw;
}
class OceanModule {
private cells: any;
private vertices: any;
private pointsN: any;
private used: any;
private lineGen = line().curve(curveBasisClosed);
private oceanLayers: Selection<SVGGElement, unknown, null, undefined>;
constructor(oceanLayers: Selection<SVGGElement, unknown, null, undefined>) {
this.oceanLayers = oceanLayers;
}
randomizeOutline() {
const limits = [];
let odd = 0.2;
for (let l = -9; l < 0; l++) {
if (P(odd)) {
odd = 0.2;
limits.push(l);
} else {
odd *= 2;
}
}
return limits;
}
// connect vertices to chain
connectVertices(start: number, t: number) {
const chain = []; // vertices chain to form a path
for (let i = 0, current = start; i === 0 || (current !== start && i < 10000); i++) {
const prev = chain[chain.length - 1]; // previous vertex in chain
chain.push(current); // add current vertex to sequence
const c = this.vertices.c[current]; // cells adjacent to vertex
c.filter((c: number) => this.cells.t[c] === t).forEach((c: number) => (this.used[c] = 1));
const v = this.vertices.v[current]; // neighboring vertices
const c0 = !this.cells.t[c[0]] || this.cells.t[c[0]] === t - 1;
const c1 = !this.cells.t[c[1]] || this.cells.t[c[1]] === t - 1;
const c2 = !this.cells.t[c[2]] || this.cells.t[c[2]] === t - 1;
if (v[0] !== undefined && v[0] !== prev && c0 !== c1) current = v[0];
else if (v[1] !== undefined && v[1] !== prev && c1 !== c2) current = v[1];
else if (v[2] !== undefined && v[2] !== prev && c0 !== c2) current = v[2];
if (current === chain[chain.length - 1]) {
ERROR && console.error("Next vertex is not found");
break;
}
}
chain.push(chain[0]); // push first vertex as the last one
return chain;
}
// find eligible cell vertex to start path detection
findStart(i: number, t: number) {
if (this.cells.b[i]) return this.cells.v[i].find((v: number) => this.vertices.c[v].some((c: number) => c >= this.pointsN)); // map border cell
return this.cells.v[i][this.cells.c[i].findIndex((c: number)=> this.cells.t[c] < t || !this.cells.t[c])];
}
draw() {
const outline = this.oceanLayers.attr("layers");
if (outline === "none") return;
TIME && console.time("drawOceanLayers");
this.cells = grid.cells;
this.pointsN = grid.cells.i.length;
this.vertices = grid.vertices;
const limits = outline === "random" ? this.randomizeOutline() : outline.split(",").map((s: string) => +s);
const chains: [number, any[]][] = [];
const opacity = rn(0.4 / limits.length, 2);
this.used = new Uint8Array(this.pointsN); // to detect already passed cells
for (const i of this.cells.i) {
const t = this.cells.t[i];
if (t > 0) continue;
if (this.used[i] || !limits.includes(t)) continue;
const start = this.findStart(i, t);
if (!start) continue;
this.used[i] = 1;
const chain = this.connectVertices(start, t); // vertices chain to form a path
if (chain.length < 4) continue;
const relax = 1 + t * -2; // select only n-th point
const relaxed = chain.filter((v, i) => !(i % relax) || this.vertices.c[v].some((c: number) => c >= this.pointsN));
if (relaxed.length < 4) continue;
const points = clipPoly(
relaxed.map(v => this.vertices.p[v]),
graphWidth,
graphHeight,
1
);
chains.push([t, points]);
}
for (const t of limits) {
const layer = chains.filter((c: [number, any[]]) => c[0] === t);
let path = layer.map((c: [number, any[]]) => round(this.lineGen(c[1]) || "")).join("");
if (path) this.oceanLayers.append("path").attr("d", path).attr("fill", "#ecf2f9").attr("fill-opacity", opacity);
}
TIME && console.timeEnd("drawOceanLayers");
}
}
window.OceanLayers = () => new OceanModule(oceanLayers).draw();