[Migration] NPM (#1266)

* 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

* fix: Update Node.js version in Dockerfile to 24-alpine

---------

Co-authored-by: Marc Emmanuel <marc.emmanuel@tado.com>
Co-authored-by: Marc Emmanuel <marcwissler@gmail.com>
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com>
Co-authored-by: Azgaar <26469650+Azgaar@users.noreply.github.com>
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# Fantasy Map Generator
Azgaar's Fantasy Map Generator is a client-side JavaScript web application for creating fantasy maps. It generates detailed fantasy worlds with countries, cities, rivers, biomes, and cultural elements.
Azgaar's Fantasy Map Generator is a web application for creating fantasy maps. It generates detailed fantasy worlds with countries, cities, rivers, biomes, and cultural elements.
Always reference these instructions first and fallback to search or bash commands only when you encounter unexpected information that does not match the info here.
## Working Effectively
- **CRITICAL**: This is a static web application - NO build process needed. No npm install, no compilation, no bundling.
- Run the application using HTTP server (required - cannot run with file:// protocol):
- `python3 -m http.server 8000` - takes 2-3 seconds to start
- Access at: `http://localhost:8000`
- The project uses NPM, Vite, and TypeScript for development and building.
- **Setup**: Run `npm install` to install dependencies (requires Node.js >= 24.0.0)
- **Development**: Run `npm run dev` to start the Vite development server
- Access at: `http://localhost:5173` (Vite's default port)
- Hot module replacement (HMR) enabled - changes are reflected immediately
- **Building**: Run `npm run build` to compile TypeScript and build for production
- TypeScript compilation runs first (`tsc`)
- Vite builds the application to `dist/` directory
- **Preview**: Run `npm run preview` to preview the production build locally
## Validation
- Always manually validate any changes by:
1. Starting the HTTP server (NEVER CANCEL - wait for full startup)
2. Navigate to the application in browser
1. Run `npm run dev` to start the development server (wait for "ready" message)
2. Navigate to the application in browser (typically `http://localhost:5173`)
3. Click the "►" button to open the menu and generate a new map
4. **CRITICAL VALIDATION**: Verify the map generates with countries, cities, roads, and geographic features
5. Test UI interaction: click "Layers" button, verify layer controls work
6. Test regeneration: click "New Map!" button, verify new map generates correctly
- **Known Issues**: Google Analytics and font loading errors are normal (blocked external resources)
- For production build validation: run `npm run build` followed by `npm run preview`
## Repository Structure
### Core Files
- `index.html` - Main application entry point
- `main.js` - Core application logic
- `versioning.js` - Version management and update handling
- `package.json` - NPM package configuration with scripts and dependencies
- `vite.config.ts` - Vite build configuration
- `tsconfig.json` - TypeScript compiler configuration
### Key Directories
### Source Directories
- `modules/` - core functionality modules:
- `src/` - Source code directory (build input)
- `src/index.html` - Main application entry point
- `src/utils/` - TypeScript utility modules (migrated from JS)
- `public/` - Static assets (copied to build output)
- `public/main.js` - Core application logic
- `public/versioning.js` - Version management and update handling
- `public/modules/` - Core functionality modules:
- `modules/ui/` - UI components (editors, tools, style management)
- `modules/dynamic/` - runtime modules (export, installation)
- `modules/renderers/` - drawing and rendering logic
- `utils/` - utility libraries (math, arrays, strings, etc.)
- `styles/` - visual style presets (JSON files)
- `libs/` - Third-party libraries (D3.js, TinyMCE, etc.)
- `images/` - backgrounds, UI elements
- `charges/` - heraldic symbols and coat of arms elements
- `config/` - Heightmap templates and configurations
- `heightmaps/` - Terrain generation data
- `public/styles/` - Visual style presets (JSON files)
- `public/libs/` - Third-party libraries (D3.js, TinyMCE, etc.)
- `public/images/` - Backgrounds, UI elements
- `public/charges/` - Heraldic symbols and coat of arms elements
- `public/config/` - Heightmap templates and configurations
- `public/heightmaps/` - Terrain generation data
- `dist/` - Production build output (generated by `npm run build`)
## Common Tasks
### Making Code Changes
1. Edit JavaScript files directly (no compilation needed)
2. Refresh browser to see changes immediately
3. **ALWAYS test map generation** after making changes
4. Update version in `versioning.js` for all changes
5. Update file hashes in `index.html` for changed files (format: `file.js?v=1.108.1`)
1. **TypeScript files** (`src/utils/*.ts`):
- Edit TypeScript files in the `src/utils/` directory
- Changes are automatically recompiled and hot-reloaded in dev mode
- Run `npm run build` to verify TypeScript compilation succeeds
2. **JavaScript files** (`public/*.js`, `public/modules/*.js`):
- Edit JavaScript files directly in the `public/` directory
- Changes are automatically reflected in dev mode via HMR
- **Note**: Core application logic is still in JavaScript and gradually being migrated
3. **Always test map generation** after making changes
4. Update version in `public/versioning.js` for all changes
5. For production builds, update file hashes in `src/index.html` if needed (format: `file.js?v=1.108.1`)
### Debugging Map Generation
@ -71,19 +89,30 @@ Always reference these instructions first and fallback to search or bash command
### Application Won't Load
- Ensure using HTTP server (not file://)
- Check console for JavaScript errors
- Run `npm install` to ensure dependencies are installed
- Run `npm run dev` to start the development server
- Check console for JavaScript/TypeScript errors
- Verify all files are present in repository
- Ensure Node.js version >= 24.0.0 (`node --version`)
### Build Failures
- Check TypeScript compilation errors (`tsc` output)
- Verify all dependencies are installed (`npm install`)
- Check `tsconfig.json` for configuration issues
- Look for import/module resolution errors
### Map Generation Fails
- Check browser console for error messages
- Look for specific module failures in generation logs
- Try refreshing page and generating new map
- Verify build completed successfully if using production build
### Performance Issues
- Map generation should complete in ~1 second for standard configurations
- If slower, check browser console for errors
- Development mode may be slower due to HMR overhead
Remember: This is a sophisticated client-side application that generates complete fantasy worlds with political systems, geography, cultures, and detailed cartographic elements. Always validate that your changes preserve the core map generation functionality.
Remember: This is a sophisticated application that generates complete fantasy worlds with political systems, geography, cultures, and detailed cartographic elements. The project is gradually migrating from vanilla JavaScript to TypeScript. Always validate that your changes preserve the core map generation functionality.

51
.github/workflows/deploy.yml vendored Normal file
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# Simple workflow for deploying static content to GitHub Pages
name: Deploy static content to Pages
on:
# Runs on pushes targeting the default branch
push:
branches: ['master']
# Allows you to run this workflow manually from the Actions tab
workflow_dispatch:
# Sets the GITHUB_TOKEN permissions to allow deployment to GitHub Pages
permissions:
contents: read
pages: write
id-token: write
# Allow one concurrent deployment
concurrency:
group: 'pages'
cancel-in-progress: true
jobs:
# Single deploy job since we're just deploying
deploy:
environment:
name: github-pages
url: ${{ steps.deployment.outputs.page_url }}
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v5
- name: Set up Node
uses: actions/setup-node@v6
with:
node-version: lts/*
cache: 'npm'
- name: Install dependencies
run: npm ci
- name: Build
run: npm run build
- name: Setup Pages
uses: actions/configure-pages@v5
- name: Upload artifact
uses: actions/upload-pages-artifact@v4
with:
# Upload dist folder
path: './dist'
- name: Deploy to GitHub Pages
id: deployment
uses: actions/deploy-pages@v4

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.vscode/launch.json vendored
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{
"version": "0.1.0",
"configurations": [
{
"name": "Debug",
"type": "chrome",
"request": "launch",
"file": "${workspaceFolder}/index.html"
}
]
}

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# Build stage
FROM node:24-alpine AS builder
WORKDIR /app
# Copy package files
COPY package*.json ./
# Install dependencies
RUN npm ci
# Copy source code
COPY ./src ./src
COPY ./public ./public
COPY vite.config.js .
# Build the application
RUN npm run build
# Production stage
FROM nginx:stable-alpine
# Copy the contents of the repo to the container
COPY . /usr/share/nginx/html
# Copy built files from builder stage
COPY --from=builder /app/dist /usr/share/nginx/html
# Move the customized nginx config file to the nginx folder
RUN mv /usr/share/nginx/html/.docker/default.conf /etc/nginx/conf.d/default.conf
# Copy the customized nginx config file to the nginx folder
COPY .docker/default.conf /etc/nginx/conf.d/default.conf

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"use strict";
window.HeightmapGenerator = (function () {
let grid = null;
let heights = null;
let blobPower;
let linePower;
const setGraph = graph => {
const {cellsDesired, cells, points} = graph;
heights = cells.h ? Uint8Array.from(cells.h) : createTypedArray({maxValue: 100, length: points.length});
blobPower = getBlobPower(cellsDesired);
linePower = getLinePower(cellsDesired);
grid = graph;
};
const getHeights = () => heights;
const clearData = () => {
heights = null;
grid = null;
};
const fromTemplate = (graph, id) => {
const templateString = heightmapTemplates[id]?.template || "";
const steps = templateString.split("\n");
if (!steps.length) throw new Error(`Heightmap template: no steps. Template: ${id}. Steps: ${steps}`);
setGraph(graph);
for (const step of steps) {
const elements = step.trim().split(" ");
if (elements.length < 2) throw new Error(`Heightmap template: steps < 2. Template: ${id}. Step: ${elements}`);
addStep(...elements);
}
return heights;
};
const fromPrecreated = (graph, id) => {
return new Promise(resolve => {
// create canvas where 1px corresponts to a cell
const canvas = document.createElement("canvas");
const ctx = canvas.getContext("2d");
const {cellsX, cellsY} = graph;
canvas.width = cellsX;
canvas.height = cellsY;
// load heightmap into image and render to canvas
const img = new Image();
img.src = `./heightmaps/${id}.png`;
img.onload = () => {
ctx.drawImage(img, 0, 0, cellsX, cellsY);
const imageData = ctx.getImageData(0, 0, cellsX, cellsY);
setGraph(graph);
getHeightsFromImageData(imageData.data);
canvas.remove();
img.remove();
resolve(heights);
};
});
};
const generate = async function (graph) {
TIME && console.time("defineHeightmap");
const id = byId("templateInput").value;
Math.random = aleaPRNG(seed);
const isTemplate = id in heightmapTemplates;
const heights = isTemplate ? fromTemplate(graph, id) : await fromPrecreated(graph, id);
TIME && console.timeEnd("defineHeightmap");
clearData();
return heights;
};
function addStep(tool, a2, a3, a4, a5) {
if (tool === "Hill") return addHill(a2, a3, a4, a5);
if (tool === "Pit") return addPit(a2, a3, a4, a5);
if (tool === "Range") return addRange(a2, a3, a4, a5);
if (tool === "Trough") return addTrough(a2, a3, a4, a5);
if (tool === "Strait") return addStrait(a2, a3);
if (tool === "Mask") return mask(a2);
if (tool === "Invert") return invert(a2, a3);
if (tool === "Add") return modify(a3, +a2, 1);
if (tool === "Multiply") return modify(a3, 0, +a2);
if (tool === "Smooth") return smooth(a2);
}
function getBlobPower(cells) {
const blobPowerMap = {
1000: 0.93,
2000: 0.95,
5000: 0.97,
10000: 0.98,
20000: 0.99,
30000: 0.991,
40000: 0.993,
50000: 0.994,
60000: 0.995,
70000: 0.9955,
80000: 0.996,
90000: 0.9964,
100000: 0.9973
};
return blobPowerMap[cells] || 0.98;
}
function getLinePower(cells) {
const linePowerMap = {
1000: 0.75,
2000: 0.77,
5000: 0.79,
10000: 0.81,
20000: 0.82,
30000: 0.83,
40000: 0.84,
50000: 0.86,
60000: 0.87,
70000: 0.88,
80000: 0.91,
90000: 0.92,
100000: 0.93
};
return linePowerMap[cells] || 0.81;
}
const addHill = (count, height, rangeX, rangeY) => {
count = getNumberInRange(count);
while (count > 0) {
addOneHill();
count--;
}
function addOneHill() {
const change = new Uint8Array(heights.length);
let limit = 0;
let start;
let h = lim(getNumberInRange(height));
do {
const x = getPointInRange(rangeX, graphWidth);
const y = getPointInRange(rangeY, graphHeight);
start = findGridCell(x, y, grid);
limit++;
} while (heights[start] + h > 90 && limit < 50);
change[start] = h;
const queue = [start];
while (queue.length) {
const q = queue.shift();
for (const c of grid.cells.c[q]) {
if (change[c]) continue;
change[c] = change[q] ** blobPower * (Math.random() * 0.2 + 0.9);
if (change[c] > 1) queue.push(c);
}
}
heights = heights.map((h, i) => lim(h + change[i]));
}
};
const addPit = (count, height, rangeX, rangeY) => {
count = getNumberInRange(count);
while (count > 0) {
addOnePit();
count--;
}
function addOnePit() {
const used = new Uint8Array(heights.length);
let limit = 0,
start;
let h = lim(getNumberInRange(height));
do {
const x = getPointInRange(rangeX, graphWidth);
const y = getPointInRange(rangeY, graphHeight);
start = findGridCell(x, y, grid);
limit++;
} while (heights[start] < 20 && limit < 50);
const queue = [start];
while (queue.length) {
const q = queue.shift();
h = h ** blobPower * (Math.random() * 0.2 + 0.9);
if (h < 1) return;
grid.cells.c[q].forEach(function (c, i) {
if (used[c]) return;
heights[c] = lim(heights[c] - h * (Math.random() * 0.2 + 0.9));
used[c] = 1;
queue.push(c);
});
}
}
};
// fromCell, toCell are options cell ids
const addRange = (count, height, rangeX, rangeY, startCell, endCell) => {
count = getNumberInRange(count);
while (count > 0) {
addOneRange();
count--;
}
function addOneRange() {
const used = new Uint8Array(heights.length);
let h = lim(getNumberInRange(height));
if (rangeX && rangeY) {
// find start and end points
const startX = getPointInRange(rangeX, graphWidth);
const startY = getPointInRange(rangeY, graphHeight);
let dist = 0,
limit = 0,
endX,
endY;
do {
endX = Math.random() * graphWidth * 0.8 + graphWidth * 0.1;
endY = Math.random() * graphHeight * 0.7 + graphHeight * 0.15;
dist = Math.abs(endY - startY) + Math.abs(endX - startX);
limit++;
} while ((dist < graphWidth / 8 || dist > graphWidth / 3) && limit < 50);
startCell = findGridCell(startX, startY, grid);
endCell = findGridCell(endX, endY, grid);
}
let range = getRange(startCell, endCell);
// get main ridge
function getRange(cur, end) {
const range = [cur];
const p = grid.points;
used[cur] = 1;
while (cur !== end) {
let min = Infinity;
grid.cells.c[cur].forEach(function (e) {
if (used[e]) return;
let diff = (p[end][0] - p[e][0]) ** 2 + (p[end][1] - p[e][1]) ** 2;
if (Math.random() > 0.85) diff = diff / 2;
if (diff < min) {
min = diff;
cur = e;
}
});
if (min === Infinity) return range;
range.push(cur);
used[cur] = 1;
}
return range;
}
// add height to ridge and cells around
let queue = range.slice(),
i = 0;
while (queue.length) {
const frontier = queue.slice();
(queue = []), i++;
frontier.forEach(i => {
heights[i] = lim(heights[i] + h * (Math.random() * 0.3 + 0.85));
});
h = h ** linePower - 1;
if (h < 2) break;
frontier.forEach(f => {
grid.cells.c[f].forEach(i => {
if (!used[i]) {
queue.push(i);
used[i] = 1;
}
});
});
}
// generate prominences
range.forEach((cur, d) => {
if (d % 6 !== 0) return;
for (const l of d3.range(i)) {
const min = grid.cells.c[cur][d3.scan(grid.cells.c[cur], (a, b) => heights[a] - heights[b])]; // downhill cell
heights[min] = (heights[cur] * 2 + heights[min]) / 3;
cur = min;
}
});
}
};
const addTrough = (count, height, rangeX, rangeY, startCell, endCell) => {
count = getNumberInRange(count);
while (count > 0) {
addOneTrough();
count--;
}
function addOneTrough() {
const used = new Uint8Array(heights.length);
let h = lim(getNumberInRange(height));
if (rangeX && rangeY) {
// find start and end points
let limit = 0,
startX,
startY,
dist = 0,
endX,
endY;
do {
startX = getPointInRange(rangeX, graphWidth);
startY = getPointInRange(rangeY, graphHeight);
startCell = findGridCell(startX, startY, grid);
limit++;
} while (heights[startCell] < 20 && limit < 50);
limit = 0;
do {
endX = Math.random() * graphWidth * 0.8 + graphWidth * 0.1;
endY = Math.random() * graphHeight * 0.7 + graphHeight * 0.15;
dist = Math.abs(endY - startY) + Math.abs(endX - startX);
limit++;
} while ((dist < graphWidth / 8 || dist > graphWidth / 2) && limit < 50);
endCell = findGridCell(endX, endY, grid);
}
let range = getRange(startCell, endCell);
// get main ridge
function getRange(cur, end) {
const range = [cur];
const p = grid.points;
used[cur] = 1;
while (cur !== end) {
let min = Infinity;
grid.cells.c[cur].forEach(function (e) {
if (used[e]) return;
let diff = (p[end][0] - p[e][0]) ** 2 + (p[end][1] - p[e][1]) ** 2;
if (Math.random() > 0.8) diff = diff / 2;
if (diff < min) {
min = diff;
cur = e;
}
});
if (min === Infinity) return range;
range.push(cur);
used[cur] = 1;
}
return range;
}
// add height to ridge and cells around
let queue = range.slice(),
i = 0;
while (queue.length) {
const frontier = queue.slice();
(queue = []), i++;
frontier.forEach(i => {
heights[i] = lim(heights[i] - h * (Math.random() * 0.3 + 0.85));
});
h = h ** linePower - 1;
if (h < 2) break;
frontier.forEach(f => {
grid.cells.c[f].forEach(i => {
if (!used[i]) {
queue.push(i);
used[i] = 1;
}
});
});
}
// generate prominences
range.forEach((cur, d) => {
if (d % 6 !== 0) return;
for (const l of d3.range(i)) {
const min = grid.cells.c[cur][d3.scan(grid.cells.c[cur], (a, b) => heights[a] - heights[b])]; // downhill cell
//debug.append("circle").attr("cx", p[min][0]).attr("cy", p[min][1]).attr("r", 1);
heights[min] = (heights[cur] * 2 + heights[min]) / 3;
cur = min;
}
});
}
};
const addStrait = (width, direction = "vertical") => {
width = Math.min(getNumberInRange(width), grid.cellsX / 3);
if (width < 1 && P(width)) return;
const used = new Uint8Array(heights.length);
const vert = direction === "vertical";
const startX = vert ? Math.floor(Math.random() * graphWidth * 0.4 + graphWidth * 0.3) : 5;
const startY = vert ? 5 : Math.floor(Math.random() * graphHeight * 0.4 + graphHeight * 0.3);
const endX = vert
? Math.floor(graphWidth - startX - graphWidth * 0.1 + Math.random() * graphWidth * 0.2)
: graphWidth - 5;
const endY = vert
? graphHeight - 5
: Math.floor(graphHeight - startY - graphHeight * 0.1 + Math.random() * graphHeight * 0.2);
const start = findGridCell(startX, startY, grid);
const end = findGridCell(endX, endY, grid);
let range = getRange(start, end);
const query = [];
function getRange(cur, end) {
const range = [];
const p = grid.points;
while (cur !== end) {
let min = Infinity;
grid.cells.c[cur].forEach(function (e) {
let diff = (p[end][0] - p[e][0]) ** 2 + (p[end][1] - p[e][1]) ** 2;
if (Math.random() > 0.8) diff = diff / 2;
if (diff < min) {
min = diff;
cur = e;
}
});
range.push(cur);
}
return range;
}
const step = 0.1 / width;
while (width > 0) {
const exp = 0.9 - step * width;
range.forEach(function (r) {
grid.cells.c[r].forEach(function (e) {
if (used[e]) return;
used[e] = 1;
query.push(e);
heights[e] **= exp;
if (heights[e] > 100) heights[e] = 5;
});
});
range = query.slice();
width--;
}
};
const modify = (range, add, mult, power) => {
const min = range === "land" ? 20 : range === "all" ? 0 : +range.split("-")[0];
const max = range === "land" || range === "all" ? 100 : +range.split("-")[1];
const isLand = min === 20;
heights = heights.map(h => {
if (h < min || h > max) return h;
if (add) h = isLand ? Math.max(h + add, 20) : h + add;
if (mult !== 1) h = isLand ? (h - 20) * mult + 20 : h * mult;
if (power) h = isLand ? (h - 20) ** power + 20 : h ** power;
return lim(h);
});
};
const smooth = (fr = 2, add = 0) => {
heights = heights.map((h, i) => {
const a = [h];
grid.cells.c[i].forEach(c => a.push(heights[c]));
if (fr === 1) return d3.mean(a) + add;
return lim((h * (fr - 1) + d3.mean(a) + add) / fr);
});
};
const mask = (power = 1) => {
const fr = power ? Math.abs(power) : 1;
heights = heights.map((h, i) => {
const [x, y] = grid.points[i];
const nx = (2 * x) / graphWidth - 1; // [-1, 1], 0 is center
const ny = (2 * y) / graphHeight - 1; // [-1, 1], 0 is center
let distance = (1 - nx ** 2) * (1 - ny ** 2); // 1 is center, 0 is edge
if (power < 0) distance = 1 - distance; // inverted, 0 is center, 1 is edge
const masked = h * distance;
return lim((h * (fr - 1) + masked) / fr);
});
};
const invert = (count, axes) => {
if (!P(count)) return;
const invertX = axes !== "y";
const invertY = axes !== "x";
const {cellsX, cellsY} = grid;
const inverted = heights.map((h, i) => {
const x = i % cellsX;
const y = Math.floor(i / cellsX);
const nx = invertX ? cellsX - x - 1 : x;
const ny = invertY ? cellsY - y - 1 : y;
const invertedI = nx + ny * cellsX;
return heights[invertedI];
});
heights = inverted;
};
function getPointInRange(range, length) {
if (typeof range !== "string") {
ERROR && console.error("Range should be a string");
return;
}
const min = range.split("-")[0] / 100 || 0;
const max = range.split("-")[1] / 100 || min;
return rand(min * length, max * length);
}
function getHeightsFromImageData(imageData) {
for (let i = 0; i < heights.length; i++) {
const lightness = imageData[i * 4] / 255;
const powered = lightness < 0.2 ? lightness : 0.2 + (lightness - 0.2) ** 0.8;
heights[i] = minmax(Math.floor(powered * 100), 0, 100);
}
}
return {
setGraph,
getHeights,
generate,
fromTemplate,
fromPrecreated,
addHill,
addRange,
addTrough,
addStrait,
addPit,
smooth,
modify,
mask,
invert
};
})();

9
netlify.toml Normal file
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[build]
command = "npm run build"
publish = "dist"
environment = { NODE_VERSION = "24" }
[[redirects]]
from = "/*"
to = "/index.html"
status = 200

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37
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{
"name": "fantasy-map-generator",
"version": "1.109.5",
"description": "Azgaar's _Fantasy Map Generator_ is a free web application that helps fantasy writers, game masters, and cartographers create and edit fantasy maps.",
"homepage": "https://github.com/Azgaar/Fantasy-Map-Generator#readme",
"bugs": {
"url": "https://github.com/Azgaar/Fantasy-Map-Generator/issues"
},
"repository": {
"type": "git",
"url": "git+https://github.com/Azgaar/Fantasy-Map-Generator.git"
},
"license": "MIT",
"author": "Azgaar",
"main": "main.js",
"scripts": {
"dev": "vite",
"build": "tsc && vite build",
"preview": "vite preview"
},
"devDependencies": {
"@types/d3": "^7.4.3",
"@types/delaunator": "^5.0.3",
"@types/polylabel": "^1.1.3",
"typescript": "^5.9.3",
"vite": "^7.3.1"
},
"dependencies": {
"alea": "^1.0.1",
"d3": "^7.9.0",
"delaunator": "^5.0.1",
"polylabel": "^2.0.1"
},
"engines": {
"node": ">=24.0.0"
}
}

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