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