Fix coastline: 2-edge only, explicit waterSide, flip control

Coastline analysis and fix:
- Coastlines now only show 2-edge patterns (straight, wide curve,
  sharp bend) — Y-junctions and crossroads removed since a coast
  always divides exactly two sides
- Added waterSide property to HexFeature (1=CW, -1=CCW) — stored
  explicitly instead of computed by broken center-distance heuristic
  that flipped water/land at rotation midpoint
- F key or "Flip water side" button in palette to toggle which side
  is water before placing
- Inspector shows flip button (swap arrows) for placed coastlines
- Rotation preserves waterSide — no more land/water swaps
- Separate pattern lists: GENERAL_PATTERNS for road/river,
  COASTLINE_PATTERNS for coastline (core/tile-patterns.ts)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
Axel Meyer
2026-04-07 11:17:56 +00:00
parent b6bd66cd9e
commit ce95930b87
9 changed files with 176 additions and 89 deletions

View File

@@ -42,13 +42,14 @@ export class HexMap {
}
/** Add or update a linear feature on a hex */
setFeature(coord: AxialCoord, terrainId: string, edgeMask: EdgeMask): void {
setFeature(coord: AxialCoord, terrainId: string, edgeMask: EdgeMask, waterSide?: 1 | -1): void {
const terrain = this.getTerrain(coord);
const existing = terrain.features.find(f => f.terrainId === terrainId);
if (existing) {
existing.edgeMask = edgeMask;
if (waterSide !== undefined) existing.waterSide = waterSide;
} else {
terrain.features.push({ terrainId, edgeMask });
terrain.features.push({ terrainId, edgeMask, ...(waterSide !== undefined ? { waterSide } : {}) });
}
// Remove features with empty mask
terrain.features = terrain.features.filter(f => f.edgeMask !== 0);

View File

@@ -1,84 +1,107 @@
/**
* Canonical tile patterns for linear features.
* Each pattern is defined by a base edge mask and a human-readable name.
* Patterns can be rotated by 60° increments to produce all placements.
* Each pattern has a base edge mask and can be rotated in 60° increments.
* Coastlines only use 2-edge patterns and have an additional waterSide property.
*/
import type { EdgeMask } from './types.js';
import { HexEdge } from './types.js';
import { edgeMask, rotateMask, edgeCount } from './edge-connectivity.js';
import { edgeMask, rotateMask } from './edge-connectivity.js';
export interface TilePattern {
id: string;
name: string;
baseMask: EdgeMask;
/** Number of distinct rotations (accounting for symmetry) */
/** Max distinct rotations (accounting for symmetry) */
rotations: number;
/** Number of connected edges */
edgeCount: number;
}
/** All canonical patterns for linear features */
export const TILE_PATTERNS: TilePattern[] = [
/** General patterns for road/river (all edge counts) */
export const GENERAL_PATTERNS: TilePattern[] = [
{
id: 'dead-end',
name: 'Dead End',
baseMask: edgeMask(HexEdge.E),
rotations: 6,
edgeCount: 1,
},
{
id: 'straight',
name: 'Straight',
baseMask: edgeMask(HexEdge.E, HexEdge.W),
rotations: 3, // Symmetric: E-W = same as W-E
rotations: 3,
edgeCount: 2,
},
{
id: 'gentle-curve',
name: 'Wide Curve',
baseMask: edgeMask(HexEdge.E, HexEdge.SW),
rotations: 6,
edgeCount: 2,
},
{
id: 'sharp-bend',
name: 'Sharp Bend',
baseMask: edgeMask(HexEdge.E, HexEdge.SE),
rotations: 6,
edgeCount: 2,
},
{
id: 'y-junction',
name: 'Y Split',
baseMask: edgeMask(HexEdge.NE, HexEdge.SE, HexEdge.W),
rotations: 6,
edgeCount: 3,
},
{
id: 'y-junction-wide',
name: 'Y Wide',
baseMask: edgeMask(HexEdge.NE, HexEdge.SW, HexEdge.SE),
rotations: 6,
edgeCount: 3,
},
{
id: 'crossroads',
name: 'Cross',
baseMask: edgeMask(HexEdge.NE, HexEdge.E, HexEdge.SW, HexEdge.W),
rotations: 3,
edgeCount: 4,
},
];
/** Coastline patterns — only 2-edge (a coast is always a line from A to B) */
export const COASTLINE_PATTERNS: TilePattern[] = [
{
id: 'straight',
name: 'Straight',
baseMask: edgeMask(HexEdge.E, HexEdge.W),
rotations: 3,
edgeCount: 2,
},
{
id: 'gentle-curve',
name: 'Wide Curve',
baseMask: edgeMask(HexEdge.E, HexEdge.SW),
rotations: 6,
edgeCount: 2,
},
{
id: 'sharp-bend',
name: 'Sharp Bend',
baseMask: edgeMask(HexEdge.E, HexEdge.SE),
rotations: 6,
edgeCount: 2,
},
];
/**
* Get all unique rotations for a pattern.
* Returns array of { mask, rotation } where rotation is the number of 60° steps.
* Get the appropriate patterns for a terrain type.
*/
export function getPatternRotations(pattern: TilePattern): Array<{ mask: EdgeMask; rotation: number }> {
const seen = new Set<EdgeMask>();
const result: Array<{ mask: EdgeMask; rotation: number }> = [];
for (let r = 0; r < 6; r++) {
const mask = rotateMask(pattern.baseMask, r);
if (!seen.has(mask)) {
seen.add(mask);
result.push({ mask, rotation: r });
}
}
return result;
export function getPatternsForTerrain(terrainId: string): TilePattern[] {
if (terrainId === 'coastline') return COASTLINE_PATTERNS;
return GENERAL_PATTERNS;
}
/**

View File

@@ -69,6 +69,13 @@ export interface TerrainType {
export interface HexFeature {
terrainId: string;
edgeMask: EdgeMask;
/**
* For coastline only: which side of the curve is water.
* 1 = clockwise side (right side looking from first edge to second)
* -1 = counter-clockwise side (left side)
* Undefined for non-coastline features.
*/
waterSide?: 1 | -1;
}
/** Complete terrain state for a single hex */