Files
hexifyer/core/tile-patterns.ts
Axel Meyer ce95930b87 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>
2026-04-07 11:17:56 +00:00

113 lines
2.6 KiB
TypeScript

/**
* Canonical tile patterns for linear features.
* 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 } from './edge-connectivity.js';
export interface TilePattern {
id: string;
name: string;
baseMask: EdgeMask;
/** Max distinct rotations (accounting for symmetry) */
rotations: number;
/** Number of connected edges */
edgeCount: number;
}
/** 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,
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 the appropriate patterns for a terrain type.
*/
export function getPatternsForTerrain(terrainId: string): TilePattern[] {
if (terrainId === 'coastline') return COASTLINE_PATTERNS;
return GENERAL_PATTERNS;
}
/**
* Rotate a mask by N steps (each step = 60° clockwise).
*/
export function rotatePattern(mask: EdgeMask, steps: number): EdgeMask {
return rotateMask(mask, steps);
}