Completely reworked feature placement UX: - Tile palette in sidebar shows 7 pattern types (dead-end, straight, wide curve, sharp bend, Y-split, Y-wide, crossroads) for each linear terrain (road, river, coastline) with small hex previews - Click pattern to select, click hex to place — no more edge-clicking - Q/E keys or scroll wheel to rotate selected pattern before placing - Each placed feature has independent rotation controls (arrows) and remove button in the hex inspector panel - Edge constraint enforcement still runs automatically on placement Also added: core/tile-patterns.ts with canonical pattern definitions and rotation math (accounting for symmetry). Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
90 lines
2.2 KiB
TypeScript
90 lines
2.2 KiB
TypeScript
/**
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* Canonical tile patterns for linear features.
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* Each pattern is defined by a base edge mask and a human-readable name.
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* Patterns can be rotated by 60° increments to produce all placements.
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*/
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import type { EdgeMask } from './types.js';
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import { HexEdge } from './types.js';
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import { edgeMask, rotateMask, edgeCount } from './edge-connectivity.js';
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export interface TilePattern {
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id: string;
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name: string;
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baseMask: EdgeMask;
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/** Number of distinct rotations (accounting for symmetry) */
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rotations: number;
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}
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/** All canonical patterns for linear features */
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export const TILE_PATTERNS: TilePattern[] = [
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{
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id: 'dead-end',
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name: 'Dead End',
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baseMask: edgeMask(HexEdge.E),
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rotations: 6,
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},
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{
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id: 'straight',
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name: 'Straight',
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baseMask: edgeMask(HexEdge.E, HexEdge.W),
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rotations: 3, // Symmetric: E-W = same as W-E
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},
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{
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id: 'gentle-curve',
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name: 'Wide Curve',
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baseMask: edgeMask(HexEdge.E, HexEdge.SW),
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rotations: 6,
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},
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{
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id: 'sharp-bend',
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name: 'Sharp Bend',
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baseMask: edgeMask(HexEdge.E, HexEdge.SE),
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rotations: 6,
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},
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{
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id: 'y-junction',
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name: 'Y Split',
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baseMask: edgeMask(HexEdge.NE, HexEdge.SE, HexEdge.W),
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rotations: 6,
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},
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{
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id: 'y-junction-wide',
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name: 'Y Wide',
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baseMask: edgeMask(HexEdge.NE, HexEdge.SW, HexEdge.SE),
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rotations: 6,
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},
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{
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id: 'crossroads',
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name: 'Cross',
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baseMask: edgeMask(HexEdge.NE, HexEdge.E, HexEdge.SW, HexEdge.W),
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rotations: 3,
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},
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];
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/**
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* Get all unique rotations for a pattern.
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* Returns array of { mask, rotation } where rotation is the number of 60° steps.
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*/
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export function getPatternRotations(pattern: TilePattern): Array<{ mask: EdgeMask; rotation: number }> {
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const seen = new Set<EdgeMask>();
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const result: Array<{ mask: EdgeMask; rotation: number }> = [];
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for (let r = 0; r < 6; r++) {
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const mask = rotateMask(pattern.baseMask, r);
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if (!seen.has(mask)) {
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seen.add(mask);
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result.push({ mask, rotation: r });
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}
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}
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return result;
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}
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/**
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* Rotate a mask by N steps (each step = 60° clockwise).
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*/
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export function rotatePattern(mask: EdgeMask, steps: number): EdgeMask {
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return rotateMask(mask, steps);
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}
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