A 14 m concrete wall now encloses the city 24 m beyond its outermost blocks. It is in the collision index (not the pick index), blocked on the navigation grid so residents and routes stay inside, and walk/fly positions are clamped within it so nobody leaves by flying over. Posters are pasted on the city side at random spots, sizes and tilts (up to 25 degrees), one per ~35 m, overlapping like a real hoarding. They are painted into one atlas from civic slogans plus facts about the loaded codebase (welcome, tallest tower, largest district, most connected file), seeded by the repository name so each city's wall is stable. The wall shader draws concrete courses and joints with a lit coping, and the minimap outlines the wall. README covers routes, residents, the wall and security alerts.
115 lines
6.8 KiB
JavaScript
115 lines
6.8 KiB
JavaScript
import { test } from 'node:test';
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import assert from 'node:assert/strict';
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import { buildNavGrid, routesFrom, walkable } from '../web/city.js';
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// Two buildings separated by a long wall-like building with a gap at the far end.
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const a = { x: 0, y: 0, w: 10, h: 10, height: 20 };
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const b = { x: 60, y: 0, w: 10, h: 10, height: 20 };
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const wall = { x: 30, y: -40, w: 6, h: 100, height: 20 };
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const bounds = { width: 100, height: 100 };
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const onFreeGround = (grid, points) => {
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for (let i = 1; i < points.length; i++) {
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const [p, q] = [points[i - 1], points[i]], steps = Math.ceil(Math.hypot(q[0] - p[0], q[1] - p[1]));
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for (let s = 0; s <= steps; s++) assert.ok(walkable(grid, p[0] + (q[0] - p[0]) * s / steps, p[1] + (q[1] - p[1]) * s / steps), `segment ${i} crosses a building`);
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}
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};
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test('routes go around buildings and never through them', () => {
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const grid = buildNavGrid([a, b, wall], [], bounds);
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const [route] = routesFrom(grid, a, [b]);
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assert.ok(route && route.length >= 3, 'needs turns to get around the wall');
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onFreeGround(grid, route);
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assert.ok(route.some(([, y]) => y > 60), 'detours past the end of the wall');
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const toEdge = ([x, y], r) => Math.hypot(Math.max(r.x - x, 0, x - r.x - r.w), Math.max(r.y - y, 0, y - r.y - r.h));
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assert.ok(toEdge(route[0], a) < 8 && toEdge(route.at(-1), b) < 8, `starts and ends beside the buildings: ${route[0]} ${route.at(-1)}`);
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});
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test('several targets from one search; enclosed ones end at the nearest street', () => {
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const sealed = { x: 80, y: 80, w: 6, h: 6, height: 5 };
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const box = [{ x: 74, y: 74, w: 18, h: 2, height: 5 }, { x: 74, y: 90, w: 18, h: 2, height: 5 }, { x: 74, y: 74, w: 2, h: 18, height: 5 }, { x: 90, y: 74, w: 2, h: 18, height: 5 }];
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const grid = buildNavGrid([a, b, sealed, ...box], [], { width: 120, height: 120 }, 3, .5);
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const routes = routesFrom(grid, a, [b, sealed]);
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assert.ok(routes[0]);
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onFreeGround(grid, routes[0]);
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// The sealed building can't be entered, so its route ends on the nearest reachable street outside the ring.
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onFreeGround(grid, routes[1]);
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const end = routes[1].at(-1);
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assert.ok(Math.hypot(end[0] - 83, end[1] - 83) < 20 && !(end[0] > 74 && end[0] < 92 && end[1] > 74 && end[1] < 92), `ends outside the ring: ${end}`);
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});
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test('routes prefer roads over pavements when the detour is small', () => {
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const pavement = { depth: 1, x: 12, y: -2, w: 40, h: 14 };
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const grid = buildNavGrid([a, b], [pavement], bounds);
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const [route] = routesFrom(grid, a, [b]);
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onFreeGround(grid, route);
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assert.ok(route.length >= 2);
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});
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import { layoutCity } from '../web/city.js';
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test('routing a large generated city stays fast (guards against queue flooding)', () => {
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const files = []; let id = 1;
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for (let d = 0; d < 40; d++) for (let s = 0; s < 6; s++) for (let f = 0; f < 7; f++) files.push({ id: id++, path: `dir${d}/sub${s}/file${f}.go`, lines: 50 + (id * 7919) % 3000, complexity: (id * 31) % 200 });
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const city = layoutCity(files), entries = [...city.buildings.values()], grid = buildNavGrid(entries, city.blocks, city);
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const started = performance.now(), routes = routesFrom(grid, entries[0], entries.slice(100, 140));
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assert.ok(performance.now() - started < 3000, `took ${performance.now() - started} ms`);
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assert.ok(routes.every(Boolean), 'every building in a connected city is reachable');
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routes.forEach(route => { for (const [x, y] of route) assert.ok(walkable(grid, x, y)); });
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});
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import { spawnWanderers, stepWanderers, seededRandom } from '../web/city.js';
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test('wanderers spawn and stay on walkable ground while they roam', () => {
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const grid = buildNavGrid([a, b, wall], [], bounds), random = seededRandom(7);
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const crowd = spawnWanderers(grid, 60, random);
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assert.equal(crowd.length, 60);
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const start = crowd.map(w => [w.x, w.y]);
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for (let frame = 0; frame < 900; frame++) {
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stepWanderers(crowd, grid, 1 / 30, random);
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if (frame % 30 === 0) for (const w of crowd) assert.ok(walkable(grid, w.x, w.y), `walker at ${w.x},${w.y}`);
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}
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const moved = crowd.filter((w, i) => Math.hypot(w.x - start[i][0], w.y - start[i][1]) > 3).length;
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assert.ok(moved > 40, `most walkers wandered off (${moved})`);
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assert.ok(crowd.every(w => Number.isFinite(w.phase)));
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assert.ok(spawnWanderers(grid, 30, random, { width: 20, height: 20 }).every(w => w.x >= 0 && w.x <= 20 && w.y >= 0 && w.y <= 20), 'spawns inside the city bounds');
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});
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test('a seeded crowd is reproducible', () => {
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const grid = buildNavGrid([a], [], bounds);
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const run = () => { const r = seededRandom(3), c = spawnWanderers(grid, 10, r); for (let i = 0; i < 100; i++) stepWanderers(c, grid, .05, r); return c.map(w => [w.x.toFixed(3), w.y.toFixed(3)]); };
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assert.deepEqual(run(), run());
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});
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import { cityWalls, posterQuads, WALL, stepCamera, readableFrom, spatialIndex } from '../web/city.js';
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test('the wall encloses the city and nobody gets past it', () => {
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const bounds = { width: 200, height: 120 }, walls = cityWalls(bounds);
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const inside = (x, y) => walls.every(w => !(x > w.x && x < w.x + w.w && y > w.y && y < w.y + w.h));
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assert.ok(inside(100, 60) && inside(-WALL.margin + 1, -WALL.margin + 1) && !inside(-WALL.margin - 1, 60));
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const index = spatialIndex(walls), edge = WALL.margin - .5;
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const walker = { view: 'walk', ex: 100, ey: 60, ez: 1.7, lookYaw: Math.PI / 2, lookPitch: 0 }; // heading west
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stepCamera(walker, { forward: 1, right: 0, up: 0 }, 60, index, { ...bounds, edge });
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assert.ok(walker.ex >= -WALL.margin, `walker stopped at the wall: ${walker.ex}`);
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const flyer = { view: 'fly', ex: 100, ey: 60, ez: 500, lookYaw: Math.PI / 2, lookPitch: 0 };
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stepCamera(flyer, { forward: 1, right: 0, up: 0 }, 60, index, { ...bounds, edge });
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assert.ok(flyer.ex >= -edge - 1e-9, `flyer stayed inside: ${flyer.ex}`);
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// Routes and residents can't reach the outside either.
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const grid = buildNavGrid(walls, [], bounds);
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assert.ok(walkable(grid, 100, 60) && !walkable(grid, -WALL.margin - 1, 60));
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});
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test('posters are pasted on the city side of the walls, tilted and readable from inside', () => {
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const bounds = { width: 400, height: 300 }, walls = cityWalls(bounds), random = seededRandom(11);
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const posters = posterQuads(walls, 12, random);
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assert.ok(posters.length >= 36, `about one per 35 m (${posters.length})`);
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for (const p of posters) {
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assert.ok(readableFrom(p, [200, 150, 5]), 'faces the city');
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assert.ok(p.c[0] > -WALL.margin - .01 && p.c[0] < bounds.width + WALL.margin + .01 && p.c[1] > -WALL.margin - .01 && p.c[1] < bounds.height + WALL.margin + .01, `on the inner face: ${p.c}`);
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const tilt = Math.atan2(p.u[2], Math.hypot(p.u[0], p.u[1]));
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assert.ok(Math.abs(tilt) <= .44 && p.c[2] - Math.hypot(...p.v) >= 1.5 && p.c[2] + Math.hypot(...p.v) <= WALL.height + .5);
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assert.ok(Number.isInteger(p.poster) && p.poster >= 0 && p.poster < 12);
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}
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assert.ok(new Set(posters.map(p => p.u[2].toFixed(2))).size > 10, 'arbitrary angles');
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});
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