Files
CodeNavigator/web/city.js
T
Andy Dixon 9bc5ba483c Add wandering residents to the city
Little glowing green stick figures, in the spirit of Darwinia, stroll
the streets: each walks toward a random reachable point in plain sight
on the navigation grid, pauses, and about a third of the time heads
toward a nearby resident instead, so they gather in small crowds. They
are camera-facing sprites drawn procedurally in the fragment shader
with a walk cycle, flicker and halo, grown with altitude so crowds stay
visible from the helicopter, and fogged like everything else.

About one resident per 2,500 m² of city (40 to 600), spawned only on
the city's own streets. Because they keep the city animating, Settings
has a City residents switch (saved with the other preferences). The
simulation is seedable and tested to keep everyone on walkable ground.
2026-06-20 10:52:58 +01:00

556 lines
28 KiB
JavaScript

// Code as a city: folders become districts and blocks separated by roads, files become buildings.
// Everything here is plain data and maths in metres, so it can be tested without a browser.
// Squarified treemap: calls output(entry, x, y, w, h, depth) for each entry, largest first.
export function squarifiedLayout(entries, x, y, w, h, depth, output) {
if (!entries.length || w <= 0 || h <= 0) return;
const total = entries.reduce((sum, entry) => sum + Math.max(.0001, entry.weight), 0), scale = w * h / total;
const remaining = entries.map(entry => ({ entry, area: Math.max(.0001, entry.weight) * scale }));
const worst = (row, side) => {
if (!row.length) return Infinity;
let sum = 0, largest = 0, smallest = Infinity;
for (const item of row) { sum += item.area; largest = Math.max(largest, item.area); smallest = Math.min(smallest, item.area); }
return Math.max(side * side * largest / (sum * sum), (sum * sum) / (side * side * smallest));
};
const place = row => {
const area = row.reduce((value, item) => value + item.area, 0);
if (w >= h) {
const rowWidth = Math.min(w, area / Math.max(.0001, h)); let rowY = y;
for (const item of row) { const itemHeight = item.area / Math.max(.0001, rowWidth); output(item.entry, x, rowY, rowWidth, itemHeight, depth); rowY += itemHeight; }
x += rowWidth; w = Math.max(0, w - rowWidth);
} else {
const rowHeight = Math.min(h, area / Math.max(.0001, w)); let rowX = x;
for (const item of row) { const itemWidth = item.area / Math.max(.0001, rowHeight); output(item.entry, rowX, y, itemWidth, rowHeight, depth); rowX += itemWidth; }
y += rowHeight; h = Math.max(0, h - rowHeight);
}
};
let row = [];
while (remaining.length) {
const next = remaining[0], side = Math.max(.0001, Math.min(w, h));
if (!row.length || worst([...row, next], side) <= worst(row, side)) row.push(remaining.shift());
else { place(row); row = []; }
}
if (row.length) place(row);
}
export const CITY = {
squareMetresPerLine: 1.1, // building footprint per source line
minLines: 40, // small files still get a walkable kiosk
roadWidths: [18, 12, 8, 6], // avenues between districts, then narrower streets per folder depth
sidewalk: 2.5, // kerb inside each block before buildings start
setback: 1.2, // gap between neighbouring buildings
cellSize: 32, // spatial grid cell for collision and picking
};
// Storeys scale with complexity: a flat data file is a low warehouse, dense logic is a tower.
export function buildingHeight(file) {
return 6 + 10 * Math.log2(1 + Math.max(0, file.complexity || 0));
}
function buildTree(files, name) {
const root = { name, path: '', children: new Map(), files: [], weight: 0 };
for (const file of files) {
const parts = file.path.split('/'); parts.pop(); let node = root;
for (const part of parts) {
if (!node.children.has(part)) node.children.set(part, { name: part, path: node.path ? `${node.path}/${part}` : part, children: new Map(), files: [], weight: 0 });
node = node.children.get(part);
}
node.files.push(file);
}
const weigh = node => {
node.weight = node.files.reduce((sum, file) => sum + Math.max(CITY.minLines, file.lines || 0), 0);
for (const child of node.children.values()) node.weight += weigh(child);
return node.weight;
};
weigh(root);
return root;
}
// Returns { width, height, buildings: Map(fileId -> {x,y,w,h,height}), blocks: [{node,depth,x,y,w,h}] }.
export function layoutCity(files, name = '') {
const root = buildTree(files, name);
const area = root.weight * CITY.squareMetresPerLine * 1.9; // roads, sidewalks and setbacks
const width = Math.sqrt(area * 1000 / 680), height = area / width;
const buildings = new Map(), blocks = [];
const visit = (node, x, y, w, h, depth) => {
if (depth > 0) {
// Half a road on every side, so neighbouring blocks are a full road apart.
const half = Math.min(CITY.roadWidths[Math.min(depth - 1, CITY.roadWidths.length - 1)] / 2, w * .2, h * .2);
x += half; y += half; w -= half * 2; h -= half * 2;
}
blocks.push({ node, depth, x, y, w, h });
const kerb = Math.min(CITY.sidewalk, w * .15, h * .15);
const values = [...node.children.values(), ...node.files.map(file => ({ file, weight: Math.max(CITY.minLines, file.lines || 0) }))];
const total = values.reduce((sum, value) => sum + value.weight, 0), floor = total / Math.max(1, values.length * 8);
const entries = values.map(value => ({ value, weight: Math.max(value.weight, floor) })).sort((a, b) => b.weight - a.weight);
squarifiedLayout(entries, x + kerb, y + kerb, w - kerb * 2, h - kerb * 2, depth, (entry, rx, ry, rw, rh) => {
const value = entry.value;
if (!value.file) return visit(value, rx, ry, rw, rh, depth + 1);
const gap = Math.min(CITY.setback / 2, rw * .12, rh * .12);
buildings.set(value.file.id, { x: rx + gap, y: ry + gap, w: rw - gap * 2, h: rh - gap * 2, height: buildingHeight(value.file) });
});
};
visit(root, 0, 0, width, height, 0);
return { width, height, buildings, blocks };
}
// Uniform grid over building footprints, for collision and picking near a point or along a ray.
export function spatialIndex(entries, cellSize = CITY.cellSize) {
const cells = new Map();
for (const entry of entries) {
const x0 = Math.floor(entry.x / cellSize), x1 = Math.floor((entry.x + entry.w) / cellSize);
const y0 = Math.floor(entry.y / cellSize), y1 = Math.floor((entry.y + entry.h) / cellSize);
for (let cy = y0; cy <= y1; cy++) for (let cx = x0; cx <= x1; cx++) {
const key = cx * 65536 + cy, cell = cells.get(key);
if (cell) cell.push(entry); else cells.set(key, [entry]);
}
}
return {
cellSize,
near(x, y, radius) {
const found = new Set();
for (let cy = Math.floor((y - radius) / cellSize); cy <= Math.floor((y + radius) / cellSize); cy++)
for (let cx = Math.floor((x - radius) / cellSize); cx <= Math.floor((x + radius) / cellSize); cx++)
for (const entry of cells.get(cx * 65536 + cy) || []) found.add(entry);
return found;
},
};
}
// Distance along the ray to an axis-aligned box from z=0 to z=height, or Infinity.
export function rayBox([ox, oy, oz], [dx, dy, dz], box) {
let near = 0, far = Infinity;
for (const [o, d, min, max] of [[ox, dx, box.x, box.x + box.w], [oy, dy, box.y, box.y + box.h], [oz, dz, 0, box.height]]) {
if (Math.abs(d) < 1e-9) { if (o < min || o > max) return Infinity; continue; }
let t0 = (min - o) / d, t1 = (max - o) / d;
if (t0 > t1) [t0, t1] = [t1, t0];
near = Math.max(near, t0); far = Math.min(far, t1);
if (near > far) return Infinity;
}
return near;
}
// Nearest building hit by a ray: { entry, distance } or null.
// ponytail: tests every building; walk the spatial grid along the ray if repos pass ~100k files.
export function pickRay(origin, dir, entries, maxDistance = Infinity) {
let best = null, distance = maxDistance;
for (const entry of entries) {
const t = rayBox(origin, dir, entry);
if (t < distance) { distance = t; best = entry; }
}
return best && { entry: best, distance };
}
// Pushes a circle of `radius` at (x, y) out of every building it overlaps.
export function collide(x, y, radius, index) {
for (let pass = 0; pass < 3; pass++) {
let moved = false;
for (const b of index.near(x, y, radius + 1)) {
const nx = Math.max(b.x, Math.min(x, b.x + b.w)), ny = Math.max(b.y, Math.min(y, b.y + b.h));
let dx = x - nx, dy = y - ny;
const distance = Math.hypot(dx, dy);
if (distance >= radius) continue;
if (distance === 0) {
// Centre inside the footprint: leave through the nearest wall.
const exits = [[b.x - radius - x, 0], [b.x + b.w + radius - x, 0], [0, b.y - radius - y], [0, b.y + b.h + radius - y]];
[dx, dy] = exits.reduce((best, exit) => Math.hypot(...exit) < Math.hypot(...best) ? exit : best);
x += dx; y += dy;
} else {
x = nx + dx / distance * radius; y = ny + dy / distance * radius;
}
moved = true;
}
if (!moved) break;
}
return { x, y };
}
// Horizontal forward and right vectors for a heading; yaw 0 faces -y (north on the map).
export function heading(yaw) {
return { forward: [-Math.sin(yaw), -Math.cos(yaw)], right: [Math.cos(yaw), -Math.sin(yaw)] };
}
export const MOVE = { walk: 7, run: 18, fly: 40, flyFast: 160, radius: .45, eyeHeight: 1.7 };
// Advances a walk/fly camera by dt seconds. input: {forward, right, up} in -1..1 and run (bool).
export function stepCamera(camera, input, dt, index, bounds) {
// Sub-steps keep a long frame from carrying the walker through a thin building.
for (; dt > .05; dt -= .05) stepCamera(camera, input, .05, index, bounds);
const fly = camera.view === 'fly', speed = (fly ? (input.run ? MOVE.flyFast : MOVE.fly) : (input.run ? MOVE.run : MOVE.walk)) * dt;
const { forward, right } = heading(camera.lookYaw);
let mx = forward[0] * input.forward + right[0] * input.right, my = forward[1] * input.forward + right[1] * input.right;
const length = Math.hypot(mx, my);
if (length > 1) { mx /= length; my /= length; }
let x = camera.ex + mx * speed, y = camera.ey + my * speed;
if (fly) {
// Flying follows the view pitch, so looking down and pressing forward descends.
const vertical = Math.sin(camera.lookPitch) * input.forward + input.up;
camera.ez = Math.max(MOVE.eyeHeight, Math.min(3000, camera.ez + vertical * speed));
} else {
camera.ez = MOVE.eyeHeight;
}
if (camera.ez < 400) ({ x, y } = collide(x, y, MOVE.radius, { near: (px, py, r) => [...index.near(px, py, r)].filter(b => b.height + .5 > camera.ez - MOVE.eyeHeight) }));
camera.ex = Math.max(-150, Math.min(bounds.width + 150, x));
camera.ey = Math.max(-150, Math.min(bounds.height + 150, y));
return camera;
}
// Deepest folder block containing a point, for the "you are here" address.
export function blockAt(blocks, x, y) {
let best = null;
for (const block of blocks) if (block.depth > 0 && x >= block.x && x <= block.x + block.w && y >= block.y && y <= block.y + block.h && (!best || block.depth > best.depth)) best = block;
return best;
}
// Where a ray meets the ground plane (z = 0), or null if it points up.
export function groundHit([ox, oy, oz], [dx, dy, dz]) {
if (dz >= -1e-6) return null;
const t = -oz / dz;
return [ox + dx * t, oy + dy * t];
}
// ---- Sign placement. A quad is { c: centre, u: half-width axis, v: half-height axis } in metres. ----
// Text lying flat, reading left to right along +x with its top toward north (-y).
export function flatQuad(cx, cy, z, width, height) {
return { c: [cx, cy, z], u: [width / 2, 0, 0], v: [0, -height / 2, 0] };
}
// The four walls of a footprint: centre on the ground, outward normal, width.
function walls(b) {
return [
{ c: [b.x + b.w / 2, b.y + b.h], n: [0, 1], width: b.w },
{ c: [b.x + b.w / 2, b.y], n: [0, -1], width: b.w },
{ c: [b.x + b.w, b.y + b.h / 2], n: [1, 0], width: b.h },
{ c: [b.x, b.y + b.h / 2], n: [-1, 0], width: b.h },
];
}
// Vertical quad just outside a wall, reading left to right for someone facing that wall.
function wallQuad(wall, z, width, height) {
const offset = .06, right = [wall.n[1], -wall.n[0]];
return { c: [wall.c[0] + wall.n[0] * offset, wall.c[1] + wall.n[1] * offset, z], u: [right[0] * width / 2, right[1] * width / 2, 0], v: [0, 0, height / 2] };
}
// Name signs at first-floor height on the walls that face the viewer.
export function wallSigns(b, eye, aspect, height = .9, z = 3.2) {
const out = [];
for (const wall of walls(b)) {
if ((eye[0] - wall.c[0]) * wall.n[0] + (eye[1] - wall.c[1]) * wall.n[1] <= 0) continue;
// Long walls repeat the sign every ~24 m so one is always near someone walking past.
const count = Math.max(1, Math.floor(wall.width / 24)), segment = wall.width / count, along = [wall.n[1], -wall.n[0]];
const width = Math.min(segment * .85, aspect * height);
for (let i = 0; i < count; i++) {
const offset = (i + .5) * segment - wall.width / 2;
out.push(wallQuad({ ...wall, c: [wall.c[0] + along[0] * offset, wall.c[1] + along[1] * offset] }, Math.min(z, b.height * .5), width, width / aspect));
}
}
return out;
}
// The wall most squarely facing the viewer, covered with the file's source at the texture's aspect.
export function facadeQuad(b, eye, aspect) {
let best = null, score = 0;
for (const wall of walls(b)) {
const dx = eye[0] - wall.c[0], dy = eye[1] - wall.c[1], facing = (dx * wall.n[0] + dy * wall.n[1]) / (Math.hypot(dx, dy) || 1);
if (facing > score) { score = facing; best = wall; }
}
if (!best) return null;
let width = best.width * .9, height = width / aspect;
const room = Math.max(1, (b.height - 1.5) * .92);
if (height > room) { height = room; width = height * aspect; }
return wallQuad(best, 1.2 + height / 2, width, height);
}
// ---- Guided tour, shareable places and touch input ----
// Largest districts first, each with a helicopter pose that frames it.
export function tourStops(districts, limit = 6) {
return [...districts].sort((a, b) => b.lines - a.lines).slice(0, limit).map((district, index) => {
const b = district.block;
return { district, pose: { x: b.x + b.w / 2, y: b.y + b.h / 2, distance: Math.max(120, Math.max(b.w, b.h) * 1.35), pitch: .5, yaw: -.6 + index * 1.1 } };
});
}
const CAMERA_FIELDS = { heli: ['x', 'y', 'yaw', 'pitch', 'distance'], walk: ['ex', 'ey', 'ez', 'lookYaw', 'lookPitch'], fly: ['ex', 'ey', 'ez', 'lookYaw', 'lookPitch'] };
const GITHUB_REPO = /^https:\/\/github\.com\/[\w.-]+\/[\w.-]+$/;
// A place in a codebase as a URL fragment: repository, view, city camera and selected file.
export function encodePlace({ repo, view, camera, file }) {
const params = new URLSearchParams({ repo, view });
if (view === 'city' && camera && CAMERA_FIELDS[camera.view]) {
params.set('cam', `${camera.view}:${CAMERA_FIELDS[camera.view].map(key => +camera[key].toFixed(key.startsWith('e') || key === 'x' || key === 'y' || key === 'distance' ? 1 : 3)).join(',')}`);
}
if (file) params.set('file', file);
return `#${params}`;
}
export function decodePlace(hash) {
const params = new URLSearchParams(String(hash || '').replace(/^#/, ''));
const repo = params.get('repo');
if (!repo || !GITHUB_REPO.test(repo)) return null;
const view = ['2d', '3d', 'city'].includes(params.get('view')) ? params.get('view') : '2d';
const place = { repo, view, file: params.get('file') || null, camera: null };
const [camView, values] = (params.get('cam') || '').split(':');
const numbers = (values || '').split(',').map(Number);
if (CAMERA_FIELDS[camView] && numbers.length === CAMERA_FIELDS[camView].length && numbers.every(Number.isFinite)) {
place.camera = { view: camView, ...Object.fromEntries(CAMERA_FIELDS[camView].map((key, i) => [key, numbers[i]])) };
}
return place;
}
// Virtual joystick: drag offset in pixels to forward/right in -1..1, with a small dead zone.
export function joystick(dx, dy, radius = 56) {
const length = Math.hypot(dx, dy);
if (length < radius * .12) return { forward: 0, right: 0 };
const scale = Math.min(1, length / radius) / length;
return { forward: -dy * scale, right: dx * scale };
}
// A quad's text reads correctly only from the side where (u x v) points away from the viewer
// (the world is left-handed). The sign shader applies the same test to skip mirrored faces.
export function readableFrom(quad, eye) {
const [ux, uy, uz] = quad.u, [vx, vy, vz] = quad.v;
const n = [uy * vz - uz * vy, uz * vx - ux * vz, ux * vy - uy * vx];
return n[0] * (eye[0] - quad.c[0]) + n[1] * (eye[1] - quad.c[1]) + n[2] * (eye[2] - quad.c[2]) < 0;
}
// One blade: two back-to-back faces sticking out of a wall at `offset` metres along it from its centre.
// clearance(x, y, direction) is the free distance outward; blades shorten to it or are skipped.
function blade(wall, offset, aspect, clearance, z, height = .7, maxWidth = 5.5) {
const inset = .15, along = [wall.n[1], -wall.n[0]];
const x = wall.c[0] + along[0] * offset, y = wall.c[1] + along[1] * offset;
const room = clearance ? clearance(x, y, wall.n) - inset - .5 : Infinity;
const width = Math.min(maxWidth, aspect * height, room);
if (width < 1.2) return [];
const c = [x + wall.n[0] * (inset + width / 2), y + wall.n[1] * (inset + width / 2), z];
const u = [wall.n[0] * width / 2, wall.n[1] * width / 2, 0], v = [0, 0, width / aspect / 2];
return [{ c, u, v }, { c, u: u.map(value => -value), v }];
}
// Street-corner signs naming a folder. For each corner of the folder's block, the building nearest
// that corner gets a blade on each of its two walls facing the corner's streets, near the corner end,
// so an intersection shows every neighbouring folder on its own side. Walls set back further than
// `edge` metres from the block boundary face an inner courtyard, not a street, and are skipped.
export function folderBlades(block, buildings, eye, aspect, clearance, edge = 4.5) {
const out = [];
if (!buildings.length) return out;
const corners = [
{ x: block.x, y: block.y, normals: [[0, -1], [-1, 0]] },
{ x: block.x + block.w, y: block.y, normals: [[0, -1], [1, 0]] },
{ x: block.x, y: block.y + block.h, normals: [[0, 1], [-1, 0]] },
{ x: block.x + block.w, y: block.y + block.h, normals: [[0, 1], [1, 0]] },
];
const seen = new Set();
for (const corner of corners) {
let nearest = null, best = Infinity;
for (const b of buildings) {
const d = Math.hypot(Math.max(b.x - corner.x, 0, corner.x - b.x - b.w), Math.max(b.y - corner.y, 0, corner.y - b.y - b.h));
if (d < best) { best = d; nearest = b; }
}
for (const n of corner.normals) {
const wall = walls(nearest).find(w => w.n[0] === n[0] && w.n[1] === n[1]);
const key = `${buildings.indexOf(nearest)}:${n}:${corner.x}:${corner.y}`;
if (seen.has(key)) continue;
seen.add(key);
// Distance from this wall to the block boundary on the same side.
const setback = n[0] ? Math.abs((n[0] > 0 ? block.x + block.w : block.x) - wall.c[0]) : Math.abs((n[1] > 0 ? block.y + block.h : block.y) - wall.c[1]);
if (setback > edge) continue;
if (eye && (eye[0] - wall.c[0]) * n[0] + (eye[1] - wall.c[1]) * n[1] <= 0) continue;
const along = [n[1], -n[0]], toCorner = Math.sign((corner.x - wall.c[0]) * along[0] + (corner.y - wall.c[1]) * along[1]) || 1;
const offset = toCorner * Math.max(0, wall.width / 2 - Math.min(1.5, wall.width * .2));
out.push(...blade(wall, offset, aspect, clearance, Math.max(2.6, Math.min(4.2, nearest.height - .8))));
}
}
return out;
}
// Folder path for a street sign: the whole path when short, otherwise its tail after an ellipsis.
export function folderLabel(path, root, max = 34) {
if (!path) return root;
if (path.length <= max) return path;
const parts = path.split('/');
let label = parts.pop();
while (parts.length && label.length + parts[parts.length - 1].length + 3 <= max) label = `${parts.pop()}/${label}`;
return `…/${label}`;
}
// ---- Walkable grid, routes along streets and wandering residents ----
// Occupancy grid over the city: cells overlapping a building (grown by `margin`) are blocked, and
// cells inside a block (pavements) cost a little more than roads so routes prefer the street.
export function buildNavGrid(buildings, blocks, bounds, cell = 3, margin = .5) {
const pad = 40, ox = -pad, oy = -pad;
const cols = Math.ceil((bounds.width + pad * 2) / cell), rows = Math.ceil((bounds.height + pad * 2) / cell);
const blocked = new Uint8Array(cols * rows), cost = new Float32Array(cols * rows).fill(1);
const cellsOf = (x0, y0, x1, y1, fn) => {
const c0 = Math.max(0, Math.floor((x0 - ox) / cell)), c1 = Math.min(cols - 1, Math.floor((x1 - ox) / cell));
const r0 = Math.max(0, Math.floor((y0 - oy) / cell)), r1 = Math.min(rows - 1, Math.floor((y1 - oy) / cell));
for (let r = r0; r <= r1; r++) for (let c = c0; c <= c1; c++) fn(r * cols + c);
};
for (const block of blocks) if (block.depth > 0) cellsOf(block.x, block.y, block.x + block.w - 1e-6, block.y + block.h - 1e-6, i => { cost[i] = 1.35; });
for (const b of buildings) cellsOf(b.x - margin, b.y - margin, b.x + b.w + margin - 1e-6, b.y + b.h + margin - 1e-6, i => { blocked[i] = 1; });
return { cell, cols, rows, ox, oy, blocked, cost };
}
export const cellCenter = (grid, index) => [grid.ox + (index % grid.cols + .5) * grid.cell, grid.oy + (Math.floor(index / grid.cols) + .5) * grid.cell];
const cellAt = (grid, x, y) => {
const c = Math.floor((x - grid.ox) / grid.cell), r = Math.floor((y - grid.oy) / grid.cell);
return c < 0 || r < 0 || c >= grid.cols || r >= grid.rows ? -1 : r * grid.cols + c;
};
export const walkable = (grid, x, y) => { const i = cellAt(grid, x, y); return i >= 0 && !grid.blocked[i]; };
// Free cells in a ring just outside a building's blocked cells: its "doors" onto the street.
function doors(grid, b) {
const out = [], reach = grid.cell + 1;
// Blocked cells that belong to this building (its grown footprint), not a neighbour's.
const inside = (c, r) => {
const x = grid.ox + (c + .5) * grid.cell, y = grid.oy + (r + .5) * grid.cell, half = grid.cell / 2 + .5;
return x > b.x - half && x < b.x + b.w + half && y > b.y - half && y < b.y + b.h + half;
};
const c0 = Math.max(0, Math.floor((b.x - reach - grid.ox) / grid.cell)), c1 = Math.min(grid.cols - 1, Math.floor((b.x + b.w + reach - grid.ox) / grid.cell));
const r0 = Math.max(0, Math.floor((b.y - reach - grid.oy) / grid.cell)), r1 = Math.min(grid.rows - 1, Math.floor((b.y + b.h + reach - grid.oy) / grid.cell));
for (let r = r0; r <= r1; r++) for (let c = c0; c <= c1; c++) {
const i = r * grid.cols + c;
if (grid.blocked[i]) continue;
const touches = (cc, rr) => cc >= 0 && rr >= 0 && cc < grid.cols && rr < grid.rows && grid.blocked[rr * grid.cols + cc] && inside(cc, rr);
if (touches(c - 1, r) || touches(c + 1, r) || touches(c, r - 1) || touches(c, r + 1)) out.push(i);
}
return out;
}
class MinHeap {
constructor() { this.keys = []; this.items = []; }
get size() { return this.items.length; }
push(item, key) {
const k = this.keys, it = this.items; let i = it.length; k.push(key); it.push(item);
while (i > 0) { const p = (i - 1) >> 1; if (k[p] <= key) break; k[i] = k[p]; it[i] = it[p]; i = p; }
k[i] = key; it[i] = item;
}
pop() {
const k = this.keys, it = this.items, top = it[0], key = k.pop(), item = it.pop();
if (it.length) {
let i = 0;
for (;;) { let c = 2 * i + 1; if (c >= it.length) break; if (c + 1 < it.length && k[c + 1] < k[c]) c++; if (k[c] >= key) break; k[i] = k[c]; it[i] = it[c]; i = c; }
k[i] = key; it[i] = item;
}
return top;
}
}
// Straight line between two points stays on walkable cells (sampled at half-cell steps).
export function clearLine(grid, a, b) {
const steps = Math.ceil(Math.hypot(b[0] - a[0], b[1] - a[1]) / (grid.cell * .5));
for (let s = 1; s < steps; s++) if (!walkable(grid, a[0] + (b[0] - a[0]) * s / steps, a[1] + (b[1] - a[1]) * s / steps)) return false;
return true;
}
// Keeps only the turns a walker needs: each point jumps as far ahead as it can see in a straight line.
export function simplifyRoute(grid, points) {
if (points.length < 3) return points;
// Scans forward and stops at the first obstruction, so each turn costs about its street's length.
const out = [points[0]];
let i = 0;
while (i < points.length - 1) {
let j = i + 1;
while (j + 1 < points.length && clearLine(grid, points[i], points[j + 1])) j++;
out.push(points[j]); i = j;
}
return out;
}
// Street routes from one building to each target building: one Dijkstra pass from the source's
// doors that stops once every target door is settled. Returns an array aligned with `targets`
// holding point lists (metres), or null where a target cannot be reached.
export function routesFrom(grid, source, targets) {
const { cols, rows, blocked, cost } = grid, n = cols * rows;
// Float64: float32 distances round up, so equal paths look like improvements and flood the queue.
const distance = new Float64Array(n).fill(Infinity), parent = new Int32Array(n).fill(-1), heap = new MinHeap();
for (const door of doors(grid, source)) { distance[door] = 0; heap.push(door, 0); }
const settled = new Uint8Array(n);
const goals = targets.map(t => new Set(doors(grid, t)));
const reached = targets.map(() => -1);
let remaining = targets.length;
const neighbours = [[1, 0, 1], [-1, 0, 1], [0, 1, 1], [0, -1, 1], [1, 1, Math.SQRT2], [1, -1, Math.SQRT2], [-1, 1, Math.SQRT2], [-1, -1, Math.SQRT2]];
while (heap.size && remaining) {
const i = heap.pop();
if (settled[i]) continue; // a stale, longer queue entry
settled[i] = 1;
const d = distance[i];
for (let t = 0; t < goals.length; t++) if (reached[t] < 0 && goals[t].has(i)) { reached[t] = i; remaining--; }
const c = i % cols, r = (i - c) / cols;
for (const [dc, dr, step] of neighbours) {
const nc = c + dc, nr = r + dr;
if (nc < 0 || nr < 0 || nc >= cols || nr >= rows) continue;
const j = nr * cols + nc;
// No corner cutting: a diagonal needs both orthogonal neighbours free.
if (blocked[j] || (dc && dr && (blocked[r * cols + nc] || blocked[nr * cols + c]))) continue;
const next = d + step * (cost[i] + cost[j]) / 2;
if (next < distance[j]) { distance[j] = next; parent[j] = i; heap.push(j, next); }
}
}
// Buildings boxed in by their neighbours have no door on a street: end at the reachable
// street cell nearest the building instead.
for (let t = 0; t < targets.length; t++) {
if (reached[t] >= 0) continue;
const b = targets[t], cx = b.x + b.w / 2, cy = b.y + b.h / 2;
let best = Infinity;
for (let i = 0; i < n; i++) {
if (!settled[i]) continue;
const [x, y] = cellCenter(grid, i), d = (x - cx) ** 2 + (y - cy) ** 2;
if (d < best) { best = d; reached[t] = i; }
}
}
return reached.map(end => {
if (end < 0) return null;
const cells = [];
for (let i = end; i >= 0; i = parent[i]) cells.push(cellCenter(grid, i));
return simplifyRoute(grid, cells.reverse());
});
}
// Wandering residents: little figures that stroll between points they can see, pause, and often
// drift toward one another so they gather in small crowds.
export function spawnWanderers(grid, count, random = Math.random, bounds = null) {
const out = [];
for (let tries = 0; out.length < count && tries < count * 50; tries++) {
const i = Math.floor(random() * grid.cols * grid.rows);
if (grid.blocked[i]) continue;
const [x, y] = cellCenter(grid, i);
if (bounds && (x < 0 || y < 0 || x > bounds.width || y > bounds.height)) continue; // streets, not the empty margin
out.push({ x, y, tx: x, ty: y, speed: .9 + random() * .9, phase: random() * 6.28, pause: random() * 3, seed: random() });
}
return out;
}
function chooseTarget(w, all, grid, random) {
for (let attempt = 0; attempt < 6; attempt++) {
let tx, ty;
const friend = random() < .35 ? all[Math.floor(random() * all.length)] : null;
if (friend && friend !== w && Math.hypot(friend.x - w.x, friend.y - w.y) < 45) {
tx = friend.x + (random() - .5) * 4; ty = friend.y + (random() - .5) * 4;
} else {
const angle = random() * Math.PI * 2, distance = 6 + random() * 34;
tx = w.x + Math.cos(angle) * distance; ty = w.y + Math.sin(angle) * distance;
}
if (walkable(grid, tx, ty) && clearLine(grid, [w.x, w.y], [tx, ty])) { w.tx = tx; w.ty = ty; return; }
}
w.pause = .5 + random() * 1.5; // boxed in for now; look around and try again
}
export function stepWanderers(all, grid, dt, random = Math.random) {
for (const w of all) {
if (w.pause > 0) { w.pause -= dt; if (w.pause <= 0) chooseTarget(w, all, grid, random); continue; }
const dx = w.tx - w.x, dy = w.ty - w.y, distance = Math.hypot(dx, dy), step = Math.min(distance, w.speed * dt);
if (distance < .3) { w.pause = random() < .5 ? random() * 3 : 0; if (w.pause <= 0) chooseTarget(w, all, grid, random); continue; }
const nx = w.x + dx / distance * step, ny = w.y + dy / distance * step;
if (!walkable(grid, nx, ny)) { chooseTarget(w, all, grid, random); continue; }
w.x = nx; w.y = ny; w.phase += step * 3.2; // stride cycles per metre
}
}
// Deterministic generator for tests and reproducible crowds.
export function seededRandom(seed) {
return () => { seed |= 0; seed = seed + 0x6D2B79F5 | 0; let t = Math.imul(seed ^ seed >>> 15, 1 | seed); t = t + Math.imul(t ^ t >>> 7, 61 | t) ^ t; return ((t ^ t >>> 14) >>> 0) / 4294967296; };
}