389 lines
16 KiB
JavaScript
389 lines
16 KiB
JavaScript
import { TestCase } from "./framework/test_case.js";
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import { GLMapRenderer } from "../client/js/map_view/webgl.js";
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import { CORNERS, EDGE_SEGMENTS, latticeKey } from "../client/js/map_view/distortion.js";
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import { createHeightField } from "../client/js/map_view/heightmap.js";
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import { TERRAIN_LODS } from "../client/js/map_view/constants.js";
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import { MapTopology, key, mapToLocal } from "../shared/hex.js";
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// Minimal stand-in for a GLMapRenderer: the prototype supplies the pure
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// geometry helpers, and only the two GL touch-points (`_upload`, `this.gl`) are
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// stubbed so the builders can run without a context.
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function makeRenderer() {
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const renderer = Object.create(GLMapRenderer.prototype);
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renderer.gl = { DYNAMIC_DRAW: 0 };
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renderer.captured = {};
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renderer.borders = { name: "borders" };
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renderer.roads = { name: "roads" };
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renderer.regionOverlay = { name: "region" };
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renderer.politicalFill = { name: "political" };
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renderer.economicFill = { name: "economic" };
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renderer._upload = function (pass, arr) {
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this.captured[pass.name] = arr;
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pass.count = arr.length / 8;
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};
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return renderer;
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}
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function view(renderer, { size = 3, territory, regions, selectedRegion = null, roads = new Set(), terrainAt = null } = {}) {
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const topology = new MapTopology({ x: size, y: size }, false);
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const tiles = {};
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for (let y = topology.originY; y < topology.originY + size; y++) {
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for (let x = topology.originX; x < topology.originX + size; x++) {
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tiles[key(x, y)] = { col: 0, terrainType: terrainAt ? terrainAt(x, y) : "Land" };
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}
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}
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return {
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seed: 4242,
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topology,
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tiles,
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roads,
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territory: new Map(territory),
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regions: new Map(regions),
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civilisations: [{ primaryColour: "#ff0000" }, { primaryColour: "#00ff00" }],
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_selectedRegion: selectedRegion,
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};
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}
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export class WebglGeometryTest extends TestCase {
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async test_chains_stitch_edges_across_tiles() {
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const renderer = makeRenderer();
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const edges = [
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{ points: [{ x: 0, y: 0 }, { x: 1, y: 0 }], startKey: "0", endKey: "1" },
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{ points: [{ x: 1, y: 0 }, { x: 2, y: 0 }], startKey: "1", endKey: "2" },
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{ points: [{ x: 9, y: 9 }, { x: 8, y: 9 }], startKey: "8", endKey: "7" },
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];
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const chains = renderer._chainEdges(edges);
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this.assertSize(chains, 2, "two disjoint runs");
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const run = chains.find((chain) => chain.points.length === 3);
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this.assertNotNull(run, "the joined run has three points");
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this.assertFalse(run.closed, "a run with two open ends is not closed");
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this.assertEqual(run.points[0], { x: 0, y: 0 }, "the shared corner is only listed once");
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}
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async test_closed_boundary_is_one_chain() {
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const renderer = makeRenderer();
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const edges = [
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{ points: [{ x: 0, y: 0 }, { x: 1, y: 0 }], startKey: "0", endKey: "1" },
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{ points: [{ x: 1, y: 0 }, { x: 1, y: 1 }], startKey: "1", endKey: "2" },
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{ points: [{ x: 1, y: 1 }, { x: 0, y: 0 }], startKey: "2", endKey: "0" },
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];
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const chains = renderer._chainEdges(edges);
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this.assertSize(chains, 1, "the loop is a single chain");
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this.assertTrue(chains[0].closed, "the loop closes");
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this.assertSize(chains[0].points, 3, "the repeated closing point is dropped");
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}
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async test_border_strokes_are_finite() {
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const renderer = makeRenderer();
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const territory = [
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["-1,-1", 0], ["0,-1", 0], ["-1,0", 0], ["0,0", 0],
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["1,0", 1], ["1,1", 1],
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];
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const state = view(renderer, { territory });
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renderer.buildBorders(state);
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const arr = renderer.captured.borders;
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this.assertGreater(arr.length, 0, "borders are built");
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for (const value of arr) {
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this.assertTrue(Number.isFinite(value), "every vertex coordinate is finite");
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}
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}
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async test_a_nations_whole_outline_is_one_closed_chain() {
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// A 3x3 block owned by a single nation has no open ends, so its border must
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// chain into one loop rather than a handful of per-tile strokes.
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const renderer = makeRenderer();
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const territory = [];
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for (let y = -1; y <= 1; y++) {
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for (let x = -1; x <= 1; x++) territory.push([key(x, y), 0]);
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}
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const state = view(renderer, { territory });
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const edges = [];
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for (const [k, owner] of state.territory) {
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const coords = k.split(",").map(Number);
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const centre = mapToLocal(coords[0], coords[1]);
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const neighbours = renderer._edgeNeighbours(state, coords[0], coords[1]);
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for (let e = 0; e < CORNERS.length; e++) {
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const neighbour = neighbours[e];
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if (!neighbour) continue;
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const nk = key(neighbour.x, neighbour.y);
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if (state.territory.get(nk) === owner) continue;
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const a = { x: centre.x + CORNERS[e].x, y: centre.y + CORNERS[e].y };
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const next = CORNERS[(e + 1) % CORNERS.length];
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const b = { x: centre.x + next.x, y: centre.y + next.y };
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const dx = b.x - a.x;
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const dy = b.y - a.y;
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const mx = (a.x + b.x) / 2;
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const my = (a.y + b.y) / 2;
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const ownerIsLeft = (centre.x - mx) * -dy + (centre.y - my) * dx >= 0;
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edges.push(ownerIsLeft
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? { points: [a, b], startKey: latticeKey(a.x, a.y), endKey: latticeKey(b.x, b.y) }
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: { points: [b, a], startKey: latticeKey(b.x, b.y), endKey: latticeKey(a.x, a.y) });
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}
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}
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const chains = renderer._chainEdges(edges);
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this.assertSize(chains, 1, "the whole coastline is one run");
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this.assertTrue(chains[0].closed, "the block's border wraps all the way round");
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}
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async test_region_border_is_suppressed_on_a_national_border() {
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const selected = 0;
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const sharedDifferentOwner = [
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["0,0", 0], ["1,0", 1],
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];
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const sharedSameOwner = [
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["0,0", 0], ["1,0", 0],
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];
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const regions = [["0,0", 0], ["1,0", 1]];
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const splitRenderer = makeRenderer();
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splitRenderer.buildRegionOverlay(
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view(splitRenderer, { territory: sharedDifferentOwner, regions, selectedRegion: selected })
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);
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const split = splitRenderer.captured.region.length;
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const joinedRenderer = makeRenderer();
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joinedRenderer.buildRegionOverlay(
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view(joinedRenderer, { territory: sharedSameOwner, regions, selectedRegion: selected })
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);
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const joined = joinedRenderer.captured.region.length;
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// Only the selected tile (0,0) contributes; its six-edge fill is 24 tris.
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const fill = 24 * 3 * 8;
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this.assertEqual(split, fill, "no dotted line is drawn over the national border");
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this.assertGreater(joined, fill, "a same-owner region border is still dotted");
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}
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async test_roads_join_at_a_bend_without_a_notch() {
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const renderer = makeRenderer();
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const state = view(renderer, { roads: new Set(["-1,0", "0,0", "1,0"]) });
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renderer.buildRoads(state);
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const arr = renderer.captured.roads;
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this.assertGreater(arr.length, 0, "roads are built");
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for (const value of arr) {
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this.assertTrue(Number.isFinite(value), "every road vertex is finite");
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}
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}
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async test_terrain_vertices_carry_the_relief() {
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const renderer = makeRenderer();
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let captured = null;
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renderer._upload = (pass, arr, usage, floats) => {
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captured = arr;
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pass.floats = floats;
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};
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const state = view(renderer, {
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terrainAt: (x, y) => (x === 0 && y === 0 ? "Mountain" : "Land"),
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});
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renderer._buildTerrainPass(state, 0);
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this.assertEqual(captured.length % 17, 0, "seventeen floats per terrain vertex");
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let max = 0;
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for (let i = 0; i < captured.length; i += 17) {
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const height = captured[i + 6];
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this.assertTrue(Number.isFinite(height), "height is finite");
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this.assertTrue(height >= 0 && height <= 1, "height is normalised");
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this.assertTrue(Number.isFinite(captured[i + 15]), "slope x is finite");
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this.assertTrue(Number.isFinite(captured[i + 16]), "slope y is finite");
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max = Math.max(max, height);
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}
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this.assertGreater(max, 0.4, "the mountain lifts its vertices high");
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}
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async test_a_coarser_level_of_detail_uses_fewer_vertices() {
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const renderer = makeRenderer();
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const state = view(renderer);
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let counts = [];
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renderer._upload = (pass, arr) => { counts.push(arr.length); };
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renderer._buildTerrainPass(state, 0);
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renderer._buildTerrainPass(state, 2);
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this.assertGreater(counts[0], counts[1], "the far level has less geometry");
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}
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async test_the_closest_level_subdivides_each_fan_triangle() {
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const renderer = makeRenderer();
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const state = view(renderer);
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let verts = 0;
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renderer._upload = (pass, arr) => { verts = arr.length / 17; };
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renderer._buildTerrainPass(state, 0);
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const lod = TERRAIN_LODS[0];
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const trianglesPerTile = CORNERS.length * lod.segments * 4 ** (lod.subdivisions || 0);
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this.assertEqual(verts, 9 * trianglesPerTile * 3, "each fan triangle is split in four");
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}
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async test_flat_layers_carry_the_relief_too() {
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const renderer = makeRenderer();
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const state = view(renderer, { roads: new Set(["0,0"]) });
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renderer.buildRoads(state);
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const arr = renderer.captured.roads;
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let lifted = false;
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for (let i = 0; i < arr.length; i += 8) {
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if (arr[i + 2] > 0) lifted = true;
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}
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this.assertTrue(lifted, "road vertices ride the heightmap");
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}
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async test_sea_tiles_are_left_out_of_the_terrain_mesh() {
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// The sea is drawn by the single ocean quad, so no terrain vertex may still
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// carry the water flag (the terrain layout puts it at index 10).
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const renderer = makeRenderer();
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let captured = null;
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renderer._upload = (pass, arr, usage, floats) => {
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captured = arr;
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pass.floats = floats;
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};
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const state = view(renderer, { terrainAt: (x) => (x === 0 ? "Land" : "Sea") });
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renderer._buildTerrainPass(state, 0);
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this.assertGreater(captured.length, 0, "the land tiles are still built");
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for (let i = 0; i < captured.length; i += 17) {
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this.assertEqual(captured[i + 10], 0, "no sea tile is drawn as water");
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}
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}
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async test_the_ocean_is_one_flat_quad() {
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const renderer = makeRenderer();
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renderer.ocean = { name: "ocean" };
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const state = view(renderer, { terrainAt: (x) => (x === 0 ? "Land" : "Sea") });
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state._worldMinX = -31.5;
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state._worldMinY = -56;
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state._worldWidth = 100;
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state._worldHeight = 80;
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renderer.buildOcean(state);
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const arr = renderer.captured.ocean;
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this.assertEqual(arr.length, 6 * 17, "one quad is two triangles");
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for (let i = 0; i < arr.length; i += 17) {
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this.assertEqual(arr[i + 6], 0, "the ocean surface is flat");
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this.assertEqual(arr[i + 10], 1, "the water flag is set");
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this.assertEqual(arr[i + 15], 0, "the ocean has no slope");
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this.assertEqual(arr[i + 16], 0, "the ocean has no slope");
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}
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}
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async test_border_strokes_ride_the_relief() {
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const renderer = makeRenderer();
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const state = view(renderer, {
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territory: [["0,0", 0], ["1,0", 1]],
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terrainAt: (x) => (x === 0 ? "Mountain" : "Land"),
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});
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renderer.buildBorders(state);
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const arr = renderer.captured.borders;
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let lifted = false;
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for (let i = 0; i < arr.length; i += 8) {
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if (arr[i + 2] > 0) lifted = true;
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}
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this.assertTrue(lifted, "border vertices ride the heightmap");
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}
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async test_the_political_fill_paints_owned_tiles_only() {
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const renderer = makeRenderer();
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const state = view(renderer, { territory: [["0,0", 0], ["1,0", 1]] });
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renderer._warp = renderer._buildWarpSet(state);
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renderer.buildPolitical(state);
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this.assertEmpty(renderer.captured.political, "the terrain map has no political fill");
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state.political = true;
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renderer.buildPolitical(state);
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const arr = renderer.captured.political;
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// One flat hexagon per owned tile: six triangles, 8 floats a vertex.
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this.assertEqual(arr.length, 2 * 6 * 3 * 8, "two owned tiles are painted");
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for (const value of arr) {
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this.assertTrue(Number.isFinite(value), "every political vertex is finite");
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}
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}
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async test_the_economic_fill_paints_every_valued_tile() {
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const renderer = makeRenderer();
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const state = view(renderer);
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renderer._warp = renderer._buildWarpSet(state);
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renderer.buildEconomic(state);
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this.assertEmpty(renderer.captured.economic, "no figures means no economic fill");
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state.economic = true;
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state.economicValues = new Map([["0,0", 10], ["1,0", 20], ["0,1", 30]]);
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state.economicRange = { min: 0, max: 30 };
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renderer.buildEconomic(state);
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const arr = renderer.captured.economic;
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this.assertEqual(arr.length, 3 * 6 * 3 * 8, "one flat hexagon per valued tile");
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for (const value of arr) {
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this.assertTrue(Number.isFinite(value), "every economic vertex is finite");
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}
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}
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async test_sea_edges_are_straight_except_against_land() {
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const renderer = makeRenderer();
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const state = view(renderer, { terrainAt: (x) => (x === 0 ? "Sea" : "Land") });
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const wavy = renderer.edgeWaviness(state, 0, 0);
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this.assertSize(wavy, 6, "one flag per edge");
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this.assertTrue(wavy.some((flag) => flag === false), "open-water edges are straight");
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this.assertTrue(wavy.some((flag) => flag === true), "coastal edges stay wavy");
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this.assertNull(renderer.edgeWaviness(state, 1, 0), "land tiles keep the all-wavy default");
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}
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async test_a_ridge_in_front_hides_a_border_point() {
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const renderer = makeRenderer();
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const flat = { at: () => 0.1 };
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this.assertFalse(renderer._isOccluded(flat, 0, 0), "flat ground hides nothing");
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const ridge = { at: (x, y) => (y > 0 ? 0.9 : 0.1) };
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this.assertTrue(renderer._isOccluded(ridge, 0, 0), "a rise to the south hides the point");
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const gentle = { at: (x, y) => (y > 0 ? 0.15 : 0.1) };
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this.assertFalse(renderer._isOccluded(gentle, 0, 0), "a gentle rise does not");
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}
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async test_is_occluded_reads_the_relief_field() {
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const renderer = makeRenderer();
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this.assertFalse(renderer.isOccluded(0, 0), "no field hides nothing");
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renderer.heightField = { at: (x, y) => (y > 0 ? 0.9 : 0.1) };
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this.assertTrue(renderer.isOccluded(0, 0), "a ridge to the south hides the point");
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}
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async test_hidden_border_runs_are_dotted() {
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const renderer = makeRenderer();
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const line = [{ x: 0, y: 0, h: 0 }, { x: 100, y: 0, h: 0 }];
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const solid = [];
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renderer._stroke(solid, line, 3, [0, 0, 0, 1], false);
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const dotted = [];
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renderer._stroke(dotted, line, 3, [0, 0, 0, 1], false, [true, true]);
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this.assertGreater(dotted.length, solid.length, "a hidden run breaks into dashes");
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this.assertEqual(dotted.length % 8, 0, "flat-colour vertices");
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}
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async test_point_height_reads_the_relief_field() {
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const renderer = makeRenderer();
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const state = view(renderer, {
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terrainAt: (x, y) => (x === 0 && y === 0 ? "Mountain" : "Land"),
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});
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this.assertEqual(renderer.pointHeight(0, 0), 0, "no field means flat");
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renderer.heightField = createHeightField(state);
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const centre = mapToLocal(0, 0);
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this.assertGreater(renderer.pointHeight(centre.x, centre.y), 0.3, "the mountain lifts its centre");
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}
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async test_open_water_hexagons_stay_regular() {
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const renderer = makeRenderer();
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const state = view(renderer, { terrainAt: () => "Sea" });
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renderer._warp = renderer._buildWarpSet(state);
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this.assertSize(renderer._warp, 0, "open water has no warped vertices");
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const centre = mapToLocal(0, 0);
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const boundary = renderer.tileBoundary(state, 0, 0);
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for (let i = 0; i < CORNERS.length; i++) {
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const point = boundary[i * EDGE_SEGMENTS];
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this.assertApprox(point.x, centre.x + CORNERS[i].x, 1e-9, "regular corner x");
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this.assertApprox(point.y, centre.y + CORNERS[i].y, 1e-9, "regular corner y");
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}
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}
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async test_land_vertices_are_still_warped() {
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const renderer = makeRenderer();
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const state = view(renderer, { terrainAt: (x) => (x === 0 ? "Land" : "Sea") });
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renderer._warp = renderer._buildWarpSet(state);
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this.assertGreater(renderer._warp.size, 0, "land vertices are warped");
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const centre = mapToLocal(0, 0);
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const boundary = renderer.tileBoundary(state, 0, 0);
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let moved = false;
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for (let i = 0; i < CORNERS.length; i++) {
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const point = boundary[i * EDGE_SEGMENTS];
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const ideal = { x: centre.x + CORNERS[i].x, y: centre.y + CORNERS[i].y };
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if (Math.hypot(point.x - ideal.x, point.y - ideal.y) > 1e-6) moved = true;
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}
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this.assertTrue(moved, "a land tile keeps its warped outline");
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}
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}
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