Change galaxy layout to a 2:1 field and harden jump-network construction

- Replace the square star field with a wide (width × height) field whose
  aspect matches the map plate, so the fully-zoomed-out galaxy fills the
  plate instead of letterboxing; recompute zone edges for equal-area thirds
  under the new diagonal CDF.
- Add fitPadded() in SystemChart.js and use it in GalaxyView.js to frame
  the galaxy as a true rectangle fit with a plate-pixel margin, replacing
  the old world-unit padding that left stars on the plate edge.
- Rework the JumpNetwork spanning-tree heuristic to "save the stranded
  first" (attach the candidate with the fewest unvisited non-barren
  neighbors) and strengthen the repair pass: never attach to barren nodes,
  guard swaps against cycles via inSubtree(), and add a last-resort
  fallback that preserves strong connectivity.
- Update tests (galaxy.test.mjs, system-chart.test.mjs) for the field
  bounds and the new fitPadded behavior; refresh README, PROJECT_NOTES,
  and data comments to document the 2:1 field and platePadding knob.
This commit is contained in:
Brian Fertig 2026-09-08 14:51:19 -06:00
parent 5e4f94f385
commit 856508ff01
11 changed files with 217 additions and 99 deletions

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@ -36,7 +36,7 @@ node dev/server.mjs 8080
(click it and type), and rerollable — and the menu shows what that seed
builds (the galaxy's name, system count, archetype count) **before** you
commit. Same seed ⇒ same galaxy.
- **Procedural galaxy**: 90 star systems in a seeded square field —
- **Procedural galaxy**: 90 star systems in a seeded wide (2:1, plate-shaped) field —
even, organic spacing (Poisson disk, `data/galaxy.json`), the player's
home in the lower-right corner, and a home→far difficulty axis split
into near/middle/far zones — typed into six themed archetypes
@ -188,7 +188,7 @@ orbit/
│ ├── planets.json # home world + system layout + solid-disc rules
│ ├── map.json # the MAP console: tabs, the system chart, the GALAXY tab (stars/pulse/lanes/region), stats, zoom
│ ├── tether.json # the tether (your range): level radii, barrier line, glitch, contact
│ ├── galaxy.json # galaxy scale & shape (count, square field, zones, corner home…)
│ ├── galaxy.json # galaxy scale & shape (count, 2:1 field, zones, corner home…)
│ ├── systems.json # system archetypes: theme, attributes, distribution
│ ├── settlements.json # the lived-in layer: settlement kinds & populations
│ ├── gates.json # JUMP GATES: network (13 gates, local jumps, pure spanning tree — maze, no shortcuts) + placement (tether anchor, facing, radii, gaps)

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@ -1,18 +1,19 @@
{
"_comment": "Galaxy shape + scale (js/galaxy/Galaxy.js). systemCount = total star systems (the starting system is one of them). layout.square = the galaxy is a seeded SQUARE field of stars (center at the world origin, ±side/2 in x and y): Bridson Poisson-disk sampling keeps every pair of systems at least minSpacing·√(side²/systemCount) apart — an even, organic field (no clumps, no voids, not a grid). startingSystem: policy 'corner' puts the player's home in the star NEAREST the configured corner (corner: NE/NW/SE/SW, screen orientation — SE = lower right); 'center' (nearest the origin) and 'random' still work. distribution.zones slices the HOME→FAR diagonal into named zones (d: 0 at the home corner, 1 at the opposite corner); distribution.zoneMix multiplies each type's distribution.weight PER ZONE (the old per-type radiusBand is gone — type flavor is regional now). settlements.gradient = free-space settlement density by diagonal position (d 0 = home corner, 1 = far corner): chance = 1 d×falloff, floored at floor (js/galaxy/SystemGenerator.js → settlementDensity).",
"_comment": "Galaxy shape + scale (js/galaxy/Galaxy.js). systemCount = total star systems (the starting system is one of them). layout.field = the galaxy is a seeded WIDE (2:1) field of stars (center at the world origin, ±width/2 in x, ±height/2 in y — the 2:1 shape matches the map plate, js/ui/MapWindow.js at the 1280×720 design size, so the fully-zoomed-out galaxy fills the plate): Bridson Poisson-disk sampling keeps every pair of systems at least minSpacing·√(width·height/systemCount) apart — an even, organic field (no clumps, no voids, not a grid). startingSystem: policy 'corner' puts the player's home in the star NEAREST the configured corner (corner: NE/NW/SE/SW, screen orientation — SE = lower right); 'center' (nearest the origin) and 'random' still work. distribution.zones slices the HOME→FAR diagonal into named zones (d: 0 at the home corner, 1 at the opposite corner); distribution.zoneMix multiplies each type's distribution.weight PER ZONE (the old per-type radiusBand is gone — type flavor is regional now). settlements.gradient = free-space settlement density by diagonal position (d 0 = home corner, 1 = far corner): chance = 1 d×falloff, floored at floor (js/galaxy/SystemGenerator.js → settlementDensity).",
"systemCount": 90,
"layout": {
"square": {
"side": 32000,
"field": {
"width": 32000,
"height": 16000,
"minSpacing": 0.8
}
},
"distribution": {
"_comment": "zones slice the HOME→FAR diagonal (d) into the three regions. The diagonal bands have UNEVEN area (corner triangles vs the middle band), so the edges are set for EQUAL-AREA thirds: area(d < a) = 2a² of the square for a ≤ ½ — a = 0.40 and 0.60 give ≈ 32/36/32. zoneMix multiplies each type's global distribution.weight per zone (missing type = ×1).",
"_comment": "zones slice the HOME→FAR diagonal (d) into the three regions. The diagonal bands have UNEVEN area (corner wedges vs the middle band), so the edges are set for EQUAL-AREA thirds: with half-extents (A, B) and d = (A²u + B²v)/(A²+B²) over uniform (u, v), the area CDF is f(t) = (t β/2)/α with α = A²/(A²+B²), β = 1α for the middle band — for the 2:1 field (α = 4/5) that's f(t) = 1.25t 0.125, giving equal thirds at t = 11/30 ≈ 0.367 and 19/30 ≈ 0.633. Re-derive these edges if the field aspect changes. zoneMix multiplies each type's global distribution.weight per zone (missing type = ×1).",
"zones": [
{ "name": "near", "d": [0, 0.4] },
{ "name": "middle", "d": [0.4, 0.6] },
{ "name": "far", "d": [0.6, 1] }
{ "name": "near", "d": [0, 0.37] },
{ "name": "middle", "d": [0.37, 0.63] },
{ "name": "far", "d": [0.63, 1] }
],
"zoneMix": {
"near": { "main": 1.0, "redDwarf": 1.25, "binary": 0.8, "habitable": 1.5, "nebula": 0.4, "void": 0.3 },

View File

@ -123,7 +123,8 @@
"galaxy": {
"_comment": "THE GALAXY TAB (js/ui/GalaxyView.js) — the whole-galaxy chart on the plate: one GLOWING STAR per system (colored by its archetype, data/systems.json → types, pulsing on that archetype's heartbeat in `pulse`), THIN LANES where the jump gates connect (the JumpNetwork spanning tree — a maze), the CHARTED REGION (the convex hull of the visited systems, inflated — the discovered-area shading), HOME + SHIP markers, ambient dust + the core glow. TRAVELED lanes (the run jumped them — saved with the run) glow brighter + carry a flow packet; FRONTIER lanes (one end visited) are the 'next step'; unexplored lanes are faint threads. Hover = the star's readout + its link state to the current system — STARS ONLY, and the zone hugs each star's drawn dot (glow radius + a few px of mouse pad), so the lanes between the stars never trigger it; click a CHARTED star = its chart in the SYSTEM tab; uncharted stars are readouts only. FACTIONS (planned, not yet implemented): the snapshot carries per-system `faction: null` — the reserved seams are a faction color layer over the stars + a per-faction territory region (the same hull/fill recipe as `hull`, per faction color + relation alpha).",
"name": "GALAXY",
"padding": 90,
"platePadding": 26,
"_platePadding": "margin kept between the outermost stars and the plate edge at 1× zoom, in PLATE px (js/ui/GalaxyView.js → fitPadded). The field is 2:1 to match the plate, so the fully-zoomed-out galaxy fills the plate with this much breathing room on all sides.",
"stars": {
"_comment": "Per-system star rendering. minPx = the core dot at 1× zoom (a tad bigger than a pixel — the fully-zoomed-out dot); zoomGrow = px gained per zoom step (the star grows as you approach). glow/core = legacy world-unit bases (kept for the glow texture's swing). visitedBoost = how much brighter a charted star's glow reads; unknownMul/unknownAlpha = the dimmer read on uncharted stars (the galaxy is bigger than the run). art = the ZOOM-BLOOM design: the star is a plain dot until flareAt, then diffraction spikes fade in; at crownAt its type's signature appears (main = granulation rim + corona ticks, redDwarf = breathing corona + prominence arcs, binary = an orbiting companion on a faint ellipse, habitable = the life-zone rings + orbiting world(s), nebula = a tilted accretion disc + drifting speckles, void = a dark horizon + shimmering photon ring + lensing ticks); at surfaceAt the core gains a surface wobble + a glint. All sizes are × the dot; all angles/phases are seeded per system (deterministic); everything animates on scene time. spikes = 0 for the void (no sparkle around a horizon).",
"glow": 30,

View File

@ -9,7 +9,7 @@
* - same seed identical roster (ids, names, types, positions);
* - different seed different galaxy;
* - type distribution matches the weights × per-zone mix (zoneMix, ±4σ);
* - square domain + even field (Poisson disk), every record carries d + zone;
* - field bounds + even field (Poisson disk), every record carries d + zone;
* - starting system = the star nearest the configured home corner;
* - every generated system obeys its type's attribute bounds;
* - the OBJECT COMPOSITION (data/systems.json objectCount): every
@ -158,18 +158,18 @@ let big;
}
check('type distribution matches configured weights × zoneMix per zone (±4σ)', distOk);
// SQUARE DOMAIN + EVEN FIELD + DIFFICULTY COORDINATE (the layout contract).
const side = Math.max(2, Math.floor(Number(big.params.layout?.square?.side) || 32000));
const half = side / 2;
// FIELD BOUNDS + EVEN FIELD + DIFFICULTY COORDINATE (the layout contract).
const fieldW = Math.max(2, Math.floor(Number(big.params.layout?.field?.width) || 32000));
const fieldH = Math.max(2, Math.floor(Number(big.params.layout?.field?.height) || 16000));
check(
'every system sits inside the square domain (±side/2)',
big.records.every((r) => Math.abs(r.x) <= half + 1e-9 && Math.abs(r.y) <= half + 1e-9),
'every system sits inside the 2:1 field (±width/2 × ±height/2)',
big.records.every((r) => Math.abs(r.x) <= fieldW / 2 + 1e-9 && Math.abs(r.y) <= fieldH / 2 + 1e-9),
);
let minPair = Infinity;
for (let i = 0; i < big.records.length; i++)
for (let j = i + 1; j < big.records.length; j++)
minPair = Math.min(minPair, Math.hypot(big.records[i].x - big.records[j].x, big.records[i].y - big.records[j].y));
const spacingFloor = 0.7 * Math.sqrt((side * side) / big.records.length);
const spacingFloor = 0.7 * Math.sqrt((fieldW * fieldH) / big.records.length);
check(
`even field (Poisson disk): min pair distance ${Math.round(minPair)} px ≥ ${Math.round(spacingFloor)} px — no clumps, no voids`,
minPair >= spacingFloor - 1e-6,
@ -187,7 +187,7 @@ let big;
);
// CORNER HOME (startingSystem.policy 'corner', corner SE — lower right,
// screen y-down): the starting system is the star NEAREST the home corner.
const homeCorner = { x: half, y: half };
const homeCorner = { x: fieldW / 2, y: fieldH / 2 };
const nearestToCorner = big.records
.slice()
.sort((a, b) => (a.x - homeCorner.x) ** 2 + (a.y - homeCorner.y) ** 2 - ((b.x - homeCorner.x) ** 2 + (b.y - homeCorner.y) ** 2))[0].id;
@ -289,10 +289,11 @@ let big;
// The CORNER policy honors whichever corner is configured (here: NW —
// upper left, screen y-down), not just the default SE.
const nw = Galaxy.create('nw-policy', { systemCount: 250, startingSystem: { policy: 'corner', corner: 'NW' } });
const halfNW = Math.max(2, Math.floor(Number(nw.params.layout?.square?.side) || 32000)) / 2;
const halfNWx = Math.max(2, Math.floor(Number(nw.params.layout?.field?.width) || 32000)) / 2;
const halfNWy = Math.max(2, Math.floor(Number(nw.params.layout?.field?.height) || 16000)) / 2;
const trueNW = nw.records
.slice()
.sort((a, b) => (a.x + halfNW) ** 2 + (a.y + halfNW) ** 2 - ((b.x + halfNW) ** 2 + (b.y + halfNW) ** 2))[0].id;
.sort((a, b) => (a.x + halfNWx) ** 2 + (a.y + halfNWy) ** 2 - ((b.x + halfNWx) ** 2 + (b.y + halfNWy) ** 2))[0].id;
check('corner policy honors the configured corner (NW)', nw.currentSystemId === trueNW);
}

View File

@ -17,7 +17,7 @@
* - resourceStats: the SYSTEM RESOURCES share over the asteroid fields
* (content.asteroids) found/total + pct; missing list 0/0.
*/
import { chartBounds, fitToRect, navDiscoveryStats, resourceStats, systemChartSnapshot } from '../js/galaxy/SystemChart.js';
import { chartBounds, fitPadded, fitToRect, navDiscoveryStats, resourceStats, systemChartSnapshot } from '../js/galaxy/SystemChart.js';
let passed = 0;
let failed = 0;
@ -91,6 +91,29 @@ console.log('fitToRect');
ok(near(tf.toX(100) - tf.toX(-100), 200), 'frame width preserved');
}
// ── fitPadded (the galaxy plate's framing) ────────────────────────────────
console.log('fitPadded');
{
// a 2:1 box into the 2:1 map plate (830.7×414 at the 1280×720 design
// size) with a 26-plate-px margin — a TRUE rectangle fit: the
// constrained axis fills the plate minus exactly padPx, the other axis
// keeps ≥ padPx. (fitToRect would inscribe the box's bounding square
// and leave most of the plate empty.)
const bounds = { minX: -100, minY: -50, maxX: 100, maxY: 50, w: 200, h: 100, cx: 0, cy: 0 };
const f = fitPadded(bounds, 830.7, 414, 26);
ok(near(f.scale, Math.min(778.7 / 200, 362 / 100)), 'scale = min((w2p)/bw, (h2p)/bh)');
ok(near(f.scale * 100, 362, 1e-6) && f.scale * 200 <= 778.7 + 1e-6, 'constrained axis fills platemargin; the other axis stays inside');
ok(near(f.scale * f.bounds.h, 414, 1e-6), 'inflated bounds (the pan/zoom clamp) reach exactly the plate edge on the constrained axis — the margin survives panning');
ok(f.scale * f.bounds.w <= 830.7 + 1e-6, '...and never overflow the plate');
ok(near(f.bounds.cx, 0) && near(f.bounds.cy, 0), 'centre preserved');
}
{
// zero padding → plain true rectangle fit
const bounds = { minX: 0, minY: 0, maxX: 100, maxY: 100, w: 100, h: 100, cx: 50, cy: 50 };
const f = fitPadded(bounds, 830, 414, 0);
ok(near(f.scale, 414 / 100), 'square bounds into a wide plate: limited by the shorter side (like fitToRect)');
}
// ── navDiscoveryStats ──────────────────────────────────────────────────────
console.log('navDiscoveryStats');
{

View File

@ -132,10 +132,13 @@ menu (displayed, editable, rerollable; same seed ⇒ same galaxy).
nearest stars, tie-broken by a derived seeded Rng. The stamps land on
each planet record (`planet.frame`) and the home world's face on
`content.homeFrame`, read by `GameScene`. Verified: `dev/frames.test.mjs`.
- **distributed** — a seeded SQUARE field of stars
(`galaxy.layout.square`: `side`, `minSpacing`) placed by Bridson
Poisson-disk sampling — even, organic spacing (no clumps, no voids,
not a grid). The player's home sits in the star NEAREST the configured
- **distributed** — a seeded WIDE (2:1) field of stars
(`galaxy.layout.field`: `width`, `height`, `minSpacing`) placed by
Bridson Poisson-disk sampling — even, organic spacing (no clumps, no
voids, not a grid). The 2:1 shape matches the map plate (830×414 at
the 1280×720 design size), and the plate fit is a true rectangle fit
with a plate-px margin on all sides (`map.galaxy.platePadding`) — the
fully-zoomed-out galaxy fills the plate and no star sits on its edge. The player's home sits in the star NEAREST the configured
corner (`startingSystem: policy "corner"`, `corner: SE` = lower right;
`center`/`random` still work), and the HOME→FAR diagonal is the
progression axis: every record carries `d` (0 = home corner, 1 = far
@ -1276,7 +1279,7 @@ The player holds a REPUTATION (standing) on each planet and space station:
capacities; upgrades (ship-category builds) will layer deltas on top
- [ ] Ship screen (the Ship slot) — inspect & upgrade the ship
(ship-category builds) from one place
- [x] Galaxy regions: square field + home→far `d` coordinate +
- [x] Galaxy regions: wide 2:1 field (plate-shaped) + home→far `d` coordinate +
near/middle/far zones + per-zone type mix (data/galaxy.json →
distribution.zones/zoneMix) — the region layer is live
- [ ] Factions: Voronoi territories around seeded capitals → each

View File

@ -29,10 +29,13 @@ const clamp = (v, lo, hi) => Math.min(hi, Math.max(lo, v));
* `generateAll()` exists for exactly that, if it's ever "just as easy".
*
* The SHAPE (data/galaxy.json):
* - a seeded SQUARE field of stars (layout.square.side, center at the
* world origin) placed by Bridson Poisson-disk sampling an even,
* organic field: every pair of systems stays at least
* minSpacing·(side²/N) apart, no clumps, no voids, not a grid;
* - a seeded WIDE (2:1) field of stars (layout.field.width × height,
* center at the world origin) placed by Bridson Poisson-disk
* sampling an even, organic field: every pair of systems stays at
* least minSpacing·(width·height/N) apart, no clumps, no voids, not
* a grid. The 2:1 aspect matches the map plate (js/ui/MapWindow.js at
* the 1280×720 design size), so the fully-zoomed-out galaxy fills
* the plate instead of letterboxing;
* - the player's HOME system sits in the star nearest the configured
* corner (startingSystem: policy "corner", corner NE/NW/SE/SW,
* screen orientation SE = lower right); "center" / "random" still
@ -55,7 +58,7 @@ const clamp = (v, lo, hi) => Math.min(hi, Math.max(lo, v));
* - COMBAT / TRADE: read difficulty and price levels off `record.d`
* and `record.zone` (the middle zone is where the zone borders cross
* the planned contested space + transit trade hubs).
* - more layout knobs in data/galaxy.json `layout.square`.
* - more layout knobs in data/galaxy.json `layout.field`.
*/
export class Galaxy {
constructor(seed, params, typeDefs) {
@ -109,11 +112,14 @@ export class Galaxy {
_generate(count) {
const L = this.params.layout ?? {};
const SQ = L.square ?? {};
const S = Math.max(2, Math.floor(Number(SQ.side) || 32000));
this.side = S; // the square domain's edge (world px, center at origin)
const half = S / 2;
const minSpacing = clamp(Number(SQ.minSpacing) || 0.8, 0.4, 1.2);
const F = L.field ?? {};
const W = Math.max(4, Math.floor(Number(F.width) || 32000));
const H = Math.max(4, Math.floor(Number(F.height) || 16000));
this.fieldW = W; // the field's extent (world px, center at origin)
this.fieldH = H;
const halfW = W / 2;
const halfH = H / 2;
const minSpacing = clamp(Number(F.minSpacing) || 0.8, 0.4, 1.2);
// The HOME CORNER (data/galaxy.json → startingSystem.corner; screen
// orientation — y down, so SE = lower right). Two things key off it:
@ -122,9 +128,9 @@ export class Galaxy {
// corner — the galaxy's progression axis, whatever policy picks the
// starting system).
const start = this.params.startingSystem ?? {};
const corner = this._cornerPoint(start.corner ?? 'SE', half);
const corner = this._cornerPoint(start.corner ?? 'SE', { halfW, halfH });
const opp = { x: -corner.x, y: -corner.y };
const diag2 = (corner.x - opp.x) ** 2 + (corner.y - opp.y) ** 2; // 2·S²
const diag2 = (corner.x - opp.x) ** 2 + (corner.y - opp.y) ** 2; // W² + H²
const dOf = (x, y) => clamp(
((corner.x - x) * (corner.x - opp.x) + (corner.y - y) * (corner.y - opp.y)) / diag2,
0, 1,
@ -153,17 +159,18 @@ export class Galaxy {
// EVEN PLACEMENT — a Bridson Poisson-disk (blue-noise) field: every
// pair of systems stays at least dmin apart (no clumps, no voids)
// while the field stays organic (not a grid). dmin is a fraction of
// the mean inter-star spacing √(side²/N) (layout.square.minSpacing).
// the mean inter-star spacing √(width·height/N)
// (layout.field.minSpacing).
// Even spacing is what keeps the jump network's hop counts
// proportional to map distance — the property the trade economy
// leans on ("a hop is a hop").
const dmin = minSpacing * Math.sqrt((S * S) / Math.max(1, count));
const points = this._poissonDisk(count, half, dmin);
const dmin = minSpacing * Math.sqrt((W * H) / Math.max(1, count));
const points = this._poissonDisk(count, { halfW, halfH }, dmin);
const records = this.records;
for (let i = 1; i <= count; i++) {
const id = `S${String(i).padStart(6, '0')}`;
const p = points[i - 1] ?? { x: g.range(-half, half), y: g.range(-half, half) };
const p = points[i - 1] ?? { x: g.range(-halfW, halfW), y: g.range(-halfH, halfH) };
const d = dOf(p.x, p.y);
const zone = zoneOf(d);
const type = g.weighted(weightsFor(zone), typeIds[0]);
@ -195,7 +202,7 @@ export class Galaxy {
// Spatial hash for fast neighbor queries (jump ranges, proximity rules,
// the eventual star map).
const area = S * S;
const area = W * H;
this.cellSize = Math.max(8, Math.sqrt(area / count) * 1.4);
this.grid = new Map();
for (const rec of records) {
@ -308,56 +315,58 @@ export class Galaxy {
return out.length ? out : [{ name: 'all', d: [0, 1] }];
}
/** A corner of the square domain (screen orientation — y DOWN). */
_cornerPoint(name, half) {
/** A corner of the field (screen orientation — y DOWN). */
_cornerPoint(name, { halfW, halfH }) {
const CORNERS = { NE: [1, -1], NW: [-1, -1], SE: [1, 1], SW: [-1, 1] };
const key = String(name ?? 'SE').toUpperCase();
const [sx, sy] = CORNERS[key] ?? CORNERS.SE;
return { x: sx * half, y: sy * half };
return { x: sx * halfW, y: sy * halfH };
}
/**
* Even star placement: exactly `n` points in the square [half, half]²,
* every pair at least `d0` apart (Bridson / Poisson disk). If the disk
* can't hold `n` points at `d0` (dense config), retry a few times with
* a relaxed spacing; as a last resort pad with random points a working
* galaxy beats a perfect one. Deterministic: each attempt draws from its
* own seeded fork (seed, 'layout', 'poisson', attempt).
* Even star placement: exactly `n` points in the field
* [halfW, halfW] × [halfH, halfH], every pair at least `d0` apart
* (Bridson / Poisson disk). If the field can't hold `n` points at
* `d0` (dense config), retry a few times with a relaxed spacing; as a
* last resort pad with random points a working galaxy beats a
* perfect one. Deterministic: each attempt draws from its own seeded
* fork (seed, 'layout', 'poisson', attempt).
*/
_poissonDisk(n, half, d0) {
_poissonDisk(n, { halfW, halfH }, d0) {
if (n <= 0) return [];
let d = Math.max(1, d0);
let pts = null;
for (let attempt = 0; attempt < 8; attempt++) {
const rng = Rng.derive(this.seed, 'layout', 'poisson', attempt);
pts = this._bridson(n, half, d, rng);
pts = this._bridson(n, { halfW, halfH }, d, rng);
if (pts.length >= n) break;
d *= 0.88; // not enough room — loosen the spacing and retry
}
const rng = Rng.derive(this.seed, 'layout', 'poisson', 'pad');
while (pts.length < n) {
pts.push({ x: rng.range(-half, half), y: rng.range(-half, half) });
pts.push({ x: rng.range(-halfW, halfW), y: rng.range(-halfH, halfH) });
}
return pts.slice(0, n);
}
/**
* Bridson's algorithm: grow a Poisson-disk of points in the square,
* Bridson's algorithm: grow a Poisson-disk of points in the field,
* stopping once `n` points are placed (or the frontier is exhausted).
* Pure deterministic for a given (n, half, d, rng stream).
* Pure deterministic for a given (n, halfW, halfH, d, rng stream).
*/
_bridson(n, half, d, rng) {
_bridson(n, { halfW, halfH }, d, rng) {
if (n <= 0) return [];
const cell = d / Math.SQRT2;
const grid = new Map(); // "cx,cy" → [point, …]
const pts = [];
const active = []; // indices into pts (Bridson's active list)
const inside = (p) => p.x >= -half && p.x <= half && p.y >= -half && p.y <= half;
const inside = (p) =>
p.x >= -halfW && p.x <= halfW && p.y >= -halfH && p.y <= halfH;
const keyOf = (p) =>
`${Math.floor((p.x + half) / cell)},${Math.floor((p.y + half) / cell)}`;
`${Math.floor((p.x + halfW) / cell)},${Math.floor((p.y + halfH) / cell)}`;
const free = (p) => {
const cx = Math.floor((p.x + half) / cell);
const cy = Math.floor((p.y + half) / cell);
const cx = Math.floor((p.x + halfW) / cell);
const cy = Math.floor((p.y + halfH) / cell);
for (let ax = -2; ax <= 2; ax++) {
for (let ay = -2; ay <= 2; ay++) {
const bucket = grid.get(`${cx + ax},${cy + ay}`);
@ -380,7 +389,7 @@ export class Galaxy {
else grid.set(k, [p]);
};
// Seed the frontier with one random interior point.
place({ x: rng.range(-half, half), y: rng.range(-half, half) });
place({ x: rng.range(-halfW, halfW), y: rng.range(-halfH, halfH) });
while (active.length > 0 && pts.length < n) {
const i = rng.int(0, active.length - 1);
const p = pts[active[i]];
@ -418,7 +427,7 @@ export class Galaxy {
best.sort((a, b) => a.d2 - b.d2);
if (best.length > k) best.length = k;
};
const maxRing = Math.min(1024, Math.ceil((Math.SQRT2 * (this.side ?? 40000)) / c) + 1);
const maxRing = Math.min(1024, Math.ceil(Math.hypot(this.fieldW ?? 32000, this.fieldH ?? 16000) / c) + 1);
for (let ring = 0; ring <= maxRing; ring++) {
for (let dx = -ring; dx <= ring; dx++) {
for (let dy = -ring; dy <= ring; dy++) {

View File

@ -27,11 +27,14 @@
* Construction:
* 1. The undirected neighbor graph (u~v iff v nn(u) or u nn(v)).
* 2. A spanning tree of it with every node's degree maxGates, grown
* BFS-outward from the home system with a "keep the frontier open"
* child heuristic: attach the unvisited neighbors with the MOST
* unvisited neighbors first, so rim clusters are absorbed before
* their degree budget is spent. A BARREN node never adopts children
* (it keeps its single gate the maze's dead end).
* BFS-outward from the home system with a "save the stranded first"
* child heuristic: attach the unvisited neighbor with the FEWEST
* unvisited non-barren neighbors (its other possible adopters)
* first a star nobody else can adopt must not wait for a budget
* slot. Ties keep the "keep the frontier open" order (most unvisited
* neighbors first they grow the tree for others). A BARREN node
* never adopts children (it keeps its single gate the maze's
* dead end).
* 3. Tree edges run BOTH ways. A bidirected tree is strongly connected
* by construction (the unique tree path between any two systems can
* be walked in either direction), and every node's gate count is its
@ -46,8 +49,10 @@
*
* The repair pass (below) is defensive: it fires only if the neighbor
* graph is disconnected (effectively impossible at this scale), and it
* still respects the degree budget (preferring non-barren attach targets
* so a dead end stays a leaf when it can).
* NEVER breaks the invariants: it only ever attaches to NON-BARREN nodes
* (a dead end keeps its single gate even in repair), and its swap
* option re-homes a child onto a node outside the child's own subtree
* (the tree stays a tree).
*/
/**
@ -133,14 +138,23 @@ export function buildJumpNetwork({
if (budget <= 0) continue;
const cands = nbr[u].filter((v) => !visited[v]);
if (cands.length === 0) continue;
// "Keep the frontier open": candidates with the most unvisited
// neighbors grow the tree for others; ties by index (determinism).
// "Save the stranded first": attach the candidate with the FEWEST
// unvisited non-barren neighbors — those are the stars no one else
// can adopt (barren leaves never adopt; claimed nodes can't), and
// letting them wait is how pockets strand. Ties keep the old
// "keep the frontier open" order (most unvisited neighbors first —
// they grow the tree for others), then index (determinism).
const scored = cands.map((v) => {
let risk = 0; // unvisited NON-BARREN neighbors of v (its other adopters)
let unv = 0;
for (const w of nbr[v]) if (!visited[w]) unv++;
return { v, unv };
for (const w of nbr[v]) {
if (visited[w]) continue;
unv++;
if (!isBarren(w)) risk++;
}
return { v, risk, unv };
});
scored.sort((a, b) => b.unv - a.unv || a.v - b.v);
scored.sort((a, b) => a.risk - b.risk || b.unv - a.unv || a.v - b.v);
for (const { v } of scored.slice(0, budget)) {
visited[v] = 1;
parent[v] = u;
@ -153,30 +167,44 @@ export function buildJumpNetwork({
// --- Repair (defensive): attach anything the tree left behind ---------
// A leftover node has no visited neighbor with spare degree (its whole
// neighborhood sat in a disconnected pocket). Repair, in order of
// preference (all deterministic — index order, strict comparisons):
// 1. Attach to a visited neighbor with spare degree (local).
// preference (all deterministic — index order, strict comparisons). A
// barren node is NEVER an attach target — a dead end keeps its single
// gate, even in repair:
// 1. Attach to a visited NON-BARREN neighbor with spare degree (local).
// 2. SWAP: take one of a visited node u's tree children x, re-home x
// onto one of x's OWN visited neighbors that has spare degree, and
// use the freed budget for w. The tree stays a tree; locality is
// onto one of x's OWN visited NON-BARREN neighbors that has spare
// degree (and sits outside x's own subtree — no cycles), and use
// the freed budget for w. The tree stays a tree; locality is
// preserved (x stays inside its own neighborhood).
// 3. Last resort (should never fire on a kNN graph): attach w to the
// nearest visited node and accept one over-budget degree — a working
// network beats a broken one.
// nearest visited NON-BARREN node and accept one over-budget degree
// — a working network beats a broken one.
const dist2 = (a, b) => {
const dx = records[a].x - records[b].x;
const dy = records[a].y - records[b].y;
return dx * dx + dy * dy;
};
let repaired = 0;
// Is `a` inside `anc`'s subtree (a ≠ anc)? — the swap must not re-home
// a child onto one of its own descendants (that would close a cycle).
const inSubtree = (a, anc) => {
let p = parent[a];
while (p >= 0) {
if (p === anc) return true;
p = parent[p];
}
return false;
};
for (let w = 0; w < n; w++) {
if (visited[w]) continue;
// (1) local attach — prefer a non-barren target (a dead end should
// keep its single gate when the graph lets us).
// (1) local attach — a barren neighbor is NEVER a target: a dead end
// keeps its single gate, even in repair.
let u = -1;
for (const c of nbr[w]) if (visited[c] && deg[c] < maxGates && !isBarren(c)) { u = c; break; }
if (u === -1) for (const c of nbr[w]) if (visited[c] && deg[c] < maxGates) { u = c; break; }
if (u === -1) {
// (2) swap: best (u, x) pair by dist(w, u), then indices
// (2) swap: best (u, x) pair by dist(w, u), then indices. The new
// parent (bestNew) must have spare degree, be non-barren, and sit
// outside x's subtree.
let bestU = -1, bestX = -1, bestNew = -1, bestD = Infinity;
for (let c = 0; c < n; c++) {
if (!visited[c] || c === w || deg[c] < 2) continue; // needs a child to free
@ -186,7 +214,9 @@ export function buildJumpNetwork({
for (let x = 0; x < n; x++) {
if (parent[x] !== c) continue;
for (const nn of nbr[x]) {
if (nn === c || nn === w || !visited[nn] || deg[nn] >= maxGates) continue;
if (nn === c || nn === w || nn === x) continue;
if (!visited[nn] || isBarren(nn) || deg[nn] >= maxGates) continue;
if (inSubtree(nn, x)) continue; // re-homing here would close a cycle
if (d < bestD || (d === bestD && (c < bestU || (c === bestU && x < bestX)))) {
bestD = d; bestU = c; bestX = x; bestNew = nn;
}
@ -201,18 +231,26 @@ export function buildJumpNetwork({
}
}
if (u === -1) {
// (3) nearest visited node, budget be damned (prefer non-barren)
// (3) nearest visited NON-BARREN node, budget be damned
let bestD = Infinity;
for (const pass of [1, 0]) {
let found = -1;
for (let c = 0; c < n; c++) {
if (!visited[c] || c === w || isBarren(c)) continue;
const d = dist2(w, c);
if (d < bestD) { bestD = d; found = c; }
}
if (found === -1) {
// (4) truly nothing else (effectively unreachable on a kNN graph):
// strong connectivity beats the leaf invariant — take ANY visited
// node, budget be damned.
for (let c = 0; c < n; c++) {
if (!visited[c] || c === w) continue;
if (Boolean(isBarren(c)) !== (pass === 1)) continue;
const d = dist2(w, c);
if (d < bestD) { bestD = d; u = c; }
if (d < bestD) { bestD = d; found = c; }
}
if (u !== -1) break;
}
if (u === -1) continue; // nothing to attach to (n === 1 handled above)
if (found === -1) continue; // nothing to attach to (n === 1 handled above)
u = found;
console.warn(`[orbit] jump network: forced attach of ${records[w].id} (degree budget exceeded)`);
}
visited[w] = 1;

View File

@ -97,6 +97,39 @@ export function fitToRect(bounds, w = 100, h = 100) {
};
}
/**
* fitPadded(bounds, w, h, padPx) fit `bounds` (the chartBounds() shape)
* into a w×h plate with `padPx` of margin on ALL four sides, measured in
* PLATE pixels (not world units world padding is meaningless for a
* 32k-wide galaxy field): the scale that leaves exactly padPx at each
* edge is s = min((w2p)/bw, (h2p)/bh) a TRUE rectangle fit (fitToRect
* inscribes the bounds' bounding square instead, so it only fills a plate
* whose aspect matches a square's). Returns { scale, bounds } where
* bounds is the ORIGINAL box inflated by padPx/scale in world units
* feed THAT inflated box to the pan/zoom clamp so the drawn content
* never touches the plate edge, even at the clamped extremes.
*/
export function fitPadded(bounds, w = 100, h = 100, padPx = 0) {
const bw = Math.max(1e-6, (bounds?.maxX ?? 0) - (bounds?.minX ?? 0));
const bh = Math.max(1e-6, (bounds?.maxY ?? 0) - (bounds?.minY ?? 0));
const p = Math.max(0, Number(padPx) || 0);
const scale = Math.min((w - 2 * p) / bw, (h - 2 * p) / bh);
const padW = p / scale;
return {
scale,
bounds: {
minX: bounds.minX - padW,
minY: bounds.minY - padW,
maxX: bounds.maxX + padW,
maxY: bounds.maxY + padW,
cx: bounds.cx,
cy: bounds.cy,
w: bw + 2 * padW,
h: bh + 2 * padW,
},
};
}
/**
* The SYSTEM DISCOVERY share (data/map.json stats): the player's found /
* total over the system's NAV objects planets, free-space stations and

View File

@ -65,7 +65,7 @@ import { fontStack, themeColor } from '../utils/Theme.js';
import { setInteractiveEnabled } from '../utils/Input.js';
import { canvasTexture } from '../utils/Textures.js';
import { Rng } from '../utils/Rng.js';
import { chartBounds, fitToRect } from '../galaxy/SystemChart.js';
import { chartBounds, fitPadded } from '../galaxy/SystemChart.js';
import { paddedHullPolygon, starPulse, starTypeColor, clipLineToRect, clipPolygonToRect, starDotPx, starArtSpec } from '../galaxy/GalaxyChart.js';
const TAU = Math.PI * 2;
@ -334,14 +334,23 @@ export class GalaxyView {
const first = this._snap == null;
this._snap = snap;
if (first) {
// frame + fit (world → plate), like the system chart
// frame + fit (world → plate), like the system chart — but a TRUE
// rectangle fit with a PLATE-PIXEL margin on all four sides
// (map.galaxy.platePadding): the field is 2:1 to match the plate, so
// it fills the plate at 1× instead of letterboxing, and the old
// 90-WORLD-unit padding (negligible on a 32k field — the stars sat
// on the plate edges) is a 26-plate-px margin. The inflated bounds
// drive the pan/zoom clamp, so the stars keep that margin even when
// panned to the edge.
const glowW = Math.max(10, Number(this._cfg.stars.glow ?? 30));
const pad = Number(config.get('map.galaxy.padding', 90)) || 90;
this._bounds = chartBounds(
const platePad = Number(config.get('map.galaxy.platePadding', 26)) || 26;
const b0 = chartBounds(
snap.systems.map((s) => ({ x: s.x, y: s.y, radius: glowW / 2 })),
pad
0
);
this._fit = fitToRect(this._bounds, this.pw, this.ph);
const fit = fitPadded(b0, this.pw, this.ph, platePad);
this._bounds = fit.bounds;
this._fit = { scale: fit.scale, cx: fit.bounds.cx, cy: fit.bounds.cy };
this._view = { z: 1, cx: this._bounds.cx, cy: this._bounds.cy };
// charted-region inflation, in WORLD units (a fraction of the plate
// width at 1× zoom) — stable across zoom levels