adding initial world map frontend

This commit is contained in:
itsamejms
2026-07-13 10:50:55 +01:00
parent a6171a8158
commit 82f2dcf3df
7 changed files with 448 additions and 62 deletions
+101 -59
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@@ -1,11 +1,12 @@
import { parseLlmJson, ensureArray, flattenValue } from "../lib/llm-parse";
import { useState } from "react";
import { useState, useEffect } from "react";
import { invoke } from "@tauri-apps/api/core";
import { addToLore } from "../lib/lore";
import { useToast } from "./Toast";
import { addGeneration, extractTitle, type Generation } from "../lib/generations";
import { usePrefillEffect } from "../lib/usePrefill";
import { usePersistentState } from "../lib/usePersistentState";
import { WorldMap } from "./WorldMap";
interface WorldResponse {
name: string;
@@ -14,6 +15,9 @@ interface WorldResponse {
landmarks: string[];
conflicts: string[];
cultures: string[];
// ponytail: DM-placed pin positions (normalized 0..1). UI-managed, not
// returned by the LLM. Persisted with the world.
pins?: Record<string, { x: number; y: number }>;
}
interface Props {
@@ -26,8 +30,22 @@ export function WorldBuilder({ prefill, onPrefillConsumed }: Props = {}) {
const [theme, setTheme] = usePersistentState<string>("world.theme", "high fantasy");
const [world, setWorld] = usePersistentState<WorldResponse | null>("world.last", null);
const [loading, setLoading] = useState(false);
const [selected, setSelected] = useState<string | null>(null);
const { addToast } = useToast();
// ponytail: record a dragged pin's position into the world so it persists.
function onPinMove(name: string, x: number, y: number) {
setWorld((w) => w ? { ...w, pins: { ...(w.pins ?? {}), [name]: { x, y } } } : w);
}
// ponytail: drop a selection that no longer exists on the map (e.g.
// after a regenerate or loading a different world from history).
useEffect(() => {
if (!world || !selected) return;
const names = [...ensureArray(world.regions), ...ensureArray(world.landmarks)].map(flattenValue);
if (!names.includes(selected)) setSelected(null);
}, [world, selected]);
// ponytail: genre presets as a quick-pick row.
const THEME_PRESETS = [
"high fantasy", "dark fantasy", "sword & sorcery",
@@ -140,69 +158,93 @@ IMPORTANT: Return ONLY a raw JSON object. NO markdown fences, NO code blocks, NO
</p>
</div>
{/* Regions */}
{world.regions?.length > 0 && (
<div>
<h4 className="text-[var(--color-text-secondary)] text-xs font-medium mb-1.5">
🏔 Regions
</h4>
<div className="flex flex-col gap-1.5">
{ensureArray(world.regions).map((r, i) => (
<div key={i} className="rounded-lg bg-[var(--color-bg-surface)] border border-[var(--color-border-subtle)] px-3 py-2 text-sm text-[var(--color-text-primary)]">
{flattenValue(r)}
{/* Map + side details. Two-pane on wide screens; stacked on narrow. */}
<div className="grid grid-cols-1 lg:grid-cols-3 gap-3">
<div className="lg:col-span-2">
<WorldMap
regions={ensureArray(world.regions).map(flattenValue)}
landmarks={ensureArray(world.landmarks).map(flattenValue)}
pins={world.pins ?? {}}
selected={selected}
onSelect={setSelected}
onPinMove={onPinMove}
/>
<p className="text-[10px] text-[var(--color-text-dim)] mt-1">
Drag pins to place regions () and landmarks (). Click a pin to select it.
</p>
</div>
<div className="flex flex-col gap-2">
{/* Selected pin detail, or a hint to pick one. */}
<div className="rounded-lg bg-[var(--color-bg-surface)] border border-[var(--color-border-glass)] p-3">
{selected ? (
<>
<span className="text-[10px] uppercase tracking-wider text-[var(--color-gold-muted)]">
{ensureArray(world.regions).map(flattenValue).includes(selected) ? "Region" : "Landmark"}
</span>
<p className="text-[var(--color-text-primary)] text-sm mt-1">{selected}</p>
</>
) : (
<p className="text-[var(--color-text-dim)] text-xs italic">
Click a pin on the map to inspect it here.
</p>
)}
</div>
{/* Regions (clickable → select on map) */}
{world.regions?.length > 0 && (
<div>
<h4 className="text-[var(--color-text-secondary)] text-xs font-medium mb-1.5">🏔 Regions</h4>
<div className="flex flex-col gap-1">
{ensureArray(world.regions).map((r, i) => {
const name = flattenValue(r);
return (
<button
key={i}
onClick={() => setSelected(name)}
className={`text-left rounded-lg px-3 py-1.5 text-xs cursor-pointer transition-colors ${
selected === name
? "bg-[var(--color-gold-glow)] text-[var(--color-gold-bright)] border border-[var(--color-gold-bright)]"
: "bg-[var(--color-bg-surface)] border border-[var(--color-border-subtle)] text-[var(--color-text-primary)] hover:border-[var(--color-gold-muted)]"
}`}
>
{name}
</button>
);
})}
</div>
))}
</div>
</div>
)}
</div>
)}
{/* Landmarks */}
{world.landmarks?.length > 0 && (
<div>
<h4 className="text-[var(--color-text-secondary)] text-xs font-medium mb-1.5">
🏛 Landmarks
</h4>
<div className="flex flex-wrap gap-1.5">
{ensureArray(world.landmarks).map((l, i) => (
<span key={i} className="rounded-full bg-[var(--color-gold-glow)] text-[var(--color-gold-bright)] px-3 py-1 text-xs">
{flattenValue(l)}
</span>
))}
</div>
</div>
)}
{/* Conflicts */}
{world.conflicts?.length > 0 && (
<div>
<h4 className="text-[var(--color-text-secondary)] text-xs font-medium mb-1.5">
Conflicts
</h4>
<div className="flex flex-col gap-1.5">
{ensureArray(world.conflicts).map((c, i) => (
<div key={i} className="rounded-lg bg-[var(--color-bg-surface)] border-l-2 border-[var(--color-danger)] px-3 py-2 text-sm text-[var(--color-text-primary)]">
{flattenValue(c)}
{/* Conflicts */}
{world.conflicts?.length > 0 && (
<div>
<h4 className="text-[var(--color-text-secondary)] text-xs font-medium mb-1.5"> Conflicts</h4>
<div className="flex flex-col gap-1">
{ensureArray(world.conflicts).map((c, i) => (
<div key={i} className="rounded-lg bg-[var(--color-bg-surface)] border-l-2 border-[var(--color-danger)] px-3 py-1.5 text-xs text-[var(--color-text-primary)]">
{flattenValue(c)}
</div>
))}
</div>
))}
</div>
</div>
)}
</div>
)}
{/* Cultures */}
{world.cultures?.length > 0 && (
<div>
<h4 className="text-[var(--color-text-secondary)] text-xs font-medium mb-1.5">
👥 Cultures
</h4>
<div className="flex flex-wrap gap-1.5">
{ensureArray(world.cultures).map((c, i) => (
<span key={i} className="rounded-full bg-[var(--color-bg-surface)] border border-[var(--color-info)]/30 text-[var(--color-info)] px-3 py-1 text-xs">
{flattenValue(c)}
</span>
))}
</div>
{/* Cultures */}
{world.cultures?.length > 0 && (
<div>
<h4 className="text-[var(--color-text-secondary)] text-xs font-medium mb-1.5">👥 Cultures</h4>
<div className="flex flex-wrap gap-1">
{ensureArray(world.cultures).map((c, i) => (
<span key={i} className="rounded-full bg-[var(--color-bg-surface)] border border-[var(--color-info)]/30 text-[var(--color-info)] px-2.5 py-1 text-[11px]">
{flattenValue(c)}
</span>
))}
</div>
</div>
)}
</div>
)}
</div>
</div>
)}
</div>
+158
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@@ -0,0 +1,158 @@
import { useEffect, useRef, useState } from "react";
import { Stage, Layer, Rect, Circle, Text, Group, Line, Star } from "react-konva";
import type { KonvaEventObject } from "konva/lib/Node";
import { buildPins, clamp, type PinPos } from "../lib/worldMap";
interface Props {
regions: string[];
landmarks: string[];
pins: Record<string, { x: number; y: number }>;
selected: string | null;
onSelect: (name: string | null) => void;
onPinMove: (name: string, x: number, y: number) => void;
}
export function WorldMap({ regions, landmarks, pins, selected, onSelect, onPinMove }: Props) {
const containerRef = useRef<HTMLDivElement>(null);
const [size, setSize] = useState({ w: 600, h: 420 });
// Measure the container so the canvas is responsive. 5:7-ish aspect.
useEffect(() => {
const el = containerRef.current;
if (!el) return;
const update = () => {
const w = el.clientWidth;
setSize({ w, h: Math.round(w * 0.62) });
};
update();
const ro = new ResizeObserver(update);
ro.observe(el);
return () => ro.disconnect();
}, []);
// Build the pin list: saved positions win, else auto-layout. Pure helper so
// the layout math has a runnable self-check (see src/lib/worldMap.ts).
const pinList: PinPos[] = buildPins(regions, landmarks, pins);
const { w, h } = size;
return (
<div ref={containerRef} className="w-full">
<Stage
width={w}
height={h}
onClick={(e: KonvaEventObject<MouseEvent>) => {
// Click on empty canvas deselects.
if (e.target === e.target.getStage()) onSelect(null);
}}
className="rounded-xl border border-[var(--color-border-glass)]"
>
<Layer>
{/* Parchment-style chart background: deep navy with a faint gold grid. */}
<Rect x={0} y={0} width={w} height={h} fill="#0d1424" />
{/* Faint grid lines */}
{Array.from({ length: 9 }, (_, i) => {
const gx = (i + 1) * (w / 10);
const gy = (i + 1) * (h / 10);
return (
<Group key={`grid-${i}`}>
<Line points={[gx, 0, gx, h]} stroke="#d4af37" opacity={0.05} />
<Line points={[0, gy, w, gy]} stroke="#d4af37" opacity={0.05} />
</Group>
);
})}
{/* Vignette frame */}
<Rect
x={0}
y={0}
width={w}
height={h}
stroke="#d4af37"
strokeWidth={2}
opacity={0.3}
listening={false}
cornerRadius={6}
/>
{/* Compass rose (top-right) */}
<Group x={w - 36} y={32} listening={false}>
<Circle radius={14} stroke="#d4af37" opacity={0.4} />
<Line points={[0, -14, 0, 14]} stroke="#d4af37" opacity={0.5} />
<Line points={[-14, 0, 14, 0]} stroke="#d4af37" opacity={0.5} />
<Text text="N" x={-4} y={-26} fontSize={9} fill="#d4af37" />
</Group>
</Layer>
<Layer>
{pinList.map((pin) => {
const px = pin.x * w;
const py = pin.y * h;
const isRegion = pin.kind === "region";
const isSelected = pin.name === selected;
return (
<Group
key={`${pin.kind}-${pin.name}`}
x={px}
y={py}
draggable
onClick={(e) => {
e.cancelBubble = true;
onSelect(pin.name);
}}
onTap={(e) => {
e.cancelBubble = true;
onSelect(pin.name);
}}
onDragEnd={(e) => {
// ponytail: record the clamped normalized position; the React
// re-render repositions the node, so no manual snap-back here
// (the closure `pin` would be stale and snap it to the old spot).
onPinMove(pin.name, clamp(e.target.x() / w), clamp(e.target.y() / h));
}}
>
{isRegion ? (
<>
<Circle
radius={isSelected ? 11 : 8}
fill="#d4af37"
stroke={isSelected ? "#fff" : "#0a0e1a"}
strokeWidth={isSelected ? 2 : 1}
shadowColor="#d4af37"
shadowBlur={isSelected ? 16 : 6}
shadowOpacity={0.6}
/>
<Circle radius={3} fill="#0a0e1a" />
</>
) : (
<Star
numPoints={5}
innerRadius={4}
outerRadius={isSelected ? 9 : 7}
fill="#8b9bb4"
stroke={isSelected ? "#d4af37" : "#0a0e1a"}
strokeWidth={isSelected ? 2 : 1}
/>
)}
<Text
text={pin.name}
x={-60}
y={isRegion ? 12 : 10}
width={120}
align="center"
fontSize={isRegion ? 11 : 10}
fontStyle={isRegion ? "bold" : "normal"}
fill={isSelected ? "#d4af37" : "#e8e0d0"}
stroke="#0a0e1a"
strokeWidth={3}
// ponytail: paint fill over stroke so the label gets a dark
// outline and reads over grid lines + other pins.
fillAfterStrokeEnabled
listening={false}
/>
</Group>
);
})}
</Layer>
</Stage>
</div>
);
}
+83
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@@ -0,0 +1,83 @@
// ponytail: pure layout math for the WorldMap, extracted so it's testable
// without konva. Positions are normalized 0..1 so the map survives a resize.
export type PinKind = "region" | "landmark";
export interface PinPos {
name: string;
x: number; // 0..1
y: number; // 0..1
kind: PinKind;
}
// Clamp a normalized coordinate into the canvas with a small margin so a pin
// can't be dragged half-off the edge.
export function clamp(v: number): number {
return Math.max(0.04, Math.min(0.96, v));
}
// Distribute N items on a centered ellipse so an unedited world reads as a
// map rather than a stacked list. Deterministic by index.
export function autoLayout(index: number, total: number, kind: PinKind): { x: number; y: number } {
if (total <= 0) return { x: 0.5, y: 0.5 };
if (total === 1) return { x: 0.5, y: 0.5 };
if (kind === "region") {
const angle = (index / total) * Math.PI * 2 - Math.PI / 2;
return { x: 0.5 + Math.cos(angle) * 0.32, y: 0.5 + Math.sin(angle) * 0.34 };
}
// landmarks: inner ring, offset by half a step so they don't overlap regions
const angle = (index / total) * Math.PI * 2;
return { x: 0.5 + Math.cos(angle) * 0.18, y: 0.5 + Math.sin(angle) * 0.2 };
}
// Build the pin list: saved positions win, else auto-layout. Returns one pin
// per name; duplicates keep distinct pins by kind+index but share a position
// key, so the last duplicate's saved position wins for that name.
export function buildPins(
regions: string[],
landmarks: string[],
pins: Record<string, { x: number; y: number }>,
): PinPos[] {
const out: PinPos[] = [];
regions.forEach((name, i) => {
const pos = pins[name] ?? autoLayout(i, regions.length, "region");
out.push({ name, x: clamp(pos.x), y: clamp(pos.y), kind: "region" });
});
landmarks.forEach((name, i) => {
const pos = pins[name] ?? autoLayout(i, landmarks.length, "landmark");
out.push({ name, x: clamp(pos.x), y: clamp(pos.y), kind: "landmark" });
});
return out;
}
// ─── Self-check (run: node src/lib/worldMap.ts) ──────────────
// ponytail: the smallest thing that fails if the layout math breaks. No
// framework — plain asserts. Verifies clamp bounds, auto-layout spread, and
// that saved positions survive a buildPins round-trip.
function assert(cond: boolean, msg: string): void {
if (!cond) throw new Error(`worldMap self-check failed: ${msg}`);
}
export function demo(): void {
assert(clamp(-1) === 0.04, "clamp floors at margin");
assert(clamp(2) === 0.96, "clamp ceilings at margin");
assert(clamp(0.5) === 0.5, "clamp passes through mid");
// Single item centers; many items spread (no two identical on a ring).
const single = autoLayout(0, 1, "region");
assert(single.x === 0.5 && single.y === 0.5, "single item centers");
const many = Array.from({ length: 6 }, (_, i) => autoLayout(i, 6, "region"));
const uniq = new Set(many.map((p) => `${p.x.toFixed(3)},${p.y.toFixed(3)}`));
assert(uniq.size === 6, "6 regions spread to 6 distinct spots");
// Saved positions survive buildPins; unsaved ones get auto-laid-out + clamped.
const built = buildPins(["A", "B"], ["X"], { A: { x: 0.2, y: 0.3 } });
assert(built.length === 3, "buildPins returns regions + landmarks");
const a = built.find((p) => p.name === "A")!;
assert(a.x === 0.2 && a.y === 0.3, "saved position preserved");
const b = built.find((p) => p.name === "B")!;
assert(b.x >= 0.04 && b.x <= 0.96, "auto-laid-out pin is clamped");
console.log("worldMap self-check passed ✓");
}