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Fun/marauders map #134
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Fun/marauders map #134
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- improve room and corridor positions - add corridors - improve pathfinding throught corridors - fix steps not being displayed properly
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Fix missing comma
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Pull Request Overview
This PR introduces a Marauders Map feature to the application by adding new modules for types, time handling, scheduling, character motion (including pathfinding), and a UI page to render the live map.
- Added TypeScript type definitions for game entities and utility types.
- Implemented scheduling, pathfinding, and character update logic for dynamic map behavior.
- Developed a client-side React component to render and animate the Marauders Map using SVG.
Reviewed Changes
Copilot reviewed 8 out of 8 changed files in this pull request and generated 1 comment.
Show a summary per file
| File | Description |
|---|---|
| app/fun/marauders-map/types.ts | New type definitions for time blocks, characters, rooms, and related data structures. |
| app/fun/marauders-map/time.ts | Utility function to map game time to a time block, including a dual night block handling. |
| app/fun/marauders-map/schedule.ts | Scheduling, character movement, and footstep creation logic for dynamic behavior. |
| app/fun/marauders-map/pathfinding.ts | A* pathfinding implementation with grid creation and corridor integration. |
| app/fun/marauders-map/page.tsx | A React component rendering the Marauders Map UI, character movements, and debug overlays. |
| app/fun/marauders-map/constants.ts | Constants for layout, timing, paths, and room data used throughout the feature. |
Comments suppressed due to low confidence (2)
app/fun/marauders-map/page.tsx:45
- The 'updateCharacter' function is called using a 'gameTime' value from the closure, which may be stale after 'setGameTime' is updated. Consider computing the new 'gameTime' and passing that value to ensure the character updates are synchronized with the latest time.
prevCharacters.map(char => updateCharacter(char, currentTime, gameTime, gridRef.current))
app/fun/marauders-map/time.ts:5
- The logic for night time blocks splits the night into two values ('NIGHT1' for hours >= 22 and 'NIGHT2' for hours < 6) even though both cover the same overall range. Verify whether this split is intentional or if adjustments to the conditions are needed.
if (hour >= 22 || hour < 6) {return hour >= 22 ? 'NIGHT1' : 'NIGHT2';}
…racter movement handling
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@copilot update this branch and resolve merge conflicts if they occure |
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