feat(port): add sea port with quay, terminal, berths, and AI port master

Adds a new port district on the north-east coast with walkable quay, container yard, terminal, gantry cranes, and berths. Includes AI-driven port master (Capitão do Porto) and dock workers for ship dispatch, plus full frontend rendering of ships, boats, and trucks.
This commit is contained in:
2026-10-31 23:33:06 -03:00
parent e230c391ad
commit 580c830ffb
13 changed files with 1338 additions and 42 deletions
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@@ -13,6 +13,7 @@ use App\Support\Airports;
use App\Support\Beach; use App\Support\Beach;
use App\Support\CityPlazas; use App\Support\CityPlazas;
use App\Support\MissionTracker; use App\Support\MissionTracker;
use App\Support\Port;
use Illuminate\Http\JsonResponse; use Illuminate\Http\JsonResponse;
use Illuminate\Http\Request; use Illuminate\Http\Request;
use Illuminate\Support\Facades\DB; use Illuminate\Support\Facades\DB;
@@ -62,6 +63,11 @@ class CityActionController extends Controller
$minZ = Airports::VISIT_MIN_Z; $minZ = Airports::VISIT_MIN_Z;
$maxZ = Airports::VISIT_MAX_Z; $maxZ = Airports::VISIT_MAX_Z;
} }
// Port strip (north-east coast): walking east of the bounds opens
// the Z range down to the port grounds/quay.
if ($x >= Port::VISIT_MIN_X) {
$minZ = Port::VISIT_MIN_Z;
}
$z = max($minZ, min($maxZ, (float) $data['pos_z'])); $z = max($minZ, min($maxZ, (float) $data['pos_z']));
$character->forceFill([ $character->forceFill([
+229 -33
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@@ -12,6 +12,7 @@ use App\Models\Store;
use App\Support\Airports; use App\Support\Airports;
use App\Support\Beach; use App\Support\Beach;
use App\Support\CityPlazas; use App\Support\CityPlazas;
use App\Support\Port;
use Illuminate\Http\JsonResponse; use Illuminate\Http\JsonResponse;
use Illuminate\Http\Request; use Illuminate\Http\Request;
use Illuminate\Support\Facades\Auth; use Illuminate\Support\Facades\Auth;
@@ -147,6 +148,7 @@ class CityViewerController extends Controller
'plazas' => CityPlazas::forCity($city), 'plazas' => CityPlazas::forCity($city),
'beach' => Beach::geometry($city), 'beach' => Beach::geometry($city),
'airports' => Airports::geometry($city), 'airports' => Airports::geometry($city),
'port' => Port::geometry($city),
'agents' => AiAgent::orderBy('id')->get()->map(fn ($a): array => [ 'agents' => AiAgent::orderBy('id')->get()->map(fn ($a): array => [
'id' => $a->id, 'id' => $a->id,
'name' => $a->name, 'name' => $a->name,
@@ -300,36 +302,50 @@ class CityViewerController extends Controller
} }
/** /**
* Call the tower for one short clearance phrase; null on failure. * Prompt-echo markers shared by every clearance guard: replies that
* restate the instruction instead of speaking are rejected.
* *
* Tries the configured ATC model first (AI_ATC_MODEL), then the * @var list<string>
* agent's own model and finally the platform default — all
* allow-listed — before the caller stores the deterministic
* fallback. Clearances stay AI-generated even while a preferred id
* is missing from the live OpenRouter catalogue.
*
* @param array{number: string, airline: string, runway: string} $flight
*/ */
private static function askTower(AiAgent $atc, array $flight): ?string private const PROMPT_META = [
'the user wants',
'respond only',
'no quotes',
'atc style',
'short sentence',
'for example',
'instructions',
];
/**
* Run a clearance prompt across a model chain (extra models first —
* e.g. AI_ATC_MODEL — then the agent model, the platform default and
* AI_FALLBACK_MODEL), returning the first reply accepted by $accept.
*
* Without an API key nothing is attempted (no try consumed).
*
* @param callable(string): bool|null $accept per-model shape guard
* @param list<string|null>|null $extraModels models tried first
*/
private static function askWithChain(AiAgent $agent, string $prompt, ?callable $accept = null, ?array $extraModels = null): ?string
{ {
// Without an API key there is nothing to ask (no try consumed).
if (! filled(config('ai.openrouter.api_key'))) { if (! filled(config('ai.openrouter.api_key'))) {
return null; return null;
} }
$allowed = config('ai.allowed_models', []); $allowed = config('ai.allowed_models', []);
$candidates = []; $candidates = [];
foreach ([config('ai.atc_model'), $atc->model, config('ai.default_model'), config('ai.fallback_model')] as $model) { $chain = array_merge($extraModels ?? [], [
$agent->model,
config('ai.default_model'),
config('ai.fallback_model'),
]);
foreach ($chain as $model) {
if (is_string($model) && $model !== '' && in_array($model, $allowed, true)) { if (is_string($model) && $model !== '' && in_array($model, $allowed, true)) {
$candidates[$model] = $model; $candidates[$model] = $model;
} }
} }
$prompt = 'Você é a torre de controle aéreo do Aeroporto City10. Autorize em UMA frase '
.'curta, em português, estilo controle de tráfego aéreo, a decolagem do voo '
.$flight['number'].' ('.$flight['airline'].') na pista '.$flight['runway']
.'. Responda apenas com a frase de autorização, sem aspas nem explicações.';
$timeout = min((int) config('ai.openrouter.timeout', 30), 15); $timeout = min((int) config('ai.openrouter.timeout', 30), 15);
foreach ($candidates as $model) { foreach ($candidates as $model) {
@@ -345,13 +361,13 @@ class CityViewerController extends Controller
'max_tokens' => 120, 'max_tokens' => 120,
]); ]);
} catch (\Throwable $e) { } catch (\Throwable $e) {
Log::warning('ATC tower model exception', ['model' => $model, 'error' => $e->getMessage()]); Log::warning('Clearance model exception', ['model' => $model, 'error' => $e->getMessage()]);
continue; continue;
} }
if ($response->failed()) { if ($response->failed()) {
Log::warning('ATC tower model failed', ['model' => $model, 'status' => $response->status()]); Log::warning('Clearance model failed', ['model' => $model, 'status' => $response->status()]);
continue; continue;
} }
@@ -366,19 +382,64 @@ class CityViewerController extends Controller
if (is_string($text) && trim($text) !== '') { if (is_string($text) && trim($text) !== '') {
$text = mb_substr(trim($text), 0, 240); $text = mb_substr(trim($text), 0, 240);
if (self::looksLikeClearance($text, $flight)) { if ($accept === null || $accept($text)) {
return $text; return $text;
} }
// Model echoed the instruction instead of the clearance: // Echoed the instruction instead of the phrase: reject and
// reject and continue down the chain (next model or the // continue down the chain (next model, then the caller's
// deterministic fallback in the caller). // deterministic fallback).
Log::warning('ATC clearance rejected (not a clearance)', ['model' => $model]); Log::warning('Clearance rejected (not a clearance)', ['model' => $model]);
} }
} }
return null; return null;
} }
/**
* One ATC takeoff clearance (chain tries AI_ATC_MODEL first).
*
* @param array{number: string, airline: string, runway: string} $flight
*/
private static function askTower(AiAgent $atc, array $flight): ?string
{
$prompt = 'Você é a torre de controle aéreo do Aeroporto City10. Autorize em UMA frase '
.'curta, em português, estilo controle de tráfego aéreo, a decolagem do voo '
.$flight['number'].' ('.$flight['airline'].') na pista '.$flight['runway']
.'. Responda apenas com a frase de autorização, sem aspas nem explicações.';
return self::askWithChain(
$atc,
$prompt,
static fn (string $text): bool => self::looksLikeClearance($text, $flight),
[config('ai.atc_model')]
);
}
/**
* One port-movement clearance from the Capitania (maritime phrasing).
*
* @param array{ship: string, company: string, action: string, action_text: string, berth: int} $maneuver
*/
private static function askPort(AiAgent $captain, array $maneuver): ?string
{
$prompt = 'Você é a Capitania do Porto City10. Autorize em UMA frase curta, em português, '
.'estilo marítimo de controle portuário, a '.$maneuver['action_text'].' do navio '
.$maneuver['ship'].' ('.$maneuver['company'].') no berço '.$maneuver['berth']
.'. Responda apenas com a frase de autorização, sem aspas nem explicações.';
return self::askWithChain($captain, $prompt, static function (string $text) use ($maneuver): bool {
$lower = mb_strtolower($text);
foreach (self::PROMPT_META as $needle) {
if (str_contains($lower, $needle)) {
return false;
}
}
return str_contains($text, $maneuver['ship'])
|| preg_match('/autoriz|atrac|cais|berço|berco|manobr|liberad|deixar|partida/iu', $text) === 1;
});
}
/** /**
* Heuristic guard: a clearance is short, speech-like and about the * Heuristic guard: a clearance is short, speech-like and about the
* requested flight — never a restatement of the prompt itself. * requested flight — never a restatement of the prompt itself.
@@ -389,16 +450,7 @@ class CityViewerController extends Controller
{ {
$lower = mb_strtolower($text); $lower = mb_strtolower($text);
$promptMeta = [ foreach (self::PROMPT_META as $needle) {
'the user wants',
'respond only',
'no quotes',
'atc style',
'short sentence',
'for example',
'instructions',
];
foreach ($promptMeta as $needle) {
if (str_contains($lower, $needle)) { if (str_contains($lower, $needle)) {
return false; return false;
} }
@@ -408,6 +460,150 @@ class CityViewerController extends Controller
|| preg_match('/autoriz|pista|runway|cleared|descolagem|decolag/iu', $text) === 1; || preg_match('/autoriz|pista|runway|cleared|descolagem|decolag/iu', $text) === 1;
} }
/**
* Port summary: geometry, Capitania agent and latest maneuver
* clearance (generated by the port AI agent on dispatch).
*/
public function port(Request $request): JsonResponse
{
$city = $this->resolveCity($request);
$captain = AiAgent::query()->where('type', 'port_master')->first();
return response()->json([
'geometry' => Port::geometry($city),
'captain' => $captain !== null ? [
'id' => (int) $captain->id,
'name' => $captain->name,
'model' => $captain->model,
'status' => $captain->status,
'error_count' => (int) $captain->error_count,
] : null,
'clearance' => cache()->get('port.clearance'),
])->header('Cache-Control', 'no-store');
}
/**
* Ask the Capitania for the next port-movement clearance (fire and
* forget; one generation per 30 seconds internally).
*/
public function dispatchPort(): JsonResponse
{
if (! cache()->add('port.dispatch.lock', 1, 30)) {
return response()->json(['accepted' => false, 'reason' => 'cooldown'], 202);
}
$captain = AiAgent::query()->where('type', 'port_master')->first();
if ($captain === null) {
return response()->json(['message' => __('city.port_missing')], 422);
}
dispatch(function (): void {
self::requestPortClearance();
})->afterResponse();
return response()->json(['accepted' => true], 202);
}
/**
* Generate one port-movement clearance with the Capitania model.
*
* Runs after the response (no queue worker). The structured fields
* (action/ship/berth) are stored with or without AI, so the client
* can couple real ship maneuvers to the authorisation; text uses
* simulated vessel data only — no user PII (RULES.md 2.2). Failures
* are counted for backoff (RULES.md 2.4) and logged to the agent's
* decision history (RULES.md 2.5).
*/
public static function requestPortClearance(): void
{
try {
$captain = AiAgent::query()->where('type', 'port_master')->first();
if ($captain === null) {
return;
}
$maneuver = self::portManeuver();
$mayTry = false;
if (filled(config('ai.openrouter.api_key'))) {
$lastTry = (int) cache()->get('port.last_try', 0);
$mayTry = (int) $captain->error_count < 5 || $lastTry < time() - 300;
if ($mayTry) {
cache()->put('port.last_try', time(), now()->addHour());
}
}
$text = $mayTry ? self::askPort($captain, $maneuver) : null;
if ($text === null) {
$attempted = $mayTry || ! filled(config('ai.openrouter.api_key'));
$errors = (int) $captain->error_count + ($attempted ? 1 : 0);
$captain->update([
'status' => $errors >= 5 ? 'error' : 'active',
'error_count' => $errors,
]);
$text = sprintf(
'Capitania: %s (%s), %s no berço %s, autorizado.',
$maneuver['ship'],
$maneuver['company'],
$maneuver['action_text'],
$maneuver['berth']
);
} else {
$captain->update([
'status' => 'active',
'error_count' => 0,
'last_think_at' => now(),
]);
}
cache()->put('port.clearance', [
'text' => $text,
'action' => $maneuver['action'],
'action_text' => $maneuver['action_text'],
'ship' => $maneuver['ship'],
'company' => $maneuver['company'],
'berth' => $maneuver['berth'],
'source' => $captain->error_count > 0 ? 'fallback' : 'model',
'at' => now()->toIso8601String(),
], now()->addHours(6));
$log = $captain->last_decision ?? [];
$log[] = ['role' => 'port', 'content' => $text, 'at' => now()->toIso8601String()];
$captain->update(['last_decision' => array_slice($log, -20)]);
} catch (\Throwable $e) {
Log::warning('Port clearance generation failed', ['error' => $e->getMessage()]);
}
}
/**
* Random simulated maneuver for the next clearance (no real traffic).
*
* @return array{ship: string, company: string, action: string, action_text: string, berth: int}
*/
private static function portManeuver(): array
{
$ships = [
['CITY VOYAGER', 'City10 Cargo'],
['AZUL MAR', 'AzulCéu Cargo'],
['ATLÂNTICO CELESTE', 'NorteLine'],
];
[$ship, $company] = $ships[array_rand($ships)];
$actions = [
['berth', 'atracação'],
['depart', 'partida'],
];
[$action, $actionText] = $actions[array_rand($actions)];
return [
'ship' => $ship,
'company' => $company,
'action' => $action,
'action_text' => $actionText,
'berth' => random_int(1, 2),
];
}
/** /**
* Resolve the city from the query string or the active default. * Resolve the city from the query string or the active default.
*/ */
+98
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@@ -0,0 +1,98 @@
<?php
namespace App\Support;
use App\Models\City;
/**
* Sea port on the north-east coast (past the beach, on the same east
* shoreline).
*
* The port occupies only the FAR HALF of that side (z −430..−290): the
* near half (z −290..−150) is intentionally left empty so the city can
* keep growing north/east without ever colliding with the port lands.
*
* Geometry derives from the Beach waterline so the quay always meets
* the sea, and feeds the world payload: quay, container yard, terminal,
* gantry cranes, berths and the fleet descriptions. Ships' movements are
* authorised by the port AI agent (Capitão do Porto) through
* /city/port/dispatch — same pattern as the airports.
*/
class Port
{
/** West edge of the walkable port strip (east of the city bounds). */
public const VISIT_MIN_X = 150.0;
/** Visit Z range: from the port up to the start of the beach sand. */
public const VISIT_MIN_Z = -430.0;
public const VISIT_MAX_Z = -290.0;
/**
* Full port descriptor for the world payload.
*
* @return array<string, mixed>
*/
public static function geometry(City $city): array
{
$waterline = Beach::sandTo($city); // 264 for the shipped bounds
$gridEast = (float) (ceil(((float) $city->bounds_max_x) / 40) * 40 + 40); // 200
$quayX = $waterline + 2; // quay straddles the shore
$yardWest = $gridEast + 4;
$yardEast = $waterline - 6;
$yardCenterX = ($yardWest + $yardEast) / 2;
return [
'visit' => [
'min_x' => self::VISIT_MIN_X,
'max_x' => $quayX + 2, // walk to the quay edge (266)
'min_z' => self::VISIT_MIN_Z,
'max_z' => self::VISIT_MAX_Z,
],
'water' => [
// The east sea extends north to cover the port basin
// (initBeach widens its plane down to this Z).
'z_min' => self::VISIT_MIN_Z - 10,
],
// Far-half layout (zone z −430..−290): terminal at the city
// (south) gate, yard behind it, quay along the shore.
'quay' => ['center' => [$quayX, -360.0], 'size' => [8.0, 130.0]],
'yard' => ['center' => [$yardCenterX, -362.0], 'size' => [$yardEast - $yardWest, 116.0]],
'terminal' => ['center' => [$yardCenterX, -297.0], 'size' => [46.0, 14.0]],
'cranes' => [
['center' => [$quayX, -330.0]],
['center' => [$quayX, -395.0]],
],
// Berth centres spaced so full hulls never touch: 60-unit
// container ship + 88-unit liner need >=82 between centres.
'berths' => [
['id' => 1, 'center' => [$quayX + 16, -310.0]],
['id' => 2, 'center' => [$quayX + 20, -393.0]],
],
'ships' => [
['id' => 'c1', 'name' => 'CITY VOYAGER', 'company' => 'City10 Cargo', 'kind' => 'container', 'berth' => 1],
['id' => 'c2', 'name' => 'AZUL MAR', 'company' => 'AzulCéu Cargo', 'kind' => 'container', 'berth' => null],
['id' => 'l1', 'name' => 'ATLÂNTICO CELESTE', 'company' => 'NorteLine', 'kind' => 'liner', 'berth' => 2],
],
'boats' => [
['name' => 'Lancha V1'],
['name' => 'Lancha V2'],
['name' => 'Lancha V3'],
],
];
}
/**
* Whether a point is on the walkable port grounds/quay.
*/
public static function isOnPort(City $city, float $x, float $z): bool
{
$visit = self::geometry($city)['visit'];
return $x >= $visit['min_x']
&& $x <= $visit['max_x']
&& $z >= $visit['min_z']
&& $z <= $visit['max_z'];
}
}
+39
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@@ -98,6 +98,45 @@ class CityWorldSeeder extends Seeder
); );
} }
// --- Port staff: the Capitania (AI clearances) + dock workers ----
$portModel = (string) config('ai.default_model');
if (! in_array($portModel, config('ai.allowed_models', []), true)) {
$portModel = 'deepseek/deepseek-v4-flash-0731';
}
AiAgent::updateOrCreate(
['name' => 'Capitão do Porto'],
[
'type' => 'port_master',
'model' => $portModel,
'system_prompt' => 'Você é o Capitão do Porto da cidade virtual City10. Autorize '
.'atracações, partidas e manobras de navios com linguagem marítima formal e curta, '
.'sempre em português, citando o navio, a companhia e o berço. Nunca forneça '
.'e-mail, senha ou dados de conta de ninguém.',
'current_goal' => 'Coordenar as movimentações dos navios nos berços com segurança',
'status' => 'active',
'pos_x' => 256,
'pos_y' => 0,
'pos_z' => -298,
],
);
foreach ([['Estivador 01', 264, -340], ['Estivador 02', 240, -360]] as [$name, $px, $pz]) {
AiAgent::updateOrCreate(
['name' => $name],
[
'type' => 'dock_worker',
'model' => $portModel,
'system_prompt' => 'Você é '.$name.', estivador do Porto City10 que trabalha no cais '
.'movimentando containers. Fale de forma direta e trabalhadora, em português, '
.'sem inventar dados pessoais de usuários.',
'current_goal' => 'Apoiar a movimentação de containers no pátio e no cais',
'status' => 'active',
'pos_x' => $px,
'pos_y' => 0,
'pos_z' => $pz,
],
);
}
$bakery = Store::where('type', 'bakery')->orderBy('id')->first(); $bakery = Store::where('type', 'bakery')->orderBy('id')->first();
$market = Store::where('type', 'market')->orderBy('id')->first(); $market = Store::where('type', 'market')->orderBy('id')->first();
+1
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@@ -220,6 +220,7 @@
"city.beach_prompt": "Relax at the beach", "city.beach_prompt": "Relax at the beach",
"city.beach_active": "Relaxing at the beach", "city.beach_active": "Relaxing at the beach",
"city.atc_missing": "No control tower configured.", "city.atc_missing": "No control tower configured.",
"city.port_missing": "No port authority configured.",
"city.sign_plaza": "Plaza", "city.sign_plaza": "Plaza",
"city.sign_beach": "Beach", "city.sign_beach": "Beach",
"city.sign_food": "Food", "city.sign_food": "Food",
+1
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@@ -220,6 +220,7 @@
"city.beach_prompt": "Relajar en la playa", "city.beach_prompt": "Relajar en la playa",
"city.beach_active": "Relajándote en la playa", "city.beach_active": "Relajándote en la playa",
"city.atc_missing": "Ninguna torre de control configurada.", "city.atc_missing": "Ninguna torre de control configurada.",
"city.port_missing": "Ninguna capitanía del puerto configurada.",
"city.sign_plaza": "Plaza", "city.sign_plaza": "Plaza",
"city.sign_beach": "Playa", "city.sign_beach": "Playa",
"city.sign_food": "Comida", "city.sign_food": "Comida",
+1
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@@ -220,6 +220,7 @@
"city.beach_prompt": "Relaxar na praia", "city.beach_prompt": "Relaxar na praia",
"city.beach_active": "Relaxando na praia", "city.beach_active": "Relaxando na praia",
"city.atc_missing": "Nenhuma torre de controle configurada.", "city.atc_missing": "Nenhuma torre de controle configurada.",
"city.port_missing": "Nenhuma capitania do porto configurada.",
"city.sign_plaza": "Praça", "city.sign_plaza": "Praça",
"city.sign_beach": "Praia", "city.sign_beach": "Praia",
"city.sign_food": "Comidas", "city.sign_food": "Comidas",
+699 -7
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@@ -247,6 +247,10 @@ let beach = null;
let beachSystem = null; let beachSystem = null;
// Airports payload {visit, sites} — geometry, walk zone and flight paths. // Airports payload {visit, sites} — geometry, walk zone and flight paths.
let airportsCfg = null; let airportsCfg = null;
// Port payload {visit, water, quay, yard, terminal, cranes, berths, ships…}.
let portCfg = null;
// Port ops runtime (ships, boats, trucks, crane, AI clearances).
let portSystem = null;
let remoteCitizens = new Map(); // characterId -> mesh let remoteCitizens = new Map(); // characterId -> mesh
let presenceTimer = null; let presenceTimer = null;
let vehicleHeadlights = []; let vehicleHeadlights = [];
@@ -3017,6 +3021,11 @@ function lerp3(a, b, t) {
return [a[0] + (b[0] - a[0]) * t, a[1] + (b[1] - a[1]) * t, a[2] + (b[2] - a[2]) * t]; return [a[0] + (b[0] - a[0]) * t, a[1] + (b[1] - a[1]) * t, a[2] + (b[2] - a[2]) * t];
} }
/** 2D waypoint interpolation for ground/water paths [x, z]. */
function lerp2(a, b, t) {
return [a[0] + (b[0] - a[0]) * t, a[1] + (b[1] - a[1]) * t];
}
/** Distance between two 3D points. */ /** Distance between two 3D points. */
function dist3(a, b) { function dist3(a, b) {
return Math.hypot(b[0] - a[0], b[1] - a[1], b[2] - a[2]); return Math.hypot(b[0] - a[0], b[1] - a[1], b[2] - a[2]);
@@ -3468,6 +3477,662 @@ function initAirplanes(cfg) {
}; };
} }
// ------------------------------------------------------------------
// Port — far half of the north-east coast (z −430..−290; the near half
// stays free for city expansion): quay, yard, terminal, gantry cranes,
// container ships, liner, speedboats, trucks — with ship maneuvers
// authorised by the Capitania AI agent (/city/port/dispatch).
// ------------------------------------------------------------------
/** Ship heading: hull nose points local −Z. */
function shipYaw(dx, dz) {
return Math.atan2(-dx, -dz);
}
/** Clamped keyframe interpolation: kf(t, [[time, value], …]). */
function kf(t, frames) {
if (t <= frames[0][0]) return frames[0][1];
for (let i = 1; i < frames.length; i++) {
if (t <= frames[i][0]) {
const [t0, v0] = frames[i - 1];
const [t1, v1] = frames[i];
const k = (t - t0) / Math.max(1e-6, t1 - t0);
return v0 + (v1 - v0) * k;
}
}
return frames[frames.length - 1][1];
}
/**
* Big vessels: hull with stepped bow, decks, bridge/funnel and (for
* container ships) a stacked container block on deck. Nose points −Z.
*
* @param {'container'|'liner'} kind
* @param {{name: string, company: string, accent?: number}} spec
*/
function buildShip(kind, spec) {
const g = new THREE.Group();
const white = new THREE.MeshStandardMaterial({ color: 0xe8ecf1, roughness: 0.55, metalness: 0.2 });
const dark = new THREE.MeshStandardMaterial({ color: 0x14202c, roughness: 0.4, metalness: 0.5 });
const accent = new THREE.MeshStandardMaterial({ color: spec.accent ?? 0x1f6fb2, roughness: 0.45, metalness: 0.3 });
const box = (w, h, d, mat, x, y, z) => {
const m = new THREE.Mesh(new THREE.BoxGeometry(w, h, d), mat);
m.position.set(x, y, z);
g.add(m);
return m;
};
if (kind === 'liner') {
const L = 88, W = 20;
box(W, 6.5, L, white, 0, 1.2, 0); // hull
box(W + 0.4, 1.3, L + 0.4, accent, 0, 2.4, 0); // company band
box(14, 5, 8, white, 0, 1.8, -L / 2 - 2); // stepped bow
box(17, 4, 60, white, 0, 6.2, 4); // deck tier 1
box(17.3, 1, 60.3, dark, 0, 7.0, 4); // window band
box(14, 3.4, 44, white, 0, 10.0, 6); // tier 2
box(14.3, 1, 44.3, dark, 0, 10.6, 6); // windows
box(11, 2.6, 14, white, 0, 13.4, -14); // bridge
box(11.3, 1, 14.3, dark, 0, 13.8, -14); // bridge glass
for (const fz of [14, 22]) {
const funnel = new THREE.Mesh(new THREE.CylinderGeometry(1.9, 2.3, 6, 12), accent);
funnel.position.set(0, 14.0, fz);
g.add(funnel);
}
} else {
const L = 60, W = 16;
box(W, 5.5, L - 2, dark, 0, 1.0, 0); // hull
box(W + 0.3, 1.1, L - 1.6, accent, 0, 3.2, 0); // livery band
box(W - 0.6, 1.2, L - 3, white, 0, 4.0, 0); // deck rim
box(11, 4.5, 6, dark, 0, 1.6, -L / 2 - 1); // stepped bow
box(11, 3.6, 9, white, 0, 5.9, 21); // deckhouse t1
box(9, 2.4, 8, white, 0, 8.6, 21.5); // deckhouse t2
box(9.2, 0.9, 8.2, dark, 0, 8.9, 21.5); // bridge glass
const funnel = new THREE.Mesh(new THREE.CylinderGeometry(1.4, 1.8, 4.4, 10), accent);
funnel.position.set(0, 11.4, 17);
g.add(funnel);
// Container stacks on deck (3 lanes × 6 rows, some double-stacked).
const containerColors = [0xc0392b, 0x2980b9, 0x27ae60, 0xd68910];
let ci = 0;
for (const lx of [-5, 0, 5]) {
for (let r = 0; r < 6; r++) {
const cz = -22 + r * 6.4;
const color = containerColors[ci++ % containerColors.length];
box(4.6, 2.6, 3, new THREE.MeshStandardMaterial({ color, roughness: 0.7 }), lx, 5.9, cz);
if ((ci + r) % 3 === 0) {
box(4.6, 2.6, 3, new THREE.MeshStandardMaterial({ color: containerColors[ci % containerColors.length], roughness: 0.7 }), lx, 8.5, cz);
}
}
}
}
g.traverse(o => { if (o.isMesh) { o.castShadow = true; o.receiveShadow = true; } });
g.userData.shipName = spec.name;
return g;
}
/** Small fast boat (speedboat) hull + cabin. */
function buildPortBoat(accentColor) {
const g = new THREE.Group();
const white = new THREE.MeshStandardMaterial({ color: 0xf2f4f7, roughness: 0.5 });
const accent = new THREE.MeshStandardMaterial({ color: accentColor, roughness: 0.45 });
const dark = new THREE.MeshStandardMaterial({ color: 0x14202c, roughness: 0.6 });
const hull = new THREE.Mesh(new THREE.BoxGeometry(3.2, 1.4, 9), white);
hull.position.y = 0.55;
g.add(hull);
const stripe = new THREE.Mesh(new THREE.BoxGeometry(3.3, 0.4, 8.6), accent);
stripe.position.y = 0.95;
g.add(stripe);
const nose = new THREE.Mesh(new THREE.BoxGeometry(2.4, 1.0, 2.4), white);
nose.position.set(0, 0.6, -5.2);
g.add(nose);
const cabin = new THREE.Mesh(new THREE.BoxGeometry(2.2, 1.4, 3), white);
cabin.position.set(0, 1.9, 0.6);
g.add(cabin);
const screen = new THREE.Mesh(new THREE.BoxGeometry(2.1, 0.6, 0.5), dark);
screen.position.set(0, 2.2, -0.9);
g.add(screen);
const motor = new THREE.Mesh(new THREE.BoxGeometry(0.7, 0.9, 0.8), dark);
motor.position.set(0, 0.9, 4.8);
g.add(motor);
g.traverse(o => { if (o.isMesh) o.castShadow = true; });
return g;
}
/** Yard truck: cab + chassis, optional container on the back (nose +X). */
function buildPortTruck(accentColor, loaded) {
const g = new THREE.Group();
const steel = new THREE.MeshStandardMaterial({ color: 0x3a4048, roughness: 0.6, metalness: 0.4 });
const cabMat = new THREE.MeshStandardMaterial({ color: accentColor, roughness: 0.5, metalness: 0.2 });
const chassis = new THREE.Mesh(new THREE.BoxGeometry(7, 0.5, 2.6), steel);
chassis.position.y = 1.15;
g.add(chassis);
const cab = new THREE.Mesh(new THREE.BoxGeometry(2.4, 2.3, 2.5), cabMat);
cab.position.set(2.4, 2.3, 0);
g.add(cab);
if (loaded) {
const container = new THREE.Mesh(
new THREE.BoxGeometry(4.2, 2.3, 2.4),
new THREE.MeshStandardMaterial({ color: 0x2980b9, roughness: 0.7 })
);
container.position.set(-1.2, 2.6, 0);
g.add(container);
}
for (const [wx, wz] of [[2.4, 1.35], [2.4, -1.35], [-2.4, 1.35], [-2.4, -1.35]]) {
const wheel = new THREE.Mesh(new THREE.CylinderGeometry(0.5, 0.5, 0.4, 10), steel);
wheel.rotation.x = Math.PI / 2;
wheel.position.set(wx, 0.5, wz);
g.add(wheel);
}
g.traverse(o => { if (o.isMesh) o.castShadow = true; });
return g;
}
/**
* Build the port and its moving fleet from the payload geometry.
*
* Fixed structures (quay, yard, terminal, bollards, container stacks,
* crane frames) merge through a static batcher; ships, boats, trucks
* and crane trolleys stay individual and animated. Container-ship
* maneuvers wait for a Capitania clearance (AI text or deterministic
* fallback) before departing or berthing.
*
* @param {object} cfg port payload {visit, water, quay, yard, terminal, cranes, berths, ships, boats}
*/
function initPort(cfg) {
const quay = cfg.quay;
const yard = cfg.yard;
const terminal = cfg.terminal;
const berths = cfg.berths;
const cranes = cfg.cranes;
const ships = cfg.ships;
const batch = makeStaticBatcher();
const concreteMat = new THREE.MeshStandardMaterial({ color: 0x6a7078, roughness: 0.95 });
const asphaltMat = new THREE.MeshStandardMaterial({ color: 0x4a4f56, roughness: 0.95 });
const steelMat = new THREE.MeshStandardMaterial({ color: 0x8f969e, roughness: 0.5, metalness: 0.6 });
const whiteLineMat = new THREE.MeshStandardMaterial({ color: 0xe8e8e8, roughness: 0.85 });
const yellowLineMat = new THREE.MeshStandardMaterial({ color: 0xd8b12a, roughness: 0.8 });
const addFlat = (cx, cz, w, d, mat, y) => {
const m = new THREE.Mesh(new THREE.PlaneGeometry(w, d), mat);
m.rotation.x = -Math.PI / 2;
m.position.set(cx, y, cz);
m.receiveShadow = true;
worldGroup.add(m);
};
// ---- Quay + yard pavement ----
addFlat(quay.center[0], quay.center[1], quay.size[0], quay.size[1], concreteMat, 0.06);
const edgeLine = new THREE.Mesh(
new THREE.BoxGeometry(0.3, 0.02, quay.size[1] - 4), yellowLineMat
);
edgeLine.position.set(quay.center[0] + quay.size[0] / 2 - 0.6, 0.08, quay.center[1]);
worldGroup.add(edgeLine);
addFlat(yard.center[0], yard.center[1], yard.size[0], yard.size[1], asphaltMat, 0.05);
// Bollards along the quay edge (merged).
const bollardGeo = new THREE.CylinderGeometry(0.17, 0.2, 0.7, 8);
for (let z = quay.center[1] - quay.size[1] / 2 + 8; z <= quay.center[1] + quay.size[1] / 2 - 8; z += 13) {
const b = new THREE.Mesh(bollardGeo, steelMat);
b.position.set(quay.center[0] + quay.size[0] / 2 - 1.6, 0.4, z);
b.updateMatrix();
batch.add(bollardGeo, steelMat, b.matrix, true);
}
// ---- Terminal (multi-window facade) ----
const termPair = facadePair('#6d7f93', 3, Math.max(4, Math.round(terminal.size[0] / 7)));
const termMat = new THREE.MeshStandardMaterial({
map: termPair.map, emissiveMap: termPair.emissiveMap,
emissive: 0xffd9a0, emissiveIntensity: 0, roughness: 0.85,
});
facadeMaterials.push(termMat);
const termH = 9;
const termMesh = new THREE.Mesh(new THREE.BoxGeometry(terminal.size[0], termH, terminal.size[1]), termMat);
termMesh.position.set(terminal.center[0], termH / 2, terminal.center[1]);
termMesh.castShadow = true;
termMesh.receiveShadow = true;
worldGroup.add(termMesh);
addCollider(terminal.center[0], 0, terminal.center[1], terminal.size[0], termH, terminal.size[1]);
const termRoof = new THREE.Mesh(
new THREE.BoxGeometry(terminal.size[0] + 0.6, 0.5, terminal.size[1] + 0.6),
new THREE.MeshStandardMaterial({ color: 0x33373d, roughness: 0.9 })
);
termRoof.position.set(terminal.center[0], termH + 0.15, terminal.center[1]);
worldGroup.add(termRoof);
// ---- Container stacks in the yard (merged per colour) ----
const stackColors = [0xc0392b, 0x2980b9, 0x27ae60, 0xd68910];
const stackMats = stackColors.map(
color => new THREE.MeshStandardMaterial({ color, roughness: 0.7 })
);
let stackIdx = 0;
for (const ox of [-16, -4, 8]) {
for (let z = yard.center[1] - yard.size[1] / 2 + 8;
z <= yard.center[1] + yard.size[1] / 2 - 8;
z += 16) {
const mat = stackMats[stackIdx % stackMats.length];
const sx = yard.center[0] + ox;
const baseGeo = new THREE.BoxGeometry(5, 2.6, 2.8);
const base = new THREE.Mesh(baseGeo, mat);
base.position.set(sx, 1.35, z);
base.updateMatrix();
batch.add(baseGeo, mat, base.matrix, true);
if (stackIdx % 3 === 0) {
const topGeo = new THREE.BoxGeometry(5, 2.6, 2.8);
const top = new THREE.Mesh(topGeo, mat);
top.position.set(sx, 3.95, z);
top.updateMatrix();
batch.add(topGeo, mat, top.matrix, true);
}
stackIdx++;
}
}
// ---- Gantry crane frames (merged) + animated trolleys ----
const craneRuntime = [];
const deckYs = berths.map((b) => {
const ship = ships.find(s => s.berth === b.id);
return ship && ship.kind === 'liner' ? 6.2 : 4.6;
});
cranes.forEach((crane, i) => {
const [cx, cz] = crane.center;
for (const lx of [cx - 2.5, cx + 2.5]) {
for (const lz of [cz - 6.5, cz + 6.5]) {
const legGeo = new THREE.BoxGeometry(1.1, 15, 1.1);
const leg = new THREE.Mesh(legGeo, steelMat);
leg.position.set(lx, 7.5, lz);
leg.updateMatrix();
batch.add(legGeo, steelMat, leg.matrix, true);
}
const tieGeo = new THREE.BoxGeometry(1, 1, 14);
const tie = new THREE.Mesh(tieGeo, steelMat);
tie.position.set(lx, 15.5, cz);
tie.updateMatrix();
batch.add(tieGeo, steelMat, tie.matrix);
}
const beamGeo = new THREE.BoxGeometry(6, 1, 1.2);
for (const bz of [cz - 6.5, cz + 6.5]) {
const beam = new THREE.Mesh(beamGeo, steelMat);
beam.position.set(cx, 15.5, bz);
beam.updateMatrix();
batch.add(beamGeo, steelMat, beam.matrix);
}
// Boom rails reaching out over the water.
for (const rz of [cz - 0.9, cz + 0.9]) {
const railGeo = new THREE.BoxGeometry(36, 0.6, 0.45);
const rail = new THREE.Mesh(railGeo, steelMat);
rail.position.set(cx + 18, 15.6, rz);
rail.updateMatrix();
batch.add(railGeo, steelMat, rail.matrix);
}
const deckGeo = new THREE.BoxGeometry(36, 0.25, 2.6);
const deck = new THREE.Mesh(deckGeo, steelMat);
deck.position.set(cx + 18, 16.1, cz);
deck.updateMatrix();
batch.add(deckGeo, steelMat, deck.matrix);
// Animated trolley + cable + spreader + carried container.
const trolley = new THREE.Group();
const carriage = new THREE.Mesh(new THREE.BoxGeometry(3, 1.5, 3.1), steelMat);
carriage.position.y = 14.75;
trolley.add(carriage);
const cable = new THREE.Mesh(
new THREE.BoxGeometry(0.14, 1, 0.14),
new THREE.MeshStandardMaterial({ color: 0x2a2e36, roughness: 0.5 })
);
trolley.add(cable);
const spreader = new THREE.Mesh(new THREE.BoxGeometry(3.1, 0.4, 2.5), yellowLineMat);
trolley.add(spreader);
const load = new THREE.Mesh(
new THREE.BoxGeometry(4.6, 2.6, 2.9),
new THREE.MeshStandardMaterial({ color: stackColors[i % stackColors.length], roughness: 0.7 })
);
trolley.add(load);
worldGroup.add(trolley);
craneRuntime.push({
cx, cz, trolley, cable, spreader, load,
deckY: deckYs[i], t: i * 0.45,
berthId: berths[i] ? berths[i].id : null,
});
});
batch.flush(worldGroup);
// ---- Fleet: container ships, liner, speedboats, trucks ----
const laneX = quay.center[0] + 52; // clear of the berthed hulls (W/2 sums ~18)
const zoneStart = berths[0].center[1] + 20;
const zoneEnd = berths[1].center[1] - 20;
const oval = [
[laneX, zoneStart],
[laneX + 8, zoneStart - 25],
[laneX + 8, zoneEnd + 25],
[laneX, zoneEnd],
[laneX - 8, zoneEnd + 25],
[laneX - 8, zoneStart - 25],
];
const departLegsFor = berthCenter => [
[berthCenter[0] + 16, berthCenter[1]],
[laneX, zoneStart],
];
const returnLegsFor = berthCenter => [
[berthCenter[0] + 16, berthCenter[1]],
[berthCenter[0], berthCenter[1]],
];
const fleet = [];
ships.forEach((spec) => {
const mesh = buildShip(spec.kind, spec);
worldGroup.add(mesh);
const berth = spec.berth ? berths.find(b => b.id === spec.berth) : null;
const entity = {
spec,
mesh,
berth: berth ? [...berth.center] : null,
cycle: spec.kind === 'container',
state: berth ? 'berthed' : 'sailing',
legs: null,
leg: 0,
t: 0,
p: [0, 0, 0],
yaw: 0,
timer: berth ? 11 + Math.random() * 6 : 22 + Math.random() * 14,
purpose: berth ? 'depart' : 'berth',
awaitedAt: 0,
retry: 0,
phase: Math.random() * Math.PI * 2,
};
if (berth) {
entity.p = [berth.center[0], 0, berth.center[1]];
} else {
entity.legs = oval;
entity.leg = 1;
entity.t = 0.4;
const [sx, sz] = lerp2(oval[0], oval[1], 0.4);
entity.p = [sx, 0, sz];
entity.yaw = shipYaw(oval[1][0] - oval[0][0], oval[1][1] - oval[0][1]);
entity.purpose = 'berth';
}
fleet.push(entity);
});
const boats = [];
const boatOval = [
[laneX - 18, zoneStart],
[laneX - 10, zoneEnd],
[laneX + 18, zoneEnd],
[laneX + 10, zoneStart],
];
[0x2fb6c9, 0xe08a1e, 0xd92b2b].forEach((color, i) => {
const mesh = buildPortBoat(color);
worldGroup.add(mesh);
const start = i % boatOval.length;
const t0 = (i * 0.37) % 1;
boats.push({
mesh,
legs: boatOval,
leg: start,
t: t0,
p: (() => {
const [bx, bz] = lerp2(boatOval[start], boatOval[(start + 1) % boatOval.length], t0);
return [bx, 0, bz];
})(),
yaw: 0,
speed: 8 + i,
phase: i * 2.1,
});
});
const trucks = [];
const yardLoop = [
[yard.center[0] - 16, yard.center[1] - 50],
[yard.center[0] + 16, yard.center[1] - 50],
[yard.center[0] + 16, yard.center[1] + 50],
[yard.center[0] - 16, yard.center[1] + 50],
];
[true, false].forEach((loaded, i) => {
const mesh = buildPortTruck(i === 0 ? 0xd97706 : 0x3f9d4f, loaded);
worldGroup.add(mesh);
const leg = (i * 2) % yardLoop.length;
const t0 = i * 0.5;
trucks.push({
mesh,
legs: yardLoop,
leg,
t: t0,
p: (() => {
const [tx, tz] = lerp2(yardLoop[leg], yardLoop[(leg + 1) % yardLoop.length], t0);
return [tx, 0, tz];
})(),
yaw: 0,
speed: loaded ? 4 : 4.6,
truck: true,
});
});
/** Advance one entity along its waypoint legs; true when finished. */
const stepAlong = (e, speed, dt) => {
if (!e.legs || !e.legs.length) return true;
let guard = 0;
while (guard++ < 4) {
// Perpetual loops wrap; one-shot paths reset via their caller.
if (e.leg >= e.legs.length) e.leg = 0;
const target = e.legs[e.leg]; // [x, z] waypoint pair
const dx = target[0] - e.p[0];
const dz = target[1] - e.p[2];
const len = Math.hypot(dx, dz);
if (len < 1e-3) {
e.leg++;
if (e.leg >= e.legs.length) return true;
continue;
}
const step = speed * dt;
if (step >= len) {
e.p = [target[0], 0, target[1]];
e.leg++;
if (e.leg >= e.legs.length) return true;
continue;
}
e.p = [e.p[0] + (dx / len) * step, 0, e.p[2] + (dz / len) * step];
e.yaw = e.truck ? Math.atan2(-dz, dx) : shipYaw(dx, dz);
return false;
}
return true;
};
const postDispatch = () => {
postJson('/city/port/dispatch', {}).catch(() => { /* throttled server-side */ });
};
const system = {
clearance: null,
shownAt: null,
poll: 4,
counts() {
return {
ships: fleet.length,
boats: boats.length,
trucks: trucks.length,
cranes: craneRuntime.length,
berthed: fleet.filter(f => f.state === 'berthed').length,
underway: fleet.filter(f => ['departing', 'sailing', 'returning', 'turning'].includes(f.state)).length,
states: fleet.map(f => `${f.spec.id}:${f.state}`),
shipPositions: fleet.map(f => ({
id: f.spec.id,
x: +f.p[0].toFixed(1),
z: +f.p[2].toFixed(1),
})),
// Motion sample for tests: positions that must change
// between two readings.
movingSample: {
boat: boats[0] ? [+boats[0].p[0].toFixed(1), +boats[0].p[2].toFixed(1)] : null,
truck: trucks[0] ? [+trucks[0].p[0].toFixed(1), +trucks[0].p[2].toFixed(1)] : null,
},
};
},
update(dt, time) {
// ---- Capitania clearance poll (flash + maneuver gating) ----
this.poll -= dt;
if (this.poll <= 0) {
this.poll = 8;
fetch('/city/port', {
headers: { 'Accept': 'application/json', 'X-Requested-With': 'XMLHttpRequest' },
cache: 'no-store',
})
.then(r => (r.ok ? r.json() : null))
.then((data) => {
const c = data && data.clearance;
if (c && c.at && c.at !== this.shownAt) {
this.shownAt = c.at;
this.clearance = c;
flashCharMsg('💬 '.concat(c.text));
}
})
.catch(() => { /* offline-safe */ });
}
// ---- Container ships: AI-gated maneuver cycle ----
for (const f of fleet) {
if (!f.cycle) continue;
if (f.state === 'berthed') {
f.timer -= dt;
if (f.timer <= 0) {
f.state = 'awaiting';
f.purpose = 'depart';
f.awaitedAt = Date.now();
f.retry = 1;
postDispatch();
}
} else if (f.state === 'awaiting') {
f.retry -= dt;
if (f.retry <= 0) {
f.retry = 7;
postDispatch();
}
const c = this.clearance;
if (c && Date.parse(c.at) >= f.awaitedAt - 1500
&& c.action === f.purpose) {
if (f.purpose === 'depart') {
if (!f.berth) continue; // nothing to leave
f.legs = departLegsFor(f.berth);
} else {
// Claim the first FREE berth: occupied means
// berthed, or still moored waiting to depart
// (c1 sits on its berth until cleared to leave).
const free = berths.find(b => !fleet.some(o => {
if (o === f || !o.berth) return false;
const sameSlot = o.berth[0] === b.center[0]
&& o.berth[1] === b.center[1];
const occupying = o.state === 'berthed'
|| o.state === 'returning'
|| o.state === 'turning'
|| (o.state === 'awaiting' && o.purpose === 'depart');
return sameSlot && occupying;
}));
if (!free) {
f.retry = 6; // all busy: ask again shortly
continue;
}
f.berth = [...free.center];
f.legs = returnLegsFor(f.berth);
}
f.leg = 0;
f.state = f.purpose === 'depart' ? 'departing' : 'returning';
}
} else if (f.state === 'departing') {
if (stepAlong(f, 4.5, dt)) {
f.legs = oval;
f.leg = 0;
f.timer = 20 + Math.random() * 14;
f.state = 'sailing';
}
} else if (f.state === 'sailing') {
f.timer -= dt;
stepAlong(f, 5.5, dt);
if (f.timer <= 0) {
f.state = 'awaiting';
f.purpose = 'berth';
f.awaitedAt = Date.now();
f.retry = 1;
postDispatch();
}
} else if (f.state === 'returning') {
if (stepAlong(f, 4.5, dt)) {
f.state = 'turning';
f.turnT = 0;
f.fromYaw = f.yaw;
}
} else if (f.state === 'turning') {
f.turnT += dt / 2.2;
const k = Math.min(1, f.turnT);
f.yaw = f.fromYaw + (0 - f.fromYaw) * k;
if (k >= 1) {
f.state = 'berthed';
f.timer = 10 + Math.random() * 6;
f.purpose = 'depart';
}
}
// Pose: position + swell bob + gentle roll.
f.mesh.position.set(
f.p[0],
0.1 + beachWaveY(f.p[0], f.p[2], time) * 0.5,
f.p[2]
);
f.mesh.rotation.y = f.yaw;
f.mesh.rotation.z = Math.sin(time * 0.7 + f.phase) * 0.03;
}
// ---- Speedboats: perpetual loops ----
for (const b of boats) {
if (stepAlong(b, b.speed, dt)) b.leg = 0;
b.mesh.position.set(
b.p[0],
0.15 + beachWaveY(b.p[0], b.p[2], time) * 0.7,
b.p[2]
);
b.mesh.rotation.y = b.yaw;
b.mesh.rotation.z = Math.sin(time * 1.1 + b.phase) * 0.07;
}
// ---- Yard trucks on their loop ----
for (const tr of trucks) {
if (stepAlong(tr, tr.speed, dt)) tr.leg = 0;
tr.mesh.position.set(tr.p[0], 0, tr.p[2]);
tr.mesh.rotation.y = tr.yaw;
}
// ---- Gantry cranes: load cycle while their berth is occupied ----
for (const cr of craneRuntime) {
const busy = fleet.some(
f => f.spec.berth === cr.berthId && f.state === 'berthed'
);
cr.busy = busy;
if (busy) cr.t = (cr.t + dt / 13) % 1;
const t = busy ? cr.t : 0;
cr.trolley.position.x = kf(t, [
[0, cr.cx], [0.18, cr.cx + 32],
[0.60, cr.cx + 32], [0.72, cr.cx], [1, cr.cx],
]);
const hookY = kf(t, [
[0, 13], [0.18, 13], [0.30, cr.deckY],
[0.40, 12.5], [0.60, 12.5],
[0.72, 3.2], [0.82, 13], [1, 13],
]);
cr.cable.scale.y = Math.max(0.1, 14.0 - hookY);
cr.cable.position.y = (14.0 + hookY) / 2;
cr.spreader.position.y = hookY;
const carrying = busy && t >= 0.28 && t < 0.70;
cr.load.visible = carrying;
cr.load.position.y = hookY - 1.6;
}
},
};
return system;
}
// ------------------------------------------------------------------ // ------------------------------------------------------------------
// Train system + level crossing // Train system + level crossing
// ------------------------------------------------------------------ // ------------------------------------------------------------------
@@ -3900,7 +4565,7 @@ function beachWaveY(x, z, t) {
* @param {object} cfg beach geometry (sand_from/sand_to/sea_to/z_min/z_max) * @param {object} cfg beach geometry (sand_from/sand_to/sea_to/z_min/z_max)
* @returns {{update: Function, counts: Function}} * @returns {{update: Function, counts: Function}}
*/ */
function initBeach(cfg) { function initBeach(cfg, portCfg = null) {
const sandFrom = cfg.sand_from; const sandFrom = cfg.sand_from;
const sandTo = cfg.sand_to; const sandTo = cfg.sand_to;
const seaTo = cfg.sea_to; const seaTo = cfg.sea_to;
@@ -3908,6 +4573,11 @@ function initBeach(cfg) {
const zMax = cfg.z_max; const zMax = cfg.z_max;
const midZ = (zMin + zMax) / 2; const midZ = (zMin + zMax) / 2;
const zDepth = zMax - zMin; const zDepth = zMax - zMin;
// The sea extends north over the port basin (and the free half of
// that coast, kept open for future city expansion).
const seaZMin = Math.min(zMin, portCfg?.water?.z_min ?? zMin);
const seaSpan = zMax - seaZMin;
const seaCenterZ = (zMax + seaZMin) / 2;
const group = new THREE.Group(); const group = new THREE.Group();
const counts = { const counts = {
@@ -3931,14 +4601,17 @@ function initBeach(cfg) {
// ---- Sea with animated waves (one mesh, vertex displacement) ---- // ---- Sea with animated waves (one mesh, vertex displacement) ----
const seaW = seaTo - sandTo; const seaW = seaTo - sandTo;
const seaGeo = new THREE.PlaneGeometry(seaW, zDepth, 40, 56); const seaGeo = new THREE.PlaneGeometry(
seaW, seaSpan, 40,
Math.max(16, Math.round((56 * seaSpan) / zDepth))
);
const seaMat = new THREE.MeshStandardMaterial({ const seaMat = new THREE.MeshStandardMaterial({
color: 0x2f7fb5, roughness: 0.35, metalness: 0.15, color: 0x2f7fb5, roughness: 0.35, metalness: 0.15,
transparent: true, opacity: 0.94, transparent: true, opacity: 0.94,
}); });
const seaMesh = new THREE.Mesh(seaGeo, seaMat); const seaMesh = new THREE.Mesh(seaGeo, seaMat);
seaMesh.rotation.x = -Math.PI / 2; seaMesh.rotation.x = -Math.PI / 2;
seaMesh.position.set(sandTo + seaW / 2, 0.09, midZ); seaMesh.position.set(sandTo + seaW / 2, 0.09, seaCenterZ);
seaMesh.frustumCulled = false; seaMesh.frustumCulled = false;
group.add(seaMesh); group.add(seaMesh);
const seaBase = Float32Array.from(seaGeo.attributes.position.array); const seaBase = Float32Array.from(seaGeo.attributes.position.array);
@@ -4242,7 +4915,7 @@ function initBeach(cfg) {
for (let i = 0; i < pos.count; i++) { for (let i = 0; i < pos.count; i++) {
const lx = seaBase[i * 3]; const lx = seaBase[i * 3];
const ly = seaBase[i * 3 + 1]; const ly = seaBase[i * 3 + 1];
arr[i * 3 + 2] = beachWaveY(seaWorldX + lx, midZ - ly, time); arr[i * 3 + 2] = beachWaveY(seaWorldX + lx, seaCenterZ - ly, time);
} }
pos.needsUpdate = true; pos.needsUpdate = true;
foamMat.opacity = 0.55 + Math.sin(time * 1.7) * 0.2; foamMat.opacity = 0.55 + Math.sin(time * 1.7) * 0.2;
@@ -4594,6 +5267,8 @@ function buildCity(data) {
beach = null; beach = null;
beachSystem = null; beachSystem = null;
airportsCfg = null; airportsCfg = null;
portCfg = null;
portSystem = null;
const layout = data.layout || { roads: [], blocks: [] }; const layout = data.layout || { roads: [], blocks: [] };
const stores = data.stores || []; const stores = data.stores || [];
@@ -4936,14 +5611,18 @@ function buildCity(data) {
worldGroup.add(ring); worldGroup.add(ring);
}); });
// ---- Beach (east shore) ---- // ---- Beach (east shore, sea also covers the port basin) ----
beach = data.beach || null; beach = data.beach || null;
beachSystem = beach ? initBeach(beach) : null; portCfg = data.port || null;
beachSystem = beach ? initBeach(beach, portCfg) : null;
// ---- Airports (north/south) + flight operations ---- // ---- Airports (north/south) + flight operations ----
airportsCfg = data.airports || null; airportsCfg = data.airports || null;
buildAirports(airportsCfg); buildAirports(airportsCfg);
// ---- Port (far half of the north-east coast) ----
portSystem = portCfg ? initPort(portCfg) : null;
// ---- Filler buildings ---- // ---- Filler buildings ----
// Fillers only exist on empty ground: skip cells near stores AND near // Fillers only exist on empty ground: skip cells near stores AND near
// any placed building (hospital, school, city hall, player houses) so // any placed building (hospital, school, city hall, player houses) so
@@ -5534,6 +6213,9 @@ function updatePlayer(dt) {
if (beach && player.pos.z >= beach.z_min && player.pos.z <= beach.z_max) { if (beach && player.pos.z >= beach.z_min && player.pos.z <= beach.z_max) {
maxX = Math.max(maxX, beach.sand_to + 1); maxX = Math.max(maxX, beach.sand_to + 1);
} }
if (portCfg?.visit && player.pos.z <= portCfg.visit.max_z && player.pos.z >= portCfg.visit.min_z) {
maxX = Math.max(maxX, portCfg.visit.max_x);
}
player.pos.x = cityBounds player.pos.x = cityBounds
? Math.max(cityBounds.min_x, Math.min(maxX, player.pos.x)) ? Math.max(cityBounds.min_x, Math.min(maxX, player.pos.x))
: Math.max(-400, Math.min(maxX, player.pos.x)); : Math.max(-400, Math.min(maxX, player.pos.x));
@@ -5545,6 +6227,9 @@ function updatePlayer(dt) {
minZ = airportsCfg.visit.min_z; minZ = airportsCfg.visit.min_z;
maxZ = airportsCfg.visit.max_z; maxZ = airportsCfg.visit.max_z;
} }
if (portCfg?.visit && player.pos.x >= portCfg.visit.min_x) {
minZ = Math.min(minZ, portCfg.visit.min_z);
}
player.pos.z = Math.max(minZ, Math.min(maxZ, player.pos.z)); player.pos.z = Math.max(minZ, Math.min(maxZ, player.pos.z));
} }
@@ -6180,7 +6865,13 @@ function animate() {
if (airplaneSystem) airplaneSystem.update(dt); if (airplaneSystem) airplaneSystem.update(dt);
if (trainSystem) trainSystem.update(dt); if (trainSystem) trainSystem.update(dt);
if (riverSystem) riverSystem.update(dt, simTimeAcc); if (riverSystem) riverSystem.update(dt, simTimeAcc);
if (beachSystem) beachSystem.update(dt, simTimeAcc); if (beachSystem) {
try { beachSystem.update(dt, simTimeAcc); } catch (err) { console.error('beach update', err); }
}
if (portSystem) {
// A port glitch must never abort the frame (renderer.render below).
try { portSystem.update(dt, simTimeAcc); } catch (err) { console.error('port update', err); }
}
updatePlayer(dt); updatePlayer(dt);
checkVehicleHitOnPlayer(); checkVehicleHitOnPlayer();
@@ -6748,6 +7439,7 @@ window.__city10 = {
sidewalkSegments: sidewalkSegmentCount, sidewalkSegments: sidewalkSegmentCount,
beach: beachSystem ? beachSystem.counts() : null, beach: beachSystem ? beachSystem.counts() : null,
flights: airplaneSystem ? airplaneSystem.flights() : null, flights: airplaneSystem ? airplaneSystem.flights() : null,
port: portSystem ? portSystem.counts() : null,
robots: pedestrianSystem robots: pedestrianSystem
? pedestrianSystem.walkers.filter(w => w.robot).length ? pedestrianSystem.walkers.filter(w => w.robot).length
: 0, : 0,
+8
View File
@@ -137,6 +137,14 @@ Route::middleware('auth')->group(function (): void {
Route::post('/city/airport/dispatch', [CityViewerController::class, 'dispatch']) Route::post('/city/airport/dispatch', [CityViewerController::class, 'dispatch'])
->middleware('throttle:60,1') ->middleware('throttle:60,1')
->name('city.airport.dispatch'); ->name('city.airport.dispatch');
// Port ops: geometry, Capitania clearances (AI-driven maneuvers).
Route::get('/city/port', [CityViewerController::class, 'port'])
->middleware('throttle:60,1')
->name('city.port');
Route::post('/city/port/dispatch', [CityViewerController::class, 'dispatchPort'])
->middleware('throttle:60,1')
->name('city.port.dispatch');
}); });
}); });
+6 -2
View File
@@ -9,6 +9,7 @@ use App\Models\Job;
use App\Models\Transaction; use App\Models\Transaction;
use App\Models\User; use App\Models\User;
use App\Support\Beach; use App\Support\Beach;
use App\Support\Port;
use Database\Seeders\CityWorldSeeder; use Database\Seeders\CityWorldSeeder;
use Illuminate\Foundation\Testing\RefreshDatabase; use Illuminate\Foundation\Testing\RefreshDatabase;
use Tests\TestCase; use Tests\TestCase;
@@ -58,7 +59,8 @@ class CityActionsTest extends TestCase
/** /**
* Position updates clamp to the beach shoreline (past the road grid) * Position updates clamp to the beach shoreline (past the road grid)
* and persist; other axes clamp to the city bounds. * and persist; Z clamps to the port strip (opened for x >= 150, the
* north-east port/coast) or to the city bounds otherwise.
*/ */
public function test_position_persists_and_clamps(): void public function test_position_persists_and_clamps(): void
{ {
@@ -67,8 +69,10 @@ class CityActionsTest extends TestCase
$this->character->refresh(); $this->character->refresh();
$city = $this->character->city; $city = $this->character->city;
// Clamped X lands on the shoreline/quay band (>= VISIT_MIN_X), so
// the deep north coast (port strip) is reachable.
$this->assertSame(Beach::sandTo($city) + 2, $this->character->pos_x); $this->assertSame(Beach::sandTo($city) + 2, $this->character->pos_x);
$this->assertSame((float) $city->bounds_min_z, $this->character->pos_z); $this->assertSame(Port::VISIT_MIN_Z, $this->character->pos_z);
} }
/** /**
+250
View File
@@ -0,0 +1,250 @@
<?php
namespace Tests\Feature;
use App\Models\AiAgent;
use App\Models\Character;
use App\Models\User;
use App\Support\Port;
use Database\Seeders\CityWorldSeeder;
use Illuminate\Foundation\Testing\RefreshDatabase;
use Illuminate\Support\Facades\Http;
use Tests\TestCase;
/**
* Port payload, half-side placement (expansion buffer), Capitania staff
* and the AI-driven maneuver clearances.
*/
class PortTest extends TestCase
{
use RefreshDatabase;
protected User $user;
protected Character $character;
/**
* Boot world fixtures.
*/
protected function setUp(): void
{
parent::setUp();
$this->seed(CityWorldSeeder::class);
$this->user = User::factory()->create(['status' => User::STATUS_ACTIVE, 'is_active' => true]);
$this->character = Character::ensureForUser($this->user);
$this->actingAs($this->user);
}
/**
* The payload carries the full port descriptor.
*/
public function test_payload_contains_port_descriptor(): void
{
$port = $this->getJson('/city/data')->assertOk()->json('port');
$this->assertEquals(-430.0, $port['visit']['min_z']);
$this->assertEquals(-290.0, $port['visit']['max_z']);
$this->assertNotEmpty($port['quay']);
$this->assertNotEmpty($port['yard']);
$this->assertNotEmpty($port['terminal']);
$this->assertCount(2, $port['cranes']);
$this->assertCount(2, $port['berths']);
$this->assertCount(3, $port['ships']);
$this->assertCount(3, $port['boats']);
$this->assertSame(
['container', 'container', 'liner'],
array_column($port['ships'], 'kind')
);
foreach ($port['ships'] as $ship) {
$this->assertNotEmpty($ship['company']);
}
}
/**
* ONLY the far half of the side hosts port structures: everything
* sits at z ≤ −290, leaving the near half (−290..−150) free for
* future city expansion.
*/
public function test_port_occupies_only_the_far_half_of_the_side(): void
{
$port = $this->getJson('/city/data')->assertOk()->json('port');
$centers = [
'quay' => $port['quay']['center'][1],
'yard' => $port['yard']['center'][1],
'terminal' => $port['terminal']['center'][1],
];
foreach ($port['cranes'] as $i => $crane) {
$centers["crane{$i}"] = $crane['center'][1];
}
foreach ($port['berths'] as $berth) {
$centers['berth'.$berth['id']] = $berth['center'][1];
}
foreach ($centers as $label => $z) {
$this->assertLessThanOrEqual(-290.0, (float) $z, "{$label} must stay in the far half");
}
// Visit zone ends at the buffer line as well.
$this->assertEquals(-290.0, $port['visit']['max_z']);
$this->assertGreaterThanOrEqual(
Port::VISIT_MIN_Z,
Port::VISIT_MAX_Z
);
}
/**
* Capitania + dock workers exist with allow-listed models, maritime
* personas and staff positions inside the port zone.
*/
public function test_port_staff_seeded(): void
{
$captain = AiAgent::query()->where('type', 'port_master')->firstOrFail();
$this->assertSame('Capitão do Porto', $captain->name);
$this->assertContains($captain->model, config('ai.allowed_models'));
$this->assertStringContainsString('Capitão do Porto', $captain->system_prompt);
$this->assertLessThanOrEqual(-290, (float) $captain->pos_z);
$dockers = AiAgent::query()->where('type', 'dock_worker')->get();
$this->assertCount(2, $dockers);
foreach ($dockers as $docker) {
$this->assertContains($docker->model, config('ai.allowed_models'));
$this->assertLessThanOrEqual(-290, (float) $docker->pos_z);
}
}
/**
* The port endpoint exposes geometry, captain and clearance.
*/
public function test_port_endpoint_exposes_captain(): void
{
$this->getJson('/city/port')
->assertOk()
->assertJsonPath('captain.name', 'Capitão do Porto')
->assertJsonPath('clearance', null);
$payload = $this->getJson('/city/port')->json();
$this->assertNotEmpty($payload['geometry']['quay']);
}
/**
* Dispatch generates an AI clearance with structured maneuver fields.
*/
public function test_dispatch_generates_model_clearance(): void
{
config(['ai.openrouter.api_key' => 'test-key']);
Http::fake([
'openrouter.ai/*' => Http::response([
'choices' => [['message' => ['content' => 'Navio CITY VOYAGER, autorizado a atracar no berço 1.']]],
]),
]);
$this->postJson('/city/port/dispatch')
->assertStatus(202)
->assertJsonPath('accepted', true);
$clearance = cache()->get('port.clearance');
$this->assertNotNull($clearance);
$this->assertSame('model', $clearance['source']);
$this->assertContains($clearance['action'], ['berth', 'depart']);
$this->assertContains($clearance['ship'], ['CITY VOYAGER', 'AZUL MAR', 'ATLÂNTICO CELESTE']);
$this->assertNotSame('', $clearance['text']);
Http::assertSent(function ($request): bool {
$content = (string) $request['messages'][0]['content'];
return $request['model'] === config('ai.default_model')
&& str_contains($content, 'Capitania')
&& str_contains($content, 'navio');
});
$captain = AiAgent::query()->where('type', 'port_master')->firstOrFail();
$this->assertSame(0, (int) $captain->error_count);
$this->assertSame('active', $captain->status);
$this->assertSame('port', collect($captain->last_decision)->last()['role'] ?? null);
}
/**
* Meta prompt-echoes are rejected and the chain falls through.
*/
public function test_dispatch_rejects_prompt_echoes(): void
{
config(['ai.openrouter.api_key' => 'test-key']);
Http::fake([
'openrouter.ai/*' => Http::sequence()
->push(['choices' => [['message' => ['content' => 'The user wants a single short sentence in Portuguese, ATC style, no quotes.']]]], 200)
->push(['choices' => [['message' => ['content' => 'AZUL MAR, autorizado a deixar o cais, partida liberada.']]]], 200),
]);
$this->postJson('/city/port/dispatch')->assertStatus(202);
$clearance = cache()->get('port.clearance');
$this->assertNotNull($clearance);
$this->assertSame('model', $clearance['source']);
$this->assertStringContainsString('autorizado', $clearance['text']);
Http::assertSentCount(2);
}
/**
* Without an API key the deterministic fallback (with structure) is
* stored and the failure counts toward backoff.
*/
public function test_dispatch_without_key_stores_fallback(): void
{
config(['ai.openrouter.api_key' => null]);
Http::preventStrayRequests();
$this->postJson('/city/port/dispatch')
->assertStatus(202)
->assertJsonPath('accepted', true);
$clearance = cache()->get('port.clearance');
$this->assertNotNull($clearance);
$this->assertSame('fallback', $clearance['source']);
$this->assertStringContainsString('autorizado', $clearance['text']);
$this->assertContains($clearance['action'], ['berth', 'depart']);
$captain = AiAgent::query()->where('type', 'port_master')->firstOrFail();
$this->assertSame(1, (int) $captain->error_count);
}
/**
* Internal cooldown: one clearance per 30 seconds.
*/
public function test_dispatch_has_internal_cooldown(): void
{
config(['ai.openrouter.api_key' => null]);
Http::preventStrayRequests();
$this->postJson('/city/port/dispatch')->assertJsonPath('accepted', true);
$this->postJson('/city/port/dispatch')
->assertStatus(202)
->assertJsonPath('accepted', false)
->assertJsonPath('reason', 'cooldown');
}
/**
* Position sync reaches the quay inside the visit zone and stops at
* its edge; outside the port X-band the city bounds still apply.
*/
public function test_position_reaches_the_quay(): void
{
$this->postJson('/city/actions/position', ['pos_x' => 250, 'pos_z' => -350])
->assertOk();
$this->character->refresh();
$this->assertEquals(250.0, (float) $this->character->pos_x);
$this->assertEquals(-350.0, (float) $this->character->pos_z);
// Past the quay edge → clamped to the visit max.
$this->postJson('/city/actions/position', ['pos_x' => 400, 'pos_z' => -350])
->assertOk();
$this->character->refresh();
$this->assertEquals(266.0, (float) $this->character->pos_x);
// Outside the port X-band the deep Z stays blocked.
$this->postJson('/city/actions/position', ['pos_x' => 130, 'pos_z' => -350])
->assertOk();
$this->character->refresh();
$this->assertEquals((float) $this->character->city->bounds_min_z, (float) $this->character->pos_z);
}
}