Use the published board instead of drawing a worse one

Three attempts at drawing this map came to nothing worth looking at. Dividing
the plane by nearest province gives a tidy board that looks nothing like
Europe. Drawing the adjacency graph gives something unimpeachable about the
rules and not a map at all -- circles joined by lines. Fifty-six polygons
placed by eye gives fifty-six islands.

The standard map published with the diplomacy engine is AGPL-3.0, the same
licence as this project, so it can be carried across whole with attribution
rather than approximated badly. tools/map.py extracts the outlines, the unit
coordinates and the layer transform into board.json and can be re-run against
a newer copy. NOTICE.md says where it came from and what is still ours, which
is every colour and every mark drawn on top.

Drawing Europe accurately is real work, somebody did it properly, and they
published it under a licence that invites exactly this. Three days of my
approximating it would have produced something worse than the thing that
already existed.

Clicking still answers with the rules rather than the picture: a shape cannot
say that a fleet on Spain's north coast may not enter the Gulf of Lyon while
one on the south coast may, because both coasts are the same shape.
This commit is contained in:
2026-09-09 08:10:30 -07:00
parent fd05217f90
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# Notice, credits and provenance
## What this is
An independent reimplementation of the classic seven-power negotiation game,
written from scratch in TypeScript in 2026: one human against six computer
powers, in one sitting.
## The name
It is not called what you expect, and that is deliberate. The rules of a game
are ideas rather than expression and nobody gets to fence them off, so they
are rebuilt here freely. The **name** is a live trademark belonging to a
company that enforces it, and this ships on a public site with somebody's name
on the footer. So the mechanics are exact and the vocabulary is ours. "Great
Powers" is what those seven were called at the time.
None of that is a copyright question. Game mechanics are ideas; names are a
trademark question, which is about whether a reader would think this came from
them. Calling it *Great Powers* answers that, and costs the game nothing.
## The board
**The geometry of the map is not ours.** The province outlines, the
coordinates where units stand and the shape of every coastline come from the
standard map published with the **diplomacy** engine:
- <https://github.com/diplomacy/diplomacy> — AGPL-3.0-or-later
That is the same licence this project uses, so it is carried across whole
rather than approximated. `tools/map.py` extracts it into `src/game/board.json`
and can be re-run against a newer copy at any time. What comes across is
outlines and coordinates. Every colour, every mark drawn on top, and every
decision about what the map should say is this project's.
Worth writing down why, because three earlier attempts did it the hard way and
all three were worse. Dividing the plane by nearest province gives a tidy
board that looks nothing like Europe. Drawing the adjacency graph gives
something unimpeachable about the rules that is not a map at all -- circles
joined by lines. Placing fifty-six polygons by eye gives fifty-six islands.
Drawing Europe accurately is real work, somebody did it properly, and they
published it under a licence that invites exactly this.
The **adjacency rules** in `src/game/map.ts` are ours, typed out and then
checked against themselves -- symmetry, counts, and the separation of the
army and fleet graphs. A topology is a fact about a published game; it is the
same list every implementation has used since 1959.
## The test cases
`src/game/datc.json` is derived from the **Diplomacy Adjudicator Test Cases**,
which is what the hobby settled on as the specification for a correct
adjudicator:
- Lucas B. Kruijswijk, *Diplomacy Adjudicator Test Cases*, version 3.3
Only the machine-readable half is carried across -- the case numbers, the
orders, and the outcome each order is annotated with. The document's
explanatory prose is Kruijswijk's writing and stays where it is.
`tools/datc.py` does the extraction.
## What is ours
Everything else: the adjudicator and its paradox resolver, the retreat and
adjustment phases, the press, the trust ledger, the bots and their reasoning,
the interface, and every word on screen.
## Licence
Copyright (C) 2026 John Coffey.
This program is free software: you can redistribute it and/or modify it under
the terms of the **GNU Affero General Public License** as published by the
Free Software Foundation, either version 3 of the License, or (at your option)
any later version — see [LICENSE](LICENSE).
AGPL rather than plain GPL because the leaderboard is a network service: §13
means anyone who runs a modified copy of this for other people over a network
has to offer them its source. It is also the licence the map arrives under,
which is what makes carrying it across straightforward rather than a question.
This program is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU Affero General Public License for more details.
*None of the above is legal advice.*
+17 -21
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@@ -35,29 +35,25 @@ would not be.
## The look and the sound
**Cartoony.** Flat cel fills and one heavy outline, the same house style the
other three games use, on a map generated from the topology in
`src/game/map.ts` rather than traced from anybody's board. The coordinates in
`src/game/layout.ts` are placed by hand -- roughly where each province falls
in Europe -- and everything else is drawn from those and from the adjacency
rules.
**The map is the standard board's geometry, under the same licence as this
project.** The outlines come from the diplomacy engine at
<https://github.com/diplomacy/diplomacy>, which is AGPL-3.0, extracted by
`tools/map.py` into `src/game/board.json`. Every colour and every mark drawn
on it is ours; see [NOTICE.md](NOTICE.md).
**Territories, with the rules kept out of the picture.** The regions are
Voronoi cells -- every point belonging to the nearest province -- which
divides the board with no gaps and no overlaps and looks like a board.
Three earlier attempts drew it from scratch and all three were worse.
Dividing the plane by nearest province gives a tidy board that looks nothing
like Europe. Drawing the adjacency graph gives something unimpeachable about
the rules and not a map at all -- circles joined by lines. Fifty-six polygons
placed by eye gives fifty-six islands. Drawing Europe accurately is real work,
somebody did it properly, and they published it under a licence that invites
exactly this.
What it cannot do is reproduce every adjacency in the rules, because
provinces here interleave: the Adriatic borders Venice with Trieste sitting
between their centres, and the Atlantic borders North Africa round the
outside of Spain. Convex cells cannot say that.
The wrong lesson to draw from that -- and the one I drew first -- is to give
up on regions and draw the adjacency graph instead. It is unimpeachable and
it is not a map; it is circles joined by lines. The right answer is to stop
asking the picture to carry the rules. **Click a province and exactly the
provinces its unit may legally reach light up**, taken from the adjacency
graph itself. The picture is a picture, and the rules answer for themselves
when they are asked.
**Clicking still answers with the rules, not the picture.** A shape cannot say
that a fleet on Spain's north coast may not enter the Gulf of Lyon while one
on the south coast may, because both coasts are the same shape. So selecting a
province lights up exactly where its unit may legally go, taken from the
adjacency graph.
**It gets the whole screen.** The other three games live in a four-by-three
cabinet because the machines they are rebuilding did. This one is not
+20 -20
View File
@@ -45,52 +45,52 @@ header p { margin: 2px 0 0; font-size: 0.9rem; }
.board {
width: 100%;
height: 100%;
border: 3px solid #241a10;
border-radius: 16px;
background: #6ea3c9;
border: 2px solid #2b2318;
border-radius: 8px;
background: #d3e6f2;
}
.ocean { fill: #4a7fa8; }
.ocean { fill: #d3e6f2; }
.region {
stroke: #241a10;
stroke-width: 2.5;
stroke: #2b2318;
stroke-width: 2;
stroke-linejoin: round;
cursor: pointer;
}
/* Open water gets a lighter line: a coastline is a border, the middle of the
Atlantic is a convention. */
.region.sea { stroke-opacity: 0.3; stroke-width: 2; }
/* A coastline is a real border; the middle of the Atlantic is a convention. */
.region.sea { stroke-opacity: 0.32; stroke-width: 1.6; }
.region.picked { stroke: #ffd479; stroke-width: 5; }
.region.picked { stroke: #b8341f; stroke-width: 7; }
/* Where the selected unit may actually go, taken from the rules rather than
from which shapes happen to touch. */
.region.open { stroke: #fff6e0; stroke-width: 4; stroke-dasharray: 7 5; }
.region.open { stroke: #b8341f; stroke-width: 5; stroke-dasharray: 12 9; }
.pip {
fill: #fff6e0;
stroke: #241a10;
stroke-width: 1.8;
fill: #fffaf0;
stroke: #2b2318;
stroke-width: 2.4;
pointer-events: none;
}
.label {
font-size: 11.5px;
font-size: 21px;
font-weight: 800;
letter-spacing: 0.04em;
letter-spacing: 0.03em;
text-anchor: middle;
pointer-events: none;
fill: #241a10;
fill: #2b2318;
}
.label.wet { fill: #dceaf5; }
.label.wet { fill: #63808f; font-weight: 700; }
.unit path {
stroke: #241a10;
stroke-width: 2.5;
stroke: #2b2318;
stroke-width: 3;
stroke-linejoin: round;
pointer-events: none;
}
/* --- the side ------------------------------------------------------- */
+53 -65
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@@ -1,39 +1,34 @@
import { PROVINCES, POWERS, base, type Power } from '../game/map'
import { CENTRES, bounds, cell, path, radius, reachableFrom } from '../game/layout'
import { CENTRES, SHAPES, SHIFT, VIEW_BOX, reachableFrom } from '../game/layout'
import type { Board as Units } from '../game/orders'
import type { Ownership } from '../game/turn'
/**
* The board.
*
* Territories, drawn from coordinates I placed by hand and divided by the
* halfway line between them. Nothing here is a picture of anybody's map.
* Flat fills, one heavy outline, no gradients: the same cel style the other
* three games use.
* The outlines are the standard map's; everything drawn on them is this
* game's. Flat fills and one dark line, a pale sea, and each power in a
* colour you can tell from the others at a glance while somebody is arguing
* with you about Galicia.
*
* The regions are what the map looks like; they are not what the rules are
* read from. A Voronoi cell cannot reproduce every adjacency in this game --
* provinces interleave, and the Adriatic borders Venice with Trieste sitting
* between their centres -- so clicking a province lights up exactly where its
* unit may legally go, taken from the adjacency graph itself. The picture is
* a picture; the rules answer for themselves when asked.
* Clicking a province lights up exactly where its unit may legally go, taken
* from the rules rather than from which shapes happen to share an edge.
*/
export const COLOURS: Record<Power, string> = {
austria: '#e4572e',
england: '#3b5bdb',
france: '#4dabf7',
germany: '#4b545e',
italy: '#37b24d',
russia: '#9775fa',
turkey: '#f2a03d',
austria: '#d4736c',
england: '#e7a8c8',
france: '#89b4dd',
germany: '#9d9d9d',
italy: '#93cc9e',
russia: '#b08fc4',
turkey: '#e8dc8c',
}
const SEA = '#5b93bd'
const SEA_DEEP = '#4a7fa8'
const LAND = '#ded0ab'
const LAND_SC = '#efe3c2'
const OUTLINE = '#241a10'
const SEA = '#d3e6f2'
const LAND = '#e6d8ba'
const LAND_SC = '#f3ead4'
const INK = '#2b2318'
export function Board({
units,
@@ -46,54 +41,45 @@ export function Board({
selected?: string | null
onPick?: (province: string) => void
}) {
const box = bounds(10)
const ids = Object.keys(PROVINCES)
const standing = selected ? units.get(selected) : undefined
const reachable = new Set(standing ? reachableFrom(standing) : [])
const shade = (id: string) => {
const p = PROVINCES[id]!
if (p.terrain === 'sea') return SEA
const owner = own.get(id)
return owner ? COLOURS[owner] : p.sc ? LAND_SC : LAND
}
return (
<svg
className="board"
viewBox={`${box.x} ${box.y} ${box.w} ${box.h}`}
role="img"
aria-label="The board: seventy-five provinces, coloured by who holds them."
>
<rect className="ocean" x={box.x} y={box.y} width={box.w} height={box.h} />
<svg className="board" viewBox={VIEW_BOX} role="img" aria-label="Europe in 1901.">
<rect className="ocean" x="0" y="0" width="100%" height="100%" />
{/* Territories. Sea first so the coastlines sit on top of the water. */}
{ids
.sort((a, b) => Number(PROVINCES[b]!.terrain === 'sea') - Number(PROVINCES[a]!.terrain === 'sea'))
.map((id) => {
const p = PROVINCES[id]!
const owner = own.get(id)
const fill =
p.terrain === 'sea' ? (p.sc ? SEA : SEA_DEEP) : owner ? COLOURS[owner] : p.sc ? LAND_SC : LAND
<g transform={SHIFT}>
{ids.map((id) => (
<path
key={id}
className={`region ${PROVINCES[id]!.terrain === 'sea' ? 'sea' : 'land'} ${
selected === id ? 'picked' : reachable.has(id) ? 'open' : ''
}`}
d={SHAPES[id] ?? ''}
fill={shade(id)}
onClick={() => onPick?.(id)}
/>
))}
</g>
return (
<path
key={id}
className={`region ${p.terrain} ${p.sc ? 'centre' : ''} ${
selected === id ? 'picked' : reachable.has(id) ? 'open' : ''
}`}
d={path(cell(id))}
fill={fill}
onClick={() => onPick?.(id)}
/>
)
})}
{/* Supply centres get a mark of their own: they are the only thing
anybody is actually counting. */}
{/* A supply centre is the only thing anybody is counting. */}
{ids
.filter((id) => PROVINCES[id]!.sc)
.map((id) => (
<circle
className="pip"
key={`pip-${id}`}
key={`p-${id}`}
cx={CENTRES[id]!.x}
cy={CENTRES[id]!.y - radius(id) * 0.55}
r={4.4}
cy={CENTRES[id]!.y - 26}
r={7}
/>
))}
@@ -102,21 +88,23 @@ export function Board({
className={`label ${PROVINCES[id]!.terrain === 'sea' ? 'wet' : ''}`}
key={`t-${id}`}
x={CENTRES[id]!.x}
y={CENTRES[id]!.y + 4}
y={CENTRES[id]!.y - 38}
>
{id.toUpperCase()}
</text>
))}
{/* Units last: they are what you are actually looking at. */}
{[...units.entries()].map(([at, unit]) => {
const p = CENTRES[base(unit.at)] ?? CENTRES[at]!
const p = CENTRES[unit.at] ?? CENTRES[base(unit.at)] ?? CENTRES[at]!
return (
<g className="unit" key={at} transform={`translate(${p.x} ${p.y + 17})`}>
<g className="unit" key={at} transform={`translate(${p.x} ${p.y})`}>
{unit.type === 'army' ? (
<path d="M-11 6 L-11 -3 L0 -9 L11 -3 L11 6 Z" fill={COLOURS[unit.power]} />
<path d="M-15 9 L-15 -3 L0 -13 L15 -3 L15 9 Z" fill={COLOURS[unit.power]} />
) : (
<path d="M-12 4 L12 4 L7 -2 L2 -2 L2 -9 L-3 -2 L-12 -2 Z" fill={COLOURS[unit.power]} />
<path
d="M-17 7 L17 7 L9 -1 L3 -1 L3 -13 L-4 -1 L-17 -1 Z"
fill={COLOURS[unit.power]}
/>
)}
</g>
)
@@ -135,4 +123,4 @@ export const POWER_NAMES: Record<Power, string> = {
turkey: 'Turkey',
}
export { POWERS, OUTLINE }
export { POWERS, INK }
File diff suppressed because one or more lines are too long
+44 -110
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@@ -1,142 +1,68 @@
import { describe, expect, it } from 'vitest'
import { ARMY, FLEET, PROVINCES, base } from './map'
import { CENTRES, HEIGHT, WIDTH, borders, cell, radius, reachableFrom } from './layout'
import { FLEET, PROVINCES, base } from './map'
import { CENTRES, SHAPES, SOURCE, VIEW_BOX, WIDTH, HEIGHT, reachableFrom } from './layout'
/**
* Coordinates typed by hand are wrong somewhere, and a map is the one thing
* where wrong looks like a style choice. These are the checks that turn
* "Bulgaria seems to be in the North Sea" into a failing test.
* The geometry is not ours -- it comes from the standard map published with
* the diplomacy engine, under the same licence as this project. So these do
* not check that Europe is the right shape. They check that what was carried
* across lines up with the rules this game plays by, which is the join where
* a mistake would actually hide.
*/
const ids = Object.keys(PROVINCES)
const dist = (a: string, b: string) =>
Math.hypot(CENTRES[a]!.x - CENTRES[b]!.x, CENTRES[a]!.y - CENTRES[b]!.y)
describe('the placings', () => {
it('has a spot for every province and nothing else', () => {
expect(Object.keys(CENTRES).sort()).toEqual(ids.sort())
describe('the board that was carried across', () => {
it('says where it came from', () => {
expect(SOURCE).toContain('github.com/diplomacy/diplomacy')
expect(SOURCE).toContain('AGPL-3.0')
})
it('keeps them all on the board', () => {
for (const [id, p] of Object.entries(CENTRES)) {
expect(p.x, id).toBeGreaterThan(0)
expect(p.x, id).toBeLessThan(WIDTH)
expect(p.y, id).toBeGreaterThan(0)
expect(p.y, id).toBeLessThan(HEIGHT)
}
it('has an outline for every province this game knows and no others', () => {
expect(Object.keys(SHAPES).sort()).toEqual(ids.sort())
})
it('keeps them far enough apart to be separate places', () => {
const close: string[] = []
for (const a of ids) {
for (const b of ids) {
if (a >= b) continue
if (dist(a, b) < 24) close.push(`${a}/${b} at ${dist(a, b).toFixed(0)}`)
}
}
expect(close).toEqual([])
})
})
describe('the geography agrees with the rules', () => {
const edges = borders()
it('draws a line for every border in the rules, and no others', () => {
const expected = new Set<string>()
it('has somewhere to stand a unit in every province', () => {
for (const id of ids) {
for (const to of ARMY[id] ?? []) if (base(to) !== id) expected.add([id, base(to)].sort().join(':'))
const keys = PROVINCES[id]!.coasts ? PROVINCES[id]!.coasts!.map((c) => `${id}/${c}`) : [id]
for (const key of keys) {
for (const to of FLEET[key] ?? []) if (base(to) !== id) expected.add([id, base(to)].sort().join(':'))
}
expect(CENTRES[id], id).toBeDefined()
expect(CENTRES[id]!.x, id).toBeGreaterThan(0)
expect(CENTRES[id]!.x, id).toBeLessThan(WIDTH)
expect(CENTRES[id]!.y, id).toBeGreaterThan(0)
expect(CENTRES[id]!.y, id).toBeLessThan(HEIGHT)
}
expect(new Set(edges.map((e) => e.join(':')))).toEqual(expected)
})
it('never draws the same border twice', () => {
expect(new Set(edges.map((e) => e.join(':'))).size).toBe(edges.length)
})
/**
* A smoke test for a province placed in the wrong country, and nothing
* more ambitious than that. The threshold is loose because provinces are
* not the same size: Moscow borders five things and is enormous, Norway
* reaches St Petersburg across the top of Finland, and North Africa runs
* the length of the Mediterranean. Tightening this until those failed
* would be measuring Europe rather than checking my typing.
*/
it('does not place a province in the wrong part of the continent', () => {
const far: string[] = []
for (const [a, b] of edges) {
if (PROVINCES[a]!.terrain === 'sea' || PROVINCES[b]!.terrain === 'sea') continue
if (dist(a, b) > 250) far.push(`${a}-${b} at ${dist(a, b).toFixed(0)}`)
it('knows where a fleet on each named coast belongs', () => {
// The three split coasts get their own spot, or a fleet in Spain has
// nowhere to be drawn that says which sea it is sitting in.
for (const id of ['spa/nc', 'spa/sc', 'bul/ec', 'bul/sc', 'stp/nc', 'stp/sc']) {
expect(CENTRES[id], id).toBeDefined()
}
expect(far).toEqual([])
})
it('puts the seas where the water is', () => {
// The Atlantic west of Portugal, the Black Sea east of Bulgaria, and
// Norway north of Spain. Three facts that would survive any redrawing.
expect(CENTRES.mao!.x).toBeLessThan(CENTRES.por!.x)
expect(CENTRES.bla!.x).toBeGreaterThan(CENTRES.bul!.x)
expect(CENTRES.nwy!.y).toBeLessThan(CENTRES.spa!.y)
})
})
describe('the drawing', () => {
it('never lets two provinces overlap on the board', () => {
const overlapping: string[] = []
for (const a of ids) {
for (const b of ids) {
if (a >= b) continue
if (dist(a, b) < radius(a) + radius(b) - 12) overlapping.push(`${a}/${b}`)
}
}
expect(overlapping).toEqual([])
})
})
describe('the regions', () => {
it('gives every province a shape with area in it', () => {
it('gives every outline something to draw', () => {
for (const id of ids) {
const poly = cell(id)
expect(poly.length, id).toBeGreaterThan(2)
// Shoelace: a region nobody can see is a region that is not there.
let area = 0
for (let i = 0; i < poly.length; i++) {
const a = poly[i]!
const b = poly[(i + 1) % poly.length]!
area += a.x * b.y - b.x * a.y
}
expect(Math.abs(area / 2), id).toBeGreaterThan(300)
expect(SHAPES[id]!.length, id).toBeGreaterThan(20)
expect(SHAPES[id]!.startsWith('M'), id).toBe(true)
}
})
it('contains its own centre', () => {
for (const id of ids) {
const poly = cell(id, 0)
const me = CENTRES[id]!
for (let i = 0; i < poly.length; i++) {
const a = poly[i]!
const b = poly[(i + 1) % poly.length]!
const cross = (b.x - a.x) * (me.y - a.y) - (b.y - a.y) * (me.x - a.x)
expect(cross, `${id} edge ${i}`).toBeGreaterThan(-0.01)
}
}
it('is one box the whole board fits in', () => {
expect(VIEW_BOX.split(' ')).toHaveLength(4)
})
})
describe('what a unit may reach', () => {
/**
* The point of this being separate from the drawing. The regions cannot
* express every adjacency in the rules, so the map never claims to: this
* is what lights up when a province is clicked, and it comes from the
* graph rather than from which shapes happen to share an edge.
* Kept apart from the drawing on purpose. Shapes cannot answer every
* question this game asks -- a fleet in Spain can reach the Gulf of Lyon
* from one coast and not the other, and both coasts are the same shape --
* so this comes from the rules and lights up when a province is clicked.
*/
it('is the rules, not the picture', () => {
expect(reachableFrom({ type: 'army', at: 'vie' }).sort()).toEqual(
['boh', 'bud', 'gal', 'tri', 'tyr'],
)
expect(reachableFrom({ type: 'army', at: 'vie' }).sort()).toEqual([
'boh', 'bud', 'gal', 'tri', 'tyr',
])
expect(reachableFrom({ type: 'fleet', at: 'stp/sc' }).sort()).toEqual(['bot', 'fin', 'lvn'])
})
@@ -144,4 +70,12 @@ describe('what a unit may reach', () => {
expect(reachableFrom({ type: 'fleet', at: 'spa/nc' })).not.toContain('lyo')
expect(reachableFrom({ type: 'fleet', at: 'spa/sc' })).toContain('lyo')
})
it('agrees with the fleet graph about every sea', () => {
for (const id of ids.filter((i) => PROVINCES[i]!.terrain === 'sea')) {
expect(reachableFrom({ type: 'fleet', at: id }).sort()).toEqual(
[...new Set((FLEET[id] ?? []).map(base))].sort(),
)
}
})
})
+40 -233
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@@ -1,253 +1,60 @@
import { ARMY, FLEET, PROVINCES, base } from './map'
import board from './board.json'
import { ARMY, FLEET, base } from './map'
/**
* Where everything sits, and how the regions are drawn.
* The board's geometry.
*
* The board this game is played on is somebody's artwork and is not here.
* What is here is a set of coordinates I placed by hand -- roughly where each
* province falls in Europe, in a thousand by eight hundred box -- and the map
* is drawn from those and from the adjacency rules. It is a drawing of the
* data rather than a tracing of a board, the same rule the cave game's
* dodecahedron is drawn under.
* Three attempts at drawing this by hand came to nothing worth looking at.
* Voronoi cells divide a plane tidily and look nothing like Europe; a graph
* of circles and lines is unimpeachable about adjacency and is not a map;
* and fifty-six polygons placed by eye were fifty-six separate islands.
*
* **It draws the graph, not regions, and that was not the first idea.**
* The geometry here comes from the standard map published with the diplomacy
* engine at https://github.com/diplomacy/diplomacy, which is AGPL-3.0 -- the
* same licence this project uses -- so it can be carried across whole, with
* attribution. `tools/map.py` pulls it out and NOTICE.md says where it came
* from. What comes across is outlines and coordinates; every colour, every
* mark and every decision about what to draw on top of it is ours.
*
* The first idea was Voronoi cells -- every point on the board belonging to
* the nearest province -- which gives a handsome cut-paper board and is
* wrong. Sixty-five pairs that border each other in the rules had regions
* that did not touch, and no amount of nudging coordinates would fix it,
* because the fault is structural: provinces here interleave. The Adriatic
* borders Venice with Trieste sitting between their centres; the Atlantic
* borders North Africa around the outside of Spain. Convex cells cannot say
* that.
*
* A map that shows two regions meeting when the rules say they do not is
* worse than an ugly map. It is a map that loses you the game. So the
* adjacency is drawn as lines, which can say exactly what the rules say, and
* the province is a shape sitting on top of it. Nobody can misread a line.
* The lesson is worth keeping. Drawing Europe accurately is a real piece of
* work by somebody who did it properly, and three days of my approximating
* it would have produced something worse than the thing that already exists
* under a licence that invites this exactly.
*/
export const WIDTH = 1000
export const HEIGHT = 800
export interface Point {
x: number
y: number
}
/**
* The centres, west to east and north to south. Placed by eye against an
* atlas: near enough that a player recognises Europe, and not a copy of
* anybody's board.
*/
export const CENTRES: Record<string, Point> = {
// --- the ocean and the northern seas ---
nao: { x: 60, y: 120 },
nwg: { x: 250, y: 80 },
bar: { x: 520, y: 40 },
iri: { x: 160, y: 300 },
nth: { x: 315, y: 235 },
ska: { x: 395, y: 195 },
hel: { x: 352, y: 265 },
bal: { x: 470, y: 235 },
bot: { x: 505, y: 155 },
eng: { x: 215, y: 375 },
mao: { x: 75, y: 400 },
// --- the British Isles ---
cly: { x: 215, y: 215 },
edi: { x: 250, y: 240 },
lvp: { x: 210, y: 275 },
yor: { x: 258, y: 288 },
wal: { x: 200, y: 318 },
lon: { x: 258, y: 332 },
// --- Scandinavia and the north ---
nwy: { x: 390, y: 130 },
swe: { x: 445, y: 140 },
fin: { x: 520, y: 100 },
stp: { x: 625, y: 90 },
den: { x: 398, y: 248 },
// --- Russia ---
lvn: { x: 560, y: 190 },
mos: { x: 690, y: 200 },
war: { x: 545, y: 278 },
ukr: { x: 620, y: 320 },
sev: { x: 700, y: 355 },
// --- Germany and the Low Countries ---
pru: { x: 483, y: 268 },
ber: { x: 432, y: 292 },
kie: { x: 390, y: 286 },
ruh: { x: 363, y: 332 },
mun: { x: 392, y: 368 },
sil: { x: 468, y: 322 },
hol: { x: 330, y: 300 },
bel: { x: 300, y: 345 },
// --- France and Iberia ---
pic: { x: 280, y: 376 },
par: { x: 275, y: 418 },
bre: { x: 208, y: 418 },
bur: { x: 328, y: 404 },
gas: { x: 248, y: 462 },
mar: { x: 312, y: 482 },
spa: { x: 182, y: 512 },
por: { x: 115, y: 522 },
// --- Italy ---
pie: { x: 372, y: 456 },
ven: { x: 408, y: 448 },
tus: { x: 396, y: 492 },
rom: { x: 420, y: 524 },
nap: { x: 458, y: 562 },
apu: { x: 468, y: 522 },
// --- Austria and the Balkans ---
tyr: { x: 412, y: 402 },
boh: { x: 442, y: 358 },
vie: { x: 472, y: 392 },
bud: { x: 518, y: 402 },
gal: { x: 542, y: 342 },
tri: { x: 452, y: 442 },
ser: { x: 508, y: 446 },
alb: { x: 500, y: 482 },
gre: { x: 518, y: 532 },
bul: { x: 566, y: 462 },
rum: { x: 598, y: 406 },
// --- Turkey and the Levant ---
con: { x: 628, y: 506 },
ank: { x: 702, y: 500 },
smy: { x: 668, y: 556 },
arm: { x: 765, y: 500 },
syr: { x: 742, y: 572 },
// --- the Mediterranean and Africa ---
adr: { x: 458, y: 482 },
ion: { x: 478, y: 610 },
aeg: { x: 572, y: 548 },
eas: { x: 655, y: 622 },
bla: { x: 665, y: 432 },
tys: { x: 412, y: 568 },
lyo: { x: 330, y: 532 },
wes: { x: 268, y: 572 },
naf: { x: 230, y: 640 },
tun: { x: 398, y: 640 },
const data = board as unknown as {
source: string
shift: number[]
viewBox: number[]
shapes: Record<string, string>
units: Record<string, [number, number]>
labels: Record<string, [number, number]>
}
export const SOURCE = data.source
export const VIEW_BOX = data.viewBox.join(' ')
export const WIDTH = data.viewBox[2]!
export const HEIGHT = data.viewBox[3]!
/** The outline of each province, as an SVG path. */
export const SHAPES: Record<string, string> = data.shapes
/**
* Every pair of provinces that border each other, once each.
*
* The union of both graphs at province level: an army's border and a fleet's
* are different questions, but a line on the map means "these two touch", and
* which unit can use it is what the panel beside the map is for.
* The outlines are drawn in a layer that is shifted; the unit coordinates
* are not. Applying it to the shapes rather than to the paths themselves is
* what keeps the extracted data a faithful copy of what was published.
*/
export function borders(): [string, string][] {
const seen = new Set<string>()
const out: [string, string][] = []
export const SHIFT = `translate(${data.shift[0]} ${data.shift[1]})`
const add = (a: string, b: string) => {
const key = a < b ? `${a}:${b}` : `${b}:${a}`
if (seen.has(key) || a === b) return
seen.add(key)
out.push(a < b ? [a, b] : [b, a])
}
for (const [id, tos] of Object.entries(ARMY)) for (const to of tos) add(id, base(to))
for (const [key, tos] of Object.entries(FLEET)) {
for (const to of tos) add(base(key), base(to))
}
return out
}
/** How big a province is drawn. Seas are wide and vague, land is compact. */
export const radius = (id: string): number =>
PROVINCES[id]!.terrain === 'sea' ? 26 : PROVINCES[id]!.sc ? 21 : 17
/**
* The box the board actually occupies, rather than the box the coordinates
* were typed into. Europe is not rectangular and the placings do not fill a
* thousand by eight hundred; drawing that box leaves a third of the frame as
* empty ocean, which wastes the one thing this game was given more of than
* the others -- room.
*/
export function bounds(pad = 34): { x: number; y: number; w: number; h: number } {
const ids = Object.keys(CENTRES)
const lo = (f: (id: string) => number) => Math.min(...ids.map(f))
const hi = (f: (id: string) => number) => Math.max(...ids.map(f))
const minX = lo((id) => CENTRES[id]!.x - radius(id))
const maxX = hi((id) => CENTRES[id]!.x + radius(id))
const minY = lo((id) => CENTRES[id]!.y - radius(id))
const maxY = hi((id) => CENTRES[id]!.y + radius(id))
return { x: minX - pad, y: minY - pad, w: maxX - minX + pad * 2, h: maxY - minY + pad * 2 }
}
/**
* The region belonging to one province: the whole board, cut back by the
* halfway line between it and every other centre.
*
* This is a Voronoi diagram, and it is worth being straight about what it
* can and cannot do. It divides the plane with no gaps and no overlaps, and
* it looks like a board. It cannot reproduce every adjacency in the rules,
* because provinces here interleave -- the Adriatic borders Venice with
* Trieste between their centres -- and convex cells cannot say that.
*
* So the regions are what the map *looks* like, and they are not what the
* rules are read from. Clicking a province lights up exactly where its unit
* may legally go, taken from the adjacency graph. That is the honest split:
* the picture is a picture, and the rules answer for themselves when asked.
*/
export function cell(id: string, margin = 5): Point[] {
const me = CENTRES[id]
if (!me) return []
let poly: Point[] = [
{ x: -60, y: -60 },
{ x: WIDTH + 60, y: -60 },
{ x: WIDTH + 60, y: HEIGHT + 60 },
{ x: -60, y: HEIGHT + 60 },
]
for (const [other, them] of Object.entries(CENTRES)) {
if (other === id) continue
const nx = them.x - me.x
const ny = them.y - me.y
const len = Math.hypot(nx, ny)
if (len === 0) continue
const on = {
x: (me.x + them.x) / 2 - (nx / len) * (margin / 2),
y: (me.y + them.y) / 2 - (ny / len) * (margin / 2),
}
poly = clip(poly, on, { x: nx / len, y: ny / len })
if (poly.length === 0) break
}
return poly
}
/** Everything on the near side of a line through `on` facing `normal`. */
function clip(poly: Point[], on: Point, normal: Point): Point[] {
const side = (p: Point) => (p.x - on.x) * normal.x + (p.y - on.y) * normal.y
const out: Point[] = []
for (let i = 0; i < poly.length; i++) {
const a = poly[i]!
const b = poly[(i + 1) % poly.length]!
const sa = side(a)
const sb = side(b)
if (sa <= 0) out.push(a)
if ((sa < 0 && sb > 0) || (sa > 0 && sb < 0)) {
const t = sa / (sa - sb)
out.push({ x: a.x + (b.x - a.x) * t, y: a.y + (b.y - a.y) * t })
}
}
return out
}
export const path = (poly: readonly Point[]): string =>
poly.length === 0 ? '' : `M${poly.map((p) => `${p.x.toFixed(1)} ${p.y.toFixed(1)}`).join('L')}Z`
/** Where a unit stands, and where the province's name goes above it. */
export const CENTRES: Record<string, Point> = Object.fromEntries(
Object.entries(data.units).map(([id, [x, y]]) => [id, { x, y }]),
)
/** Where a unit standing here may legally go. The rules, not the picture. */
export function reachableFrom(unit: { type: 'army' | 'fleet'; at: string }): string[] {
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#!/usr/bin/env python3
"""
Pull the board out of the standard map published with the diplomacy engine.
python3 tools/map.py path/to/standard.svg > src/game/board.json
The source is https://github.com/diplomacy/diplomacy, which is AGPL-3.0 --
the same licence this project uses -- so the geometry can be carried across
whole, with attribution. See NOTICE.md.
What comes across is data and nothing else: for each province, the outline as
an SVG path, where a unit stands, and where the name goes. The colours, the
styling and every mark this game puts on top of it are ours.
"""
import json
import pathlib
import re
import sys
# This map names five seas differently and carries one province we do not
# have: Switzerland, which is impassable and therefore not a province at all.
ALIASES = {'gol': 'lyo', 'mid': 'mao', 'nat': 'nao', 'nrg': 'nwg', 'tyn': 'tys'}
SKIP = {'swi'}
def rename(name: str) -> str:
"""Their names for ours: aliases, and a coast written with a slash."""
head, _, coast = name.partition('-')
head = ALIASES.get(head, head)
return f'{head}/{coast}' if coast else head
def main() -> int:
svg = pathlib.Path(sys.argv[1]).read_text()
box = re.search(r'viewBox="([\d.\s-]+)"', svg)
vb = [float(v) for v in box.group(1).split()] if box else [0, 0, 1835, 1360]
# Outlines. Every province is a <path id="xxx" d="..."> in the map layer.
shapes = {}
for m in re.finditer(r'<path\b[^>]*\bid="([a-z]{3}(?:/[a-z]{2})?)"[^>]*\bd="([^"]+)"', svg):
name = rename(m.group(1))
if name in SKIP:
continue
shapes[name] = ' '.join(m.group(2).split())
# Denmark has islands and Constantinople sits on both sides of the
# straits, so those two are groups of paths rather than one path each.
for m in re.finditer(r'<g[^>]*\bid="([a-z]{3})"[^>]*>(.*?)</g>', svg, re.S):
name = rename(m.group(1))
if name in SKIP:
continue
parts = [' '.join(d.split()) for d in re.findall(r'\bd="([^"]+)"', m.group(2))]
if parts:
shapes[name] = ' '.join(parts)
# Where a unit stands, from the jdip province metadata.
units = {}
for m in re.finditer(
r'<jdipNS:PROVINCE\s+name="([^"]+)"\s*>(.*?)</jdipNS:PROVINCE>', svg, re.S
):
u = re.search(r'<jdipNS:UNIT\s+x="([\d.]+)"\s+y="([\d.]+)"', m.group(2))
name = rename(m.group(1))
if u and name not in SKIP:
units[name] = [float(u.group(1)), float(u.group(2))]
# Where the name goes, from the brief label layer.
labels = {}
layer = re.search(r'<g[^>]*id="BriefLabelLayer".*?</g>', svg, re.S)
if layer:
for m in re.finditer(
r'<text[^>]*\bx="([\d.-]+)"[^>]*\by="([\d.-]+)"[^>]*>([^<]+)</text>', layer.group(0)
):
labels[m.group(3).strip().lower()] = [float(m.group(1)), float(m.group(2))]
# The outlines live in a layer that is shifted; the unit coordinates are
# not. Carrying the transform across rather than baking it into the paths
# keeps this a faithful copy of what was published.
layer = re.search(r'<g[^>]*id="MapLayer"[^>]*transform="translate\(\s*(-?[\d.]+)[\s,]+(-?[\d.]+)\s*\)"', svg)
shift = [float(layer.group(1)), float(layer.group(2))] if layer else [0.0, 0.0]
out = {
'shift': shift,
'source': 'https://github.com/diplomacy/diplomacy (AGPL-3.0)',
'viewBox': vb,
'shapes': shapes,
'units': units,
'labels': labels,
}
print(f'{len(shapes)} outlines, {len(units)} unit spots, {len(labels)} labels', file=sys.stderr)
json.dump(out, sys.stdout, separators=(',', ':'))
return 0
if __name__ == '__main__':
raise SystemExit(main())