merge develop into feat/map-environment
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This commit is contained in:
@@ -0,0 +1,256 @@
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import { useState, useEffect, useCallback, useRef } from "react";
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import { Grid } from "./Grid";
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import { createGridFromImage } from "./ImageToGrid";
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import { findPath } from "./AStar";
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import type { Position } from "./types";
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export interface WorldBounds {
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minX: number;
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maxX: number;
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minZ: number;
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maxZ: number;
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}
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export interface UseGPSOptions {
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bwMaskUrl: string;
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colorMapUrl: string;
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gridWidth: number; // The "width of the array pathfinding" (resolution scaling)
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gridHeight: number; // The "height of the array pathfinding"
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worldBounds: WorldBounds;
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allowDiagonals?: boolean;
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}
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export function useGPS({
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bwMaskUrl,
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colorMapUrl,
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gridWidth,
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gridHeight,
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worldBounds,
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allowDiagonals = true,
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}: UseGPSOptions) {
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const [grid, setGrid] = useState<Grid | null>(null);
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const [loading, setLoading] = useState<boolean>(true);
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const [error, setError] = useState<string | null>(null);
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// Cache the images so they don't reload every frame
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const colorMapImgRef = useRef<HTMLImageElement | null>(null);
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// Initialize the pathfinding grid
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useEffect(() => {
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let active = true;
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setLoading(true);
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setError(null);
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async function initGrid() {
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try {
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const pathfindingGrid = await createGridFromImage(
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bwMaskUrl,
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gridWidth,
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gridHeight,
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);
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// Pre-load color map image for canvas drawing
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const colorMapImg = new Image();
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colorMapImg.crossOrigin = "anonymous";
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await new Promise((resolve, reject) => {
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colorMapImg.onload = resolve;
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colorMapImg.onerror = reject;
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colorMapImg.src = colorMapUrl;
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});
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if (active) {
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setGrid(pathfindingGrid);
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colorMapImgRef.current = colorMapImg;
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setLoading(false);
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}
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} catch (err: any) {
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if (active) {
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setError(err.message || "Failed to initialize GPS system");
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setLoading(false);
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}
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}
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}
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initGrid();
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return () => {
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active = false;
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};
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}, [bwMaskUrl, colorMapUrl, gridWidth, gridHeight]);
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/**
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* Translates 3D World coordinates (X, Z) into 2D Grid coordinates (col, row)
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*/
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const worldToGrid = useCallback(
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(worldX: number, worldZ: number): Position => {
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const { minX, maxX, minZ, maxZ } = worldBounds;
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// Calculate percentages across the bounds
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const pctX = (worldX - minX) / (maxX - minX);
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const pctZ = (worldZ - minZ) / (maxZ - minZ);
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// Map to grid dimensions
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const gridX = Math.max(
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0,
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Math.min(gridWidth - 1, Math.floor(pctX * gridWidth)),
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);
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const gridY = Math.max(
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0,
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Math.min(gridHeight - 1, Math.floor(pctZ * gridHeight)),
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);
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return { x: gridX, y: gridY };
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},
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[worldBounds, gridWidth, gridHeight],
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);
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/**
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* Translates 2D Grid coordinates (col, row) back into 3D World coordinates (X, Z)
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*/
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const gridToWorld = useCallback(
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(gridX: number, gridY: number): { x: number; z: number } => {
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const { minX, maxX, minZ, maxZ } = worldBounds;
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const pctX = gridX / gridWidth;
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const pctZ = gridY / gridHeight;
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const worldX = minX + pctX * (maxX - minX);
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const worldZ = minZ + pctZ * (maxZ - minZ);
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return { x: worldX, z: worldZ };
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},
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[worldBounds, gridWidth, gridHeight],
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);
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/**
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* Runs the A* calculation using 3D world coordinates.
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* Returns path in 3D world space.
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*/
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const calculateWorldPath = useCallback(
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(
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startWorld: { x: number; z: number },
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endWorld: { x: number; z: number },
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): { x: number; z: number }[] => {
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if (!grid) return [];
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const startGrid = worldToGrid(startWorld.x, startWorld.z);
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const endGrid = worldToGrid(endWorld.x, endWorld.z);
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const gridPath = findPath(grid, startGrid, endGrid, allowDiagonals);
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// Convert path coordinates back to 3D space
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return gridPath.map((node) => gridToWorld(node.x, node.y));
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},
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[grid, worldToGrid, gridToWorld, allowDiagonals],
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);
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/**
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* Updates an HTML5 `<canvas>` element with the background color map,
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* a path line, and the player/destination indicators.
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*/
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const renderGPSToCanvas = useCallback(
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(
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canvas: HTMLCanvasElement,
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path: { x: number; z: number }[],
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playerWorldPos?: { x: number; z: number },
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destWorldPos?: { x: number; z: number },
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options: {
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pathColor?: string;
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pathWidth?: number;
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playerColor?: string;
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playerSize?: number;
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destColor?: string;
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destSize?: number;
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} = {},
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) => {
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const ctx = canvas.getContext("2d");
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if (!ctx || !colorMapImgRef.current) return;
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const {
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pathColor = "#3b82f6", // Premium blue
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pathWidth = 6,
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playerColor = "#ef4444", // Red dot for player
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playerSize = 8,
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destColor = "#10b981", // Green dot for flag
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destSize = 8,
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} = options;
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const canvasWidth = canvas.width;
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const canvasHeight = canvas.height;
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// 1. Draw background color map
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ctx.clearRect(0, 0, canvasWidth, canvasHeight);
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ctx.drawImage(colorMapImgRef.current, 0, 0, canvasWidth, canvasHeight);
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// Helper: translate world coordinates to Canvas pixels
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const worldToCanvas = (wx: number, wz: number): Position => {
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const { minX, maxX, minZ, maxZ } = worldBounds;
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const px = ((wx - minX) / (maxX - minX)) * canvasWidth;
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const py = ((wz - minZ) / (maxZ - minZ)) * canvasHeight;
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return { x: px, y: py };
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};
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// 2. Draw A* Path Line
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if (path.length > 1) {
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ctx.beginPath();
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const startNode = path[0]!;
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const startPt = worldToCanvas(startNode.x, startNode.z);
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ctx.moveTo(startPt.x, startPt.y);
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for (let i = 1; i < path.length; i++) {
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const node = path[i]!;
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const pt = worldToCanvas(node.x, node.z);
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ctx.lineTo(pt.x, pt.y);
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}
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ctx.strokeStyle = pathColor;
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ctx.lineWidth = pathWidth;
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ctx.lineCap = "round";
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ctx.lineJoin = "round";
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// Add a soft glow effect for premium feel
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ctx.shadowBlur = 8;
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ctx.shadowColor = pathColor;
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ctx.stroke();
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// Reset shadow for subsequent drawings
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ctx.shadowBlur = 0;
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}
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// 3. Draw Destination Indicator
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if (destWorldPos) {
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const destPt = worldToCanvas(destWorldPos.x, destWorldPos.z);
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ctx.beginPath();
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ctx.arc(destPt.x, destPt.y, destSize, 0, 2 * Math.PI);
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ctx.fillStyle = destColor;
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ctx.strokeStyle = "#ffffff";
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ctx.lineWidth = 2;
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ctx.fill();
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ctx.stroke();
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}
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// 4. Draw Player Indicator
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if (playerWorldPos) {
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const playerPt = worldToCanvas(playerWorldPos.x, playerWorldPos.z);
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ctx.beginPath();
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ctx.arc(playerPt.x, playerPt.y, playerSize, 0, 2 * Math.PI);
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ctx.fillStyle = playerColor;
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ctx.strokeStyle = "#ffffff";
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ctx.lineWidth = 2;
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ctx.fill();
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ctx.stroke();
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}
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},
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[worldBounds],
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);
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return {
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grid,
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loading,
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error,
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calculateWorldPath,
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renderGPSToCanvas,
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worldToGrid,
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gridToWorld,
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};
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}
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