Satellite ground and real building footprints
- The ground is Esri World Imagery: ~1 m/pixel tiles around the city zone, the factory and 300 m either side of the drive between them, coarser tiles for the whole region. Tiles are hosted with the game (public/imagery, scripts/fetch-imagery.mjs), stream in near the camera, are cached by the service worker as visited, and replace the drawn roads and land areas - ~141,500 Microsoft building footprints (ODbL) join OSM's ~4,000 in a compact delta-encoded file (public/data/buildings.bin, built by scripts/build-buildings.mjs). Heights are estimated from footprint area and land use, with industrial halls outside the ring road. Buildings are built in 500 m blocks as the camera approaches - Caddy compresses the buildings file and caches map data for a week; the build targets ES2022 for top-level await - Tests for decoding, factory clearance, machine reachability and tile placement Imagery attribution: Esri, Maxar, Earthstar Geographics, and the GIS User Community. Commercial use requires a suitable Esri licence. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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// Adds Microsoft's ML building footprints to the game world as public/data/buildings.bin.
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//
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// Usage:
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// node scripts/build-buildings.mjs <global-buildings quadkey file .csv.gz>
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//
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// The file comes from https://minedbuildings.z5.web.core.windows.net/global-buildings/dataset-links.csv
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// (row "Iran,123012100" covers Mashhad). Footprints © Microsoft, ODbL.
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//
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// OSM buildings in src/data/mellat.json stay as they are; a Microsoft footprint whose centre lies
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// inside an OSM building is dropped, as is anything inside the factory compound (drawn by the game).
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// Microsoft has no heights for Iran, so they are estimated from footprint area and land use.
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//
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// Binary layout (little-endian): "RMB2", count u32, origin x f32, origin z f32, step f32, then per building:
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// vertex count u8, height in 0.5 m u8, first vertex (x u16, z u16) in `step` metres from that origin,
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// then each further vertex as (dx i16, dz i16) from the one before. Buildings are sorted west to
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// east in 100 m strips, so neighbours sit next to each other and the small deltas gzip well.
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import {createReadStream, readFileSync, writeFileSync, mkdirSync} from 'node:fs';
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import {createGunzip} from 'node:zlib';
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import {createInterface} from 'node:readline';
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import {toLocal} from '../src/geo.js';
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import {FACTORY} from '../src/locations.js';
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import {createCollisionWorld, blocked} from '../src/collision.js';
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const [source] = process.argv.slice(2);
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if (!source) {
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console.error('usage: node scripts/build-buildings.mjs <global-buildings .csv.gz>');
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process.exit(1);
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}
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const STEP = .5;
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const data = JSON.parse(readFileSync(new URL('../src/data/mellat.json', import.meta.url), 'utf8'));
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const {minX, minZ, maxX, maxZ} = data.bounds;
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const osm = createCollisionWorld(data.buildings.map(b => b.slice(1)));
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const areasOf = kind => data.areas.filter(a => data.areaKinds[a[0]] === kind).map(a => a.slice(1));
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const industrial = createCollisionWorld(areasOf('industrial')), parks = createCollisionWorld([...areasOf('park'), ...areasOf('forest')]);
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// The factory compound in its own frame (u along the driveway, v across), with a margin.
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const normal = {x: -FACTORY.axis.z, z: FACTORY.axis.x};
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const inFactory = (x, z) => {
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const dx = x - FACTORY.center.x, dz = z - FACTORY.center.z;
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const u = dx * FACTORY.axis.x + dz * FACTORY.axis.z, v = dx * normal.x + dz * normal.z;
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return u > -115 && u < 85 && v > -55 && v < 55;
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};
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const hash = n => {
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n = Math.imul(n ^ (n >>> 16), 0x45d9f3b);
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n = Math.imul(n ^ (n >>> 16), 0x45d9f3b);
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return ((n ^ (n >>> 16)) >>> 0) / 4294967296;
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};
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// Outside the Payambar-e Azam ring (west of ~59.47°E or north of ~36.40°N) the region is industrial
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// estates and villages, not apartment blocks.
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const outskirts = (x, z) => x < -6000 || z < -9400;
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// Storeys of 3.2 m, picked from the footprint area; warehouses are one tall storey.
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export function estimateHeight(area, {inIndustrial, inPark, inOutskirts}, seed) {
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const r = hash(seed), pick = (lo, hi) => lo + Math.floor(r * (hi - lo + 1));
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if (inPark) return 3.2;
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if ((inIndustrial || inOutskirts) && area >= 250) return 6 + r * 3;
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if (inOutskirts) return pick(1, 2) * 3.2;
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if (inIndustrial && area >= 150) return 7 + r * 3;
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if (area < 40) return 3.2;
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if (area < 120) return pick(2, 3) * 3.2;
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if (area < 300) return pick(3, 4) * 3.2;
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if (area < 800) return pick(4, 6) * 3.2;
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return pick(5, 8) * 3.2;
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}
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const polygonArea = pts => {
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let a = 0;
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for (let i = 0; i < pts.length; i += 2) {
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const j = (i + 2) % pts.length;
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a += pts[i] * pts[j + 1] - pts[j] * pts[i + 1];
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}
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return Math.abs(a / 2);
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};
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const out = [];
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let read = 0, outside = 0, duplicate = 0, factory = 0, tiny = 0;
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const lines = createInterface({input: createReadStream(source).pipe(createGunzip())});
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for await (const line of lines) {
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if (!line.trim()) continue;
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read++;
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const ring = JSON.parse(line).geometry.coordinates[0];
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const pts = [];
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for (const [lon, lat] of ring.slice(0, -1)) {
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const p = toLocal(lat, lon);
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pts.push(p.x, p.z);
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}
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let cx = 0, cz = 0;
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for (let i = 0; i < pts.length; i += 2) {
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cx += pts[i];
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cz += pts[i + 1];
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}
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cx /= pts.length / 2;
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cz /= pts.length / 2;
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if (cx < minX || cx > maxX || cz < minZ || cz > maxZ) {
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outside++;
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continue;
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}
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if (pts.length / 2 > 255 || pts.length < 6) continue;
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const area = polygonArea(pts);
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if (area < 12) {
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tiny++;
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continue;
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}
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if (blocked(osm, cx, cz)) {
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duplicate++;
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continue;
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}
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if (inFactory(cx, cz)) {
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factory++;
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continue;
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}
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const height = estimateHeight(area, {inIndustrial: blocked(industrial, cx, cz), inPark: blocked(parks, cx, cz), inOutskirts: outskirts(cx, cz)}, Math.round(cx * 7 + cz * 13));
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out.push({height, pts});
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}
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let bytes = 20;
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for (const b of out) bytes += 2 + b.pts.length * 2;
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const buffer = new ArrayBuffer(bytes), view = new DataView(buffer);
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[0x52, 0x4d, 0x42, 0x32].forEach((c, i) => view.setUint8(i, c));
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out.sort((a, b) => Math.floor(a.pts[1] / 100) - Math.floor(b.pts[1] / 100) || a.pts[0] - b.pts[0]);
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view.setUint32(4, out.length, true);
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// Coordinates are stored from a point 200 m outside the region, so edge buildings never go negative.
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const originX = minX - 200, originZ = minZ - 200;
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view.setFloat32(8, originX, true);
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view.setFloat32(12, originZ, true);
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view.setFloat32(16, STEP, true);
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let o = 20;
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for (const b of out) {
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view.setUint8(o++, b.pts.length / 2);
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view.setUint8(o++, Math.min(255, Math.round(b.height / .5)));
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let px = 0, pz = 0;
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for (let i = 0; i < b.pts.length; i += 2) {
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const qx = Math.round((b.pts[i] - originX) / STEP), qz = Math.round((b.pts[i + 1] - originZ) / STEP);
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if (i === 0) {
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view.setUint16(o, qx, true);
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view.setUint16(o + 2, qz, true);
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} else {
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view.setInt16(o, qx - px, true);
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view.setInt16(o + 2, qz - pz, true);
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}
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px = qx;
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pz = qz;
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o += 4;
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}
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}
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mkdirSync(new URL('../public/data/', import.meta.url), {recursive: true});
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writeFileSync(new URL('../public/data/buildings.bin', import.meta.url), new Uint8Array(buffer));
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console.log(`read ${read}, kept ${out.length}, outside ${outside}, OSM duplicates ${duplicate}, factory ${factory}, tiny ${tiny}, ${(bytes / 1e6).toFixed(1)} MB`);
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