The Map Yard draws the tile grid and frames the coast #134
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Tracker: #3619
Step 4b of plan #3558. It gives the Map Yard the views and points that the draw checks and renders of #3620 and #3621 read. It changes no drawing in the game: only src/mock/map-yard.ts and src/client/map.phone.ts change.
The yard
&griddraws the tile grid over everything, in magenta. Each tile edge lies at the height of the ground it bounds: the land's top (TILE_TOP) between two land tiles, and the water's surface beside water.&zoom=<zoom>draws any view at that zoom instead of its own, so each coast view renders at 1× and at 0.5×.view=street,view=woodsandview=highway. The default yard island (seed 42) has no highway within 2 tiles of water and only one coast street, in a neutral city with no open coast site beside it. So the coast views draw an island of their own, seed 68 at the yard's size and lake share, with its grown cities and a Factory and nothing else: no force, shells, scars or strike.data-probes, JSON of screen points in CSS pixels:water: 0.15 inside each water tile, at the middle of each edge it shares with land.corner: 0.1 in, along both axes, from each water tile's corner that three land tiles wrap.woodsWraplists again those whose three land tiles are all woods.land: 0.25 inside each coast land tile, at the middle of each edge it shares with water.convex: 0.25 in, along both axes, from each land tile's convex corner, where the other three tiles are water or lake.land,woods(Forest or Tree) orhighway(within the shoulder's half width plus 0.25 of a highway's line). Only known tiles count.&grid, the existing views draw as before. The controls list three more views.The phone test
map.phone.ts loads each coast view in every finish at 1×, under reduced motion. It checks:
&gridadds one draw call.