game: seeded world generation (pure) — start region + expansion rings
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import { describe, expect, it } from 'vitest'
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import { generateRing, generateStartRegion, makeName, mulberry32 } from './world'
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describe('generateStartRegion', () => {
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const region = generateStartRegion(mulberry32(42))
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it('produces a starting system plus six neighbours', () => {
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expect(region.neighbors).toHaveLength(6)
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expect(region.start.x).toBe(50)
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expect(region.start.y).toBe(50)
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})
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it('gives every system a unique name and in-bounds coordinates', () => {
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const all = [region.start, ...region.neighbors]
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const names = all.map((s) => s.name)
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expect(new Set(names).size).toBe(names.length)
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for (const s of all) {
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expect(s.x).toBeGreaterThanOrEqual(0)
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expect(s.x).toBeLessThanOrEqual(100)
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expect(s.y).toBeGreaterThanOrEqual(0)
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expect(s.y).toBeLessThanOrEqual(100)
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}
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})
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it('connects the start to every neighbour and closes the ring cycle', () => {
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const n = region.neighbors.length
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// anchor↔each member (n edges) + ring cycle (n edges)
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expect(region.edges).toHaveLength(n * 2)
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for (let i = 0; i < n; i++) {
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expect(region.edges).toContainEqual([0, i + 1])
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expect(region.edges).toContainEqual([i + 1, ((i + 1) % n) + 1])
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}
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// every edge endpoint is a valid index into [start, ...neighbors]
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for (const [a, b] of region.edges) {
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expect(a).toBeGreaterThanOrEqual(0)
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expect(a).toBeLessThan(n + 1)
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expect(b).toBeGreaterThanOrEqual(0)
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expect(b).toBeLessThan(n + 1)
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}
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})
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it('is deterministic under a fixed seed and differs across seeds', () => {
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const again = generateStartRegion(mulberry32(42))
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expect(again).toEqual(region)
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const other = generateStartRegion(mulberry32(43))
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expect(other.start.name !== region.start.name || other.neighbors[0].name !== region.neighbors[0].name).toBe(true)
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})
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})
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describe('generateRing (expansion)', () => {
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it('adds four systems spaced away from the anchor and existing positions', () => {
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const takenNames = new Set(['Kepler Drift'])
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const takenPositions = [{ name: 'Kepler Drift', x: 50, y: 50 }]
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const ring = generateRing(mulberry32(7), 50, 50, takenNames, takenPositions)
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expect(ring.systems).toHaveLength(4)
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const ringNames = ring.systems.map((s) => s.name)
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for (const s of ring.systems) {
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expect(Math.hypot(s.x - 50, s.y - 50)).toBeGreaterThanOrEqual(16)
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expect(s.name).not.toBe('Kepler Drift') // never reuses a pre-taken name
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}
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expect(new Set(ringNames).size).toBe(4) // and makeName claimed them into the set
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for (const n of ringNames) expect(takenNames.has(n)).toBe(true)
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expect(ring.edges).toHaveLength(8) // anchor↔each + cycle
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for (const [a, b] of ring.edges) {
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expect(a).toBeGreaterThanOrEqual(0)
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expect(a).toBeLessThan(5)
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expect(b).toBeGreaterThanOrEqual(0)
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expect(b).toBeLessThan(5)
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}
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})
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it('never reuses a taken name', () => {
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const rng = mulberry32(1)
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const taken = new Set<string>()
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for (let i = 0; i < 40; i++) makeName(rng, taken)
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expect(taken.size).toBe(40)
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})
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})
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@@ -0,0 +1,125 @@
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// Pure, seeded world generation — no DB, no Date, no Math.random. The same seed always
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// yields the same world, which is what makes unit tests (and save regeneration) deterministic.
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export interface WorldSystem {
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name: string
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x: number // 0–100 coordinate space, rendered directly by NodeGraph
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y: number
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}
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export const START_X = 50
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export const START_Y = 50
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const START_RING = 6 // neighbours around the starting system on a new game
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const EXPAND_RING = 4 // new neighbours generated when jumping into an undiscovered system
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const MIN_SPACING = 16 // minimum distance between any two systems in the 0–100 space
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// mulberry32 — small fast seeded PRNG; plenty for name/position picking.
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export function mulberry32(seed: number): () => number {
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let a = seed >>> 0
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return () => {
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a |= 0
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a = (a + 0x6d2b79f5) | 0
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let t = Math.imul(a ^ (a >>> 15), 1 | a)
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t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t
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return ((t ^ (t >>> 14)) >>> 0) / 4294967296
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}
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}
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const FIRST = [
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'KEPLER', 'VESPER', 'HOLLOW', 'CINDER', 'LANTERN', 'SABLE', 'ORPHEUS', 'MIRE',
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'THALASSA', 'KUIPER', 'AURELLE', 'BRIMSTONE', 'EMBER', 'FROST', 'GALE', 'IRON',
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]
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const SECOND = ['DRIFT', 'REACH', 'GATE', 'FIELD', 'VOID', 'DEEP', 'BEND', 'SHARD']
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function title(word: string): string {
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return word.charAt(0) + word.slice(1).toLowerCase()
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}
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// Picks a name not in `taken` and adds it, so callers can't accidentally reuse one.
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export function makeName(rng: () => number, taken: Set<string>): string {
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for (;;) {
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const name = `${title(FIRST[Math.floor(rng() * FIRST.length)])} ${title(SECOND[Math.floor(rng() * SECOND.length)])}`
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if (!taken.has(name)) {
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taken.add(name)
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return name
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}
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}
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}
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function clamp(v: number): number {
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return Math.min(96, Math.max(4, v))
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}
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// Places `count` systems on a ring around (cx,cy), nudging each candidate until it is at
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// least MIN_SPACING away from every known position. After 12 tries it accepts the last
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// candidate anyway — ponytail: a slightly crowded node beats an infinite loop; with ≤6
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// rings per region and spacing 16 in a 0–100 box this never triggers in practice.
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function placeRing(
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rng: () => number,
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cx: number,
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cy: number,
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count: number,
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takenNames: Set<string>,
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takenPositions: WorldSystem[],
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): WorldSystem[] {
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const placed: WorldSystem[] = []
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for (let i = 0; i < count; i++) {
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const baseAngle = (i / count) * Math.PI * 2 + (rng() - 0.5) * 0.6
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let x = cx
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let y = cy
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for (let attempt = 0; attempt < 12; attempt++) {
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const angle = baseAngle + attempt * 0.45
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const radius = 26 + rng() * 8
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x = clamp(cx + Math.cos(angle) * radius)
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y = clamp(cy + Math.sin(angle) * radius)
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if ([...takenPositions, ...placed].every((p) => Math.hypot(p.x - x, p.y - y) >= MIN_SPACING)) break
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}
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placed.push({ name: makeName(rng, takenNames), x, y })
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}
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return placed
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}
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// Edges for a ring of n members around an anchor at index 0: anchor↔each member plus the
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// cycle connecting consecutive members (so every system has ≥2 routes and you can always
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// get back). Pairs are indices into [anchor, ...members].
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function ringEdges(n: number): [number, number][] {
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const edges: [number, number][] = []
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for (let i = 0; i < n; i++) {
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edges.push([0, i + 1])
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edges.push([i + 1, ((i + 1) % n) + 1])
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}
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return edges
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}
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export interface StartRegion {
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start: WorldSystem
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neighbors: WorldSystem[]
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edges: [number, number][] // indices into [start, ...neighbors]
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}
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// New game: the starting system at chart centre plus a ring of undiscovered neighbours.
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export function generateStartRegion(rng: () => number): StartRegion {
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const taken = new Set<string>()
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const start: WorldSystem = { name: makeName(rng, taken), x: START_X, y: START_Y }
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const neighbors = placeRing(rng, START_X, START_Y, START_RING, taken, [start])
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return { start, neighbors, edges: ringEdges(neighbors.length) }
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}
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export interface RingRegion {
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systems: WorldSystem[]
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edges: [number, number][] // indices into [anchor, ...systems] — index 0 is the anchor itself
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}
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// Jumping into an undiscovered system grows the chart: a fresh ring of (undiscovered)
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// neighbours around it. `takenNames`/`takenPositions` are every system already in the save.
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export function generateRing(
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rng: () => number,
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anchorX: number,
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anchorY: number,
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takenNames: Set<string>,
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takenPositions: WorldSystem[],
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): RingRegion {
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const systems = placeRing(rng, anchorX, anchorY, EXPAND_RING, takenNames, takenPositions)
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return { systems, edges: ringEdges(systems.length) }
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}
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