{"owner":"Azgaar","repo":"Fantasy-Map-Generator","hasSkills":true,"hasMcp":false,"mcpConfig":null,"found":["AGENTS.md",".github/copilot-instructions.md"],"skills":{"AGENTS.md":"Azgaar's Fantasy Map Generator is a web application for procedurally generating, editing, and visualizing fantasy maps. Before making architectural decisions, read the `CONTEXT.md` file in the root.\n\nFor deeper knowledge, consult the `docs/` directory, especially `docs/domain/glossary.md`, `docs/architecture/architecture.md` and `docs/architecture/data_model.md`.\n",".github/copilot-instructions.md":"# Fantasy Map Generator\n\nAzgaar's Fantasy Map Generator is a client-only web application for creating fantasy maps. It generates detailed fantasy worlds with countries, cities, rivers, biomes, and cultural elements.\n\nAlways reference these instructions first.\n\n# Architecture\n\nThe codebase is gradually transitioning from **vanilla JavaScript to TypeScript** while maintaining compatibility with the existing generation pipeline and legacy `.map` user files.\n\nThe expected **future architecture** is based on a separation between **world data**, **procedural generation**, **interactive editing**, and **rendering**.\n\nThe application is conceptually divided into four main layers:\n\n- **State** — world data and style configuration, the single source of truth\n- **Generators** — procedural world simulation (model)\n- **Editors** — user-driven mutations of the world state (controllers)\n- **Renderer** — map visualization (view)\n\nFlow:\nsettings → generators → world data → renderer\nUI → editors → world data → renderer\n\n### Layer responsibilities\n\n**State (world data)**  \nStores all map data and style configuration.  \nThe data layer must contain **no logic and no rendering code**.\n\n**Generators**  \nImplement the procedural world simulation and populate or update world data based on generation settings.\n\n**Editors**  \nImplement interactive editing tools used by the user.  \nEditors perform controlled mutations of the world state and can be viewed as **interactive generators**.\n\n**Renderer**  \nConverts the world state into **SVG or WebGL graphics**.  \nRendering must be a **pure visualization step** and must **not modify world data**.\n\n# Working Effectively\n\nThe project uses **NPM**, **Vite**, and **TypeScript** for development and building.\n\n## Setup\n\nInstall dependencies: `npm install`\n\nRequirements: Node.js **>= 24.0.0**\n\n## Development\n\nStart the development server: `npm run dev`\n\nAccess the application at: http://localhost:5173\n\n## Build\n\nCreate a production build: `npm run build`\n\nBuild steps:\n\n1. TypeScript compilation (`tsc`)\n2. Vite build\n3. Output written to `dist/`\n"},"files":{"AGENTS.md":"Azgaar's Fantasy Map Generator is a web application for procedurally generating, editing, and visualizing fantasy maps. Before making architectural decisions, read the `CONTEXT.md` file in the root.\n\nFor deeper knowledge, consult the `docs/` directory, especially `docs/domain/glossary.md`, `docs/architecture/architecture.md` and `docs/architecture/data_model.md`.\n",".github/copilot-instructions.md":"# Fantasy Map Generator\n\nAzgaar's Fantasy Map Generator is a client-only web application for creating fantasy maps. It generates detailed fantasy worlds with countries, cities, rivers, biomes, and cultural elements.\n\nAlways reference these instructions first.\n\n# Architecture\n\nThe codebase is gradually transitioning from **vanilla JavaScript to TypeScript** while maintaining compatibility with the existing generation pipeline and legacy `.map` user files.\n\nThe expected **future architecture** is based on a separation between **world data**, **procedural generation**, **interactive editing**, and **rendering**.\n\nThe application is conceptually divided into four main layers:\n\n- **State** — world data and style configuration, the single source of truth\n- **Generators** — procedural world simulation (model)\n- **Editors** — user-driven mutations of the world state (controllers)\n- **Renderer** — map visualization (view)\n\nFlow:\nsettings → generators → world data → renderer\nUI → editors → world data → renderer\n\n### Layer responsibilities\n\n**State (world data)**  \nStores all map data and style configuration.  \nThe data layer must contain **no logic and no rendering code**.\n\n**Generators**  \nImplement the procedural world simulation and populate or update world data based on generation settings.\n\n**Editors**  \nImplement interactive editing tools used by the user.  \nEditors perform controlled mutations of the world state and can be viewed as **interactive generators**.\n\n**Renderer**  \nConverts the world state into **SVG or WebGL graphics**.  \nRendering must be a **pure visualization step** and must **not modify world data**.\n\n# Working Effectively\n\nThe project uses **NPM**, **Vite**, and **TypeScript** for development and building.\n\n## Setup\n\nInstall dependencies: `npm install`\n\nRequirements: Node.js **>= 24.0.0**\n\n## Development\n\nStart the development server: `npm run dev`\n\nAccess the application at: http://localhost:5173\n\n## Build\n\nCreate a production build: `npm run build`\n\nBuild steps:\n\n1. TypeScript compilation (`tsc`)\n2. Vite build\n3. Output written to `dist/`\n"},"items":[{"name":"AGENTS.md","path":"AGENTS.md","title":"AGENTS.md","content":"Azgaar's Fantasy Map Generator is a web application for procedurally generating, editing, and visualizing fantasy maps. Before making architectural decisions, read the `CONTEXT.md` file in the root.\n\nFor deeper knowledge, consult the `docs/` directory, especially `docs/domain/glossary.md`, `docs/architecture/architecture.md` and `docs/architecture/data_model.md`.\n","category":"root","tokens":92},{"name":"copilot-instructions.md","path":".github/copilot-instructions.md","title":"copilot-instructions.md","content":"# Fantasy Map Generator\n\nAzgaar's Fantasy Map Generator is a client-only web application for creating fantasy maps. It generates detailed fantasy worlds with countries, cities, rivers, biomes, and cultural elements.\n\nAlways reference these instructions first.\n\n# Architecture\n\nThe codebase is gradually transitioning from **vanilla JavaScript to TypeScript** while maintaining compatibility with the existing generation pipeline and legacy `.map` user files.\n\nThe expected **future architecture** is based on a separation between **world data**, **procedural generation**, **interactive editing**, and **rendering**.\n\nThe application is conceptually divided into four main layers:\n\n- **State** — world data and style configuration, the single source of truth\n- **Generators** — procedural world simulation (model)\n- **Editors** — user-driven mutations of the world state (controllers)\n- **Renderer** — map visualization (view)\n\nFlow:\nsettings → generators → world data → renderer\nUI → editors → world data → renderer\n\n### Layer responsibilities\n\n**State (world data)**  \nStores all map data and style configuration.  \nThe data layer must contain **no logic and no rendering code**.\n\n**Generators**  \nImplement the procedural world simulation and populate or update world data based on generation settings.\n\n**Editors**  \nImplement interactive editing tools used by the user.  \nEditors perform controlled mutations of the world state and can be viewed as **interactive generators**.\n\n**Renderer**  \nConverts the world state into **SVG or WebGL graphics**.  \nRendering must be a **pure visualization step** and must **not modify world data**.\n\n# Working Effectively\n\nThe project uses **NPM**, **Vite**, and **TypeScript** for development and building.\n\n## Setup\n\nInstall dependencies: `npm install`\n\nRequirements: Node.js **>= 24.0.0**\n\n## Development\n\nStart the development server: `npm run dev`\n\nAccess the application at: http://localhost:5173\n\n## Build\n\nCreate a production build: `npm run build`\n\nBuild steps:\n\n1. TypeScript compilation (`tsc`)\n2. Vite build\n3. Output written to `dist/`\n","category":".github","tokens":523}]}