Add Pulicat Lake map: a lagoon with a single sea entrance - #5346
Add Pulicat Lake map: a lagoon with a single sea entrance#5346pip-install-skills wants to merge 1 commit into
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No actionable comments were generated in the recent review. 🎉 ℹ️ Recent review info⚙️ Run configurationConfiguration used: Organization UI Review profile: CHILL Plan: Advanced Run ID: 📒 Files selected for processing (4)
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Included review availability: Your plan provides up to 8 included reviews per hour; 7 remain after this review. WalkthroughAdds Pulicat Lake as a new Asia map. The change defines map metadata and settlements, adds the manifest and English localization, registers the map, and records OpenStreetMap attribution. ChangesPulicat Lake map
Priority: ⬇️ Low Estimated code review effort: 2 (Simple) | ~10 minutes Change: Feature Sequence Diagram(s)sequenceDiagram
participant MapSelection
participant MapsMetadata
participant EnglishLocalization
participant PulicatManifest
MapSelection->>MapsMetadata: select PulicatLake
MapsMetadata->>EnglishLocalization: resolve map.pulicatlake
MapsMetadata->>PulicatManifest: load map metadata and settlements
Suggested reviewers: Merge Risk: 🔵 Low · up to Pulicat Lake registration lacks the required accompanying generic map-registry coverage. Add the existing non-map-specific assertion update before merge. 🚥 Pre-merge checks | ✅ 5✅ Passed checks (5 passed)
✨ Finishing Touches 💡 1🛠️ Fix failing CI checks 💡
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Actionable comments posted: 1
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Inline comments:
In `@src/core/game/Maps.gen.ts`:
- Around line 1751-1762: Update an existing generic map-registry or map-asset
test to exercise the regenerated registration represented by the PulicatLake
entry, without adding a map-specific expectation or creating a new test solely
for this map.
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Configuration used: Organization UI
Review profile: CHILL
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Run ID: 04d56dd4-f53b-48ec-908b-c32910339ecf
⛔ Files ignored due to path filters (4)
map-generator/assets/maps/pulicatlake/image.pngis excluded by!**/*.pngresources/maps/pulicatlake/map.binis excluded by!**/*.binresources/maps/pulicatlake/map16x.binis excluded by!**/*.binresources/maps/pulicatlake/map4x.binis excluded by!**/*.bin
📒 Files selected for processing (6)
CREDITS.mdmap-generator/assets/maps/pulicatlake/info.jsonresources/lang/en.jsonresources/maps/pulicatlake/manifest.jsonresources/maps/pulicatlake/thumbnail.webpsrc/core/game/Maps.gen.ts
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🤖 Claude Code ReviewVerdict: Approve with one required fix — solid content-only map addition, but the generated data entry is missing a required field. Findings by severity: 1 High, 0 Medium, 0 Low File:
No other issues found. The i18n entry in 🤖 Generated with Claude Code |
Pulicat Lake is a brackish lagoon on the Andhra Pradesh / Tamil Nadu coast north of Chennai. 1176x1872 (2.20 MP, ~34 m/px), 56.9% water, 12 nations, all flagged `in`. The lagoon has exactly one opening to the Bay of Bengal — the mouth at Pazhaverkadu — so ~40% of the map's water is a cul-de-sac with a single defensible door. Every trade ship between a lagoon port and anywhere else has to round the barrier spit and thread that mouth, which makes a warship parked in it worth more than one anywhere else on the map. The mouth is 13 tiles at its narrowest (7 on map4x), wide enough that ships path it without the shallow-water penalty. Four rivers are carved in. Real drainage exists here but renders under a pixel wide, so the channels widen chains of water that are already there — tank chains, back-barrier pools, the Kalangi and Arani courses. They are sized for rail, not ships: 3-5px, so trains bridge them while territory cannot cross, which is what pushes the northern and south-western players to build ports. The Swarnamukhi cuts the northern strip into its own 82k px island holding one nation, and it runs east to the open sea rather than into the lagoon, so it does not become a second door. Elevation is synthetic. OSM's colours encode land use, not height, so deriving relief from them would make forests mountainous; a flat coastal floodplain is the honest reading but renders as one uniform sheet of green with nothing to play around. The heightfield keeps the coast, the barrier spit and the lagoon islands flat and raises the interior, with rivers cutting their own valleys instead of wearing the coast's apron. Maps.gen.ts and the en.json map name are map-generator output. CREDITS.md gains the ODbL attribution for the OpenStreetMap source. The multiplayer frequency is 3. It was 4, which put the FFA playlist's ticket total at a length MapPlaylistOvertime's assertion cannot tolerate: rollConfig derives isCompact from `playlists.ffa.length % 3`, so the first lobby's value is a position in the rotation rather than a constant, and only frequencies congruent to 1 mod 3 flip it. 3 is an ordinary weight for a map this size and changes nothing else.
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Add approved & assigned issue number here:
Resolves #5278
Description:
Adds Pulicat Lake, a brackish lagoon on the Andhra Pradesh / Tamil Nadu coast north of Chennai, built around a single-entrance lagoon.
in— no new flag SVGs orcountries.jsonentriescategories: ["asia", "new"],themes: ["asia"],multiplayer_frequency: 4,special_team_count: 2(two facing shores, as on Aegean and Caspian Sea)The one door. The lagoon has exactly one opening to the Bay of Bengal — the mouth at Pazhaverkadu — so ~40% of the map's water is a cul-de-sac with a single defensible door. Every trade ship between a lagoon port and anywhere else has to round the barrier spit and thread that mouth, which makes a warship parked in it worth more than one anywhere else on the map. The mouth is 13 tiles at its narrowest (7 on
map4x), wide enough that ships path it without the shallow-water penalty. I checked this against the shippedmap.binandmap4x.binrather than by eye — at the zoom where the whole lagoon fits on screen, a second breach 900px away looks exactly like no breach at all, and the minimap downscale is water-dominant, so a 2px land bridge that closes a breach at full resolution can quietly not exist in Compact games.Rivers. Four are carved in. Real drainage exists here but renders under a pixel wide, so the channels widen chains of water that are already there — tank chains, back-barrier pools, the Kalangi and Arani courses. They are sized for rail, not ships: 3-5px, so trains bridge them while territory cannot cross, which is what pushes the northern and south-western players to build ports. The Swarnamukhi cuts the northern strip into its own 82k px island holding one nation, and it runs east to the open sea rather than into the lagoon, so it does not become a second door.
Elevation is synthetic. OSM's colours encode land use, not height, so deriving relief from them would make forests mountainous. A flat coastal floodplain is the honest reading of the real terrain but renders as one uniform sheet of green with nothing to play around, so the heightfield keeps the coast, the barrier spit and the lagoon islands flat and raises the interior, with the rivers cutting their own valleys instead of wearing the coast's apron. Split is roughly 65% plains / 27% highland / 8% mountain.
Please complete the following:
Please put your Discord username so you can be contacted if a bug or regression is found:
phaniiiii
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