Files
houseplan-card/src/logic.ts
T
Matysh 6d8ec7b92a Glow is the default fill for new spaces, and leads the options list
Owner call: 'Свет по источникам' is the mode that sells the card, so a new
space starts with it and the settings dialog offers it first. Deliberately
NOT changed: the fallback for an absent fill_mode stays 'none'
(spaceDisplayOf), so updating the card never repaints an existing plan
whose owner made no choice. smoke_space_settings re-pinned to the new
contract.
2026-07-30 21:09:19 +03:00

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/**
* Pure functions with no Lit/DOM dependencies — easy to cover with unit tests.
*/
import { union } from 'polyclip-ts';
/** Zigbee LQI color: ≤40 — red, ≥180 — green, in between — an hsl gradient. */
export function lqiColor(lqi: number): string {
const hue = Math.max(0, Math.min(120, ((lqi - 40) / 140) * 120));
return `hsl(${Math.round(hue)}, 85%, 55%)`;
}
/** Snap a coordinate to the nearest grid node with step pitch. */
export function snapToGrid(v: number, pitch: number): number {
return Math.round(v / pitch) * pitch;
}
/** Real-world length (cm) of a segment given the grid pitch (render units per cell) and cm per cell. */
export function segmentCm(a: number[], b: number[], gridPitch: number, cellCm: number): number {
const cells = Math.hypot(b[0] - a[0], b[1] - a[1]) / gridPitch;
return cells * cellCm;
}
/** Format a length (cm) for display: metric metres ("1.25 m") or imperial feet+inches ("4 1″"). */
export function formatLength(cm: number, imperial: boolean): string {
if (imperial) {
const totalIn = cm / 2.54;
let ft = Math.floor(totalIn / 12);
let inch = Math.round(totalIn - ft * 12);
if (inch === 12) { ft += 1; inch = 0; }
return `${ft} ${inch}″`;
}
return `${(cm / 100).toFixed(2)} m`;
}
/**
* Canonical key of a segment (independent of direction).
* `prec` = decimals used to compare coordinates: the default 1 suits render units,
* normalized (0..1) coordinates need more (see roomEdges).
*/
export function segKey(a: number[], b: number[], prec = 1): string {
// audit G3: ROUND FIRST, then order. Ordering on raw floats while printing
// rounded ones let one wall produce two different keys, so shared walls were
// emitted twice and the dedup invariant quietly broke.
const ax = a[0].toFixed(prec), ay = a[1].toFixed(prec);
const bx = b[0].toFixed(prec), by = b[1].toFixed(prec);
const first = ax < bx || (ax === bx && ay <= by);
const [px, py, qx, qy] = first ? [ax, ay, bx, by] : [bx, by, ax, ay];
return `${px},${py}-${qx},${qy}`;
}
/**
* Wall segments derived from room outlines (normalized coordinates in and out).
*
* A line has no independent existence on the plan: it can only be an edge of a closed
* room. Shared walls are emitted once, which is what makes deleting a room keep the
* borders its neighbours still contribute — the neighbour's polygon still yields them.
*/
export function roomPoly(r: any): number[][] | null {
if (r?.poly?.length >= 3) return r.poly;
if (r && r.x != null && r.y != null && r.w != null && r.h != null)
return [[r.x, r.y], [r.x + r.w, r.y], [r.x + r.w, r.y + r.h], [r.x, r.y + r.h]];
return null;
}
export function roomEdges(rooms: any[]): number[][] {
const out: number[][] = [];
const seen = new Set<string>();
for (const r of rooms || []) {
const pts = roomPoly(r);
if (!pts) continue;
for (let i = 0; i < pts.length; i++) {
const a = pts[i];
const b = pts[(i + 1) % pts.length];
const k = segKey(a, b, 5);
if (seen.has(k)) continue;
seen.add(k);
out.push([a[0], a[1], b[0], b[1]]);
}
}
return out;
}
/**
* Snap a point onto the nearest wall of any room, returning the snapped point and
* the wall's angle (degrees), or null when no wall is within maxDist. Walls are the
* DERIVED room edges (a line has no independent existence on the plan), so an opening
* placed with this stays valid however rooms are later edited — it keeps absolute
* coordinates and is not tied to a room id or edge index.
*/
export function snapToWall(
p: number[], rooms: any[], maxDist: number,
): { x: number; y: number; angle: number } | null {
let best: { x: number; y: number; angle: number } | null = null;
let bestD = maxDist;
for (const e of roomEdges(rooms)) {
const [x1, y1, x2, y2] = e;
const dx = x2 - x1, dy = y2 - y1;
const len2 = dx * dx + dy * dy;
if (!len2) continue;
let t = ((p[0] - x1) * dx + (p[1] - y1) * dy) / len2;
t = Math.max(0, Math.min(1, t));
const q = [x1 + t * dx, y1 + t * dy];
const d = Math.hypot(p[0] - q[0], p[1] - q[1]);
if (d < bestD) {
bestD = d;
// normalize to [-90, 90): two rooms sharing a wall yield the same edge in
// OPPOSITE directions — without this, dragging an opening across segment
// boundaries would flip its hinge side back and forth
let angle = (Math.atan2(dy, dx) * 180) / Math.PI;
if (angle >= 90) angle -= 180;
else if (angle < -90) angle += 180;
best = { x: q[0], y: q[1], angle };
}
}
return best;
}
/**
* How far open an opening is drawn, 0..1, from its contact sensor state.
* No sensor bound → doors default to open (the familiar swing symbol), windows to
* closed (intact glass) — same convention as a static architectural plan.
* `unavailable`/`unknown` freeze the default too: an outage must not fake motion.
*/
export function openingAmount(
type: 'door' | 'window', state: string | null | undefined, invert = false,
): number {
if (state == null || state === 'unavailable' || state === 'unknown')
return type === 'door' ? 1 : 0;
const open = isActiveState(state) !== !!invert;
return open ? 1 : 0;
}
/**
* Is an entity "active / detected"? Used by presence ripples, which are opted into per
* device and therefore must not depend on the card-wide live_states toggle.
* Anything unknown — including `unavailable` — counts as idle: a sensor outage should
* calm the plan down, never leave a ring pulsing forever.
*/
export function isActiveState(state?: string | null): boolean {
return ['on', 'open', 'home', 'detected', 'playing', 'cleaning'].includes(String(state));
}
/** Point equality within a tolerance. */
export function samePoint(a: number[], b: number[], eps = 0.001): boolean {
return Math.abs(a[0] - b[0]) < eps && Math.abs(a[1] - b[1]) < eps;
}
/** Point inside a polygon (ray casting). */
export function pointInPolygon(p: number[], poly: number[][]): boolean {
let inside = false;
for (let i = 0, j = poly.length - 1; i < poly.length; j = i++) {
const [xi, yi] = poly[i];
const [xj, yj] = poly[j];
if (yi > p[1] !== yj > p[1] && p[0] < ((xj - xi) * (p[1] - yi)) / (yj - yi) + xi) inside = !inside;
}
return inside;
}
/** Distance from p to segment ab. */
function distToSeg(p: number[], a: number[], b: number[]): number {
const dx = b[0] - a[0];
const dy = b[1] - a[1];
const len2 = dx * dx + dy * dy;
let t = len2 ? ((p[0] - a[0]) * dx + (p[1] - a[1]) * dy) / len2 : 0;
t = Math.max(0, Math.min(1, t));
return Math.hypot(p[0] - (a[0] + t * dx), p[1] - (a[1] + t * dy));
}
/**
* Is p on the outline itself (within eps)? This is the normal case, not an anomaly:
* neighbouring rooms share walls, so their vertices sit on each other's outlines —
* including mid-span, since real walls overlap collinearly rather than match exactly.
*/
/**
* Project a point onto the nearest edge of a polygon and return that point,
* or null when the polygon has no edges. Used to snap a Split click onto the
* actual wall (rooms may not be grid-aligned — imported polygons, older configs),
* so cutting no longer requires hitting a grid node exactly on the outline.
*/
export function closestPointOnBoundary(p: number[], poly: number[][]): number[] | null {
if (!poly || poly.length < 2) return null;
let best: number[] | null = null;
let bestD = Infinity;
for (let i = 0; i < poly.length; i++) {
const a = poly[i], b = poly[(i + 1) % poly.length];
const dx = b[0] - a[0], dy = b[1] - a[1];
const len2 = dx * dx + dy * dy;
let t = len2 ? ((p[0] - a[0]) * dx + (p[1] - a[1]) * dy) / len2 : 0;
t = Math.max(0, Math.min(1, t));
const q = [a[0] + t * dx, a[1] + t * dy];
const d = Math.hypot(p[0] - q[0], p[1] - q[1]);
if (d < bestD) { bestD = d; best = q; }
}
return best;
}
export function pointOnBoundary(p: number[], poly: number[][], eps = 1e-6): boolean {
if (!poly || poly.length < 2) return false;
for (let i = 0; i < poly.length; i++)
if (distToSeg(p, poly[i], poly[(i + 1) % poly.length]) <= eps) return true;
return false;
}
/** Inside the outline AND not on it — a point on a shared wall is not "inside". */
export function pointStrictlyInside(p: number[], poly: number[][], eps = 1e-6): boolean {
if (!poly || poly.length < 3) return false;
if (pointOnBoundary(p, poly, eps)) return false;
return pointInPolygon(p, poly);
}
function cross3(a: number[], b: number[], c: number[]): number {
return (b[0] - a[0]) * (c[1] - a[1]) - (b[1] - a[1]) * (c[0] - a[0]);
}
/**
* Do two segments cross transversally? Touching at an endpoint and collinear overlap
* deliberately do NOT count — that is what sharing a wall looks like.
*/
export function segmentsProperlyCross(
p1: number[], p2: number[], p3: number[], p4: number[], eps = 1e-9,
): boolean {
const d1 = cross3(p3, p4, p1);
const d2 = cross3(p3, p4, p2);
const d3 = cross3(p1, p2, p3);
const d4 = cross3(p1, p2, p4);
return (
((d1 > eps && d2 < -eps) || (d1 < -eps && d2 > eps)) &&
((d3 > eps && d4 < -eps) || (d3 < -eps && d4 > eps))
);
}
/** Is any area of outline `a` strictly inside `b`? Also catches nested and duplicate outlines. */
/**
* A point guaranteed to lie strictly inside the polygon (audit G2).
* The arithmetic mean of the vertices lies OUTSIDE concave shapes (U/L rooms
* are common in hand-drawn plans), which made containment tests misfire.
* Strategy: try the midpoints of the diagonals from each vertex, then a
* triangle centroid of consecutive vertices — the first point that passes
* pointStrictlyInside wins.
*/
/**
* The visual centre of a polygon: the centre of the largest inscribed circle
* (pole of inaccessibility). `interiorPoint` only promises "inside", and for
* an L-shaped room it lands near the seam — the owner's kitchen-living room
* got its settings button visibly off-centre (2026-07-29). Grid search with
* one refinement pass; exact enough for a button, cheap enough to cache.
*/
export function poleOfInaccessibility(poly: number[][], steps = 24): number[] {
const xs = poly.map((p) => p[0]);
const ys = poly.map((p) => p[1]);
const minX = Math.min(...xs), maxX = Math.max(...xs);
const minY = Math.min(...ys), maxY = Math.max(...ys);
const span = Math.max(maxX - minX, maxY - minY) || 1;
// Area centroid (shoelace-weighted). Clearance alone has a PLATEAU on any
// elongated room — every point of the long midline fits the same circle —
// and a plain argmax took the first plateau point: left of centre on the
// owner's kitchen, above centre in the sauna. A soft pull toward the
// centroid breaks the tie along the plateau without ever dragging the
// point into a thinner limb (clearance differences dominate the score).
let a2 = 0, cx = 0, cy = 0;
for (let i = 0; i < poly.length; i++) {
const p = poly[i], q = poly[(i + 1) % poly.length];
const cross = p[0] * q[1] - q[0] * p[1];
a2 += cross;
cx += (p[0] + q[0]) * cross;
cy += (p[1] + q[1]) * cross;
}
const centroid = Math.abs(a2) > 1e-9
? [cx / (3 * a2), cy / (3 * a2)]
: [(minX + maxX) / 2, (minY + maxY) / 2];
const clearance = (x: number, y: number): number => {
if (!pointInPolygon([x, y], poly)) return -Infinity;
let d = Infinity;
for (let i = 0; i < poly.length; i++) {
const a = poly[i], b = poly[(i + 1) % poly.length];
d = Math.min(d, distToSegment([x, y], [a[0], a[1], b[0], b[1]]));
}
return d;
};
const score = (x: number, y: number): number => {
const d = clearance(x, y);
if (d === -Infinity) return d;
return d - 0.08 * Math.hypot(x - centroid[0], y - centroid[1]) - 0.0001 * span;
};
let best: number[] | null = null;
let bestS = -Infinity;
for (let i = 1; i < steps; i++) {
for (let j = 1; j < steps; j++) {
const x = minX + ((maxX - minX) * i) / steps;
const y = minY + ((maxY - minY) * j) / steps;
const sc = score(x, y);
if (sc > bestS) { bestS = sc; best = [x, y]; }
}
}
if (best) {
const [bx, by] = best;
const cw = (maxX - minX) / steps, ch = (maxY - minY) / steps;
for (let i = -4; i <= 4; i++) {
for (let j = -4; j <= 4; j++) {
const x = bx + (cw * i) / 4, y = by + (ch * j) / 4;
const sc = score(x, y);
if (sc > bestS) { bestS = sc; best = [x, y]; }
}
}
}
return best || interiorPoint(poly) || poly[0];
}
export function interiorPoint(poly: number[][], eps = 1e-6): number[] | null {
if (!poly || poly.length < 3) return null;
const n = poly.length;
const mean = [
poly.reduce((s, p) => s + p[0], 0) / n,
poly.reduce((s, p) => s + p[1], 0) / n,
];
if (pointStrictlyInside(mean, poly, eps)) return mean;
for (let i = 0; i < n; i++) {
// centroid of the ear at vertex i
const a = poly[(i - 1 + n) % n], b = poly[i], c = poly[(i + 1) % n];
const cand = [(a[0] + b[0] + c[0]) / 3, (a[1] + b[1] + c[1]) / 3];
if (pointStrictlyInside(cand, poly, eps)) return cand;
}
for (let i = 0; i < n; i++)
for (let j = i + 2; j < n; j++) {
const cand = [(poly[i][0] + poly[j][0]) / 2, (poly[i][1] + poly[j][1]) / 2];
if (pointStrictlyInside(cand, poly, eps)) return cand;
}
return null;
}
function coversArea(a: number[][], b: number[][], eps: number): boolean {
let allOnBoundary = true;
for (const v of a) {
if (pointStrictlyInside(v, b, eps)) return true;
if (!pointOnBoundary(v, b, eps)) allOnBoundary = false;
}
// every vertex sits on b's outline → a duplicate or traced outline: probe the middle
if (allOnBoundary) {
const c = interiorPoint(a, eps); // audit G2: NOT the vertex mean
return !!c && pointStrictlyInside(c, b, eps);
}
return false;
}
/** Is `inner` fully contained in `outer` (edges may touch, never cross)? */
export function polyContainsPoly(outer: number[][], inner: number[][], eps = 1e-6): boolean {
if (!outer || !inner || outer.length < 3 || inner.length < 3) return false;
for (let i = 0; i < inner.length; i++)
for (let j = 0; j < outer.length; j++)
if (segmentsProperlyCross(inner[i], inner[(i + 1) % inner.length], outer[j], outer[(j + 1) % outer.length]))
return false;
for (const v of inner)
if (!pointStrictlyInside(v, outer, eps) && !pointOnBoundary(v, outer, eps)) return false;
// identical/traced outlines are NOT containment — probe a real interior point
// (audit G2: the vertex mean lies outside concave rooms)
const c = interiorPoint(inner, eps);
return !!c && pointStrictlyInside(c, outer, eps) && polygonArea(inner) < polygonArea(outer) - eps;
}
/**
* Do two room outlines ILLEGALLY share floor area? Sharing a wall (fully or
* partially) and touching at a corner are normal. Since v1.34.0 full nesting is
* legal too (island rooms: a column inside a ring, an inner room) — only edge
* crossings and PARTIAL overlaps are rejected.
*/
export function roomsOverlap(a: number[][], b: number[][], eps = 1e-6): boolean {
if (!a || !b || a.length < 3 || b.length < 3) return false;
for (let i = 0; i < a.length; i++)
for (let j = 0; j < b.length; j++)
if (segmentsProperlyCross(a[i], a[(i + 1) % a.length], b[j], b[(j + 1) % b.length])) return true;
if (polyContainsPoly(a, b, eps) || polyContainsPoly(b, a, eps)) return false;
return coversArea(a, b, eps) || coversArea(b, a, eps);
}
/**
* Direct islands of `poly` among `others`: outlines fully inside it that are not
* themselves inside a bigger island (those are subtracted by their parent).
*/
export function islandsOf(poly: number[][], others: number[][][], eps = 1e-6): number[][][] {
const inside = others.filter((o) => polyContainsPoly(poly, o, eps));
return inside.filter((o) => !inside.some((p) => p !== o && polyContainsPoly(p, o, eps)));
}
/** Shoelace area of an outline (absolute value). */
export function polygonArea(poly: number[][]): number {
if (!poly || poly.length < 3) return 0;
let s = 0;
for (let i = 0; i < poly.length; i++) {
const a = poly[i];
const b = poly[(i + 1) % poly.length];
s += a[0] * b[1] - b[0] * a[1];
}
return Math.abs(s) / 2;
}
function closedRing(poly: number[][]): number[][][] {
return [[...poly.map((p) => [p[0], p[1]]), [poly[0][0], poly[0][1]]]];
}
/**
* Union of two room outlines, or null when they may not be merged.
*
* "Adjacent" is decided by the result rather than by a separate heuristic: only rooms that
* genuinely share a wall (fully or partially — real walls overlap collinearly rather than
* match exactly) collapse into ONE hole-free outline. Rooms that merely touch at a corner,
* that are apart, or whose union would enclose a hole do not, and are refused.
*/
export function mergeRooms(a: number[][], b: number[][]): number[][] | null {
if (!a || !b || a.length < 3 || b.length < 3) return null;
const res = union(closedRing(a) as any, closedRing(b) as any);
if (res.length !== 1) return null; // two pieces → not adjacent
if (res[0].length !== 1) return null; // a ring plus holes → not a simple room
const pts = res[0][0].slice(0, -1).map((p: number[]) => [p[0], p[1]]); // drop the closing point
return pts.length >= 3 ? pts : null;
}
/** Index of the outline edge that p sits on, or -1. */
function edgeIndexOf(poly: number[][], p: number[], eps: number): number {
for (let i = 0; i < poly.length; i++)
if (distToSeg(p, poly[i], poly[(i + 1) % poly.length]) <= eps) return i;
return -1;
}
function dropRepeats(pts: number[][], eps: number): number[][] {
const out: number[][] = [];
for (const p of pts) if (!out.length || !samePoint(out[out.length - 1], p, eps)) out.push(p);
if (out.length > 1 && samePoint(out[0], out[out.length - 1], eps)) out.pop();
return out;
}
/**
* Cut a room in two with a straight chord between two points on its walls.
* Returns the two parts, or null when the cut is not a clean wall-to-wall chord:
* an end that is not on a wall, a chord that leaves the room (concave outlines) or that
* runs along a wall and would carve off a zero-area sliver.
*/
export function splitRoom(
poly: number[][], a: number[], b: number[], eps = 1e-6,
): [number[][], number[][]] | null {
return splitRoomPath(poly, [a, b], eps);
}
/**
* Split a room along a polyline: first and last points on walls, intermediate
* vertices strictly inside the room. A two-point path is the classic straight
* chord. Returns the two parts, or null when the path is not a clean cut.
*/
export function splitRoomPath(
poly: number[][], pts: number[][], eps = 1e-6,
): [number[][], number[][]] | null {
if (!poly || poly.length < 3 || !pts || pts.length < 2) return null;
const a = pts[0];
const b = pts[pts.length - 1];
if (samePoint(a, b, eps)) return null;
const ia = edgeIndexOf(poly, a, eps);
const ib = edgeIndexOf(poly, b, eps);
if (ia < 0 || ib < 0) return null; // an end is not on a wall
const mids = pts.slice(1, -1);
for (const m of mids) if (!pointStrictlyInside(m, poly, eps)) return null;
// no path segment may cross a wall
for (let sI = 0; sI < pts.length - 1; sI++)
for (let i = 0; i < poly.length; i++)
if (segmentsProperlyCross(pts[sI], pts[sI + 1], poly[i], poly[(i + 1) % poly.length])) return null;
// the path may not properly self-intersect
for (let sI = 0; sI < pts.length - 1; sI++)
for (let t = sI + 2; t < pts.length - 1; t++)
if (segmentsProperlyCross(pts[sI], pts[sI + 1], pts[t], pts[t + 1])) return null;
// a straight chord lying along a wall has its midpoint ON the outline, not inside
if (pts.length === 2 && !pointStrictlyInside([(a[0] + b[0]) / 2, (a[1] + b[1]) / 2], poly, eps))
return null;
const walk = (from: number[], fromIdx: number, to: number[], toIdx: number): number[][] => {
const acc: number[][] = [from];
let i = (fromIdx + 1) % poly.length;
for (let guard = 0; guard <= poly.length; guard++) {
acc.push(poly[i]);
if (i === toIdx) break;
i = (i + 1) % poly.length;
}
acc.push(to);
return dropRepeats(acc, eps);
};
let p1: number[][];
let p2: number[][];
if (ia === ib) {
// BOTH ends on the SAME edge — carving an alcove out of one wall. The walk
// above would traverse the whole outline twice and return two overlapping,
// self-intersecting rooms whose areas sum to 2x the original (audit G1,
// 2026-07-27). The niche is simply the path closed along that edge; the
// remainder is the outline with that stretch replaced by the path.
const niche = dropRepeats([...pts], eps);
if (niche.length < 3 || polygonArea(niche) <= eps) return null;
// the niche must not swallow other geometry: it stays inside the room
const rest: number[][] = [];
for (let i = 0; i < poly.length; i++) {
rest.push(poly[i]);
if (i === ia) {
// walk the cut from a to b along the edge direction
const dir = (poly[(ia + 1) % poly.length][0] - poly[ia][0]) * (b[0] - a[0])
+ (poly[(ia + 1) % poly.length][1] - poly[ia][1]) * (b[1] - a[1]);
const path = dir >= 0 ? pts : [...pts].reverse();
for (const p of path) rest.push(p);
}
}
p1 = dropRepeats(rest, eps);
p2 = niche;
} else {
p1 = dropRepeats([...walk(a, ia, b, ib), ...[...mids].reverse()], eps);
p2 = dropRepeats([...walk(b, ib, a, ia), ...mids], eps);
}
if (p1.length < 3 || p2.length < 3) return null;
if (polygonArea(p1) <= eps || polygonArea(p2) <= eps) return null;
// INVARIANT (audit G1): a split partitions the room — the parts must sum to
// the original. Anything else means the walk produced overlapping garbage.
if (Math.abs(polygonArea(p1) + polygonArea(p2) - polygonArea(poly)) > Math.max(eps, polygonArea(poly) * 1e-6))
return null;
return [p1, p2];
}
/**
* Marker id by binding: device → device_id, entity → 'lg_'+entity_id,
* virtual → the passed-in existing (if it is already a v_ marker) or a new one via newId().
*/
export function markerIdForBinding(
binding: string,
existingId: string | undefined,
newId: () => string,
): string {
const [kind, ref] = binding.split(':');
if (kind === 'device') return ref;
if (kind === 'entity') return 'lg_' + ref;
return existingId && existingId.startsWith('v_') ? existingId : newId();
}
/** Average LQI over a set of values (or null). */
export function averageLqi(values: number[]): number | null {
if (!values.length) return null;
return Math.round(values.reduce((a, b) => a + b, 0) / values.length);
}
/** “Contain” rectangle with the given aspect (w/h) that fits the whole vb [x,y,w,h]. */
export function fitView(vb: number[], aspect: number): { x: number; y: number; w: number; h: number } {
const planA = vb[2] / vb[3];
if (aspect > planA) {
const h = vb[3], w = vb[3] * aspect;
return { x: vb[0] - (w - vb[2]) / 2, y: vb[1], w, h };
}
const w = vb[2], h = vb[2] / aspect;
return { x: vb[0], y: vb[1] - (h - vb[3]) / 2, w, h };
}
/** Push points apart: no closer than minDist to each other, within rectangle b with padding pad. Mutates pts. */
export function declump(
pts: { x: number; y: number }[],
b: { x: number; y: number; w: number; h: number },
minDist: number,
pad: number,
): void {
if (pts.length < 2) return;
const minX = b.x + pad, maxX = b.x + b.w - pad, minY = b.y + pad, maxY = b.y + b.h - pad;
for (let it = 0; it < 60; it++) {
let moved = false;
for (let i = 0; i < pts.length; i++) {
for (let j = i + 1; j < pts.length; j++) {
const dx = pts[j].x - pts[i].x, dy = pts[j].y - pts[i].y;
const dist = Math.hypot(dx, dy) || 0.001;
if (dist < minDist) {
const push = (minDist - dist) / 2;
const ux = dx / dist, uy = dy / dist;
pts[i].x -= ux * push; pts[i].y -= uy * push;
pts[j].x += ux * push; pts[j].y += uy * push;
moved = true;
}
}
}
for (const q of pts) {
q.x = Math.max(minX, Math.min(maxX, q.x));
q.y = Math.max(minY, Math.min(maxY, q.y));
}
if (!moved) break;
}
}
/**
* Safe URL for <a href>: only http(s) and relative paths are allowed.
* Rejects javascript:, data: and other dangerous schemes (XSS via config).
*/
export function safeUrl(url: string | null | undefined): string | null {
if (!url) return null;
const u = url.trim();
if (/^(https?:)?\/\//i.test(u) || u.startsWith('/') || /^[\w./#?=&%~-]+$/i.test(u)) {
if (/^[a-z][\w+.-]*:/i.test(u) && !/^https?:/i.test(u)) return null;
return u;
}
return null;
}
// ---------------- tap actions ----------------
export type TapAction = 'info' | 'more-info' | 'toggle' | 'run';
/** Domains a card-wide `tap_action: toggle` may toggle (accidental-tap safe). */
/**
* The option lists the editors offer, in one place — and the reason they are
* here rather than inline in the templates.
*
* `display` gained 'value' in v1.26.0 ("show the measurement instead of the
* icon") but the backend schema still only accepted badge/ripple/icon_ripple,
* so saving any marker configured that way was rejected outright — and since
* one bad marker fails the whole config write, the plan could not be saved at
* all. Shipped 2026-07-21, found by a user on 2026-07-27: six days, and only
* because they pasted the error text. Nothing in the suite could have caught
* it, because the option list and the schema that stores it were written in
* two languages and never compared. They are exported here so a backend test
* can read them and assert the schema accepts every value a user can pick.
* Adding an option here and forgetting the schema now fails the test suite.
*/
export const DISPLAY_MODES = ['badge', 'ripple', 'icon_ripple', 'value'] as const;
export const TAP_ACTIONS = ['info', 'more-info', 'toggle', 'run'] as const;
/** Space-level fill: 'glow' is a whole-space light model, not a per-room one. */
// 'glow' leads: it is the default for new spaces since v1.54 — the owner's
// call, it sells the card best. Existing configs keep whatever they chose;
// an absent fill_mode still falls back to 'none' (spaceDisplayOf), so an
// update never repaints somebody's plan.
export const SPACE_FILL_MODES = ['glow', 'none', 'lqi', 'light', 'temp'] as const;
export const ROOM_FILL_MODES = ['none', 'lqi', 'light', 'temp'] as const;
export const TOGGLE_SAFE_DOMAINS = new Set(['light', 'switch', 'fan', 'humidifier', 'cover', 'valve']);
/**
* Domains that must NEVER toggle from a plan tap, even with an explicit
* per-device override: an accidental tap unlocking a door or disarming an
* alarm is a security incident, not a UX shortcut.
*/
export const TOGGLE_FORBIDDEN_DOMAINS = new Set(['lock', 'alarm_control_panel']);
/**
* Resolve the effective tap action for a device icon.
*
* Order: per-device override → card-wide default → 'info'.
* 'toggle' is applied conservatively: a card-wide toggle only affects
* TOGGLE_SAFE_DOMAINS; an explicit per-device toggle affects any domain
* except TOGGLE_FORBIDDEN_DOMAINS. Everything else falls back to 'info'.
*/
/** Cover classes that stay OUT of the card-wide toggle: an accidental tap
* opening the garage or the driveway gate is a security matter, like locks.
* An explicit per-device toggle remains the owner's conscious choice. */
export const COVER_GUARDED_CLASSES = new Set(['garage', 'door', 'gate']);
export function resolveTapAction(
explicit: string | null | undefined,
cardDefault: string | null | undefined,
domain: string | null | undefined,
deviceClass?: string | null,
): TapAction {
// Pure light sources (the device's PRIMARY function is a lamp: bulbs,
// chandeliers, night lights, light groups) toggle by default — no explicit
// setting needed. Devices where light is a side function (a kettle's
// backlight) have a non-light primary and keep the info default.
const want = explicit || cardDefault || (domain === 'light' ? 'toggle' : 'info');
if (want === 'more-info') return 'more-info';
// 'run' is EXPLICIT-only by construction: it needs a per-marker target, so
// it can never arrive as a card-wide default
if (want === 'run') return explicit === 'run' ? 'run' : 'info';
if (want !== 'toggle') return 'info';
if (!domain || TOGGLE_FORBIDDEN_DOMAINS.has(domain)) return 'info';
if (explicit === 'toggle') return 'toggle';
if (!TOGGLE_SAFE_DOMAINS.has(domain)) return 'info';
// covers joined the safe set for curtains and blinds (owner, 2026-07-29) —
// but the garage door is a cover too, and it stays shut on a default tap
if (domain === 'cover' && COVER_GUARDED_CLASSES.has(String(deviceClass || ''))) return 'info';
return 'toggle';
}
/** Domains a tap may RUN (owner's spec 2026-07-29): the runnable units of
* HA. An automation is triggered, a script and a scene are turned on. */
export const RUN_TARGET_DOMAINS = ['automation', 'script', 'scene'] as const;
/** Service to start a runnable target, or null when the id is not runnable. */
export function runServiceFor(target: string | null | undefined): { domain: string; service: string } | null {
const dom = String(target || '').split('.')[0];
if (dom === 'automation') return { domain: 'automation', service: 'trigger' };
if (dom === 'script') return { domain: 'script', service: 'turn_on' };
if (dom === 'scene') return { domain: 'scene', service: 'turn_on' };
return null;
}
// ---------------- floors import ----------------
export interface FloorInfo {
id: string;
name: string;
level: number | null;
}
/** HA floor registry → a list ordered by level (unknown levels last), then name. */
export function floorsOf(hass: any): FloorInfo[] {
const reg = hass?.floors;
if (!reg || typeof reg !== 'object') return [];
const list: FloorInfo[] = [];
for (const f of Object.values<any>(reg)) {
if (!f || !f.floor_id) continue;
list.push({ id: f.floor_id, name: f.name || f.floor_id, level: f.level ?? null });
}
list.sort((a, b) => {
const la = a.level ?? 1e9;
const lb = b.level ?? 1e9;
return la !== lb ? la - lb : a.name.localeCompare(b.name);
});
return list;
}
/** Substitute every occurrence of {name} placeholders in a template string. */
export function subst(s: string, vars?: Record<string, string | number>): string {
if (!vars) return s;
let out = s;
for (const [k, v] of Object.entries(vars)) out = out.split('{' + k + '}').join(String(v));
return out;
}
// ---------------- room fills & colors ----------------
export type RoomFillMode = 'none' | 'lqi' | 'light' | 'temp' | 'glow';
/** Per-space display settings with their defaults resolved. */
export interface SpaceDisplay {
showBorders: boolean;
showNames: boolean;
color: string; // hex like #3ea6ff
opacity: number; // 0..1 — applied to borders, names and fills
fill: RoomFillMode;
tempMin: number; // comfort range lower bound, °C
tempMax: number; // comfort range upper bound, °C
/** Per-space LQI badges near zigbee devices; null = follow the card option. */
showLqi: boolean | null;
/** Base font multiplier for room cards (tier 2; rooms multiply on top). */
cardFontScale: number;
/** Room-card metrics under the room name (all default off). */
labelTemp: boolean;
labelHum: boolean;
labelLqi: boolean;
labelLight: boolean;
}
export const DEFAULT_ROOM_COLOR = '#3ea6ff';
export const DEFAULT_ROOM_OPACITY = 0.55;
export const DEFAULT_TEMP_MIN = 20;
export const DEFAULT_TEMP_MAX = 25;
/** Resolve a space's display settings; spaces without a plan default to visible markup. */
export function spaceDisplayOf(spaceCfg: any): SpaceDisplay {
const s = spaceCfg?.settings || {};
const noPlan = !spaceCfg?.plan_url;
return {
showBorders: s.show_borders ?? noPlan,
showNames: s.show_names ?? noPlan,
color: typeof s.room_color === 'string' && /^#[0-9a-f]{6}$/i.test(s.room_color) ? s.room_color : DEFAULT_ROOM_COLOR,
opacity: typeof s.room_opacity === 'number' ? Math.min(1, Math.max(0, s.room_opacity)) : DEFAULT_ROOM_OPACITY,
fill: ['lqi', 'light', 'temp', 'glow'].includes(s.fill_mode) ? s.fill_mode : 'none',
tempMin: typeof s.temp_min === 'number' ? s.temp_min : DEFAULT_TEMP_MIN,
tempMax: typeof s.temp_max === 'number' ? s.temp_max : DEFAULT_TEMP_MAX,
showLqi: typeof s.show_lqi === 'boolean' ? s.show_lqi : null,
cardFontScale: typeof s.card_font_scale === 'number' && s.card_font_scale > 0
? Math.min(3, Math.max(0.5, s.card_font_scale))
: 1,
labelTemp: s.label_temp === true,
labelHum: s.label_hum === true,
labelLqi: s.label_lqi === true,
labelLight: s.label_light === true,
};
}
// ---------------- global fill colors ----------------
export interface FillColorEntry {
c: string; // #rrggbb
a: number; // 0..1 fill opacity
}
/** Global fill palette, grouped by fill mode; stored in config.settings.fill_colors. */
export interface FillColors {
light_on: FillColorEntry;
light_off: FillColorEntry;
/** Rooms with no light sources at all; alpha 0 (default) = no fill, as before. */
light_none: FillColorEntry;
temp_cold: FillColorEntry;
temp_ok: FillColorEntry;
temp_hot: FillColorEntry;
lqi_low: FillColorEntry;
lqi_high: FillColorEntry;
/** Glow mode: uniform "darkness" over every room + default light color. */
glow_base: FillColorEntry;
glow_light: FillColorEntry;
}
export const DEFAULT_FILL_COLORS: FillColors = {
light_on: { c: '#ffd45c', a: 0.18 },
light_off: { c: '#9aa0a6', a: 0.14 },
light_none: { c: '#6b7480', a: 0 },
temp_cold: { c: '#4fc3f7', a: 0.18 },
temp_ok: { c: '#66d17a', a: 0.18 },
temp_hot: { c: '#ffd45c', a: 0.18 },
lqi_low: { c: '#f25a4a', a: 0.18 },
lqi_high: { c: '#4bd28f', a: 0.18 },
glow_base: { c: '#0d1b2a', a: 0.5 },
glow_light: { c: '#ffd9a0', a: 0.85 },
};
const HEX_RE = /^#[0-9a-f]{6}$/i;
/** Merge stored overrides over the defaults, dropping malformed entries. */
export function fillColorsOf(settings: any): FillColors {
const out: any = {};
const src = settings?.fill_colors || {};
for (const k of Object.keys(DEFAULT_FILL_COLORS) as (keyof FillColors)[]) {
const d = DEFAULT_FILL_COLORS[k];
const v = src[k];
out[k] = {
c: v && typeof v.c === 'string' && HEX_RE.test(v.c) ? v.c : d.c,
a: v && typeof v.a === 'number' ? Math.min(1, Math.max(0, v.a)) : d.a,
};
}
return out as FillColors;
}
/** Linear RGB interpolation between two hex colors, t clamped to 0..1. */
export function lerpColor(a: string, b: string, t: number): string {
const tt = Math.min(1, Math.max(0, t));
const pa = [1, 3, 5].map((i) => parseInt(a.slice(i, i + 2), 16));
const pb = [1, 3, 5].map((i) => parseInt(b.slice(i, i + 2), 16));
const mix = pa.map((v, i) => Math.round(v + (pb[i] - v) * tt));
return '#' + mix.map((v) => v.toString(16).padStart(2, '0')).join('');
}
/**
* Room fill (color + opacity) for the selected mode, or null for "no fill",
* using the global palette. The LQI gradient interpolates lqi_low → lqi_high
* over the 40..180 LQI window (same thresholds as the badge color).
*/
export function roomFillStyle(
mode: RoomFillMode,
lqi: number | null,
lights: 'on' | 'off' | 'none',
temp: number | null | undefined,
tempMin: number,
tempMax: number,
colors: FillColors,
): FillColorEntry | null {
if (mode === 'lqi') {
if (lqi == null) return null;
const t = (lqi - 40) / 140;
return { c: lerpColor(colors.lqi_low.c, colors.lqi_high.c, t),
a: colors.lqi_low.a + (colors.lqi_high.a - colors.lqi_low.a) * Math.min(1, Math.max(0, t)) };
}
if (mode === 'light') {
if (lights === 'none') {
// configurable "no light sources" color; alpha 0 keeps the historical
// no-fill behavior (and the unfilled hover), so nothing changes until
// the user assigns an opacity
return colors.light_none.a > 0 ? colors.light_none : null;
}
return lights === 'on' ? colors.light_on : colors.light_off;
}
if (mode === 'temp') {
if (temp == null) return null;
const lo = Math.min(tempMin, tempMax);
const hi = Math.max(tempMin, tempMax);
if (temp < lo) return colors.temp_cold;
if (temp > hi) return colors.temp_hot;
return colors.temp_ok;
}
return null;
}
/**
* Room fill color for the selected mode, or null for "no fill".
* - lqi: red→green gradient by the room's average zigbee signal (null LQI → no fill)
* - light: warm yellow when any light in the room is on, grey when all known
* lights are off; rooms without lights get no fill (a bathroom without smart
* bulbs should not look permanently "off").
*/
export function roomFillColor(
mode: RoomFillMode,
lqi: number | null,
lights: 'on' | 'off' | 'none',
temp?: number | null,
tempMin: number = DEFAULT_TEMP_MIN,
tempMax: number = DEFAULT_TEMP_MAX,
): string | null {
if (mode === 'lqi') return lqi == null ? null : lqiColor(lqi);
if (mode === 'light') {
if (lights === 'none') return null;
return lights === 'on' ? '#ffd45c' : '#9aa0a6';
}
if (mode === 'temp') {
// blue below the comfort range, green inside, yellow above; no reading → no fill.
// Bounds are swapped automatically if entered in the wrong order.
if (temp == null) return null;
const lo = Math.min(tempMin, tempMax);
const hi = Math.max(tempMin, tempMax);
if (temp < lo) return '#4fc3f7';
if (temp > hi) return '#ffd45c';
return '#66d17a';
}
return null;
}
// ---------------- state-reflecting icons ----------------
/**
* Swap the auto icon for a state variant (open door, unlocked lock…), like core
* HA does. Conservative: only well-known pairs, only when the user has NOT set
* a custom icon, and unknown/unavailable states keep the base icon.
*/
export function stateIcon(
base: string,
domain: string | null | undefined,
deviceClass: string | null | undefined,
state: string | null | undefined,
hasCustomIcon: boolean,
): string {
if (hasCustomIcon || !state || state === 'unavailable' || state === 'unknown') return base;
if (domain === 'binary_sensor') {
if (deviceClass === 'door') return state === 'on' ? 'mdi:door-open' : 'mdi:door-closed';
if (deviceClass === 'window') return state === 'on' ? 'mdi:window-open' : 'mdi:window-closed';
if (deviceClass === 'garage_door') return state === 'on' ? 'mdi:garage-open-variant' : 'mdi:garage-variant';
}
if (domain === 'lock') return state === 'locked' ? 'mdi:lock' : 'mdi:lock-open-variant';
if (domain === 'light' && base === 'mdi:lightbulb') return state === 'on' ? 'mdi:lightbulb-on' : base;
return base;
}
// ---------------- light color & alarm states ----------------
/**
* The current color of a light entity as a CSS color, or null when it is off,
* unavailable or reports no usable color. rgb_color is the source of truth
* (HA normalizes hs/xy into it); brightness is deliberately ignored — a dim
* red bulb should still read as red on the plan.
*/
export function lightColorOf(state: any): string | null {
if (!state || state.state !== 'on') return null;
const rgb = state.attributes?.rgb_color;
if (Array.isArray(rgb) && rgb.length >= 3 && rgb.every((v: any) => Number.isFinite(v))) {
return `rgb(${rgb[0]}, ${rgb[1]}, ${rgb[2]})`;
}
return null;
}
// ---------------- glow fill (light sources) ----------------
/** Blackbody color temperature → RGB (Tanner Helland approximation). */
export function kelvinToRgb(kelvin: number): [number, number, number] {
const t = Math.min(40000, Math.max(1000, kelvin)) / 100;
const r = t <= 66 ? 255 : 329.698727446 * Math.pow(t - 60, -0.1332047592);
const g = t <= 66
? 99.4708025861 * Math.log(t) - 161.1195681661
: 288.1221695283 * Math.pow(t - 60, -0.0755148492);
const b = t >= 66 ? 255 : t <= 19 ? 0 : 138.5177312231 * Math.log(t - 10) - 305.0447927307;
const cl = (v: number) => Math.round(Math.min(255, Math.max(0, v)));
return [cl(r), cl(g), cl(b)];
}
/**
* Color and relative brightness of a light's glow: rgb_color as is, else the
* color temperature via blackbody, else the configured fallback. Off → null.
*/
export function glowColorOf(state: any, fallback: string): { c: string; bri: number } | null {
if (!state || state.state !== 'on') return null;
const a = state.attributes || {};
const briRaw = Number(a.brightness);
const bri = Number.isFinite(briRaw) && briRaw > 0 ? Math.max(0.15, Math.min(1, briRaw / 255)) : 1;
const rgb = a.rgb_color;
if (Array.isArray(rgb) && rgb.length >= 3 && rgb.every((v: any) => Number.isFinite(v)))
return { c: `rgb(${rgb[0]}, ${rgb[1]}, ${rgb[2]})`, bri };
const kelvin = Number(a.color_temp_kelvin) || (Number(a.color_temp) > 0 ? 1e6 / Number(a.color_temp) : NaN);
if (Number.isFinite(kelvin) && kelvin > 0) {
const [r, g, b] = kelvinToRgb(kelvin);
return { c: `rgb(${r}, ${g}, ${b})`, bri };
}
return { c: fallback, bri };
}
/**
* Light spilling through a doorway: the sector of the glow circle between the
* rays source→A and source→B (door edge points), out to radius r. This part of
* the circle is intentionally NOT clipped by the room (owner's spec: no shadow
* casting — just the unclipped sector). Null when the door is out of reach or
* the source sits on a door edge; the sweep is clamped to maxDeg.
*/
export function doorSector(
src: number[], a: number[], b: number[], r: number, maxDeg = 170,
): number[][] | null {
const la = Math.hypot(a[0] - src[0], a[1] - src[1]);
const lb = Math.hypot(b[0] - src[0], b[1] - src[1]);
if (la < 1e-6 || lb < 1e-6 || Math.min(la, lb) >= r) return null;
let aa = Math.atan2(a[1] - src[1], a[0] - src[0]);
let sweep = Math.atan2(b[1] - src[1], b[0] - src[0]) - aa;
while (sweep > Math.PI) sweep -= 2 * Math.PI;
while (sweep < -Math.PI) sweep += 2 * Math.PI;
const max = (maxDeg * Math.PI) / 180;
if (Math.abs(sweep) > max) {
const mid = aa + sweep / 2;
sweep = max * Math.sign(sweep);
aa = mid - sweep / 2;
}
const steps = 8;
const pts: number[][] = [[src[0], src[1]]];
for (let i = 0; i <= steps; i++) {
const ang = aa + (sweep * i) / steps;
pts.push([src[0] + Math.cos(ang) * r, src[1] + Math.sin(ang) * r]);
}
return pts;
}
/**
* Is there a room on the far side of an opening (relative to the light source)?
* Entrance doors lead outside — light must not spill there.
*/
export function hasRoomBehind(
center: number[], angleDeg: number, src: number[], polys: number[][][], probe: number,
): boolean {
const rad = (angleDeg * Math.PI) / 180;
const n = [-Math.sin(rad), Math.cos(rad)];
const toSrc = (src[0] - center[0]) * n[0] + (src[1] - center[1]) * n[1];
const sgn = toSrc > 0 ? -1 : 1;
const p = [center[0] + n[0] * probe * sgn, center[1] + n[1] * probe * sgn];
return polys.some((poly) => pointStrictlyInside(p, poly, 1e-9));
}
/**
* Group toggle for a switch's controlled entities, HA-group semantics:
* any target on -> turn everything off; all off -> turn everything on.
*/
export function controlsAction(states: (string | undefined)[]): 'turn_on' | 'turn_off' {
return states.some((st) => st === 'on') ? 'turn_off' : 'turn_on';
}
/** Only lights and plain switches may be group-controlled from the plan. */
export function isControllable(entityId: string): boolean {
return entityId.startsWith('light.') || entityId.startsWith('switch.');
}
// ---------------- open (virtual) boundaries ----------------
/**
* Collinear overlapping stretches of two room outlines — their shared
* boundary. Handles the real-house case where neighbouring walls only
* PARTIALLY overlap (collinear, different lengths). Returns segments
* [x1,y1,x2,y2] with length > eps.
*/
export function sharedBoundary(a: number[][], b: number[][], eps = 1e-6): number[][] {
const res: number[][] = [];
if (!a || !b || a.length < 3 || b.length < 3) return res;
for (let i = 0; i < a.length; i++) {
const p1 = a[i], p2 = a[(i + 1) % a.length];
const dx = p2[0] - p1[0], dy = p2[1] - p1[1];
const len = Math.hypot(dx, dy);
if (len < eps) continue;
const ux = dx / len, uy = dy / len;
for (let j = 0; j < b.length; j++) {
const q1 = b[j], q2 = b[(j + 1) % b.length];
// both q endpoints must lie on the line of p1-p2
const d1 = Math.abs((q1[0] - p1[0]) * uy - (q1[1] - p1[1]) * ux);
const d2 = Math.abs((q2[0] - p1[0]) * uy - (q2[1] - p1[1]) * ux);
const tol = Math.max(eps, len * 1e-6);
if (d1 > tol || d2 > tol) continue;
// overlap of parameter intervals along the line
const t1 = (q1[0] - p1[0]) * ux + (q1[1] - p1[1]) * uy;
const t2 = (q2[0] - p1[0]) * ux + (q2[1] - p1[1]) * uy;
const lo = Math.max(0, Math.min(t1, t2));
const hi = Math.min(len, Math.max(t1, t2));
if (hi - lo > eps) {
res.push([p1[0] + ux * lo, p1[1] + uy * lo, p1[0] + ux * hi, p1[1] + uy * hi]);
}
}
}
return res;
}
/**
* Connected component of rooms joined by open (virtual) boundaries — the
* "open zone" light flows through. The open_to link counts in either
* direction. Returns a set of room ids including the start.
*/
export function openZoneOf(roomId: string, rooms: { id?: string; open_to?: string[] | null }[]): Set<string> {
const zone = new Set<string>([roomId]);
const linked = (x: any, y: any) =>
(x.open_to || []).includes(y.id) || (y.open_to || []).includes(x.id);
let grew = true;
while (grew) {
grew = false;
for (const r of rooms) {
if (!r.id || zone.has(r.id)) continue;
for (const z of rooms) {
if (!z.id || !zone.has(z.id)) continue;
if (linked(r, z)) { zone.add(r.id); grew = true; break; }
}
}
}
return zone;
}
/**
* Segments with the given collinear stretches removed — the workhorse behind
* TRUE dashed open boundaries (derived walls and room outlines alike).
*/
export function cutSegments(segs: number[][], cuts: number[][], eps = 1e-6): number[][] {
const out: number[][] = [];
for (const seg of segs) {
const p1 = [seg[0], seg[1]], p2 = [seg[2], seg[3]];
const dx = p2[0] - p1[0], dy = p2[1] - p1[1];
const len = Math.hypot(dx, dy);
if (len < eps) continue;
const ux = dx / len, uy = dy / len;
// collect cut intervals on this edge
const iv: [number, number][] = [];
for (const c of cuts) {
const d1 = Math.abs((c[0] - p1[0]) * uy - (c[1] - p1[1]) * ux);
const d2 = Math.abs((c[2] - p1[0]) * uy - (c[3] - p1[1]) * ux);
const tol = Math.max(eps, len * 1e-6);
if (d1 > tol || d2 > tol) continue;
const t1 = (c[0] - p1[0]) * ux + (c[1] - p1[1]) * uy;
const t2 = (c[2] - p1[0]) * ux + (c[3] - p1[1]) * uy;
const lo = Math.max(0, Math.min(t1, t2));
const hi = Math.min(len, Math.max(t1, t2));
if (hi - lo > eps) iv.push([lo, hi]);
}
if (!iv.length) {
out.push([p1[0], p1[1], p2[0], p2[1]]);
continue;
}
iv.sort((a, b) => a[0] - b[0]);
let cur = 0;
for (const [lo, hi] of iv) {
if (lo - cur > eps) out.push([p1[0] + ux * cur, p1[1] + uy * cur, p1[0] + ux * lo, p1[1] + uy * lo]);
cur = Math.max(cur, hi);
}
if (len - cur > eps) out.push([p1[0] + ux * cur, p1[1] + uy * cur, p2[0], p2[1]]);
}
return out;
}
/** Room outline pieces with the given collinear stretches removed. */
export function outlineWithout(poly: number[][], cuts: number[][], eps = 1e-6): number[][] {
const edges: number[][] = [];
for (let i = 0; i < poly.length; i++) {
const p1 = poly[i], p2 = poly[(i + 1) % poly.length];
edges.push([p1[0], p1[1], p2[0], p2[1]]);
}
return cutSegments(edges, cuts, eps);
}
/**
* Legacy static URLs (/houseplan_files/plans|files/...) are rewritten to the
* authenticated content endpoint (audit B1). Applied on READ, so stored
* configs keep working without a migration.
*/
/**
* How many paths one `houseplan/content/sign` call may carry. The backend caps
* the request at the same number and silently ignores the rest, so a client
* that sends more gets a partial answer with no way to tell which paths were
* dropped — on a wall tablet those entries then expire for good (review R2-2).
* Keep in sync with MAX_SIGN_PATHS in custom_components/houseplan/const.py.
*/
export const MAX_SIGN_PATHS = 200;
/** A signature is valid for 24 h; refresh once two thirds of it is gone. */
export const SIGN_TTL_MS = 24 * 3600 * 1000;
export const SIGN_REFRESH_MS = 16 * 3600 * 1000;
/** Split a list into chunks of at most `size` (used for signing batches). */
export function chunk<T>(items: T[], size: number): T[][] {
const n = Math.max(1, Math.floor(size));
const out: T[][] = [];
for (let i = 0; i < items.length; i += n) out.push(items.slice(i, i + n));
return out;
}
/**
* Every content url the given config still refers to, normalised through
* `contentUrl`. The signature cache is pruned to this set: without it the cache
* only grows — replaced plans and deleted attachments keep their entries, and
* the total can cross the per-request cap even when the live config is small.
*/
export function referencedContentUrls(cfg: any): Set<string> {
const out = new Set<string>();
const add = (u: unknown) => {
if (typeof u !== 'string' || !u) return;
const c = contentUrl(u);
if (c.startsWith('/api/houseplan/content/')) out.add(c);
};
for (const sp of cfg?.spaces || []) {
add(sp?.plan_url);
for (const m of sp?.markers || []) for (const p of m?.pdfs || []) add(p?.url);
}
for (const m of cfg?.markers || []) for (const p of m?.pdfs || []) add(p?.url);
return out;
}
export function contentUrl(url: string | null | undefined): string {
if (!url) return '';
if (url.startsWith('/houseplan_files/plans/')) {
return '/api/houseplan/content/plans/_/' + url.slice('/houseplan_files/plans/'.length);
}
if (url.startsWith('/houseplan_files/files/')) {
return '/api/houseplan/content/files/' + url.slice('/houseplan_files/files/'.length);
}
return url;
}
// ---------------- room-level settings (tier 3) ----------------
/**
* Effective fill mode of a room: its own override wins, otherwise the space's.
* Four settings tiers (owner's principle, 2026-07-26): global > space > room >
* device; the more specific tier overrides the more general one. A room may
* override even in a glow space ('none' pulls it out of the darkness).
*/
export function roomFillModeOf(
spaceFill: RoomFillMode,
room: { settings?: { fill_mode?: string | null } | null } | null | undefined,
): RoomFillMode {
const o = room?.settings?.fill_mode;
return o === 'none' || o === 'lqi' || o === 'light' || o === 'temp' ? o : spaceFill;
}
// ---------------- marker files ----------------
/**
* Rewrite attached-file urls when a marker's id changes (rebinding): the
* server moves /files/<oldId>/ to /files/<newId>/, the urls must follow.
*/
export function migratePdfUrls<T extends { url: string }>(
pdfs: T[], oldId: string, newId: string, mapping?: Record<string, string>,
): T[] {
if (!oldId || !newId || oldId === newId) return pdfs;
const from = '/files/' + oldId + '/';
const to = '/files/' + newId + '/';
return pdfs.map((p) => {
if (!p.url.includes(from)) return p;
const tail = p.url.split(from)[1] || '';
const [name, query] = [tail.split('?')[0], tail.includes('?') ? '?' + tail.split('?')[1] : ''];
if (mapping) {
// review CR-3: rewrite ONLY files the server confirmed it copied, and use
// the name it actually wrote (collisions get a unique name). A url that
// was not copied keeps pointing at the still-existing old folder.
const dst = mapping[decodeURIComponent(name)] ?? mapping[name];
if (!dst) return p;
return { ...p, url: p.url.split(from + name)[0] + to + encodeURIComponent(dst) + query };
}
return { ...p, url: p.url.split(from).join(to) };
});
}
// ---------------- kiosk gestures ----------------
/**
* Kiosk swipe: which neighbouring space a horizontal gesture selects.
* Only fires at 1:1 zoom (owner's decision — when zoomed the gesture pans),
* needs a mostly-horizontal move of at least minPx. Wraps around.
*/
export function swipeTarget(
dx: number, dy: number, zoom: number, spaceIds: string[], current: string, minPx = 60,
): string | null {
if (zoom > 1.001 || spaceIds.length < 2) return null;
if (Math.abs(dx) < minPx || Math.abs(dx) < Math.abs(dy) * 1.5) return null;
const i = spaceIds.indexOf(current);
if (i < 0) return null;
const n = spaceIds.length;
return dx < 0 ? spaceIds[(i + 1) % n] : spaceIds[(i - 1 + n) % n];
}
/** Clamp a per-screen size multiplier (icons / room-card font). */
export function clampScale(v: unknown, def = 1): number {
const n = Number(v);
return Number.isFinite(n) && n > 0 ? Math.min(3, Math.max(0.5, n)) : def;
}
// ---------------- alignment guides ----------------
export interface AlignGuide {
axis: 'x' | 'y';
/** The candidate's aligned coordinate (x for axis x, y for axis y). */
at: number;
/** The candidate point the guide is drawn from. */
from: number[];
}
/**
* Alignment guides for a point being drawn/dragged: the nearest candidate
* sharing its X and the nearest sharing its Y (within tol). Indication only —
* no magnetism, the grid owns the actual position (owner's decision).
*/
export function alignGuides(pt: number[], candidates: number[][], tol: number): AlignGuide[] {
let bestX: { d: number; c: number[] } | null = null;
let bestY: { d: number; c: number[] } | null = null;
for (const c of candidates) {
const same = Math.abs(c[0] - pt[0]) < 1e-6 && Math.abs(c[1] - pt[1]) < 1e-6;
if (same) continue;
if (Math.abs(c[0] - pt[0]) <= tol) {
const d = Math.abs(c[1] - pt[1]);
if (d > 1e-6 && (!bestX || d < bestX.d)) bestX = { d, c };
}
if (Math.abs(c[1] - pt[1]) <= tol) {
const d = Math.abs(c[0] - pt[0]);
if (d > 1e-6 && (!bestY || d < bestY.d)) bestY = { d, c };
}
}
const out: AlignGuide[] = [];
if (bestX) out.push({ axis: 'x', at: bestX.c[0], from: bestX.c });
if (bestY) out.push({ axis: 'y', at: bestY.c[1], from: bestY.c });
return out;
}
/** Segment angle in degrees, normalized to [0, 360). */
export function segmentAngle(a: number[], b: number[]): number {
let deg = (Math.atan2(b[1] - a[1], b[0] - a[0]) * 180) / Math.PI;
if (deg < 0) deg += 360;
return deg;
}
/** Is the angle a multiple of 45° (within tolerance)? */
export function is45(deg: number, tol = 0.5): boolean {
const m = ((deg % 45) + 45) % 45;
return m <= tol || 45 - m <= tol;
}
/** Distance from a point to a segment [x1,y1,x2,y2]. */
export function distToSegment(p: number[], s: number[]): number {
const dx = s[2] - s[0], dy = s[3] - s[1];
const len2 = dx * dx + dy * dy;
if (!len2) return Math.hypot(p[0] - s[0], p[1] - s[1]);
let t = ((p[0] - s[0]) * dx + (p[1] - s[1]) * dy) / len2;
t = Math.max(0, Math.min(1, t));
return Math.hypot(p[0] - (s[0] + t * dx), p[1] - (s[1] + t * dy));
}
/** Device classes whose active state is an emergency, not a status. */
const ALARM_CLASSES = new Set(['smoke', 'gas', 'carbon_monoxide', 'moisture', 'safety', 'tamper', 'problem']);
/**
* An alarm is firing: leak/smoke/gas/CO/safety binary sensors in `on`, or a
* siren that is on. Unavailable/unknown never alarm (an outage is not a fire).
*/
export function isAlarmState(
domain: string | null | undefined,
deviceClass: string | null | undefined,
state: string | null | undefined,
): boolean {
if (state !== 'on') return false;
if (domain === 'siren') return true;
return domain === 'binary_sensor' && !!deviceClass && ALARM_CLASSES.has(deviceClass);
}
// ---------------- room references ----------------
/**
* Parse a marker's room reference. Two shapes:
* - `space#area` — a room bound to an HA area (historical form)
* - `space#@roomId` — a room WITHOUT an area (sub-area rooms, issue #3):
* devices are placed into it manually, by room id.
*/
export function parseRoomRef(
v: string | null | undefined,
): { space: string; area: string | null; roomId: string | null } | null {
if (!v) return null;
const i = v.indexOf('#');
if (i <= 0) return null;
const space = v.slice(0, i);
const rest = v.slice(i + 1);
if (!rest) return null;
if (rest.startsWith('@')) {
const roomId = rest.slice(1);
return roomId ? { space, area: null, roomId } : null;
}
return { space, area: rest, roomId: null };
}
// ---------------- new-device detection ----------------
/**
* Which auto-appearing device ids are NEW against the known baseline.
* No baseline yet (first run / upgrade) → nothing is new: every current id
* becomes the baseline silently, so an update never floods the plan with dots.
*/
export function diffNewDevices(
currentIds: string[],
known: string[] | null | undefined,
): { fresh: string[]; known: string[] } {
if (!Array.isArray(known)) return { fresh: [], known: [...currentIds] };
const knownSet = new Set(known);
const fresh = currentIds.filter((id) => !knownSet.has(id));
return { fresh, known: fresh.length ? [...known, ...fresh] : known };
}