rivers/05: flow-through routing — river → lake → over the spill → … → sea; the hydrology map and the flow-direction field
Replaces terminate-at-first with chaining through the basin graph (rivers/04): one D8 field on FullFilled per seed; each promoted river follows it from its terminal, checked at every basin entered against the floor→spill climb (SpillClimbM) vs ISLA_FLOW_CAP_M (30) — overflow or wall. Lake basins are entered on the real terrain (Plan.Dir, rivers/03c fix B fallback), crossed as water to the entered body's lowest-FullFilled outlet, left over the spill. Keep on OceanMask / IsLake, drop on dry or puddle-only, read through the rivers/03b confluence root (reused verbatim). The field at the cap (walled basins re-pointed onto the real terrain), its accumulation and every cell's destination; hero-lake candidates ranked as data. HydrologyRenderer: the showpiece map on the atlas relief and the flow-direction data map. Heights digested and asserted; nothing filled, nothing carved. RiverRouting.Confluence and DrainageRenderer.LabelPlacer private→internal. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EppUMXNhSeuA5Mu51UnTyP
This commit is contained in:
parent
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6 changed files with 1511 additions and 2 deletions
6
Tools/Scenes/FlowThroughTool.tscn
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6
Tools/Scenes/FlowThroughTool.tscn
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[gd_scene format=3 uid="uid://flowthrough05"]
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[ext_resource type="Script" path="res://Tools/Scripts/FlowThroughTool.cs" id="1_ftt05"]
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[node name="FlowThroughTool" type="Node"]
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script = ExtResource("1_ftt05")
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@ -347,7 +347,7 @@ namespace IslaApocalypse.Tools
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/// DROPPED rather than drawn illegibly on top of one — and every caller reports how many, so a
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/// missing number is never silent. Shared by the composition and routed-mix plates.
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/// </summary>
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private sealed class LabelPlacer
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internal sealed class LabelPlacer
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{
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private readonly List<Rect2I> _placed = new();
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private readonly int _n, _scale, _pad;
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642
Tools/Scripts/FlowThroughRouting.cs
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642
Tools/Scripts/FlowThroughRouting.cs
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using System;
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using System.Collections.Generic;
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using IslaApocalypse.Core;
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namespace IslaApocalypse.Tools
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{
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/// <summary>
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/// ⭐⭐ FLOW-THROUGH ROUTING (rivers/05) — river → lake → over the spill → river → … → sea.
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///
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/// ═══ THE MODEL ═══
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///
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/// The reference routes a river to the FIRST terminus it can afford and stops. This replaces that with
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/// CHAINING THROUGH THE BASIN GRAPH (rivers/04): a promoted river runs down its erosion-carved stem to
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/// its terminal basin and from there follows the terrain's own overflow structure — into the lake or
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/// across the dry pan, over the basin's spill, into the next basin, over its spill — until it reaches
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/// the coast, walls at a real lake, or walls at a dry sink.
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///
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/// THE FIELD one island-wide D8 direction per land cell on <c>Plan.FullFilled</c> (the overflow
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/// surface, rivers/04 §0.2: on it every basin's minimum is its spill, so descent leaves
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/// each basin over its spill into the next). Cap-independent; computed once per seed.
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/// THE WALK a river FOLLOWS the field from its terminal. Each basin it enters is checked once:
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/// floor→spill climb (<c>BasinNode.SpillClimbM</c>, the fill-to-overtop metric, applied
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/// uniformly to lake and dry basins) ≤ cap → overflow, continue; > cap → walled, stop.
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/// DISPOSITION reaches <c>OceanMask</c> → KEEP (flow-through to the sea); walls at an <c>IsLake</c>
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/// basin → KEEP (lake-terminal, feeds visible water); walls at a dry or puddle-only basin
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/// → DROP the river entirely (a river dead-ending in dry nowhere is worse than no river,
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/// and nothing is filled). Read through the CONFLUENCE ROOT: a river that joins a kept
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/// river is kept as its tributary, whatever its own chain would have done.
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/// CONFLUENCE rivers/03b's, reused verbatim: biggest-first, true cell intersection, never proximity.
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///
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/// ═══ ⛔ THE RED LINE ═══
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///
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/// **Courses, a direction field, and data. No height written, no bed carved, no water created or
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/// filled.** The caller digests both height fields around this and refuses on any change.
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///
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/// ═══ ⚠ D-046 — which surface each step reads ═══
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///
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/// RENDER the field (<c>FullFilled</c>), the climbs (<c>SpillClimbM</c>), the real-terrain descent into
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/// a lake (<c>Plan.Dir</c> on <c>Filled</c>), the lowground fallback (<c>RouteTo</c> on <c>p2.Height</c>).
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/// CLASSIFY every terminus test: <c>OceanMask</c> for the sea, <c>IsLake</c> (≥ floor) for a lake, and
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/// "is this cell the basin's own water" for where a river enters a lake. No bare <c>h < sea</c>.
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///
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/// ═══ ⭐ HOW A LAKE BASIN IS CROSSED (the one place the field is not simply followed) ═══
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///
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/// The field inside a basin is the flood's ulp-staircase — it points from anywhere in the basin straight
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/// at the spill, IGNORING the lake, because the flood never asked where the low water is. Water entering
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/// a lake basin does not skirt the lake to the spill; it runs down to the lake, fills it, and leaves at
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/// the spill. So inside an <c>IsLake</c> basin the course is: the REAL-TERRAIN descent from the entry
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/// point into the basin's own classify water (<c>Plan.Dir</c>; rivers/03c fix B's lowground route as the
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/// fallback when the descent pools short of the water), then the LAKE SPAN (water — recorded, not drawn),
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/// then the OUTLET: from the lake's lowest cell on <c>FullFilled</c> (its point nearest the spill in flood
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/// terms) along the field over the spill. A dry basin is crossed on the field as a visible line.
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/// </summary>
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public static class FlowThroughRouting
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{
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private static readonly int[] DX = { -1, -1, -1, 0, 0, 1, 1, 1 };
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private static readonly int[] DY = { -1, 0, 1, -1, 1, -1, 0, 1 };
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private static readonly float[] DIST = {
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1.41421356f, 1f, 1.41421356f, 1f, 1f, 1.41421356f, 1f, 1.41421356f };
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public const sbyte D_NONE = -1;
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public enum Terminus : byte
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{
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/// <summary>The chain reached <c>OceanMask</c>.</summary>
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Ocean,
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/// <summary>Walled at an <c>IsLake</c> basin — a significant lake.</summary>
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Lake,
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/// <summary>Walled at a dry (or puddle-only) basin.</summary>
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DrySink,
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/// <summary>The walk stuck with no lower neighbour outside any basin — an exact flat. Not expected.</summary>
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Closed,
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}
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/// <summary>One basin the chain entered.</summary>
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public sealed class Hop
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{
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public int BasinId;
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public bool IsLake;
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/// <summary>Floor→spill climb, metres, clamped at sea as <c>RouteTo</c> clamps — the cap metric.</summary>
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public float ClimbM;
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public bool Walled;
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public int EntryCell;
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/// <summary>The first cell outside the basin on the way out (-1 if walled).</summary>
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public int SpillCell = -1;
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/// <summary>⭐ The cell the river actually ENTERED the lake at (lake basins only; -1 otherwise).</summary>
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public int LakeEntryCell = -1;
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/// <summary>Cross-check: the field's exit from this basin lands where <c>BasinGraph</c>'s edge says.</summary>
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public bool EdgeAgreesWithGraph = true;
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/// <summary>The lake-entry descent had to fall back to the lowground route (the terminal pooled short of the water).</summary>
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public bool UsedLowgroundFallback;
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}
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/// <summary>One promoted river, walked, disposed, assembled.</summary>
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public sealed class FlowRiver
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{
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public RiverCandidate Candidate;
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public List<Hop> Chain = new();
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/// <summary>This river's OWN terminus, before confluence.</summary>
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public Terminus Terminus;
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public int TerminusBasinId;
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/// <summary>The ocean cell entered, the lake cell entered, or where a dry/closed chain ended.</summary>
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public int MouthCell = -1;
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/// <summary>Head → terminus: the upland stem then the lowland chain. Lake spans are straight jumps across water.</summary>
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public List<(float x, float y)> Course;
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/// <summary>Lake spans: (entry water cell, outlet water cell) — the parts of the course that are water, not channel.</summary>
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public List<(int from, int to)> WaterSpans = new();
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public float StemLenPx, LowlandLenPx;
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public float TotalLenPx => StemLenPx + LowlandLenPx;
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public float MaxHopClimbM, TotalClimbM;
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public int LakesPassed;
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/// <summary>The rivers/03b confluence wrapper — <c>Joined</c>, <c>ConfluenceParentRank</c>, <c>CellPath</c>, <c>OwnPath</c>, <c>StemCells</c>.</summary>
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public RiverRouting.RoutedRiver Routed;
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/// <summary>⭐ The disposition of record — read through the confluence root.</summary>
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public Terminus RootTerminus;
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public bool Dropped;
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public bool Trunk => Candidate.IsSea;
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public bool ReachesSea => !Dropped && RootTerminus == Terminus.Ocean;
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public string Why = "";
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}
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/// <summary>The cap-independent field: D8 on <c>FullFilled</c>, 0..7 or <see cref="D_NONE"/> (ocean, or no lower neighbour).</summary>
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public sealed class Field
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{
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public sbyte[] Dir;
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public int N;
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public int Target(int i)
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{
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sbyte d = Dir[i];
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if (d < 0) return -1;
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int cx = i / N, cy = i % N;
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return (cx + DX[d]) * N + (cy + DY[d]);
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}
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}
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/// <summary>Per-seed precomputation shared by every cap: each lake basin's water cells and outlet cell; every basin's fill volume.</summary>
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public sealed class Prep
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{
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public Dictionary<int, List<int>> LakeCells = new();
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/// <summary>
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/// ⭐ Per WATER BODY (an 8-connected component of a lake basin's own classify water): its cell with the lowest
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/// <c>FullFilled</c> — the body's point nearest the spill in flood terms, where its overflow leaves. Per body, not
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/// per basin: one basin can own several separate lakes (rivers/04 found `1063685222 #699` owning two), and a
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/// river that enters one must leave from THAT one, not jump across land to another.
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/// </summary>
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public Dictionary<int, int> BodyOut = new();
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/// <summary>Water cell → its body id (lake basins' own water only).</summary>
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public Dictionary<int, int> BodyOf = new();
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/// <summary>Per basin id: Σ (FullFilled − render) × metres, over its cells — the volume to fill it to its spill, in metre·cells.</summary>
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public Dictionary<int, double> FillVolumeMPx = new();
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public bool[] Scratch; // one reusable target mask for the lowground fallback
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}
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public sealed class HeroLake
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{
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public int BasinId; public long LakeCells; public double FillVolumeMPx;
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public float RiverLenPx; public int RiverRank; public int RiversThrough;
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public double Score;
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}
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public sealed class Result
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{
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public float CapM;
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public List<FlowRiver> Rivers = new();
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public HashSet<int> WalledIds = new();
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public int Trunks, FlowThrough, LakeTerminal, DroppedDry, DroppedClosed, Joined, RescuedByConfluence, DroppedByConfluence;
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public int EdgeAgree, EdgeDisagree, LowgroundFallbacks;
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/// <summary>The field AT THIS CAP: the ∞ field with every walled basin's cells replaced by D8 on the real terrain, so flow into a walled basin ends there.</summary>
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public sbyte[] CappedDir;
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/// <summary>Flow accumulation on the capped field (Kahn), cells; 0 on ocean — the field's own drainage tree, for the data map.</summary>
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public int[] CappedAcc;
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public long LandCells, CellsToSea, CellsToWalledLake, CellsToWalledDry, CellsStuck;
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public List<HeroLake> HeroLakes = new();
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}
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// ═══ THE FIELD ══════════════════════════════════════════════════════════════════════════
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/// <summary>D8 on <c>FullFilled</c> for every non-ocean cell, the analysis's exact neighbour order and drop/DIST rule. Ocean cells are <see cref="D_NONE"/>.</summary>
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public static Field BuildField(DrainageAnalysis.Plan plan, int n, bool[] isOcean)
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{
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int total = n * n;
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var dir = new sbyte[total];
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float[] ff = plan.FullFilled;
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for (int i = 0; i < total; i++)
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{
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if (isOcean[i]) { dir[i] = D_NONE; continue; }
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int cx = i / n, cy = i % n;
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float best = 0f; int bestK = -1;
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for (int k = 0; k < 8; k++)
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{
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int nx = cx + DX[k], ny = cy + DY[k];
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if (nx < 0 || nx >= n || ny < 0 || ny >= n) continue;
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float drop = (ff[i] - ff[nx * n + ny]) / DIST[k];
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if (drop > best) { best = drop; bestK = k; }
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}
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dir[i] = bestK < 0 ? D_NONE : (sbyte)bestK;
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}
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return new Field { Dir = dir, N = n };
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}
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public static Prep Prepare(DrainageAnalysis.Plan plan, BasinGraph graph, float[,] height, int n, bool[] isOcean, bool[] isClassifyWater)
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{
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int total = n * n;
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var p = new Prep { Scratch = new bool[total] };
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var isLake = new HashSet<int>();
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foreach (var b in graph.Nodes) if (b.IsLake) isLake.Add(b.Id);
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var outFF = new Dictionary<int, float>();
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for (int i = 0; i < total; i++)
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{
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int id = plan.BasinId[i];
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if (id == 0) continue;
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double d = WorldScale.MetresFromRaw(plan.FullFilled[i] - height[i / n, i % n]);
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p.FillVolumeMPx.TryGetValue(id, out double v); p.FillVolumeMPx[id] = v + d;
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if (!isLake.Contains(id) || !isClassifyWater[i] || isOcean[i]) continue;
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if (!p.LakeCells.TryGetValue(id, out var cells)) { cells = new List<int>(); p.LakeCells[id] = cells; }
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cells.Add(i);
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}
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// Label each lake basin's water into bodies (8-connected, fixed order) and find each body's outlet cell.
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int nextBody = 1;
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var stack = new Stack<int>();
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foreach (var kv in p.LakeCells)
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{
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var set = new HashSet<int>(kv.Value);
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foreach (int seed in kv.Value)
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{
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if (p.BodyOf.ContainsKey(seed)) continue;
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int body = nextBody++;
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p.BodyOf[seed] = body; stack.Push(seed);
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int outCell = seed; float outFFv = plan.FullFilled[seed];
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while (stack.Count > 0)
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{
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int c = stack.Pop();
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if (plan.FullFilled[c] < outFFv || (plan.FullFilled[c] == outFFv && c < outCell)) { outFFv = plan.FullFilled[c]; outCell = c; }
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int cx = c / n, cy = c % n;
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for (int k = 0; k < 8; k++)
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{
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int nx = cx + DX[k], ny = cy + DY[k];
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if (nx < 0 || nx >= n || ny < 0 || ny >= n) continue;
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int ni = nx * n + ny;
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if (!set.Contains(ni) || p.BodyOf.ContainsKey(ni)) continue;
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p.BodyOf[ni] = body; stack.Push(ni);
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}
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}
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p.BodyOut[body] = outCell;
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}
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}
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return p;
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}
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/// <summary>The shortest 8-connected path THROUGH a body's water from one of its cells to another (BFS, fixed order). Water, not channel — recorded, never drawn.</summary>
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private static List<int> WaterPath(Prep prep, int from, int to, int n)
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{
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int body = prep.BodyOf[from];
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var parent = new Dictionary<int, int> { [from] = -1 };
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var q = new Queue<int>(); q.Enqueue(from);
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while (q.Count > 0)
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{
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int c = q.Dequeue();
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if (c == to) break;
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int cx = c / n, cy = c % n;
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for (int k = 0; k < 8; k++)
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{
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int nx = cx + DX[k], ny = cy + DY[k];
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if (nx < 0 || nx >= n || ny < 0 || ny >= n) continue;
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int ni = nx * n + ny;
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if (parent.ContainsKey(ni) || !prep.BodyOf.TryGetValue(ni, out int b) || b != body) continue;
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parent[ni] = c; q.Enqueue(ni);
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}
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}
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var path = new List<int>();
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if (!parent.ContainsKey(to)) { path.Add(from); path.Add(to); return path; }
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for (int c = to; c >= 0; c = parent[c]) path.Add(c);
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path.Reverse();
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return path;
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}
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// ═══ THE WALKS ══════════════════════════════════════════════════════════════════════════
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public static Result Run(List<RiverCandidate> promoted, DrainageAnalysis.Plan plan, BasinGraph graph, Field field, Prep prep,
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float[,] height, int n, bool[] isOcean, bool[] isClassifyWater, float sea, float capM, Action<string> log, bool confluence = true)
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{
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var r = new Result { CapM = capM };
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foreach (var b in graph.LandNodes) if (b.SpillClimbM > capM) r.WalledIds.Add(b.Id);
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foreach (var c in promoted)
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{
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var fr = Walk(c, plan, graph, field, prep, height, n, isOcean, isClassifyWater, sea, capM, r);
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r.Rivers.Add(fr);
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}
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// ---- confluence (rivers/03b, reused) over EVERY river, kept or not — a river that meets a kept river's
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// channel before its own dead-end is that river's tributary, and its water reaches the sea through it.
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var wrappers = new List<RiverRouting.RoutedRiver>();
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foreach (var fr in r.Rivers)
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{
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fr.Routed = new RiverRouting.RoutedRiver
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{
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Candidate = fr.Candidate, Course = fr.Course,
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Class = fr.Trunk ? RiverRouting.RiverClass.OceanTrunk
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: fr.Terminus == Terminus.Ocean ? RiverRouting.RiverClass.RoutedGiant
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: fr.Terminus == Terminus.Lake ? RiverRouting.RiverClass.LakeEnder
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: RiverRouting.RiverClass.WalledOff,
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};
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wrappers.Add(fr.Routed);
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}
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if (confluence) RiverRouting.Confluence(wrappers, log);
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else foreach (var w in wrappers) w.OwnPath = w.Course;
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var byRank = new Dictionary<int, FlowRiver>();
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foreach (var fr in r.Rivers) byRank[fr.Candidate.Rank] = fr;
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foreach (var fr in r.Rivers)
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{
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var root = RiverRouting.Root(fr.Routed, wrappers);
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var rootFr = byRank[root.Candidate.Rank];
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fr.RootTerminus = rootFr.Terminus;
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fr.Dropped = fr.RootTerminus == Terminus.DrySink || fr.RootTerminus == Terminus.Closed;
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bool ownKept = fr.Terminus == Terminus.Ocean || fr.Terminus == Terminus.Lake;
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if (fr.Routed.Joined)
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{
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r.Joined++;
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if (!ownKept && !fr.Dropped) r.RescuedByConfluence++;
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if (ownKept && fr.Dropped) r.DroppedByConfluence++;
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}
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if (fr.Dropped) { if (fr.RootTerminus == Terminus.Closed) r.DroppedClosed++; else r.DroppedDry++; }
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else if (fr.Trunk) r.Trunks++;
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else if (fr.RootTerminus == Terminus.Ocean) r.FlowThrough++;
|
||||
else r.LakeTerminal++;
|
||||
foreach (var h in fr.Chain) { if (h.UsedLowgroundFallback) r.LowgroundFallbacks++; }
|
||||
}
|
||||
foreach (var fr in r.Rivers)
|
||||
for (int i = 0; i < fr.Chain.Count; i++)
|
||||
if (fr.Chain[i].SpillCell >= 0) { if (fr.Chain[i].EdgeAgreesWithGraph) r.EdgeAgree++; else r.EdgeDisagree++; }
|
||||
return r;
|
||||
}
|
||||
|
||||
private static FlowRiver Walk(RiverCandidate c, DrainageAnalysis.Plan plan, BasinGraph graph, Field field, Prep prep,
|
||||
float[,] height, int n, bool[] isOcean, bool[] isClassifyWater, float sea, float capM, Result res)
|
||||
{
|
||||
var fr = new FlowRiver { Candidate = c };
|
||||
// The upland stem, head → terminal (the analysis's course is downstream-first, decimated ×4).
|
||||
fr.Course = new List<(float x, float y)>(c.Course);
|
||||
fr.Course.Reverse();
|
||||
fr.StemLenPx = PolyLen(fr.Course);
|
||||
|
||||
if (c.IsSea)
|
||||
{
|
||||
fr.Terminus = Terminus.Ocean;
|
||||
fr.MouthCell = c.Cell;
|
||||
fr.Why = "natural ocean trunk — erosion already reaches the coast";
|
||||
return fr;
|
||||
}
|
||||
|
||||
int cur = c.TermX * n + c.TermY;
|
||||
int basin = plan.BasinId[cur] != 0 ? plan.BasinId[cur] : c.BasinId;
|
||||
var visited = new HashSet<int>();
|
||||
var why = new System.Text.StringBuilder();
|
||||
|
||||
for (int guard = 0; guard < 256; guard++)
|
||||
{
|
||||
var node = graph.Of(basin);
|
||||
if (node == null || !visited.Add(basin))
|
||||
{
|
||||
fr.Terminus = Terminus.Closed; fr.TerminusBasinId = basin; fr.MouthCell = cur;
|
||||
why.Append(node == null ? $" → basin #{basin} not in the graph (closed)" : $" → basin #{basin} revisited (closed)");
|
||||
break;
|
||||
}
|
||||
var hop = new Hop { BasinId = basin, IsLake = node.IsLake, ClimbM = node.SpillClimbM, Walled = node.SpillClimbM > capM, EntryCell = cur };
|
||||
fr.Chain.Add(hop);
|
||||
if (hop.ClimbM > fr.MaxHopClimbM) fr.MaxHopClimbM = hop.ClimbM;
|
||||
|
||||
if (hop.Walled)
|
||||
{
|
||||
fr.TerminusBasinId = basin;
|
||||
if (node.IsLake)
|
||||
{
|
||||
var reach = DescendToWater(cur, basin, plan, prep, height, n, isOcean, isClassifyWater, sea, out bool fb);
|
||||
hop.UsedLowgroundFallback = fb;
|
||||
if (reach.Count > 1) AppendReach(fr, reach, n);
|
||||
hop.LakeEntryCell = reach[^1];
|
||||
fr.Terminus = Terminus.Lake; fr.MouthCell = reach[^1];
|
||||
why.Append($" → #{basin} LAKE, rim {hop.ClimbM:F1} m > cap {capM:F0} m: walls at the lake — LAKE-TERMINAL, kept");
|
||||
}
|
||||
else
|
||||
{
|
||||
fr.Terminus = Terminus.DrySink; fr.MouthCell = cur;
|
||||
why.Append($" → #{basin} DRY{(node.HasAnyLake ? " (puddle only)" : "")}, rim {hop.ClimbM:F1} m > cap {capM:F0} m: walls at a dry sink — DROPPED");
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
fr.TotalClimbM += hop.ClimbM;
|
||||
int from = cur;
|
||||
if (node.IsLake)
|
||||
{
|
||||
var reach = DescendToWater(cur, basin, plan, prep, height, n, isOcean, isClassifyWater, sea, out bool fb);
|
||||
hop.UsedLowgroundFallback = fb;
|
||||
if (reach.Count > 1) AppendReach(fr, reach, n);
|
||||
int w = reach[^1];
|
||||
hop.LakeEntryCell = w;
|
||||
int lakeOut = prep.BodyOf.TryGetValue(w, out int body) && prep.BodyOut.TryGetValue(body, out int bo) ? bo : w;
|
||||
if (lakeOut != w)
|
||||
{
|
||||
// The lake span — through the water of the body the river entered, to that body's outlet.
|
||||
fr.WaterSpans.Add((w, lakeOut));
|
||||
var span = WaterPath(prep, w, lakeOut, n);
|
||||
for (int i = 1; i < span.Count; i++) fr.Course.Add((span[i] / n, span[i] % n));
|
||||
}
|
||||
fr.LakesPassed++;
|
||||
from = lakeOut;
|
||||
why.Append($" → #{basin} LAKE, rim {hop.ClimbM:F1} m ≤ cap: through the lake and over its spill");
|
||||
}
|
||||
else why.Append($" → #{basin} dry, rim {hop.ClimbM:F1} m ≤ cap: across the low ground and over its spill");
|
||||
|
||||
var path = Follow(from, basin, field, plan, isOcean, n, out int status, out int spill);
|
||||
hop.SpillCell = spill;
|
||||
if (path.Count > 1) AppendReach(fr, path, n);
|
||||
int end = path[^1];
|
||||
|
||||
if (status == 1)
|
||||
{
|
||||
fr.Terminus = Terminus.Ocean; fr.MouthCell = end;
|
||||
hop.EdgeAgreesWithGraph = node.Downstream == DownstreamKind.Ocean;
|
||||
why.Append(" → the SEA — flow-through, kept");
|
||||
break;
|
||||
}
|
||||
if (status == 0)
|
||||
{
|
||||
fr.Terminus = Terminus.Closed; fr.TerminusBasinId = 0; fr.MouthCell = end;
|
||||
hop.EdgeAgreesWithGraph = node.Downstream == DownstreamKind.None;
|
||||
why.Append(" → stuck on an exact flat outside any basin — CLOSED, dropped");
|
||||
break;
|
||||
}
|
||||
int next = plan.BasinId[end];
|
||||
hop.EdgeAgreesWithGraph = node.Downstream == DownstreamKind.Basin && node.DownstreamId == next;
|
||||
cur = end; basin = next;
|
||||
}
|
||||
fr.Why = $"terminal basin #{fr.Chain[0].BasinId}" + why;
|
||||
return fr;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Follow the ∞ field from a cell inside <paramref name="basin"/> until it reaches the ocean (status 1),
|
||||
/// enters another terminal basin (status 2), or sticks (status 0). <paramref name="spill"/> is the first
|
||||
/// cell outside the basin on the way.
|
||||
/// </summary>
|
||||
private static List<int> Follow(int start, int basin, Field field, DrainageAnalysis.Plan plan, bool[] isOcean, int n,
|
||||
out int status, out int spill)
|
||||
{
|
||||
var path = new List<int> { start };
|
||||
int c = start; spill = -1; status = 0;
|
||||
for (int guard = 0; guard < 8 * n; guard++)
|
||||
{
|
||||
int b = plan.BasinId[c];
|
||||
if (b != basin && spill < 0) spill = c;
|
||||
if (isOcean[c]) { status = 1; return path; }
|
||||
if (b != basin && b != 0) { status = 2; return path; }
|
||||
int t = field.Target(c);
|
||||
if (t < 0) { status = 0; return path; }
|
||||
c = t; path.Add(c);
|
||||
}
|
||||
return path;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The real-terrain descent from a point inside a lake basin to the basin's own classify water:
|
||||
/// <c>Plan.Dir</c> (D8 on <c>Filled</c>) until a water cell; if it pools short (the terminal is a D8
|
||||
/// sink by definition), rivers/03c fix B's lowground route to the basin's own water — same rule, same cost model.
|
||||
/// </summary>
|
||||
private static List<int> DescendToWater(int start, int basin, DrainageAnalysis.Plan plan, Prep prep, float[,] height, int n,
|
||||
bool[] isOcean, bool[] isClassifyWater, float sea, out bool usedFallback)
|
||||
{
|
||||
usedFallback = false;
|
||||
var path = new List<int> { start };
|
||||
int c = start;
|
||||
bool IsOwnWater(int i) => isClassifyWater[i] && !isOcean[i] && plan.BasinId[i] == basin;
|
||||
for (int guard = 0; guard < 8 * n; guard++)
|
||||
{
|
||||
if (IsOwnWater(c)) return path;
|
||||
sbyte d = plan.Dir[c];
|
||||
if (d < 0) break;
|
||||
int cx = c / n, cy = c % n;
|
||||
int t = (cx + DX[d]) * n + (cy + DY[d]);
|
||||
if (plan.BasinId[t] != basin) break;
|
||||
c = t; path.Add(c);
|
||||
}
|
||||
// Pooled short of the water — route the rest as rivers/03c does for a lake-ender.
|
||||
if (!prep.LakeCells.TryGetValue(basin, out var cells) || cells.Count == 0) return path;
|
||||
usedFallback = true;
|
||||
foreach (int i in cells) prep.Scratch[i] = true;
|
||||
var route = RiverRouting.RouteTo(height, n, prep.Scratch, start / n, start % n, RiverRouting.StyleLowground, sea);
|
||||
foreach (int i in cells) prep.Scratch[i] = false;
|
||||
if (!route.Reached) return path;
|
||||
var outp = new List<int>(route.Path.Count);
|
||||
foreach (var p in route.Path) outp.Add((int)p.x * n + (int)p.y);
|
||||
return outp;
|
||||
}
|
||||
|
||||
/// <summary>Append a 1-px cell reach to the course, RDP+Chaikin-smoothed as rivers/03 smooths every lowland reach (endpoints pinned).</summary>
|
||||
private static void AppendReach(FlowRiver fr, List<int> cells, int n)
|
||||
{
|
||||
var pts = new List<(float x, float y)>(cells.Count);
|
||||
foreach (int i in cells) pts.Add((i / n, i % n));
|
||||
fr.LowlandLenPx += PolyLen(pts);
|
||||
var sm = RiverRouting.SmoothCourse(pts);
|
||||
int start = fr.Course.Count > 0 && fr.Course[^1].x == sm[0].x && fr.Course[^1].y == sm[0].y ? 1 : 0;
|
||||
for (int i = start; i < sm.Count; i++) fr.Course.Add(sm[i]);
|
||||
}
|
||||
|
||||
private static float PolyLen(List<(float x, float y)> pts)
|
||||
{
|
||||
float L = 0f;
|
||||
for (int i = 1; i < pts.Count; i++)
|
||||
{
|
||||
float dx = pts[i].x - pts[i - 1].x, dy = pts[i].y - pts[i - 1].y;
|
||||
L += MathF.Sqrt(dx * dx + dy * dy);
|
||||
}
|
||||
return L;
|
||||
}
|
||||
|
||||
// ═══ THE FIELD AT THE CAP — the artifact ════════════════════════════════════════════════
|
||||
|
||||
/// <summary>
|
||||
/// The ∞ field with every WALLED basin's cells replaced by D8 on the real terrain (<c>Filled</c>), so
|
||||
/// flow that reaches a walled basin descends to its floor and ends there — "a cell whose downstream
|
||||
/// chain walls off drains to that wall, not past it". Then every land cell's destination, memoised.
|
||||
/// </summary>
|
||||
public static void BuildCappedField(Result r, DrainageAnalysis.Plan plan, BasinGraph graph, Field field, int n, bool[] isOcean)
|
||||
{
|
||||
int total = n * n;
|
||||
var dir = (sbyte[])field.Dir.Clone();
|
||||
float[] filled = plan.Filled;
|
||||
for (int i = 0; i < total; i++)
|
||||
{
|
||||
int id = plan.BasinId[i];
|
||||
if (id == 0 || !r.WalledIds.Contains(id) || isOcean[i]) continue;
|
||||
int cx = i / n, cy = i % n;
|
||||
float best = 0f; int bestK = -1;
|
||||
for (int k = 0; k < 8; k++)
|
||||
{
|
||||
int nx = cx + DX[k], ny = cy + DY[k];
|
||||
if (nx < 0 || nx >= n || ny < 0 || ny >= n) continue;
|
||||
float drop = (filled[i] - filled[nx * n + ny]) / DIST[k];
|
||||
if (drop > best) { best = drop; bestK = k; }
|
||||
}
|
||||
dir[i] = bestK < 0 ? D_NONE : (sbyte)bestK;
|
||||
}
|
||||
r.CappedDir = dir;
|
||||
|
||||
// Accumulation on the capped field — Kahn propagation, as the analysis does on its own field.
|
||||
{
|
||||
var acc = new int[total];
|
||||
var indeg = new byte[total];
|
||||
int Tgt(int i) { sbyte d = dir[i]; if (d < 0) return -1; int cx = i / n, cy = i % n; return (cx + DX[d]) * n + (cy + DY[d]); }
|
||||
for (int i = 0; i < total; i++) if (!isOcean[i] && dir[i] >= 0) { int t = Tgt(i); if (!isOcean[t]) indeg[t]++; }
|
||||
var q = new Queue<int>();
|
||||
for (int i = 0; i < total; i++) { if (isOcean[i]) continue; acc[i] = 1; if (indeg[i] == 0) q.Enqueue(i); }
|
||||
while (q.Count > 0)
|
||||
{
|
||||
int c = q.Dequeue();
|
||||
int t = Tgt(c);
|
||||
if (t < 0 || isOcean[t]) continue;
|
||||
acc[t] += acc[c];
|
||||
if (--indeg[t] == 0) q.Enqueue(t);
|
||||
}
|
||||
r.CappedAcc = acc;
|
||||
}
|
||||
|
||||
// Destinations: -1 sea, >0 basin id (a sink), -2 stuck.
|
||||
var lakeIds = new HashSet<int>();
|
||||
foreach (var b in graph.Nodes) if (b.IsLake) lakeIds.Add(b.Id);
|
||||
var dest = new int[total];
|
||||
var path = new List<int>(4096);
|
||||
for (int i = 0; i < total; i++)
|
||||
{
|
||||
if (isOcean[i] || dest[i] != 0) continue;
|
||||
int c = i; path.Clear(); int result;
|
||||
while (true)
|
||||
{
|
||||
if (dest[c] != 0) { result = dest[c]; break; }
|
||||
path.Add(c);
|
||||
sbyte d = dir[c];
|
||||
if (d < 0) { result = plan.BasinId[c] != 0 ? plan.BasinId[c] : -2; break; }
|
||||
int cx = c / n, cy = c % n;
|
||||
int t = (cx + DX[d]) * n + (cy + DY[d]);
|
||||
if (isOcean[t]) { result = -1; break; }
|
||||
c = t;
|
||||
}
|
||||
foreach (int pc in path) dest[pc] = result;
|
||||
}
|
||||
for (int i = 0; i < total; i++)
|
||||
{
|
||||
if (isOcean[i]) continue;
|
||||
r.LandCells++;
|
||||
int d = dest[i];
|
||||
if (d == -1) r.CellsToSea++;
|
||||
else if (d > 0) { if (lakeIds.Contains(d)) r.CellsToWalledLake++; else r.CellsToWalledDry++; }
|
||||
else r.CellsStuck++;
|
||||
}
|
||||
}
|
||||
|
||||
// ═══ THE HERO-LAKE CANDIDATE — data, not a fill ═════════════════════════════════════════
|
||||
|
||||
/// <summary>
|
||||
/// Among lakes that a sea-reaching, un-joined river flows THROUGH, rank by the geometric mean of
|
||||
/// normalised fill volume and normalised attached river length. Recorded intent (procedural, executed
|
||||
/// post-water-render); nothing is filled here.
|
||||
/// </summary>
|
||||
public static void RankHeroLakes(Result r, BasinGraph graph, Prep prep)
|
||||
{
|
||||
var cand = new Dictionary<int, HeroLake>();
|
||||
foreach (var fr in r.Rivers)
|
||||
{
|
||||
if (fr.Dropped || fr.Trunk || fr.Routed.Joined || fr.Terminus != Terminus.Ocean) continue;
|
||||
foreach (var h in fr.Chain)
|
||||
{
|
||||
if (!h.IsLake || h.Walled) continue;
|
||||
if (!cand.TryGetValue(h.BasinId, out var hl))
|
||||
{
|
||||
var node = graph.Of(h.BasinId);
|
||||
hl = new HeroLake { BasinId = h.BasinId, LakeCells = node.LakeCells, FillVolumeMPx = prep.FillVolumeMPx.TryGetValue(h.BasinId, out double v) ? v : 0 };
|
||||
cand[h.BasinId] = hl;
|
||||
}
|
||||
hl.RiversThrough++;
|
||||
if (fr.TotalLenPx > hl.RiverLenPx) { hl.RiverLenPx = fr.TotalLenPx; hl.RiverRank = fr.Candidate.Rank; }
|
||||
}
|
||||
}
|
||||
double maxV = 1, maxL = 1;
|
||||
foreach (var hl in cand.Values) { if (hl.FillVolumeMPx > maxV) maxV = hl.FillVolumeMPx; if (hl.RiverLenPx > maxL) maxL = hl.RiverLenPx; }
|
||||
foreach (var hl in cand.Values) hl.Score = Math.Sqrt((hl.FillVolumeMPx / maxV) * (hl.RiverLenPx / maxL));
|
||||
r.HeroLakes = new List<HeroLake>(cand.Values);
|
||||
r.HeroLakes.Sort((a, b) => b.Score != a.Score ? b.Score.CompareTo(a.Score) : a.BasinId.CompareTo(b.BasinId));
|
||||
}
|
||||
|
||||
public static string TerminusName(Terminus t) => t switch
|
||||
{
|
||||
Terminus.Ocean => "sea", Terminus.Lake => "lake", Terminus.DrySink => "dry-sink", _ => "closed",
|
||||
};
|
||||
|
||||
public static string ClassName(FlowRiver fr) =>
|
||||
fr.Dropped ? "dropped" : fr.Trunk ? "trunk" : fr.RootTerminus == Terminus.Ocean ? "flow-through" : "lake-terminal";
|
||||
}
|
||||
}
|
||||
582
Tools/Scripts/FlowThroughTool.cs
Normal file
582
Tools/Scripts/FlowThroughTool.cs
Normal file
|
|
@ -0,0 +1,582 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using Godot;
|
||||
using IslaApocalypse.Core;
|
||||
|
||||
namespace IslaApocalypse.Tools
|
||||
{
|
||||
/// <summary>
|
||||
/// ⭐⭐ FLOW-THROUGH ROUTING (rivers/05) — the model rework, the hydrology map, and the taste gate.
|
||||
///
|
||||
/// river → lake → over the spill → river → … → sea. The promoted set chains through the basin graph
|
||||
/// (rivers/04) on the terrain's own overflow structure, cap-gated at every rim, kept if it reaches the
|
||||
/// sea or a real lake, dropped if it dead-ends dry. Output: the courses, a per-cell flow-direction
|
||||
/// field, and the hydrology map — a first-class reference artifact (→ D-056).
|
||||
///
|
||||
/// ═══ ⛔ THE RED LINE ═══
|
||||
///
|
||||
/// **Routing and data only. No render or classify height written, no bed carved, no water body created
|
||||
/// or filled.** Both height fields are digested before the graph is built and after the last plate is
|
||||
/// drawn; any change refuses the run (exit 2).
|
||||
///
|
||||
/// ═══ RUNNING IT ═══
|
||||
///
|
||||
/// xvfb-run -a Godot_v4.7.2-stable_mono_linux.x86_64 \
|
||||
/// --path ~/celerNexus/islaApocalypse-v2 res://Tools/Scenes/FlowThroughTool.tscn
|
||||
///
|
||||
/// ISLA_TASK / ISLA_TASK_SUFFIX / ISLA_BATCH / ISLA_CHAT / ISLA_MAPSIZE / ISLA_CALIB_SIZE / ISLA_SEEDS / ISLA_SKIP_RAW
|
||||
/// ISLA_FLOW_CAP_M the rim cap on floor→spill climb (default 30) — the connected-vs-inland knob
|
||||
/// ISLA_CAP_PREVIEW_M caps to re-run the walks at for the sensitivity table (default "15,30,60")
|
||||
/// ISLA_LAKE_MIN_PX the lake significance floor (default 20000)
|
||||
/// ISLA_PROMOTE_N / ISLA_PROMOTE_FLOOR_PX / ISLA_PROMOTE_MAX as rivers/03 (12 / 5000 / 24)
|
||||
/// </summary>
|
||||
public partial class FlowThroughTool : Node
|
||||
{
|
||||
private static readonly int[] DefaultSeeds = { 1063685222, 999999937, 31415926, 14142135 };
|
||||
private static readonly int[] CalibrationSeeds = { 1063685222, 20260819, 777001, 424242, 90210, 31337 };
|
||||
private const int DefaultMapSize = 8192;
|
||||
private const int DefaultCalibSize = 2048;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
try { Run(); }
|
||||
catch (Exception e)
|
||||
{
|
||||
GD.PrintErr("==================================================================");
|
||||
GD.PrintErr($" REFUSED: {e.Message}");
|
||||
GD.PrintErr(e.StackTrace);
|
||||
GD.PrintErr("==================================================================");
|
||||
GetTree().Quit(2);
|
||||
}
|
||||
}
|
||||
|
||||
private sealed class SeedResult
|
||||
{
|
||||
public int Seed;
|
||||
public FlowThroughRouting.Result Main;
|
||||
public Dictionary<float, FlowThroughRouting.Result> ByCap = new();
|
||||
public BasinGraph Graph;
|
||||
public int DistinctMouths; public List<string> SharedMouths = new(); public string Spread = "";
|
||||
public ulong RenderDigest, ClassifyDigest;
|
||||
public int CandidateCount, SeaCandidates;
|
||||
public double WalkSeconds, FieldSeconds, RenderSeconds; public ulong Ms;
|
||||
public float GMin, GMax;
|
||||
}
|
||||
|
||||
private void Run()
|
||||
{
|
||||
ToolingPaths.Configure(OS.GetUserDataDir());
|
||||
ToolingPaths.ConfigureChat(EnvStr(ToolingPaths.ChatVar, "rivers"));
|
||||
|
||||
int task = EnvInt("ISLA_TASK", 5);
|
||||
string taskSfx = EnvStr("ISLA_TASK_SUFFIX", "");
|
||||
string descr = EnvStr("ISLA_BATCH", "flow_through_routing");
|
||||
int mapSize = EnvInt("ISLA_MAPSIZE", DefaultMapSize);
|
||||
int calibSize = EnvInt("ISLA_CALIB_SIZE", DefaultCalibSize);
|
||||
int[] seeds = EnvSeeds("ISLA_SEEDS", DefaultSeeds);
|
||||
long floorPx = EnvInt("ISLA_PROMOTE_FLOOR_PX", 5000);
|
||||
int promoteN = EnvInt("ISLA_PROMOTE_N", 12);
|
||||
int promoteMax = EnvInt("ISLA_PROMOTE_MAX", 24);
|
||||
int lakeMinPx = EnvInt("ISLA_LAKE_MIN_PX", RiverRouting.LakeMinTargetPx);
|
||||
float capM = EnvFloat("ISLA_FLOW_CAP_M", 30f);
|
||||
float[] caps = EnvFloats("ISLA_CAP_PREVIEW_M", new[] { 15f, 30f, 60f });
|
||||
bool skipRaw = EnvStr("ISLA_SKIP_RAW", "1") == "1";
|
||||
if (Array.IndexOf(caps, capM) < 0) { var l = new List<float>(caps) { capM }; l.Sort(); caps = l.ToArray(); }
|
||||
|
||||
if (promoteMax < promoteN)
|
||||
throw new InvalidOperationException($"ISLA_PROMOTE_MAX ({promoteMax}) is below the promoted count ({promoteN}).");
|
||||
|
||||
TerrainShapeV1.Assert("FlowThrough");
|
||||
TerrainShapeV1.AssertErosionDefaultOn("FlowThrough");
|
||||
|
||||
string batchRoot = ToolingPaths.BatchRoot(task, taskSfx, descr);
|
||||
DirAccess.MakeDirRecursiveAbsolute(batchRoot);
|
||||
DirAccess.MakeDirRecursiveAbsolute(ToolingPaths.BatchScratch(batchRoot));
|
||||
|
||||
var anchors = CurveAnchors.Default;
|
||||
float sea = 0.15f;
|
||||
var dp = new DrainageAnalysis.Params
|
||||
{
|
||||
SeaLevel = sea, TrunkCount = promoteMax, GiantCount = promoteMax,
|
||||
EndorheicMaxCount = promoteMax, EndorheicMinInflowPx = (int)floorPx,
|
||||
};
|
||||
var dpDefaults = new DrainageAnalysis.Params();
|
||||
|
||||
GD.Print("==================================================================");
|
||||
GD.Print(" FLOW-THROUGH ROUTING (rivers/05) — river → lake → over the spill → river → … → sea. THE HYDROLOGY MAP.");
|
||||
GD.Print("==================================================================");
|
||||
GD.Print($"MapSize : {mapSize} curve calibrated at {calibSize}");
|
||||
GD.Print($"terrain : {TerrainShapeV1.Describe()} + erosion ON by default");
|
||||
GD.Print($"seeds : {seeds.Length} — {string.Join(", ", seeds)}");
|
||||
GD.Print($"promoted : PURE top {promoteN} by drainage (unified ranking, rivers/02). No quota.");
|
||||
GD.Print($"model : follow the D8 field on FullFilled from each terminal; at every basin entered, floor→spill climb (SpillClimbM) ≤ cap → overflow, > cap → walled.");
|
||||
GD.Print($" reaches OceanMask → KEEP; walls at IsLake (≥ {lakeMinPx:N0} px, classify) → KEEP (lake-terminal); walls dry or puddle-only → DROP. Read through the confluence root.");
|
||||
GD.Print($"cap : ISLA_FLOW_CAP_M = {capM:F0} m (floor→spill, clamped at sea as RouteTo) — sensitivity at {string.Join(" / ", Array.ConvertAll(caps, c => c.ToString("F0")))} m");
|
||||
GD.Print($"lakes : entered on the real terrain (Plan.Dir; rivers/03c fix B lowground fallback), left at the lake's lowest FullFilled cell over the spill. The in-lake span is water, not channel.");
|
||||
GD.Print($"confluence: rivers/03b's, unchanged — biggest-first, true cell intersection.");
|
||||
GD.Print($"field : per land cell, the FullFilled D8 heading; walled basins' cells re-pointed onto the real terrain so flow entering one ends there. Emitted as a map; serialization DEFERRED.");
|
||||
GD.Print($"⛔ RED LINE : routing + data only — no height mutated, no water filled, no bed carved. ASSERTED per seed.");
|
||||
GD.Print($"batch : {batchRoot}");
|
||||
GD.Print("==================================================================");
|
||||
if (mapSize != 8192)
|
||||
GD.PrintErr($" ⚠⚠ MAP SIZE {mapSize} — the basin gates are absolute pixel counts tuned at 8192; a smaller map under-produces basins. PLUMBING only.");
|
||||
|
||||
GD.Print($"\n--- 0. CURVE (task-01 pool at {calibSize}, family-off pinned) ---");
|
||||
var (knots, calibration) = CalibrateCurve(calibSize, sea, anchors);
|
||||
GD.Print($" {knots}");
|
||||
|
||||
TerrainGenConfig Cfg(int size, int seed) => new TerrainGenConfig
|
||||
{
|
||||
MapSize = size, Seed = seed, VariantLabel = "flow",
|
||||
Curve = true, ShelfDetail = false, CurveMode = CurveModeKind.Continuous,
|
||||
Knots = knots, Anchors = anchors, ClimbCalibration = calibration, LowlandCeilingM = 30f,
|
||||
};
|
||||
|
||||
var results = new List<SeedResult>();
|
||||
foreach (int seed in seeds)
|
||||
{
|
||||
ulong t0 = Time.GetTicksMsec();
|
||||
GD.Print($"\n--- seed {seed} ---");
|
||||
var cfg = Cfg(mapSize, seed);
|
||||
Pass1Result p1 = Topography.Generate(cfg);
|
||||
Pass2Result shaped = Shaping.Shape(p1, cfg);
|
||||
var ero = ErosionPass.Apply(shaped, cfg);
|
||||
Pass2Result p2 = ero.Shaped;
|
||||
|
||||
bool[] isOcean = RegionLabeling.OceanMask(p2.HeightClassify, mapSize, sea, out long oceanCells, out long enclosed);
|
||||
var isClassifyWater = new bool[mapSize * mapSize];
|
||||
for (int x = 0; x < mapSize; x++)
|
||||
for (int y = 0; y < mapSize; y++)
|
||||
if (p2.HeightClassify[x, y] < sea) isClassifyWater[x * mapSize + y] = true;
|
||||
|
||||
var plan = DrainageAnalysis.Run(p2.Height, mapSize, isOcean, isClassifyWater, -1f, -1f, dp);
|
||||
GD.Print($" land {plan.LandCells:N0} — sea-reaching {100.0 * plan.SeaReachingCells / Math.Max(1, plan.LandCells):F1} %, endorheic {100.0 * plan.EndorheicCells / Math.Max(1, plan.LandCells):F1} %; terminal basins {plan.TerminalBasinCount}");
|
||||
|
||||
var e = RiverCandidates.Enumerate(plan, p2.Height, mapSize, floorPx, dpDefaults.MinOutletSeparationPx, p1.Regions);
|
||||
var promoted = e.Ranked.GetRange(0, Math.Min(promoteN, e.Ranked.Count));
|
||||
RiverCandidates.BindCourses(plan, mapSize, promoted, $"the pure top {promoteN}");
|
||||
int pSea = 0; foreach (var c in promoted) if (c.IsSea) pSea++;
|
||||
GD.Print($" promoted: pure top {promoted.Count} — {pSea} sea / {promoted.Count - pSea} endorheic (from {e.Ranked.Count} candidates)");
|
||||
|
||||
bool[] significant = RegionLabeling.SignificantWaterMask(isClassifyWater, isOcean, mapSize, lakeMinPx,
|
||||
out int keptBodies, out int totalBodies, out long keptCells, out long largestPx);
|
||||
|
||||
// ═══ ⛔ RED-LINE GUARD — digest both fields BEFORE the graph, the field, the walks and the plates ═══
|
||||
ulong hRenderBefore = Digest(p2.Height, mapSize);
|
||||
ulong hClassifyBefore = Digest(p2.HeightClassify, mapSize);
|
||||
|
||||
var graph = BasinGraph.Build(plan, p2.Height, mapSize, isOcean, isClassifyWater, significant, sea, lakeMinPx);
|
||||
GD.Print($" basin graph: {graph.LandNodes.Count} land basins ({graph.LakeBasins} lake / {graph.DryBasins} dry), {graph.Seabed} seabed pits excluded; spill invariants {graph.SpillCrossCheckFailures}/{graph.SpillNotOnTerrain}/{graph.DirWalkDisagreements}");
|
||||
|
||||
ulong tf0 = Time.GetTicksMsec();
|
||||
var field = FlowThroughRouting.BuildField(plan, mapSize, isOcean);
|
||||
var prep = FlowThroughRouting.Prepare(plan, graph, p2.Height, mapSize, isOcean, isClassifyWater);
|
||||
double fieldSec = (Time.GetTicksMsec() - tf0) / 1000.0;
|
||||
|
||||
var r = new SeedResult { Seed = seed, Graph = graph, CandidateCount = e.Ranked.Count, SeaCandidates = e.SeaCount, FieldSeconds = fieldSec };
|
||||
ulong tw0 = Time.GetTicksMsec();
|
||||
foreach (float cap in caps)
|
||||
{
|
||||
bool main = cap == capM;
|
||||
GD.Print($" walks at cap {cap:F0} m{(main ? " (THE CAP)" : " (sensitivity)")}:");
|
||||
var res = FlowThroughRouting.Run(promoted, plan, graph, field, prep, p2.Height, mapSize, isOcean, isClassifyWater, sea, cap,
|
||||
m => { if (main) GD.Print(m); }, confluence: true);
|
||||
r.ByCap[cap] = res;
|
||||
if (main) r.Main = res;
|
||||
GD.Print($" → {res.Trunks} trunk + {res.FlowThrough} flow-through + {res.LakeTerminal} lake-terminal = {res.Trunks + res.FlowThrough + res.LakeTerminal} kept; " +
|
||||
$"{res.DroppedDry + res.DroppedClosed} dropped ({res.DroppedDry} dry, {res.DroppedClosed} closed); {res.Joined} joined; walled basins {res.WalledIds.Count}");
|
||||
}
|
||||
r.WalkSeconds = (Time.GetTicksMsec() - tw0) / 1000.0;
|
||||
|
||||
var mainRes = r.Main;
|
||||
foreach (var fr in mainRes.Rivers)
|
||||
GD.Print($" #{fr.Candidate.Rank,-3} {fr.Candidate.DrainagePx,10:N0} px {FlowThroughRouting.ClassName(fr).ToUpperInvariant(),-13} " +
|
||||
$"hops {fr.Chain.Count} lakes {fr.LakesPassed} max rim {fr.MaxHopClimbM,5:F1} m lowland {fr.LowlandLenPx,6:F0} px" +
|
||||
(fr.Routed.Joined ? $" → into #{fr.Routed.ConfluenceParentRank}" : "") + $" {fr.Why}");
|
||||
FlowThroughRouting.BuildCappedField(mainRes, plan, graph, field, mapSize, isOcean);
|
||||
FlowThroughRouting.RankHeroLakes(mainRes, graph, prep);
|
||||
MeasureMouths(r, mainRes);
|
||||
r.Spread = Spread(mainRes, mapSize);
|
||||
|
||||
GD.Print($" ⭐ HYDROLOGY at cap {capM:F0} m: {mainRes.Trunks} trunk + {mainRes.FlowThrough} flow-through + {mainRes.LakeTerminal} lake-terminal kept, {mainRes.DroppedDry + mainRes.DroppedClosed} dropped, {mainRes.Joined} joined" +
|
||||
$" — {r.DistinctMouths} distinct sea mouths{(r.SharedMouths.Count > 0 ? $" ⚠ shared: {string.Join(", ", r.SharedMouths)}" : "")}; spread {r.Spread}");
|
||||
GD.Print($" confluence: {mainRes.RescuedByConfluence} would-be-dropped river(s) rescued by joining a kept river; {mainRes.DroppedByConfluence} kept-on-its-own river(s) dropped by joining a dropped one");
|
||||
GD.Print($" field: {100.0 * mainRes.CellsToSea / Math.Max(1, mainRes.LandCells):F1} % of land drains to the sea, {100.0 * mainRes.CellsToWalledLake / Math.Max(1, mainRes.LandCells):F1} % to a walled lake, " +
|
||||
$"{100.0 * mainRes.CellsToWalledDry / Math.Max(1, mainRes.LandCells):F1} % to a walled dry sink, {100.0 * mainRes.CellsStuck / Math.Max(1, mainRes.LandCells):F2} % stuck; {mainRes.WalledIds.Count} walled basins");
|
||||
GD.Print($" edge cross-check vs BasinGraph: {mainRes.EdgeAgree} agree / {mainRes.EdgeDisagree} disagree; lowground fallbacks into lakes {mainRes.LowgroundFallbacks}");
|
||||
if (mainRes.HeroLakes.Count > 0)
|
||||
{
|
||||
var h = mainRes.HeroLakes[0];
|
||||
GD.Print($" ⭐ HERO-LAKE CANDIDATE (data, NOT filled): basin #{h.BasinId} — lake {h.LakeCells:N0} px, fill volume {h.FillVolumeMPx / 1e6:F2} M m·px, river R{h.RiverRank} {h.RiverLenPx:F0} px, {h.RiversThrough} river(s) through; score {h.Score:F3}");
|
||||
}
|
||||
else GD.Print(" hero-lake candidate: none — no sea-reaching river passes through a lake on this seed");
|
||||
|
||||
WriteRiverCsv(batchRoot, r, caps);
|
||||
|
||||
ulong tr0 = Time.GetTicksMsec();
|
||||
RenderSeed(batchRoot, r, plan, isOcean, isClassifyWater, p2, mapSize, sea, capM, skipRaw);
|
||||
r.RenderSeconds = (Time.GetTicksMsec() - tr0) / 1000.0;
|
||||
|
||||
// ═══ ⛔ …and asserted byte-identical AFTER everything ═══
|
||||
ulong hRenderAfter = Digest(p2.Height, mapSize);
|
||||
ulong hClassifyAfter = Digest(p2.HeightClassify, mapSize);
|
||||
if (hRenderAfter != hRenderBefore || hClassifyAfter != hClassifyBefore)
|
||||
throw new InvalidOperationException(
|
||||
"[FlowThrough] RED-LINE VIOLATION: a height field CHANGED across routing / rendering.\n" +
|
||||
$" render {hRenderBefore:X16} -> {hRenderAfter:X16}\n" +
|
||||
$" classify {hClassifyBefore:X16} -> {hClassifyAfter:X16}\n" +
|
||||
"This task routes and draws — it must never mutate a height, fill water, or carve. Refusing to continue.");
|
||||
r.RenderDigest = hRenderBefore; r.ClassifyDigest = hClassifyBefore;
|
||||
GD.Print($" ✅ RED LINE HELD: render {hRenderBefore:X16} and classify {hClassifyBefore:X16} byte-identical — no height mutated, no water filled, no bed carved.");
|
||||
r.Ms = Time.GetTicksMsec() - t0;
|
||||
results.Add(r);
|
||||
}
|
||||
|
||||
WriteIndex(batchRoot, mapSize, seeds, results, promoteN, lakeMinPx, capM, caps, dpDefaults, skipRaw);
|
||||
GD.Print("\n==================================================================");
|
||||
GD.Print($" DONE — {batchRoot}");
|
||||
GD.Print(" ⛔ TASTE GATE: the hydrology is PRESENTED, not locked. The cap is a knob; nothing graduated.");
|
||||
GD.Print(" ⛔ ROUTING + DATA ONLY: no height mutated, no water filled, no bed carved — asserted per seed. Flow field emitted as a map; serialization deferred.");
|
||||
GD.Print("==================================================================");
|
||||
GetTree().Quit(0);
|
||||
}
|
||||
|
||||
private static ulong Digest(float[,] f, int n)
|
||||
{
|
||||
ulong h = 14695981039346656037UL;
|
||||
for (int x = 0; x < n; x++)
|
||||
for (int y = 0; y < n; y++)
|
||||
{
|
||||
uint bits = (uint)BitConverter.SingleToInt32Bits(f[x, y]);
|
||||
for (int b = 0; b < 4; b++) { h ^= (byte)(bits >> (b * 8)); h *= 1099511628211UL; }
|
||||
}
|
||||
return h;
|
||||
}
|
||||
|
||||
private static void MeasureMouths(SeedResult r, FlowThroughRouting.Result res)
|
||||
{
|
||||
var at = new Dictionary<int, List<int>>();
|
||||
foreach (var fr in res.Rivers)
|
||||
{
|
||||
if (fr.Dropped || fr.Routed.Joined || fr.Terminus != FlowThroughRouting.Terminus.Ocean || fr.MouthCell < 0) continue;
|
||||
if (!at.TryGetValue(fr.MouthCell, out var l)) { l = new List<int>(); at[fr.MouthCell] = l; }
|
||||
l.Add(fr.Candidate.Rank);
|
||||
}
|
||||
r.DistinctMouths = at.Count;
|
||||
foreach (var kv in at) if (kv.Value.Count > 1) r.SharedMouths.Add("#" + string.Join("+#", kv.Value));
|
||||
}
|
||||
|
||||
private static string Spread(FlowThroughRouting.Result res, int n)
|
||||
{
|
||||
var counts = new Dictionary<string, int>(); int total = 0;
|
||||
foreach (var fr in res.Rivers)
|
||||
{
|
||||
if (fr.Dropped || fr.Routed.Joined || fr.Terminus != FlowThroughRouting.Terminus.Ocean || fr.MouthCell < 0) continue;
|
||||
string c = Compass(fr.MouthCell / n, fr.MouthCell % n, n);
|
||||
counts.TryGetValue(c, out int cur); counts[c] = cur + 1; total++;
|
||||
}
|
||||
if (total == 0) return "none";
|
||||
var order = new[] { "N", "NE", "E", "SE", "S", "SW", "W", "NW", "centre" };
|
||||
var parts = new List<string>();
|
||||
foreach (string k in order) if (counts.TryGetValue(k, out int v)) parts.Add($"{k}x{v}");
|
||||
return $"{string.Join(" ", parts)} ({counts.Count} of 8 compass sectors)";
|
||||
}
|
||||
|
||||
private static string Compass(float x, float y, int n)
|
||||
{
|
||||
float half = n / 2f, dx = (x - half) / half, dy = (y - half) / half;
|
||||
const float band = 0.35f;
|
||||
string ns = dy < -band ? "N" : dy > band ? "S" : "";
|
||||
string ew = dx < -band ? "W" : dx > band ? "E" : "";
|
||||
return ns + ew == "" ? "centre" : ns + ew;
|
||||
}
|
||||
|
||||
private static string ChainText(FlowThroughRouting.FlowRiver fr)
|
||||
{
|
||||
var parts = new List<string>();
|
||||
foreach (var h in fr.Chain)
|
||||
parts.Add($"#{h.BasinId}{(h.IsLake ? "L" : "d")}:{h.ClimbM:F1}{(h.Walled ? "!" : "")}");
|
||||
return string.Join(" > ", parts) + (fr.Terminus == FlowThroughRouting.Terminus.Ocean ? " > SEA" : fr.Terminus == FlowThroughRouting.Terminus.Closed ? " > closed" : "");
|
||||
}
|
||||
|
||||
private static void WriteRiverCsv(string batchRoot, SeedResult r, float[] caps)
|
||||
{
|
||||
var res = r.Main; int n = r.Graph.MapSize;
|
||||
var sb = new StringBuilder();
|
||||
sb.Append("rank,class,own_terminus,root_terminus,drainage_px,is_sea_candidate,terminal_basin,hops,lakes_passed,chain,max_hop_climb_m,total_climb_m," +
|
||||
"terminus_basin,mouth_x,mouth_y,joined,confluence_parent_rank,junction_x,junction_y,stem_len_px,lowland_len_px,total_len_px,lowground_fallbacks,edge_disagreements,width_px,why");
|
||||
foreach (float cap in caps) sb.Append($",class_at_cap{cap:F0}");
|
||||
sb.AppendLine();
|
||||
foreach (var fr in res.Rivers)
|
||||
{
|
||||
var c = fr.Candidate; var rr = fr.Routed;
|
||||
int fb = 0, dis = 0; foreach (var h in fr.Chain) { if (h.UsedLowgroundFallback) fb++; if (h.SpillCell >= 0 && !h.EdgeAgreesWithGraph) dis++; }
|
||||
sb.Append($"{c.Rank},{FlowThroughRouting.ClassName(fr)},{FlowThroughRouting.TerminusName(fr.Terminus)},{FlowThroughRouting.TerminusName(fr.RootTerminus)},{c.DrainagePx},{(c.IsSea ? "yes" : "no")}," +
|
||||
$"{(c.IsSea ? 0 : (fr.Chain.Count > 0 ? fr.Chain[0].BasinId : c.BasinId))},{fr.Chain.Count},{fr.LakesPassed},\"{ChainText(fr)}\",{fr.MaxHopClimbM:F2},{fr.TotalClimbM:F2}," +
|
||||
$"{fr.TerminusBasinId},{(fr.MouthCell >= 0 ? (fr.MouthCell / n).ToString() : "")},{(fr.MouthCell >= 0 ? (fr.MouthCell % n).ToString() : "")}," +
|
||||
$"{(rr.Joined ? "yes" : "no")},{(rr.Joined ? rr.ConfluenceParentRank.ToString() : "")},{(rr.Joined ? rr.JunctionCell.x.ToString() : "")},{(rr.Joined ? rr.JunctionCell.y.ToString() : "")}," +
|
||||
$"{fr.StemLenPx:F1},{fr.LowlandLenPx:F1},{fr.TotalLenPx:F1},{fb},{dis},{DrainageRenderer.StemWidthFixed(c.DrainagePx)},\"{fr.Why}\"");
|
||||
foreach (float cap in caps)
|
||||
{
|
||||
var other = r.ByCap[cap];
|
||||
FlowThroughRouting.FlowRiver o = null;
|
||||
foreach (var x in other.Rivers) if (x.Candidate.Rank == c.Rank) { o = x; break; }
|
||||
sb.Append($",{(o == null ? "" : FlowThroughRouting.ClassName(o))}");
|
||||
}
|
||||
sb.AppendLine();
|
||||
}
|
||||
WriteText(Path.Combine(batchRoot, $"rivers_{r.Seed}.csv"), sb.ToString());
|
||||
|
||||
// The hero-lake ranking, as data.
|
||||
var hb = new StringBuilder();
|
||||
hb.AppendLine("rank,basin_id,lake_cells,fill_volume_m_px,river_rank,river_len_px,rivers_through,score");
|
||||
for (int i = 0; i < res.HeroLakes.Count; i++)
|
||||
{
|
||||
var h = res.HeroLakes[i];
|
||||
hb.AppendLine($"{i + 1},{h.BasinId},{h.LakeCells},{h.FillVolumeMPx:F0},{h.RiverRank},{h.RiverLenPx:F0},{h.RiversThrough},{h.Score:F4}");
|
||||
}
|
||||
WriteText(Path.Combine(batchRoot, $"hero_lakes_{r.Seed}.csv"), hb.ToString());
|
||||
}
|
||||
|
||||
private static void RenderSeed(string batchRoot, SeedResult r, DrainageAnalysis.Plan plan, bool[] isOcean, bool[] isClassifyWater,
|
||||
Pass2Result p2, int n, float sea, float capM, bool skipRaw)
|
||||
{
|
||||
string dir = Path.Combine(batchRoot, $"{r.Seed}");
|
||||
DirAccess.MakeDirRecursiveAbsolute(dir);
|
||||
var res = r.Main;
|
||||
int kept = res.Trunks + res.FlowThrough + res.LakeTerminal;
|
||||
|
||||
Image baseImg = HydrologyRenderer.Base(p2.Height, n, sea);
|
||||
HydrologyRenderer.Hydrology(res, res.CappedDir, plan, r.Graph, baseImg, n, isOcean, isClassifyWater,
|
||||
$"SEED {r.Seed} - HYDROLOGY: {kept} RIVERS OF THE PURE TOP {res.Rivers.Count}, CHAINING THROUGH LAKES AND LOW GROUND TO THE SEA. CAP {capM:F0} M.",
|
||||
$"{res.Trunks} NATURAL TRUNK + {res.FlowThrough} FLOW-THROUGH TO THE SEA + {res.LakeTerminal} LAKE-TERMINAL; {res.DroppedDry + res.DroppedClosed} DROPPED; {res.Joined} JOINED. {r.DistinctMouths} DISTINCT SEA MOUTHS. SPREAD: {r.Spread.ToUpperInvariant()}",
|
||||
$"THE FIELD: {100.0 * res.CellsToSea / Math.Max(1, res.LandCells):F0}% OF LAND DRAINS TO THE SEA, {100.0 * res.CellsToWalledLake / Math.Max(1, res.LandCells):F0}% TO A WALLED LAKE, {100.0 * res.CellsToWalledDry / Math.Max(1, res.LandCells):F0}% TO A WALLED DRY SINK ({res.WalledIds.Count} WALLED BASINS). TASTE GATE - NOTHING LOCKED")
|
||||
.SavePng(Path.Combine(dir, $"hydrology_{r.Seed}.png"));
|
||||
|
||||
HydrologyRenderer.FlowDirection(res.CappedDir, res.CappedAcc, plan, r.Graph, res.WalledIds, n, isOcean, isClassifyWater,
|
||||
$"SEED {r.Seed} - FLOW DIRECTION FIELD AT CAP {capM:F0} M: PER LAND CELL, THE D8 HEADING ON THE OVERFLOW SURFACE (FULLFILLED), CHAINED OVER SPILLS TOWARD THE SEA",
|
||||
$"{100.0 * res.CellsToSea / Math.Max(1, res.LandCells):F1}% OF LAND DRAINS TO THE SEA; {100.0 * res.CellsToWalledLake / Math.Max(1, res.LandCells):F1}% ENDS IN A WALLED LAKE; {100.0 * res.CellsToWalledDry / Math.Max(1, res.LandCells):F1}% IN A WALLED DRY SINK; {100.0 * res.CellsStuck / Math.Max(1, res.LandCells):F2}% STUCK. {res.WalledIds.Count} WALLED BASINS (RIM > CAP).",
|
||||
"DATA MAP - THE REFERENCE FOR PLACEMENT, FLOODING (C3) AND IRRIGATION (C4). HELD IN MEMORY; SERIALIZATION DEFERRED TO THE COLUMN WATER-DATA PHASE.")
|
||||
.SavePng(Path.Combine(dir, $"flow_direction_{r.Seed}.png"));
|
||||
|
||||
var (gmin, gmax) = GrayscaleRenderer.SavePng(p2.Height, n, Path.Combine(dir, "grayscale.png"));
|
||||
r.GMin = gmin; r.GMax = gmax;
|
||||
GD.Print($" grayscale: render field range {gmin:F4} .. {gmax:F4} raw = {WorldScale.MetresFromRaw(gmin):F1} .. {WorldScale.MetresFromRaw(gmax):F1} m");
|
||||
if (!skipRaw) HeightField.Save(p2.Height, n, Path.Combine(dir, "height.f32"));
|
||||
}
|
||||
|
||||
private static void WriteIndex(string batchRoot, int mapSize, int[] seeds, List<SeedResult> rows, int promoteN, int lakeMinPx,
|
||||
float capM, float[] caps, DrainageAnalysis.Params def, bool skipRaw)
|
||||
{
|
||||
var sb = new StringBuilder();
|
||||
int primary = seeds.Length > 0 ? seeds[0] : 0;
|
||||
sb.AppendLine($"# Batch 05 — flow-through routing: the hydrology map (cap {capM:F0} m)");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("**⛔ TASTE GATE. Nothing is locked** — the cap is a knob, the count falls out, nothing is graduated. This is the");
|
||||
sb.AppendLine("routing finale: if the hydrology map reads right, routing is done and the next step is the bed carve.");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("**⛔ ROUTING AND DATA ONLY. No height mutated, no water filled or created, no bed carved** — asserted per seed by an");
|
||||
sb.AppendLine("FNV digest of both height fields taken before the basin graph was built and after the last plate was drawn.");
|
||||
sb.AppendLine("`DrainageAnalysis` and `BasinGraph` reused. The flow-direction field is emitted as a map and held in memory; its");
|
||||
sb.AppendLine("serialization is deferred to the blueprint / column water-data phase.");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("## 👉 The pick");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine($"Open **`{primary}/hydrology_{primary}.png`**. Then the other three: " +
|
||||
string.Join(", ", Array.ConvertAll(Array.FindAll(seeds, x => x != primary), x => $"`{x}`")) + ".");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("> ### ⭐⭐ THE JUDGMENT, STATED");
|
||||
sb.AppendLine("> **Does the island's water now read as one connected, natural, gorgeous system — rivers chaining through lakes");
|
||||
sb.AppendLine("> and low ground to the sea, dead-ends dropped, the whole network legible?** Then the count, the spread, and");
|
||||
sb.AppendLine($"> whether the cap (`ISLA_FLOW_CAP_M`, {capM:F0} m) wants moving — the sensitivity table below says how the counts move.");
|
||||
sb.AppendLine(">");
|
||||
sb.AppendLine("> **Reading the map.** Pale-blue rivers reach the sea (natural trunks and flow-through chains alike; square = mouth).");
|
||||
sb.AppendLine("> Amber rivers are lake-terminal (disc = where the river enters its lake). A river's span across a lake is water,");
|
||||
sb.AppendLine("> not a drawn channel. White dot = confluence. A faint red ghost is a river's upland stem that was considered and");
|
||||
sb.AppendLine("> dropped — its chain walled at a dry sink. The streamline texture is the flow-direction field.");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("## ⭐⭐ The hydrology, per seed (at the cap)");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("| Seed | trunk | **flow-through → sea** | **lake-terminal** | **kept** | dropped (dry / closed) | joined | rescued by confluence | **distinct sea mouths** | spread | land → sea / walled lake / walled dry |");
|
||||
sb.AppendLine("|---|---|---|---|---|---|---|---|---|---|---|");
|
||||
foreach (var r in rows)
|
||||
{
|
||||
var m = r.Main;
|
||||
sb.AppendLine($"| `{r.Seed}` | {m.Trunks} | **{m.FlowThrough}** | **{m.LakeTerminal}** | **{m.Trunks + m.FlowThrough + m.LakeTerminal}** of {m.Rivers.Count} | {m.DroppedDry} / {m.DroppedClosed} | {m.Joined} | {m.RescuedByConfluence} | **{r.DistinctMouths}**{(r.SharedMouths.Count > 0 ? $" ⚠ {string.Join(", ", r.SharedMouths)}" : "")} | {r.Spread} | " +
|
||||
$"{100.0 * m.CellsToSea / Math.Max(1, m.LandCells):F0} % / {100.0 * m.CellsToWalledLake / Math.Max(1, m.LandCells):F0} % / {100.0 * m.CellsToWalledDry / Math.Max(1, m.LandCells):F0} % |");
|
||||
}
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("## ⭐ The cap — how the counts move (the connected-vs-inland knob, off one run)");
|
||||
sb.AppendLine();
|
||||
sb.Append("| Seed |");
|
||||
foreach (float cap in caps) sb.Append($" @ {cap:F0} m: kept (sea + lake) / dropped / joined |");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("|---|" + string.Concat(Array.ConvertAll(caps, _ => "---|")));
|
||||
foreach (var r in rows)
|
||||
{
|
||||
sb.Append($"| `{r.Seed}` |");
|
||||
foreach (float cap in caps)
|
||||
{
|
||||
var m = r.ByCap[cap];
|
||||
sb.Append($" {(cap == capM ? "**" : "")}{m.Trunks + m.FlowThrough + m.LakeTerminal} ({m.Trunks + m.FlowThrough} + {m.LakeTerminal}) / {m.DroppedDry + m.DroppedClosed} / {m.Joined}{(cap == capM ? "**" : "")} |");
|
||||
}
|
||||
sb.AppendLine();
|
||||
}
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("*A higher cap lets rivers overflow deeper basins: more reach the sea, fewer end at lakes or drop. The per-river");
|
||||
sb.AppendLine("class at every cap is in `rivers_<seed>.csv` (`class_at_capNN` columns), so the flip points are readable per river.*");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("## ⭐ The hero-lake candidate — DATA, not filled");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("Among lakes a sea-reaching, un-joined river flows *through*, ranked by √(fill volume × attached river length), each");
|
||||
sb.AppendLine("normalised to the seed's maximum. Recorded intent: procedural, executed post-water-render. **Nothing is filled.**");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("| Seed | basin | lake px | fill volume (M m·px) | river | river length px | rivers through | score | runner-up |");
|
||||
sb.AppendLine("|---|---|---|---|---|---|---|---|---|");
|
||||
foreach (var r in rows)
|
||||
{
|
||||
var hl = r.Main.HeroLakes;
|
||||
if (hl.Count == 0) { sb.AppendLine($"| `{r.Seed}` | — | | | | | | | no sea-reaching river passes through a lake |"); continue; }
|
||||
var h = hl[0];
|
||||
string ru = hl.Count > 1 ? $"#{hl[1].BasinId} ({hl[1].Score:F2})" : "—";
|
||||
sb.AppendLine($"| `{r.Seed}` | **#{h.BasinId}** | {h.LakeCells:N0} | {h.FillVolumeMPx / 1e6:F2} | R{h.RiverRank} | {h.RiverLenPx:F0} | {h.RiversThrough} | {h.Score:F3} | {ru} |");
|
||||
}
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("## ⭐ Per river — the chain each one walked");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("Chain notation: `#id L|d : climb` per basin entered (L = lake basin, d = dry), `!` = walled there. The climb is the");
|
||||
sb.AppendLine("basin's floor→spill (`SpillClimbM`, render surface, clamped at sea as `RouteTo`).");
|
||||
sb.AppendLine();
|
||||
foreach (var r in rows)
|
||||
{
|
||||
sb.AppendLine($"### `{r.Seed}`");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("| rank | class | drainage px | hops | lakes | max rim m | chain | terminus | joins | lowland px |");
|
||||
sb.AppendLine("|---|---|---|---|---|---|---|---|---|---|");
|
||||
foreach (var fr in r.Main.Rivers)
|
||||
{
|
||||
var c = fr.Candidate; int n = r.Graph.MapSize;
|
||||
string cls = fr.Dropped ? "~~dropped~~" : fr.Trunk ? "trunk" : fr.ReachesSea ? "**flow-through**" : "**lake-terminal**";
|
||||
string term = fr.Routed.Joined ? $"→ tributary of #{fr.Routed.ConfluenceParentRank}"
|
||||
: fr.Terminus == FlowThroughRouting.Terminus.Ocean ? $"sea ({fr.MouthCell / n},{fr.MouthCell % n})"
|
||||
: fr.Terminus == FlowThroughRouting.Terminus.Lake ? $"lake #{fr.TerminusBasinId}"
|
||||
: fr.Terminus == FlowThroughRouting.Terminus.DrySink ? $"dry sink #{fr.TerminusBasinId} → dropped" : "closed → dropped";
|
||||
sb.AppendLine($"| #{c.Rank} | {cls} | {c.DrainagePx:N0} | {fr.Chain.Count} | {fr.LakesPassed} | {(fr.Chain.Count > 0 ? fr.MaxHopClimbM.ToString("F1") : "—")} | `{(c.IsSea ? "trunk" : ChainText(fr))}` | {term} | {(fr.Routed.Joined ? $"#{fr.Routed.ConfluenceParentRank}" : "—")} | {fr.LowlandLenPx:F0} |");
|
||||
}
|
||||
sb.AppendLine();
|
||||
sb.AppendLine($"*Candidates {r.CandidateCount} ({r.SeaCandidates} sea) · walled basins at the cap {r.Main.WalledIds.Count} · edge cross-check vs the basin graph {r.Main.EdgeAgree} agree / {r.Main.EdgeDisagree} disagree · " +
|
||||
$"lowground fallbacks into lakes {r.Main.LowgroundFallbacks} · field {r.FieldSeconds:F1}s, walks ×{caps.Length} {r.WalkSeconds:F1}s, plates {r.RenderSeconds:F0}s, seed {r.Ms / 1000.0:F0}s · " +
|
||||
$"digests render `{r.RenderDigest:X16}` classify `{r.ClassifyDigest:X16}` · grayscale {r.GMin:F4}..{r.GMax:F4} raw = {WorldScale.MetresFromRaw(r.GMin):F1}..{WorldScale.MetresFromRaw(r.GMax):F1} m.*");
|
||||
sb.AppendLine();
|
||||
}
|
||||
sb.AppendLine("## The model, as run");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("1. **The field** — per land cell, the D8 heading on `Plan.FullFilled` (the overflow surface), cap-independent; on it a");
|
||||
sb.AppendLine(" basin's minimum is its spill, so descent leaves every basin over its spill into the next (rivers/04 §0.2).");
|
||||
sb.AppendLine("2. **The walk** — each promoted river follows the field from its terminal. Every basin entered is checked once:");
|
||||
sb.AppendLine($" floor→spill climb ≤ {capM:F0} m → overflow; > {capM:F0} m → walled. Uniform for lake and dry basins.");
|
||||
sb.AppendLine("3. **Lakes** — inside an `IsLake` basin the river runs down the REAL terrain (`Plan.Dir`) into the basin's own classify");
|
||||
sb.AppendLine(" water (rivers/03c fix B's lowground route as the fallback when the descent pools short), crosses the lake as water,");
|
||||
sb.AppendLine(" and leaves from the lake's lowest `FullFilled` cell over the spill. A dry basin is crossed on the field as a visible line.");
|
||||
sb.AppendLine($"4. **Disposition** — reaches `OceanMask` → keep; walls at `IsLake` (≥ {lakeMinPx:N0} px, classify) → keep (lake-terminal);");
|
||||
sb.AppendLine(" walls dry or puddle-only → drop. Read through the confluence root, so a river that joins a kept river is kept.");
|
||||
sb.AppendLine("5. **Confluence** — rivers/03b's, unchanged: biggest-first, true cell intersection, never proximity.");
|
||||
sb.AppendLine("6. **The field at the cap** — every walled basin's cells re-pointed onto the real terrain, so flow entering one ends at");
|
||||
sb.AppendLine(" its floor. That is the `flow_direction_<seed>.png` plate and the streamline texture on the hydrology map.");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine($"**⚠ NOT touched:** `DrainageAnalysis`, `BasinGraph`; `EndorheicMinDepthM` {def.EndorheicMinDepthM} m / `EndorheicMinAreaPx` {def.EndorheicMinAreaPx:N0}; `MinOutletSeparationPx` {def.MinOutletSeparationPx}.");
|
||||
sb.AppendLine("Termini by `OceanMask` and `IsLake` only — no bare `h < sea`.");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("## Files");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("| File | What it is |");
|
||||
sb.AppendLine("|---|---|");
|
||||
sb.AppendLine("| `<seed>/hydrology_<seed>.png` | **the showpiece** — relief, lakes as water, the field as streamlines, the kept rivers outlined at the fixed width law, confluences, mouths, dropped ghosts |");
|
||||
sb.AppendLine("| `<seed>/flow_direction_<seed>.png` | **the data map** — the field at the cap: hue by heading, sinks black, walled basins darkened |");
|
||||
sb.AppendLine("| `<seed>/grayscale.png` | the eroded render field, no palette |");
|
||||
sb.AppendLine("| `rivers_<seed>.csv` | per river: class, own vs root terminus, the chain with per-hop climbs, terminus, confluence, lengths, and the class at every preview cap |");
|
||||
sb.AppendLine("| `hero_lakes_<seed>.csv` | the hero-lake ranking, as data |");
|
||||
if (skipRaw) sb.AppendLine("| ~~`<seed>/height.f32`~~ | **deliberately not written** — byte-identical to `chat2/11_erosion` (rivers/01). |");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine($"Ranges: sea level `{def.SeaLevel}` raw = `{WorldScale.MetresFromRaw(def.SeaLevel):F2} m`; {WorldScale.Describe()}.");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("→ `XX_Human/output/rivers/05_flow_through_routing.report.md`");
|
||||
WriteText(Path.Combine(batchRoot, "INDEX.md"), sb.ToString());
|
||||
}
|
||||
|
||||
// ---- the curve (the house pattern; pool pinned family-off per rivers/01) -------------------
|
||||
|
||||
private static (CurveKnots, ClimbCalibration) CalibrateCurve(int calibSize, float sea, CurveAnchors anchors)
|
||||
{
|
||||
var rawPool = new LandHistogram(sea);
|
||||
var pass1 = new Dictionary<int, Pass1Result>();
|
||||
foreach (int s in CalibrationSeeds)
|
||||
{
|
||||
var p1 = Topography.Generate(TerrainGenConfig.CalibrationPool(calibSize, s));
|
||||
pass1[s] = p1;
|
||||
rawPool.Accumulate(p1.Height, calibSize);
|
||||
}
|
||||
var knots = new CurveKnots(2, "v2_balanced",
|
||||
rawPool.Quantile(CurveKnots.Percentiles[0]), rawPool.Quantile(CurveKnots.Percentiles[1]),
|
||||
rawPool.Quantile(CurveKnots.Percentiles[2]), rawPool.Quantile(CurveKnots.Percentiles[3]),
|
||||
rawPool.Quantile(CurveKnots.Percentiles[4]), rawPool.Quantile(CurveKnots.Percentiles[5]));
|
||||
float ceilingRaw = knots.K2;
|
||||
var rawAbove = new LandHistogram(sea);
|
||||
var outAbove = new LandHistogram(sea);
|
||||
foreach (int s in CalibrationSeeds)
|
||||
{
|
||||
var scfg = new TerrainGenConfig
|
||||
{
|
||||
MapSize = calibSize, Seed = s, Curve = true, ShelfDetail = true,
|
||||
CurveMode = CurveModeKind.Staircase, Knots = knots, Anchors = anchors, VariantLabel = "staircase",
|
||||
}.WithFamilyOff();
|
||||
Pass2Result st = Shaping.Shape(pass1[s], scfg);
|
||||
rawAbove.AccumulateWhere(pass1[s].Height, pass1[s].Height, calibSize, ceilingRaw);
|
||||
outAbove.AccumulateWhere(st.Height, pass1[s].Height, calibSize, ceilingRaw);
|
||||
}
|
||||
var pcts = ClimbCalibration.DefaultPercentiles;
|
||||
var rawQ = new float[pcts.Length]; var outQ = new float[pcts.Length];
|
||||
for (int i = 0; i < pcts.Length; i++) { rawQ[i] = rawAbove.Quantile(pcts[i]); outQ[i] = outAbove.Quantile(pcts[i]); }
|
||||
return (knots, ClimbCalibration.FromPercentiles(pcts, rawQ, outQ, ceilingRaw,
|
||||
HeightCurve.EffectiveSpikeMax(pass1[CalibrationSeeds[0]].HMaxSeed, knots, anchors),
|
||||
anchors.RedCeil, anchors.PeakCap, mountainLift: 1.0f, peakSharpness: 1.0f));
|
||||
}
|
||||
|
||||
// ---- env / io -----------------------------------------------------------------------------
|
||||
|
||||
private static void WriteText(string path, string text)
|
||||
{
|
||||
using var f = Godot.FileAccess.Open(path, Godot.FileAccess.ModeFlags.Write);
|
||||
if (f == null) { GD.PrintErr($"could not write {path}"); return; }
|
||||
f.StoreString(text);
|
||||
}
|
||||
private static string EnvStr(string k, string fallback)
|
||||
{
|
||||
string v = System.Environment.GetEnvironmentVariable(k);
|
||||
return string.IsNullOrWhiteSpace(v) ? fallback : v;
|
||||
}
|
||||
private static int EnvInt(string k, int fallback) => int.TryParse(EnvStr(k, null) ?? "", out int v) ? v : fallback;
|
||||
private static float EnvFloat(string k, float fallback) =>
|
||||
float.TryParse(EnvStr(k, null) ?? "", System.Globalization.NumberStyles.Float, System.Globalization.CultureInfo.InvariantCulture, out float v) ? v : fallback;
|
||||
private static int[] EnvSeeds(string k, int[] fallback)
|
||||
{
|
||||
string v = EnvStr(k, null);
|
||||
if (v == null) return fallback;
|
||||
var outp = new List<int>();
|
||||
foreach (string part in v.Split(',', StringSplitOptions.RemoveEmptyEntries))
|
||||
if (int.TryParse(part.Trim(), out int s) && s > 0) outp.Add(s);
|
||||
return outp.Count > 0 ? outp.ToArray() : fallback;
|
||||
}
|
||||
private static float[] EnvFloats(string k, float[] fallback)
|
||||
{
|
||||
string v = EnvStr(k, null);
|
||||
if (v == null) return fallback;
|
||||
var outp = new List<float>();
|
||||
foreach (string part in v.Split(',', StringSplitOptions.RemoveEmptyEntries))
|
||||
if (float.TryParse(part.Trim(), System.Globalization.NumberStyles.Float, System.Globalization.CultureInfo.InvariantCulture, out float f)) outp.Add(f);
|
||||
return outp.Count > 0 ? outp.ToArray() : fallback;
|
||||
}
|
||||
}
|
||||
}
|
||||
279
Tools/Scripts/HydrologyRenderer.cs
Normal file
279
Tools/Scripts/HydrologyRenderer.cs
Normal file
|
|
@ -0,0 +1,279 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Godot;
|
||||
using IslaApocalypse.Core;
|
||||
|
||||
namespace IslaApocalypse.Tools
|
||||
{
|
||||
/// <summary>
|
||||
/// ⭐⭐ THE HYDROLOGY MAP (rivers/05) — a first-class reference map, not a diagnostic dump (→ D-056).
|
||||
///
|
||||
/// "Here is where the water lives and where it flows": the island's relief, its lakes as water, the
|
||||
/// flow-direction field as a quiet streamline texture, and the flow-through rivers prominent —
|
||||
/// chaining visibly through lakes and low ground to the sea, width ∝ √drainage on the fixed law,
|
||||
/// sea-reaching and lake-terminal distinguished, confluences as merges, dropped rivers as a ghost of
|
||||
/// their stem only. Presentation only — reads data, writes pixels.
|
||||
///
|
||||
/// The companion <see cref="FlowDirection"/> plate is the DATA map of the field on its own: hue by
|
||||
/// heading, sinks black, walled basins darkened — the one placement / flooding / irrigation reference.
|
||||
/// </summary>
|
||||
public static class HydrologyRenderer
|
||||
{
|
||||
private static readonly Color RiverSea = new(0.860f, 0.960f, 1.000f);
|
||||
private static readonly Color RiverLake = new(1.000f, 0.840f, 0.520f);
|
||||
private static readonly Color RiverEdge = new(0.050f, 0.110f, 0.240f);
|
||||
private static readonly Color LakeWater = new(0.300f, 0.560f, 0.940f);
|
||||
private static readonly Color PondWater = new(0.330f, 0.540f, 0.860f);
|
||||
private static readonly Color Ghost = new(0.620f, 0.220f, 0.200f);
|
||||
private static readonly Color Junction = new(1.000f, 1.000f, 1.000f);
|
||||
private static readonly Color Stream = new(0.980f, 0.990f, 1.000f);
|
||||
private static readonly Color Ink = new(0.941f, 0.949f, 0.961f);
|
||||
private static readonly Color Ocean = new(0.055f, 0.110f, 0.235f);
|
||||
private static readonly Color Sink = new(0.020f, 0.020f, 0.020f);
|
||||
|
||||
private static readonly int[] DX = { -1, -1, -1, 0, 0, 1, 1, 1 };
|
||||
private static readonly int[] DY = { -1, 0, 1, -1, 1, -1, 0, 1 };
|
||||
|
||||
/// <summary>TinyFont carries only <c>. - : / ( ) 0-9 A-Z</c>; everything else would print as a gap. Map the punctuation the plate text uses.</summary>
|
||||
public static string Txt(string s) => s
|
||||
.Replace("%", " PCT").Replace("+", " AND ").Replace(";", " -").Replace(",", " -").Replace("'", "")
|
||||
.Replace("→", "-").Replace("≤", "UNDER").Replace(">", "OVER").Replace("<", "UNDER").Replace("!", ".").Replace(" ", " ");
|
||||
|
||||
/// <summary>The shaded-relief base (the atlas look), quietened — desaturated and darkened a little so the water reads on top of it.</summary>
|
||||
public static Image Base(float[,] height, int n, float sea)
|
||||
{
|
||||
var look = new LookConfig { SeaLevel = sea };
|
||||
var img = ReliefRenderer.Render(height, n, look);
|
||||
for (int x = 0; x < n; x++)
|
||||
for (int y = 0; y < n; y++)
|
||||
{
|
||||
Color c = img.GetPixel(x, y);
|
||||
float l = 0.299f * c.R + 0.587f * c.G + 0.114f * c.B;
|
||||
Color q = c.Lerp(new Color(l, l, l), 0.38f);
|
||||
img.SetPixel(x, y, new Color(q.R * 0.88f, q.G * 0.88f, q.B * 0.88f));
|
||||
}
|
||||
return img;
|
||||
}
|
||||
|
||||
private static bool[] LakeIds(BasinGraph graph)
|
||||
{
|
||||
int max = 0;
|
||||
foreach (var b in graph.Nodes) if (b.Id > max) max = b.Id;
|
||||
var lake = new bool[max + 1];
|
||||
foreach (var b in graph.Nodes) if (b.IsLake) lake[b.Id] = true;
|
||||
return lake;
|
||||
}
|
||||
|
||||
public static Image Hydrology(FlowThroughRouting.Result r, sbyte[] dir, DrainageAnalysis.Plan plan, BasinGraph graph,
|
||||
Image img, int n, bool[] isOcean, bool[] isClassifyWater, string title, string subtitle, string third)
|
||||
{
|
||||
int total = n * n;
|
||||
bool[] lakeId = LakeIds(graph);
|
||||
bool IsLakeWater(int i) => isClassifyWater[i] && !isOcean[i] && plan.BasinId[i] != 0 && plan.BasinId[i] < lakeId.Length && lakeId[plan.BasinId[i]];
|
||||
|
||||
// 1. the lakes — every non-ocean classify body drawn as water; the significant ones (lake basins) a touch brighter.
|
||||
for (int i = 0; i < total; i++)
|
||||
{
|
||||
if (!isClassifyWater[i] || isOcean[i]) continue;
|
||||
img.SetPixel(i / n, i % n, IsLakeWater(i) ? LakeWater : PondWater);
|
||||
}
|
||||
|
||||
// 2. the field as a streamline texture — quiet, present, not shouting.
|
||||
Streamlines(img, dir, n, isOcean, isClassifyWater, n >= 4096 ? 56 : 28, 0.30f);
|
||||
|
||||
// 3. dropped rivers — a ghost of the upland stem only: "considered, dropped".
|
||||
foreach (var fr in r.Rivers)
|
||||
{
|
||||
if (!fr.Dropped || fr.Routed.CellPath == null) continue;
|
||||
int stem = Math.Min(fr.Routed.StemCells, fr.Routed.CellPath.Count);
|
||||
for (int i = 0; i < stem; i++)
|
||||
{
|
||||
var (x, y) = fr.Routed.CellPath[i];
|
||||
img.SetPixel(x, y, img.GetPixel(x, y).Lerp(Ghost, 0.55f));
|
||||
}
|
||||
}
|
||||
|
||||
// 4. the kept rivers — outlined, smallest first so the big ones finish on top; lake spans not drawn.
|
||||
var kept = new List<FlowThroughRouting.FlowRiver>();
|
||||
foreach (var fr in r.Rivers) if (!fr.Dropped && fr.Routed.CellPath != null && fr.Routed.CellPath.Count > 0) kept.Add(fr);
|
||||
kept.Sort((a, b) => a.Candidate.DrainagePx.CompareTo(b.Candidate.DrainagePx));
|
||||
foreach (var fr in kept) DrawRiver(img, fr, n, RiverEdge, +1, IsLakeWater);
|
||||
foreach (var fr in kept) DrawRiver(img, fr, n, fr.ReachesSea ? RiverSea : RiverLake, 0, IsLakeWater);
|
||||
|
||||
// 5. markers — through the confluence root: a tributary's mouth is its trunk's mouth.
|
||||
int mark = n >= 4096 ? 14 : 8;
|
||||
foreach (var fr in kept)
|
||||
{
|
||||
if (fr.Routed.Joined)
|
||||
{
|
||||
DrainageRenderer.Disc(img, fr.Routed.JunctionCell.x, fr.Routed.JunctionCell.y, Math.Max(3, mark / 2), n, Junction);
|
||||
continue;
|
||||
}
|
||||
if (fr.MouthCell < 0) continue;
|
||||
int mx = fr.MouthCell / n, my = fr.MouthCell % n;
|
||||
if (fr.Terminus == FlowThroughRouting.Terminus.Ocean)
|
||||
{
|
||||
DrainageRenderer.Square(img, mx, my, mark / 2, n, RiverSea);
|
||||
DrainageRenderer.Ring(img, mx, my, mark, n, RiverEdge, 3);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrainageRenderer.Disc(img, mx, my, mark / 2, n, RiverLake);
|
||||
DrainageRenderer.Ring(img, mx, my, mark, n, RiverEdge, 3);
|
||||
}
|
||||
}
|
||||
|
||||
// 6. labels.
|
||||
int ls = n >= 4096 ? 4 : 3;
|
||||
var placer = new DrainageRenderer.LabelPlacer(n, ls, headerLines: 8);
|
||||
int droppedLabels = 0;
|
||||
var byArea = new List<FlowThroughRouting.FlowRiver>(kept);
|
||||
byArea.Sort((a, b) => b.Candidate.DrainagePx.CompareTo(a.Candidate.DrainagePx));
|
||||
foreach (var fr in byArea)
|
||||
{
|
||||
var c = fr.Candidate;
|
||||
string tag = fr.Routed.Joined ? $"INTO R{fr.Routed.ConfluenceParentRank}"
|
||||
: fr.Trunk ? "TRUNK" : fr.Terminus == FlowThroughRouting.Terminus.Ocean ? $"SEA VIA {fr.Chain.Count}" : $"LAKE {fr.TerminusBasinId}";
|
||||
int lx = fr.Routed.Joined ? fr.Routed.JunctionCell.x : fr.MouthCell / n;
|
||||
int ly = fr.Routed.Joined ? fr.Routed.JunctionCell.y : fr.MouthCell % n;
|
||||
if (!placer.Place(img, Txt($"R{c.Rank} {DrainageRenderer.DrainageLabel(c.DrainagePx)} {tag}"), lx, ly, mark,
|
||||
fr.Routed.Joined ? Junction : fr.ReachesSea ? RiverSea : RiverLake)) droppedLabels++;
|
||||
}
|
||||
|
||||
// 7. the legend, on a dark bar so it reads on the relief.
|
||||
int s = n >= 4096 ? 4 : 3; int lh = TinyFont.Height(s) + 6;
|
||||
Bar(img, n, 12 + lh * 8 + 8);
|
||||
TinyFont.Draw(img, Txt(title), 12, 12, s, Ink);
|
||||
TinyFont.Draw(img, Txt(subtitle), 12, 12 + lh, s, Ink);
|
||||
TinyFont.Draw(img, Txt(third), 12, 12 + lh * 2, s, Ink);
|
||||
TinyFont.Draw(img, Txt($"PALE BLUE RIVER = REACHES THE SEA ({r.Trunks} NATURAL TRUNK + {r.FlowThrough} FLOW-THROUGH). SQUARE = MOUTH. AMBER RIVER = LAKE-TERMINAL ({r.LakeTerminal}), DISC = WHERE IT ENTERS ITS LAKE"), 12, 12 + lh * 3, s, RiverSea);
|
||||
TinyFont.Draw(img, Txt($"WHITE DOT = CONFLUENCE ({r.Joined} JOINED). FAINT RED GHOST = A RIVER CONSIDERED AND DROPPED ({r.DroppedDry + r.DroppedClosed}) - ITS CHAIN WALLED AT A DRY SINK, SO IT IS NOT DRAWN"), 12, 12 + lh * 4, s, Junction);
|
||||
TinyFont.Draw(img, Txt($"BLUE = EXISTING LAKES (CLASSIFY WATER). A RIVER'S SPAN ACROSS A LAKE IS WATER, NOT A DRAWN CHANNEL. STREAMLINES = THE FLOW-DIRECTION FIELD AT CAP {r.CapM:F0} M"), 12, 12 + lh * 5, s, LakeWater);
|
||||
TinyFont.Draw(img, Txt($"WIDTH: {DrainageRenderer.StemWidthLaw()} - AS RIVERS/02B, 03, 03B, 03C"), 12, 12 + lh * 6, s, Ink);
|
||||
TinyFont.Draw(img, "ROUTING AND DATA ONLY - NO HEIGHT MUTATED, NO WATER FILLED OR CREATED, NO BED CARVED." + (droppedLabels > 0 ? $" ({droppedLabels} LABEL(S) DROPPED)" : ""), 12, 12 + lh * 7, s, Ink);
|
||||
return img;
|
||||
}
|
||||
|
||||
/// <summary>Draw a river's OWN reach (up to its junction) as discs along its rasterised cells, skipping cells that are lake water.</summary>
|
||||
private static void DrawRiver(Image img, FlowThroughRouting.FlowRiver fr, int n, Color c, int grow, Func<int, bool> isLakeWater)
|
||||
{
|
||||
int w = DrainageRenderer.StemWidthFixed(fr.Candidate.DrainagePx);
|
||||
int rad = Math.Max(1, w / 2) + grow;
|
||||
var cells = fr.Routed.CellPath;
|
||||
int own = fr.Routed.Joined ? OwnLength(fr.Routed) : cells.Count;
|
||||
for (int i = 0; i < own; i++)
|
||||
{
|
||||
var (x, y) = cells[i];
|
||||
if (x < 0 || y < 0 || x >= n || y >= n) continue;
|
||||
if (isLakeWater(x * n + y)) continue;
|
||||
DrainageRenderer.Disc(img, x, y, rad, n, c);
|
||||
}
|
||||
}
|
||||
|
||||
private static int OwnLength(RiverRouting.RoutedRiver r)
|
||||
{
|
||||
for (int i = 0; i < r.CellPath.Count; i++)
|
||||
if (r.CellPath[i].x == r.JunctionCell.x && r.CellPath[i].y == r.JunctionCell.y) return i + 1;
|
||||
return r.CellPath.Count;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The field as a texture: from a grid of seed cells on land, follow the field for a short run and
|
||||
/// draw it faint-to-stronger along the flow, with a dot at the downstream end. A quiet island-wide
|
||||
/// "which way does water go here" that never competes with the rivers.
|
||||
/// </summary>
|
||||
private static void Streamlines(Image img, sbyte[] dir, int n, bool[] isOcean, bool[] isClassifyWater, int step, float alpha)
|
||||
{
|
||||
int len = (int)(step * 0.7f);
|
||||
for (int gx = step / 2; gx < n; gx += step)
|
||||
for (int gy = step / 2; gy < n; gy += step)
|
||||
{
|
||||
int c = gx * n + gy;
|
||||
if (isOcean[c] || isClassifyWater[c] || dir[c] < 0) continue;
|
||||
for (int k = 0; k < len; k++)
|
||||
{
|
||||
sbyte d = dir[c];
|
||||
if (d < 0) break;
|
||||
int cx = c / n, cy = c % n;
|
||||
int t = (cx + DX[d]) * n + (cy + DY[d]);
|
||||
if (isOcean[t]) break;
|
||||
float a = alpha * (0.35f + 0.65f * k / len);
|
||||
img.SetPixel(t / n, t % n, img.GetPixel(t / n, t % n).Lerp(Stream, a));
|
||||
c = t;
|
||||
}
|
||||
img.SetPixel(c / n, c % n, img.GetPixel(c / n, c % n).Lerp(Stream, alpha * 1.4f));
|
||||
}
|
||||
}
|
||||
|
||||
private static void Bar(Image img, int n, int height)
|
||||
{
|
||||
for (int y = 0; y < Math.Min(height, n); y++)
|
||||
for (int x = 0; x < n; x++)
|
||||
img.SetPixel(x, y, img.GetPixel(x, y).Lerp(new Color(0.04f, 0.05f, 0.07f), 0.72f));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// ⭐ THE FLOW-DIRECTION DATA MAP — hue by heading (the wheel: N red, E yellow-green, S cyan, W violet),
|
||||
/// sinks black, ocean dark, walled basins darkened, lakes as water at half strength so the field still
|
||||
/// shows through, streamlines on top. Not pretty by design — legible.
|
||||
/// </summary>
|
||||
public static Image FlowDirection(sbyte[] dir, int[] acc, DrainageAnalysis.Plan plan, BasinGraph graph, HashSet<int> walled,
|
||||
int n, bool[] isOcean, bool[] isClassifyWater, string title, string subtitle, string third)
|
||||
{
|
||||
var img = Image.CreateEmpty(n, n, false, Image.Format.Rgb8);
|
||||
long maxAcc = 1;
|
||||
for (int i = 0; i < acc.Length; i++) if (acc[i] > maxAcc) maxAcc = acc[i];
|
||||
double lmax = Math.Log(1.0 + maxAcc);
|
||||
var hue = new Color[8];
|
||||
for (int k = 0; k < 8; k++)
|
||||
{
|
||||
// screen +y is SOUTH, so flip y to get a compass angle; hue 0 at north, clockwise.
|
||||
float ang = MathF.Atan2(DX[k], -DY[k]); // 0 = north, +π/2 = east
|
||||
float h = (ang / (2f * MathF.PI) + 1f) % 1f;
|
||||
hue[k] = Color.FromHsv(h, 0.62f, 0.86f);
|
||||
}
|
||||
bool[] lakeId = LakeIds(graph);
|
||||
for (int i = 0; i < n * n; i++)
|
||||
{
|
||||
int x = i / n, y = i % n;
|
||||
if (isOcean[i]) { img.SetPixel(x, y, Ocean); continue; }
|
||||
sbyte d = dir[i];
|
||||
Color c;
|
||||
if (d < 0) c = Sink;
|
||||
else
|
||||
{
|
||||
// Hue = heading; brightness = log accumulation on the capped field, so the field's own drainage
|
||||
// tree reads as bright channels on dark slopes and the per-cell heading noise stays quiet.
|
||||
float v = (float)(Math.Log(1.0 + acc[i]) / lmax);
|
||||
float b = 0.22f + 0.78f * v;
|
||||
c = new Color(hue[d].R * b, hue[d].G * b, hue[d].B * b);
|
||||
}
|
||||
int id = plan.BasinId[i];
|
||||
if (id != 0 && walled.Contains(id)) c = c.Lerp(new Color(0.55f, 0.08f, 0.08f), 0.35f);
|
||||
if (isClassifyWater[i])
|
||||
c = c.Lerp(id != 0 && id < lakeId.Length && lakeId[id] ? LakeWater : PondWater, 0.45f);
|
||||
img.SetPixel(x, y, c);
|
||||
}
|
||||
|
||||
int s = n >= 4096 ? 4 : 3; int lh = TinyFont.Height(s) + 6;
|
||||
Bar(img, n, 12 + lh * 5 + 8);
|
||||
TinyFont.Draw(img, Txt(title), 12, 12, s, Ink);
|
||||
TinyFont.Draw(img, Txt(subtitle), 12, 12 + lh, s, Ink);
|
||||
TinyFont.Draw(img, Txt(third), 12, 12 + lh * 2, s, Ink);
|
||||
// the wheel, as swatches
|
||||
string[] names = { "NW", "W", "SW", "N", "S", "NE", "E", "SE" };
|
||||
int cx0 = 12, cy0 = 12 + lh * 3;
|
||||
TinyFont.Draw(img, Txt("HUE = HEADING:"), cx0, cy0, s, Ink);
|
||||
int cursor = cx0 + TinyFont.Width("HUE = HEADING: ", s);
|
||||
int[] order = { 3, 5, 6, 7, 4, 2, 1, 0 }; // N NE E SE S SW W NW
|
||||
foreach (int k in order)
|
||||
{
|
||||
DrainageRenderer.Square(img, cursor + 8, cy0 + TinyFont.Height(s) / 2, 7, n, hue[k]);
|
||||
TinyFont.Draw(img, names[k], cursor + 20, cy0, s, Ink);
|
||||
cursor += 20 + TinyFont.Width(names[k] + " ", s);
|
||||
}
|
||||
TinyFont.Draw(img, Txt("BRIGHTNESS = LOG FLOW ACCUMULATION ON THIS FIELD (CHANNELS BRIGHT). BLACK = SINK (A WALLED BASIN FLOOR). RED-TINTED = INSIDE A WALLED BASIN - FLOW ENTERING IT ENDS THERE. BLUE HAZE = CLASSIFY WATER."), 12, 12 + lh * 4, s, Ink);
|
||||
return img;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -621,7 +621,7 @@ namespace IslaApocalypse.Tools
|
|||
/// FIRST (most-upstream) cell it shares with an already-laid course, and adopts that course's
|
||||
/// downstream and terminus from there.
|
||||
/// </summary>
|
||||
private static void Confluence(List<RoutedRiver> rivers, Action<string> log)
|
||||
internal static void Confluence(List<RoutedRiver> rivers, Action<string> log)
|
||||
{
|
||||
var order = new List<RoutedRiver>(rivers);
|
||||
order.Sort((a, b) => b.Candidate.DrainagePx.CompareTo(a.Candidate.DrainagePx));
|
||||
|
|
|
|||
Loading…
Reference in a new issue