rivers/04: lake-basin layer — the basin graph (spill + lake-identity + downstream edge), data only
Per terminal basin of DrainageAnalysis (reused, untouched): the spill cell/height on the render flow surface (boundary minimum of FullFilled, cross-checked bit-for-bit against BitDecrement(min inside)), lake-identity on classify (in-basin non-ocean classify water >= ISLA_LAKE_MIN_PX, 20000), and the downstream edge (the reference's FullFilled descent started at the spill, cross-checked against Plan.Dir). Seabed pits — terminal basins entirely under the classify sea — tagged and excluded from statistics. Per-lake ownership table. BasinGraphTool: chain → analysis → layer → CSVs → plate, height digests asserted around it. DrainageRenderer: five primitives private→internal. No height mutated, no water filled. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EppUMXNhSeuA5Mu51UnTyP
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Core/Scripts/BasinGraph.cs
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Core/Scripts/BasinGraph.cs
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using System;
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using System.Collections.Generic;
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namespace IslaApocalypse.Core
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{
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/// <summary>Where a terminal basin's spill drains next.</summary>
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public enum DownstreamKind : byte
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{
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/// <summary>The spill walk found no strictly-lower neighbour before reaching anything — a genuinely closed sink (or an exact float flat).</summary>
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None = 0,
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/// <summary>The spill drains into <c>RegionLabeling.OceanMask</c> — the sea, on the CLASSIFY field.</summary>
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Ocean = 1,
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/// <summary>The spill drains into another terminal basin's cells (<see cref="BasinNode.DownstreamId"/>).</summary>
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Basin = 2,
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}
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/// <summary>
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/// ⭐⭐ ONE NODE OF THE BASIN GRAPH (rivers/04) — a terminal basin of <see cref="DrainageAnalysis"/>,
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/// enriched with the three things the analysis left latent: its SPILL, its LAKE-IDENTITY, and its
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/// DOWNSTREAM EDGE. Pure data. Nothing here is a height write or a water fill.
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///
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/// ═══ ⚠⚠ D-046 — WHICH SURFACE EACH FIELD IS READ ON ═══
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///
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/// RENDER / FLOW surface (<c>Plan.FullFilled</c>, the priority-flood of the eroded render height)
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/// <see cref="SpillCell"/>, <see cref="SpillHeightRaw"/>, <see cref="FloorHeightRaw"/>,
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/// <see cref="SpillClimbM"/>, <see cref="DownstreamKind"/> walk — everything about WHERE WATER GOES.
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/// This is the surface <c>RiverRouting.RouteTo</c> routes on, so a spill height and a rim climb are
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/// the same kind of number the router already measures.
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///
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/// CLASSIFY / WATER surface (<c>isClassifyWater</c> = classify < sea; <c>OceanMask</c>)
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/// <see cref="LakeCells"/>, <see cref="IsLake"/>, <see cref="OceanCells"/>, and the OCEAN terminus
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/// of the downstream walk — everything about WHAT IS VISIBLY WATER. This is the surface the
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/// router's terminus tests already use.
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///
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/// ⛔ No field compares a classify height to a render height. The two surfaces meet only as
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/// MEMBERSHIP (is this basin cell classify-water? is this walk cell ocean?), which is exactly the
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/// split the routing already lives by (route on render, `OceanMask` on classify). No new seam.
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/// </summary>
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public sealed class BasinNode
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{
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/// <summary>The terminal-basin id, as <c>Plan.BasinId</c> carries it (sparse: pits that filled through gave up their ids).</summary>
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public int Id;
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/// <summary>Cells with <c>BasinId == Id</c>.</summary>
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public long AreaPx;
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/// <summary><c>Plan.BasinInflow[Id]</c> — cells whose flow terminates here (the promotion metric).</summary>
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public long InflowPx;
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/// <summary>The basin's deepest cell on the RENDER height (first in scan order on ties), and its height.</summary>
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public int FloorCell;
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public float FloorHeightRaw;
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/// <summary>
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/// The basin's ENTRY cell: its minimum on <c>FullFilled</c>. The priority-flood raises the first cell
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/// it steps into from the spill to exactly one ulp above the spill, so this is spill + 1 ulp.
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/// </summary>
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public int EntryCell;
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public float EntryFullFilledRaw;
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/// <summary>
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/// ⭐⭐ THE SPILL — the lowest cell on the basin's 8-neighbour boundary, read on <c>FullFilled</c>
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/// (== the render height there — asserted, see <see cref="SpillOnTerrain"/>). This is the rim cell
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/// water would overtop. Ties (same height) resolve to the lowest cell index; <see cref="SpillTies"/>
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/// says how many boundary cells sit at exactly this height.
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/// </summary>
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public int SpillCell;
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public float SpillHeightRaw;
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public int SpillTies;
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/// <summary>⭐ Cross-check (a) vs (b): <c>BitDecrement(EntryFullFilledRaw) == SpillHeightRaw</c>. The uniform-fill-level reading and the rim-walk reading must agree exactly.</summary>
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public bool SpillCrossCheckOk;
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/// <summary>⭐ The spill cell is real terrain: <c>FullFilled[spill] == render[spill]</c> (it was never raised by the flood).</summary>
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public bool SpillOnTerrain;
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/// <summary>Spill height above the sea scalar, metres (render surface; may be negative for a rim below the datum).</summary>
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public float SpillAboveSeaM;
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/// <summary>Floor → spill, metres, unclamped — the basin's depth to its overflow (≈ <c>DrainageAnalysis</c>'s <c>basinDepthM</c>).</summary>
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public float DepthToSpillM;
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/// <summary>
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/// ⭐ THE CLIMB THE CAP IS JUDGED AGAINST: <c>ElevM(spill) − ElevM(floor)</c> with elevation clamped at
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/// sea exactly as <c>RiverRouting.RouteTo</c> clamps it — so a below-datum lagoon bed climbs from sea
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/// level, not from its bed. Same number the router's <c>RimClimbM</c> is. ⚠ The clamp is an ELEVATION
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/// rule on the render surface, not a water test — nothing here reads "render < sea" as water.
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/// </summary>
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public float SpillClimbM;
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/// <summary>Cells with <c>BasinId == Id</c> that are classify-water and NOT ocean. Read on CLASSIFY.</summary>
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public long LakeCells;
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/// <summary>Of those, cells belonging to a SIGNIFICANT body (the router's ≥ floor mask) — for cross-reference with the routing's lake mask.</summary>
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public long LakeCellsSignificant;
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/// <summary>⚠ Cells with <c>BasinId == Id</c> that are OCEAN on classify — a render depression under the sea. The D-046 seam, made visible rather than hidden.</summary>
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public long OceanCells;
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/// <summary>⭐ <c>LakeCells >= floor</c> — a significant heightmap lake sits in this basin. This is the graph's lake/dry label.</summary>
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public bool IsLake;
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/// <summary>
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/// ⚠⚠ EVERY cell of this basin is OCEAN on classify — a render depression on the SEABED. The priority-flood runs on
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/// the whole render surface, so a deep-enough, large-enough pit under the sea qualifies as a "terminal basin" exactly
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/// like a land one; hydrologically it is inert (its cells are D_NONE, its inflow is 0). Kept in the layer, EXCLUDED
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/// from every lake/dry, spill and cap statistic, and counted loudly — this is the D-046 seam, not a lake.
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/// </summary>
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public bool IsSeabed;
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/// <summary>Some but not all cells are ocean on classify — a basin straddling the shoreline seam. Treated as land (it has land cells and inflow) and counted.</summary>
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public bool IsCoastal;
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/// <summary>A basin with at least one land cell — the ones the graph is about.</summary>
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public bool IsLand => !IsSeabed;
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/// <summary><c>LakeCells > 0</c> — exactly <c>DrainageAnalysis</c>'s <c>basinHasLake</c> (any size), the routing sort. Kept so the two labels can be compared.</summary>
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public bool HasAnyLake;
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/// <summary>⭐⭐ THE EDGE — where the spill drains next.</summary>
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public DownstreamKind Downstream;
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/// <summary>The downstream basin id when <see cref="Downstream"/> is <see cref="DownstreamKind.Basin"/>; 0 otherwise.</summary>
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public int DownstreamId;
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/// <summary>The cell the spill walk ended on: the first ocean cell, the first cell of the next basin, or where it stuck.</summary>
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public int DownstreamEntryCell;
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/// <summary>The spill walk itself, spill → entry, 1-px cells — the reference's provisional-route descent on <c>FullFilled</c>.</summary>
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public List<int> SpillPath = new();
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/// <summary>⭐ Cross-check: following <c>Plan.Dir</c> (the analysis's own D8 field) from the first cell past the spill reaches the same node.</summary>
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public bool DirWalkAgrees = true;
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public DownstreamKind DirWalkKind;
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public int DirWalkId;
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}
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/// <summary>
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/// ⭐⭐ THE BASIN GRAPH — the water-bodies layer the flow-through routing model traverses (rivers/04).
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///
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/// ═══ WHAT IT IS ═══
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///
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/// <see cref="DrainageAnalysis"/> already found the sinks (<c>BasinId</c>) and already computed the
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/// overflow surface (<c>FullFilled</c>). This layer reads those outputs and records, per terminal basin,
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/// its spill, whether a significant heightmap lake sits in it, and where its spill drains to. The
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/// result is a DAG: an edge always leads to a strictly lower spill, so no chain can cycle.
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///
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/// ═══ ⛔ THE RED LINE ═══
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///
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/// **Reads heights, writes none. Creates no water. <c>DrainageAnalysis</c> is consumed, not edited.**
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/// The caller asserts both height digests unchanged around <see cref="Build"/>.
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///
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/// ═══ ⭐ WHY THE SPILL IS EXACT (the Part-0 argument, kept where the code is) ═══
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///
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/// The routing fill is a Barnes priority-flood with a one-ulp pit epsilon. A depression is entered
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/// from the lowest rim cell S popped off the heap (height L, never raised); the first cells inside
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/// are raised to <c>BitIncrement(L)</c> and every deeper cell to one ulp above ITS parent. So:
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/// • a terminal basin's cells (<c>FullFilled > original</c>, 8-connected) are ONE flood chain from
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/// ONE spill, and their minimum on <c>FullFilled</c> is exactly L + 1 ulp;
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/// • every boundary cell (8-adjacent, not in the basin) was NOT raised, so <c>FullFilled == original</c>
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/// there, and its height is ≥ L (a lower one would have been a lower way in);
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/// • the boundary minimum IS S, at exactly L.
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/// Both readings are computed and compared per basin (<see cref="BasinNode.SpillCrossCheckOk"/>), and
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/// the "spill sits on real terrain" fact is asserted too (<see cref="BasinNode.SpillOnTerrain"/>).
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///
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/// ═══ ⭐ WHY THE DOWNSTREAM WALK IS ON FullFilled, NOT Plan.Dir ═══
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///
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/// <c>Plan.Dir</c> is D8 on <c>Filled</c> — the surface with terminal basins REVERTED to real heights.
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/// The spill cell is the saddle; on <c>Filled</c> its steepest neighbour may be back INTO its own basin
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/// (the reverted floor is lower than the rim), which would name the basin its own downstream. On
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/// <c>FullFilled</c> the basin stands at L + ulps above its spill, so the descent from S cannot re-enter
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/// it — that is exactly why the reference walked its provisional route on the full fill. <c>Dir</c> is
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/// used as the CROSS-CHECK from the first cell past the spill, where re-entry is impossible.
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/// </summary>
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public sealed class BasinGraph
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{
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// Neighbour order FIXED, identical to DrainageAnalysis — the deterministic tiebreak.
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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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public int MapSize;
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public float SeaLevel;
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/// <summary>The significance floor a basin's in-basin classify water must reach to make it a LAKE basin. A knob (<c>ISLA_LAKE_MIN_PX</c>).</summary>
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public int LakeMinPx;
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// ---- provenance, recorded on the layer ----
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public const string SpillDatum =
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"spill = minimum of Plan.FullFilled over the basin's 8-neighbour boundary (== eroded RENDER height there); " +
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"cross-checked against BitDecrement(min FullFilled inside the basin); ties → lowest cell index";
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public const string LakeDatum =
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"lake = cells with BasinId == id AND classify < sea AND NOT OceanMask (CLASSIFY surface), total >= LakeMinPx";
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public const string DownstreamMethod =
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"edge = steepest descent on Plan.FullFilled from the spill cell (the reference's provisional-route walk), " +
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"until OceanMask (classify) or another BasinId; cross-checked by following Plan.Dir from the first cell past the spill";
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public List<BasinNode> Nodes = new();
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private Dictionary<int, BasinNode> _byId = new();
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public BasinNode Of(int id) => _byId.TryGetValue(id, out var b) ? b : null;
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// ---- invariant tallies ----
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public int SpillCrossCheckFailures, SpillNotOnTerrain, DirWalkDisagreements;
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/// <summary>Tallies over LAND basins only (seabed basins excluded — see <see cref="BasinNode.IsSeabed"/>).</summary>
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public int ToOcean, ToBasin, Closed, LakeBasins, DryBasins;
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/// <summary>⚠ The seam counts: basins entirely under the classify sea, and basins straddling the shoreline.</summary>
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public int Seabed, Coastal;
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/// <summary>The land basins, in id order — what every statistic and the plate's graph are over.</summary>
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public List<BasinNode> LandNodes = new();
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/// <summary>
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/// ⭐ ONE SIGNIFICANT CLASSIFY-WATER BODY, and which basin (if any) owns it. The reconciliation the whole
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/// layer exists for, measured per lake rather than assumed: heightmap lakes and terminal basins coincide
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/// only by terrain coincidence, so this says, per significant body, how much of it sits inside a terminal
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/// basin and which one — or that it floats free of the hydrology entirely.
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/// </summary>
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public sealed class LakeBody
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{
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public int Index; // 1-based, scan order
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public long SizePx;
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public long CellsInBasins; // cells with BasinId != 0
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public int DominantBasinId; // the basin holding most of its cells (0 = none)
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public long DominantCells;
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public int BasinsTouched; // distinct basins it overlaps
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public bool Owned => DominantBasinId != 0 && DominantCells * 2 >= SizePx; // ≥ half inside one basin
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public bool Free => CellsInBasins == 0;
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}
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/// <summary>Every significant body (8-connected, ≥ floor), scan order.</summary>
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public List<LakeBody> LakeBodies = new();
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public int LakeBodiesOwned, LakeBodiesFree, LakeBodiesSplit;
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/// <summary>Non-ocean classify-water cells outside every terminal basin — heightmap water the hydrology never pooled into.</summary>
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public long ClassifyWaterCellsOutsideBasins, ClassifyWaterCellsTotal;
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public static BasinGraph Build(DrainageAnalysis.Plan plan, float[,] render, int n,
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bool[] isOcean, bool[] isClassifyWater, bool[] isSignificantWater, float sea, int lakeMinPx)
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{
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int total = n * n;
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var g = new BasinGraph { MapSize = n, SeaLevel = sea, LakeMinPx = lakeMinPx };
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int[] basinId = plan.BasinId;
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float[] ff = plan.FullFilled;
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int maxId = 0;
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for (int i = 0; i < total; i++) if (basinId[i] > maxId) maxId = basinId[i];
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// ---- pass 1: per-basin scalars, scan order ----
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var area = new long[maxId + 1];
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var floorCell = new int[maxId + 1]; var floorH = new float[maxId + 1];
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var entryCell = new int[maxId + 1]; var entryFF = new float[maxId + 1];
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var lake = new long[maxId + 1]; var lakeSig = new long[maxId + 1]; var ocean = new long[maxId + 1];
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for (int id = 0; id <= maxId; id++) { floorCell[id] = -1; floorH[id] = float.MaxValue; entryCell[id] = -1; entryFF[id] = float.MaxValue; }
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for (int i = 0; i < total; i++)
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{
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int id = basinId[i];
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if (id == 0) continue;
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area[id]++;
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float h = render[i / n, i % n];
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if (h < floorH[id]) { floorH[id] = h; floorCell[id] = i; }
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if (ff[i] < entryFF[id]) { entryFF[id] = ff[i]; entryCell[id] = i; }
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if (isOcean[i]) ocean[id]++;
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else if (isClassifyWater[i])
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{
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lake[id]++;
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if (isSignificantWater != null && isSignificantWater[i]) lakeSig[id]++;
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}
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}
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// ---- pass 2: boundary minimum on FullFilled (the rim walk) ----
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var bMin = new float[maxId + 1]; var bCell = new int[maxId + 1];
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for (int id = 0; id <= maxId; id++) { bMin[id] = float.MaxValue; bCell[id] = -1; }
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for (int i = 0; i < total; i++)
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{
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int id = basinId[i];
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if (id == 0) continue;
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int cx = i / n, cy = i % 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 (basinId[ni] == id) continue;
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float v = ff[ni];
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if (v < bMin[id] || (v == bMin[id] && ni < bCell[id])) { bMin[id] = v; bCell[id] = ni; }
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}
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}
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// ---- pass 3: how many DISTINCT boundary cells tie at the spill height ----
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var ties = new HashSet<int>[maxId + 1];
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for (int i = 0; i < total; i++)
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{
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int id = basinId[i];
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if (id == 0) continue;
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int cx = i / n, cy = i % 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 (basinId[ni] == id || ff[ni] != bMin[id]) continue;
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(ties[id] ??= new HashSet<int>()).Add(ni);
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}
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}
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float ElevM(float h) => MathF.Max(0f, WorldScale.MetresFromRaw(h - sea));
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// ---- per basin: the node ----
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for (int id = 1; id <= maxId; id++)
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{
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if (area[id] == 0) continue;
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var b = new BasinNode
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{
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Id = id, AreaPx = area[id],
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InflowPx = id < plan.BasinInflow.Length ? plan.BasinInflow[id] : 0,
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FloorCell = floorCell[id], FloorHeightRaw = floorH[id],
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EntryCell = entryCell[id], EntryFullFilledRaw = entryFF[id],
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SpillCell = bCell[id], SpillHeightRaw = bMin[id],
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SpillTies = ties[id]?.Count ?? 0,
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LakeCells = lake[id], LakeCellsSignificant = lakeSig[id], OceanCells = ocean[id],
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};
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b.SpillCrossCheckOk = bCell[id] >= 0 && MathF.BitDecrement(entryFF[id]) == bMin[id];
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b.SpillOnTerrain = bCell[id] >= 0 && render[bCell[id] / n, bCell[id] % n] == bMin[id];
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b.SpillAboveSeaM = WorldScale.MetresFromRaw(b.SpillHeightRaw - sea);
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b.DepthToSpillM = WorldScale.MetresFromRaw(b.SpillHeightRaw - b.FloorHeightRaw);
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b.SpillClimbM = ElevM(b.SpillHeightRaw) - ElevM(b.FloorHeightRaw);
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b.IsLake = b.LakeCells >= lakeMinPx;
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b.HasAnyLake = b.LakeCells > 0;
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b.IsSeabed = b.OceanCells == b.AreaPx;
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b.IsCoastal = b.OceanCells > 0 && !b.IsSeabed;
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if (!b.SpillCrossCheckOk) g.SpillCrossCheckFailures++;
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if (!b.SpillOnTerrain) g.SpillNotOnTerrain++;
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if (b.IsSeabed) g.Seabed++;
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if (b.IsCoastal) g.Coastal++;
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// ⭐⭐ THE DOWNSTREAM WALK — the reference's provisional-route descent, started at the spill.
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if (bCell[id] >= 0)
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{
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int c = bCell[id];
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b.Downstream = DownstreamKind.None;
|
||||
for (int guard = 0; guard < 4 * n; guard++)
|
||||
{
|
||||
b.SpillPath.Add(c);
|
||||
if (isOcean[c]) { b.Downstream = DownstreamKind.Ocean; break; }
|
||||
int bid = basinId[c];
|
||||
if (bid != 0 && bid != id) { b.Downstream = DownstreamKind.Basin; b.DownstreamId = bid; break; }
|
||||
int cx = c / n, cy = c % n;
|
||||
float best = float.MaxValue; int bestN = -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;
|
||||
int ni = nx * n + ny;
|
||||
if (ff[ni] < best) { best = ff[ni]; bestN = ni; }
|
||||
}
|
||||
if (bestN < 0 || ff[bestN] >= ff[c]) break; // stuck — a closed sink (or an exact flat)
|
||||
c = bestN;
|
||||
}
|
||||
b.DownstreamEntryCell = b.SpillPath[^1];
|
||||
|
||||
// ⭐ Cross-check on the analysis's own D8 field, from the first cell PAST the spill.
|
||||
if (b.SpillPath.Count >= 2)
|
||||
{
|
||||
int c2 = b.SpillPath[1];
|
||||
var (dk, did) = WalkDir(plan, n, isOcean, c2);
|
||||
b.DirWalkKind = dk; b.DirWalkId = did;
|
||||
b.DirWalkAgrees = dk == b.Downstream && did == b.DownstreamId;
|
||||
}
|
||||
else { b.DirWalkKind = b.Downstream; b.DirWalkId = b.DownstreamId; b.DirWalkAgrees = true; }
|
||||
if (!b.DirWalkAgrees) g.DirWalkDisagreements++;
|
||||
}
|
||||
|
||||
if (b.IsLand)
|
||||
{
|
||||
switch (b.Downstream)
|
||||
{
|
||||
case DownstreamKind.Ocean: g.ToOcean++; break;
|
||||
case DownstreamKind.Basin: g.ToBasin++; break;
|
||||
default: g.Closed++; break;
|
||||
}
|
||||
if (b.IsLake) g.LakeBasins++; else g.DryBasins++;
|
||||
g.LandNodes.Add(b);
|
||||
}
|
||||
g.Nodes.Add(b);
|
||||
g._byId[id] = b;
|
||||
}
|
||||
|
||||
// ---- the reconciliation, per significant body: which basin owns it? ----
|
||||
for (int i = 0; i < total; i++)
|
||||
if (isClassifyWater[i] && !isOcean[i]) { g.ClassifyWaterCellsTotal++; if (basinId[i] == 0) g.ClassifyWaterCellsOutsideBasins++; }
|
||||
if (isSignificantWater != null)
|
||||
{
|
||||
var seen = new bool[total];
|
||||
var stack = new Stack<int>();
|
||||
var perBasin = new Dictionary<int, long>();
|
||||
for (int s = 0; s < total; s++)
|
||||
{
|
||||
if (seen[s] || !isSignificantWater[s]) continue;
|
||||
var body = new LakeBody { Index = g.LakeBodies.Count + 1 };
|
||||
perBasin.Clear();
|
||||
seen[s] = true; stack.Push(s);
|
||||
while (stack.Count > 0)
|
||||
{
|
||||
int c = stack.Pop();
|
||||
body.SizePx++;
|
||||
int bid = basinId[c];
|
||||
if (bid != 0) { body.CellsInBasins++; perBasin.TryGetValue(bid, out long cur); perBasin[bid] = cur + 1; }
|
||||
int cx = c / n, cy = c % n;
|
||||
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;
|
||||
int ni = nx * n + ny;
|
||||
if (seen[ni] || !isSignificantWater[ni]) continue;
|
||||
seen[ni] = true; stack.Push(ni);
|
||||
}
|
||||
}
|
||||
body.BasinsTouched = perBasin.Count;
|
||||
foreach (var kv in perBasin)
|
||||
if (kv.Value > body.DominantCells || (kv.Value == body.DominantCells && kv.Key < body.DominantBasinId))
|
||||
{ body.DominantCells = kv.Value; body.DominantBasinId = kv.Key; }
|
||||
if (body.Free) g.LakeBodiesFree++; else if (body.Owned) g.LakeBodiesOwned++; else g.LakeBodiesSplit++;
|
||||
g.LakeBodies.Add(body);
|
||||
}
|
||||
}
|
||||
return g;
|
||||
}
|
||||
|
||||
/// <summary>Follow <c>Plan.Dir</c> from a cell to where its flow ends: the sea, a terminal basin, or nowhere.</summary>
|
||||
private static (DownstreamKind kind, int id) WalkDir(DrainageAnalysis.Plan plan, int n, bool[] isOcean, int start)
|
||||
{
|
||||
int c = start;
|
||||
for (int guard = 0; guard < 8 * n; guard++)
|
||||
{
|
||||
if (isOcean[c]) return (DownstreamKind.Ocean, 0);
|
||||
sbyte d = plan.Dir[c];
|
||||
if (d == DrainageAnalysis.D_SEA) return (DownstreamKind.Ocean, 0);
|
||||
if (d == DrainageAnalysis.D_NONE) return plan.BasinId[c] != 0 ? (DownstreamKind.Basin, plan.BasinId[c]) : (DownstreamKind.None, 0);
|
||||
int cx = c / n, cy = c % n;
|
||||
c = (cx + DX[d]) * n + (cy + DY[d]);
|
||||
}
|
||||
return (DownstreamKind.None, 0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// ⭐ THE CAP PREVIEW — which basins have an UNBROKEN spill-chain to the ocean when every link's
|
||||
/// <see cref="BasinNode.SpillClimbM"/> must be ≤ <paramref name="capM"/>. A preview of what the
|
||||
/// flow-through model will trade at a given cap; it decides nothing.
|
||||
/// </summary>
|
||||
public bool[] ConnectedAtCap(float capM, out int connected)
|
||||
{
|
||||
var state = new Dictionary<int, byte>(); // 1 = yes, 2 = no, 3 = visiting
|
||||
bool Reach(int id)
|
||||
{
|
||||
if (state.TryGetValue(id, out byte s)) return s == 1;
|
||||
var b = Of(id);
|
||||
if (b == null) { state[id] = 2; return false; }
|
||||
state[id] = 3;
|
||||
bool ok = false;
|
||||
if (b.SpillClimbM <= capM)
|
||||
{
|
||||
if (b.Downstream == DownstreamKind.Ocean) ok = true;
|
||||
else if (b.Downstream == DownstreamKind.Basin)
|
||||
{
|
||||
// The graph is a DAG (an edge always lands on a strictly lower spill); the
|
||||
// visiting guard is belt-and-braces, never expected to fire.
|
||||
bool visiting = state.TryGetValue(b.DownstreamId, out byte ds) && ds == 3;
|
||||
ok = !visiting && Reach(b.DownstreamId);
|
||||
}
|
||||
}
|
||||
state[id] = ok ? (byte)1 : (byte)2;
|
||||
return ok;
|
||||
}
|
||||
var outp = new bool[Nodes.Count];
|
||||
connected = 0;
|
||||
for (int i = 0; i < Nodes.Count; i++)
|
||||
{
|
||||
outp[i] = Reach(Nodes[i].Id);
|
||||
if (outp[i]) connected++;
|
||||
}
|
||||
return outp;
|
||||
}
|
||||
|
||||
/// <summary>Chain length (edges) from a basin to the ocean, or -1 if the chain ends in a closed sink.</summary>
|
||||
public int HopsToOcean(int id)
|
||||
{
|
||||
int hops = 0; var seen = new HashSet<int>();
|
||||
var b = Of(id);
|
||||
while (b != null && seen.Add(b.Id))
|
||||
{
|
||||
if (b.Downstream == DownstreamKind.Ocean) return hops + 1;
|
||||
if (b.Downstream != DownstreamKind.Basin) return -1;
|
||||
b = Of(b.DownstreamId); hops++;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
6
Tools/Scenes/BasinGraphTool.tscn
Normal file
6
Tools/Scenes/BasinGraphTool.tscn
Normal file
|
|
@ -0,0 +1,6 @@
|
|||
[gd_scene format=3 uid="uid://basingraph04"]
|
||||
|
||||
[ext_resource type="Script" path="res://Tools/Scripts/BasinGraphTool.cs" id="1_bgt04"]
|
||||
|
||||
[node name="BasinGraphTool" type="Node"]
|
||||
script = ExtResource("1_bgt04")
|
||||
151
Tools/Scripts/BasinGraphRenderer.cs
Normal file
151
Tools/Scripts/BasinGraphRenderer.cs
Normal file
|
|
@ -0,0 +1,151 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Godot;
|
||||
using IslaApocalypse.Core;
|
||||
|
||||
namespace IslaApocalypse.Tools
|
||||
{
|
||||
/// <summary>
|
||||
/// ⭐ THE BASIN-GRAPH PLATE (rivers/04) — the taste gate on the foundation. Presentation only; reads
|
||||
/// the graph and the height, writes pixels. Nothing here touches data.
|
||||
///
|
||||
/// What the eye is meant to check, per the task:
|
||||
/// • is each SPILL (yellow ring, labelled) at the true low rim where water would actually overtop?
|
||||
/// • which basins hold REAL LAKES (blue tint, the lake cells brighter) vs DRY sinks (amber tint)?
|
||||
/// • does "who drains to whom" (the arrows: cyan → ocean, white → another basin, red = closed)
|
||||
/// look like a physically sane network?
|
||||
///
|
||||
/// Label at each spill: <c>"23M/7"</c> = spill 23 m above the sea datum, 7 m climb from the basin
|
||||
/// floor (the number the cap is judged against). Both on the RENDER surface.
|
||||
/// </summary>
|
||||
public static class BasinGraphRenderer
|
||||
{
|
||||
private static readonly Color LakeTint = new(0.250f, 0.520f, 1.000f);
|
||||
private static readonly Color LakeWater = new(0.180f, 0.420f, 0.980f);
|
||||
private static readonly Color DryTint = new(0.980f, 0.660f, 0.250f);
|
||||
private static readonly Color OutlineL = new(0.100f, 0.250f, 0.650f);
|
||||
private static readonly Color OutlineD = new(0.600f, 0.330f, 0.060f);
|
||||
private static readonly Color Spill = new(1.000f, 0.930f, 0.350f);
|
||||
private static readonly Color EdgeOcean = new(0.250f, 0.900f, 1.000f);
|
||||
private static readonly Color EdgeBasin = new(1.000f, 1.000f, 1.000f);
|
||||
private static readonly Color EdgeNone = new(1.000f, 0.250f, 0.250f);
|
||||
private static readonly Color Floor = new(0.050f, 0.050f, 0.050f);
|
||||
private static readonly Color Ink = new(0.941f, 0.949f, 0.961f);
|
||||
private static readonly Color Shadow = new(0.000f, 0.000f, 0.000f);
|
||||
private static readonly Color SeabedOutline = new(0.180f, 0.300f, 0.520f);
|
||||
|
||||
public static Image Plate(BasinGraph g, DrainageAnalysis.Plan plan, Image img, int n,
|
||||
bool[] isOcean, bool[] isClassifyWater, string title, string subtitle, string third)
|
||||
{
|
||||
int[] basinId = plan.BasinId;
|
||||
int total = n * n;
|
||||
|
||||
// 1. tint every basin cell by lake/dry; lake cells inside a basin drawn as water.
|
||||
var lakeOf = new Dictionary<int, bool>();
|
||||
var seabed = new HashSet<int>();
|
||||
foreach (var b in g.Nodes) { lakeOf[b.Id] = b.IsLake; if (b.IsSeabed) seabed.Add(b.Id); }
|
||||
for (int i = 0; i < total; i++)
|
||||
{
|
||||
int id = basinId[i];
|
||||
if (id == 0 || seabed.Contains(id)) continue;
|
||||
int x = i / n, y = i % n;
|
||||
bool isLakeBasin = lakeOf.TryGetValue(id, out bool l) && l;
|
||||
if (isClassifyWater[i] && !isOcean[i])
|
||||
{
|
||||
img.SetPixel(x, y, isLakeBasin ? LakeWater : img.GetPixel(x, y).Lerp(LakeWater, 0.55f));
|
||||
continue;
|
||||
}
|
||||
img.SetPixel(x, y, img.GetPixel(x, y).Lerp(isLakeBasin ? LakeTint : DryTint, 0.38f));
|
||||
}
|
||||
// 2. outline: a basin cell with a 4-neighbour of a different id.
|
||||
for (int i = 0; i < total; i++)
|
||||
{
|
||||
int id = basinId[i];
|
||||
if (id == 0) continue;
|
||||
int x = i / n, y = i % n;
|
||||
bool edge = (x > 0 && basinId[i - n] != id) || (x < n - 1 && basinId[i + n] != id)
|
||||
|| (y > 0 && basinId[i - 1] != id) || (y < n - 1 && basinId[i + 1] != id);
|
||||
if (!edge) continue;
|
||||
if (seabed.Contains(id)) { img.SetPixel(x, y, SeabedOutline); continue; } // the seam: outline only
|
||||
bool isLakeBasin = lakeOf.TryGetValue(id, out bool l) && l;
|
||||
img.SetPixel(x, y, isLakeBasin ? OutlineL : OutlineD);
|
||||
}
|
||||
|
||||
int thin = n >= 4096 ? 3 : 2, ring = n >= 4096 ? 16 : 9, ringW = n >= 4096 ? 4 : 3;
|
||||
int floorR = n >= 4096 ? 6 : 3, head = n >= 4096 ? 22 : 12;
|
||||
int scale = n >= 4096 ? 3 : 2;
|
||||
|
||||
// 3. the edges — the spill walk, arrowhead at the downstream end.
|
||||
foreach (var b in g.LandNodes)
|
||||
{
|
||||
Color c = b.Downstream switch
|
||||
{
|
||||
DownstreamKind.Ocean => EdgeOcean,
|
||||
DownstreamKind.Basin => EdgeBasin,
|
||||
_ => EdgeNone,
|
||||
};
|
||||
var path = b.SpillPath;
|
||||
if (path.Count >= 2)
|
||||
{
|
||||
for (int i = 1; i < path.Count; i++)
|
||||
DrainageRenderer.Line(img, path[i - 1] / n, path[i - 1] % n, path[i] / n, path[i] % n, n, c, thin);
|
||||
Arrowhead(img, path, n, c, head, thin);
|
||||
}
|
||||
else
|
||||
{
|
||||
// A spill that is itself the terminus (the rim cell is ocean) — or stuck on the spot.
|
||||
DrainageRenderer.Disc(img, b.SpillCell / n, b.SpillCell % n, ring / 2, n, c);
|
||||
}
|
||||
}
|
||||
// 4. spills, floors, labels.
|
||||
foreach (var b in g.LandNodes)
|
||||
{
|
||||
int sx = b.SpillCell / n, sy = b.SpillCell % n;
|
||||
DrainageRenderer.Ring(img, sx, sy, ring, n, Spill, ringW);
|
||||
DrainageRenderer.Disc(img, b.FloorCell / n, b.FloorCell % n, floorR, n, Floor);
|
||||
string lbl = $"{b.SpillAboveSeaM:F0}M/{b.SpillClimbM:F0}"; // TinyFont has no '+' or '^': "spill m above sea / climb m from floor"
|
||||
Label(img, lbl, sx + ring + 4, sy - TinyFont.Height(scale) / 2, scale, n);
|
||||
Label(img, $"#{b.Id}", b.FloorCell / n + floorR + 3, b.FloorCell % n - TinyFont.Height(scale) / 2, scale, n);
|
||||
}
|
||||
|
||||
// 5. the legend.
|
||||
int s = n >= 4096 ? 4 : 3; int lh = TinyFont.Height(s) + 6;
|
||||
TinyFont.Draw(img, title, 12, 12, s, Ink);
|
||||
TinyFont.Draw(img, subtitle, 12, 12 + lh, s, Ink);
|
||||
TinyFont.Draw(img, third, 12, 12 + lh * 2, s, Ink);
|
||||
TinyFont.Draw(img, "BLUE TINT = LAKE BASIN (SIGNIFICANT CLASSIFY WATER INSIDE) AMBER TINT = DRY SINK BLACK DOT = BASIN FLOOR (#ID)", 12, 12 + lh * 3, s, Ink);
|
||||
TinyFont.Draw(img, "YELLOW RING = SPILL CELL. LABEL 12M/4 = SPILL 12 M ABOVE SEA / 4 M CLIMB FROM THE BASIN FLOOR TO OVERTOP (RENDER SURFACE)", 12, 12 + lh * 4, s, Ink);
|
||||
TinyFont.Draw(img, "ARROW = WHERE THE SPILL DRAINS: CYAN TO OCEAN, WHITE INTO ANOTHER BASIN, RED = CLOSED. DATA LAYER ONLY - NOTHING FILLED, NOTHING CARVED", 12, 12 + lh * 5, s, Ink);
|
||||
TinyFont.Draw(img, "FAINT BLUE OUTLINE, NO MARKS = SEABED PIT (A RENDER DEPRESSION UNDER THE CLASSIFY SEA - THE D-046 SEAM, INERT, EXCLUDED FROM THE GRAPH)", 12, 12 + lh * 6, s, Ink);
|
||||
return img;
|
||||
}
|
||||
|
||||
private static void Arrowhead(Image img, List<int> path, int n, Color c, int len, int thick)
|
||||
{
|
||||
int end = path[^1];
|
||||
int from = path[Math.Max(0, path.Count - 1 - 24)];
|
||||
float ex = end / n, ey = end % n, fx = from / n, fy = from % n;
|
||||
float dx = ex - fx, dy = ey - fy;
|
||||
float L = MathF.Sqrt(dx * dx + dy * dy);
|
||||
if (L < 1f) return;
|
||||
dx /= L; dy /= L;
|
||||
// two barbs, 30° either side of the reversed direction
|
||||
const float a = 0.5236f;
|
||||
float cs = MathF.Cos(a), sn = MathF.Sin(a);
|
||||
float bx1 = -dx * cs - (-dy) * sn, by1 = -dx * sn + (-dy) * cs;
|
||||
float bx2 = -dx * cs + (-dy) * sn, by2 = -(-dx) * sn + (-dy) * cs;
|
||||
DrainageRenderer.Line(img, (int)ex, (int)ey, (int)(ex + bx1 * len), (int)(ey + by1 * len), n, c, thick);
|
||||
DrainageRenderer.Line(img, (int)ex, (int)ey, (int)(ex + bx2 * len), (int)(ey + by2 * len), n, c, thick);
|
||||
}
|
||||
|
||||
/// <summary>Ink over a one-px black shadow, clamped inside the image so a rim label near the edge is still readable.</summary>
|
||||
private static void Label(Image img, string text, int x, int y, int scale, int n)
|
||||
{
|
||||
int w = TinyFont.Width(text, scale), h = TinyFont.Height(scale);
|
||||
x = Math.Clamp(x, 0, Math.Max(0, n - w - 1));
|
||||
y = Math.Clamp(y, 0, Math.Max(0, n - h - 1));
|
||||
TinyFont.Draw(img, text, x + 1, y + 1, scale, Shadow);
|
||||
TinyFont.Draw(img, text, x, y, scale, Ink);
|
||||
}
|
||||
}
|
||||
}
|
||||
599
Tools/Scripts/BasinGraphTool.cs
Normal file
599
Tools/Scripts/BasinGraphTool.cs
Normal file
|
|
@ -0,0 +1,599 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using Godot;
|
||||
using IslaApocalypse.Core;
|
||||
|
||||
namespace IslaApocalypse.Tools
|
||||
{
|
||||
/// <summary>
|
||||
/// ⭐⭐ THE LAKE-BASIN LAYER (rivers/04) — build the basin graph and show it, so the developer can
|
||||
/// trust the spills before anything is routed on them.
|
||||
///
|
||||
/// ═══ WHAT THIS TASK IS FOR ═══
|
||||
///
|
||||
/// The flow-through routing model (the next task) needs lakes to be NODES in the drainage graph,
|
||||
/// not free-floating heightmap classifications the router bumps into. This builds that layer from
|
||||
/// what `DrainageAnalysis` already computed — the sinks (`BasinId`) and the overflow surface
|
||||
/// (`FullFilled`) — enriching each terminal basin with its SPILL, its LAKE-IDENTITY and its
|
||||
/// DOWNSTREAM EDGE. → <see cref="BasinGraph"/>.
|
||||
///
|
||||
/// ═══ ⛔ THE RED LINE — A DATA LAYER, NOT A TERRAIN WRITE ═══
|
||||
///
|
||||
/// **No height is written. No water is filled or created. `DrainageAnalysis` is reused, not
|
||||
/// rewritten.** Spills and lake-identity are computed and recorded, never stamped. Both height
|
||||
/// fields are digested before the layer is built and after the plate is drawn, and the tool REFUSES
|
||||
/// to continue if either changed — the flood-guard discipline every task since erosion has kept.
|
||||
///
|
||||
/// ═══ RUNNING IT ═══
|
||||
///
|
||||
/// xvfb-run -a Godot_v4.7.2-stable_mono_linux.x86_64 \
|
||||
/// --path ~/celerNexus/islaApocalypse-v2 res://Tools/Scenes/BasinGraphTool.tscn
|
||||
///
|
||||
/// ISLA_TASK / ISLA_TASK_SUFFIX / ISLA_BATCH / ISLA_CHAT / ISLA_MAPSIZE / ISLA_CALIB_SIZE / ISLA_SEEDS / ISLA_SKIP_RAW
|
||||
/// ISLA_LAKE_MIN_PX the significance floor for a basin's in-basin classify water (default 20000 — a KNOB)
|
||||
/// ISLA_CAP_PREVIEW_M comma list of rim caps to preview connectivity at (default "15,30,60")
|
||||
/// </summary>
|
||||
public partial class BasinGraphTool : 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 BasinGraph Graph;
|
||||
public int TerminalBasinCount;
|
||||
public long LandCells, EndorheicCells;
|
||||
public ulong RenderDigest, ClassifyDigest;
|
||||
public int WaterBodiesKept, WaterBodiesTotal; public long WaterCellsKept, LargestWaterPx;
|
||||
public float SpillMinM, SpillP25M, SpillMedM, SpillP75M, SpillMaxM;
|
||||
public float ClimbMinM, ClimbP25M, ClimbMedM, ClimbP75M, ClimbMaxM;
|
||||
public int[] ClimbBands; // <=5, 5-15, 15-30, 30-60, >60
|
||||
public Dictionary<float, (int all, int lake, int dry, int direct)> Cap = new();
|
||||
public int LakeAnyOnly; // HasAnyLake && !IsLake — where this layer's label differs from the routing sort
|
||||
public int MaxHops;
|
||||
public float GraphSeconds, 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", 4);
|
||||
string taskSfx = EnvStr("ISLA_TASK_SUFFIX", "");
|
||||
string descr = EnvStr("ISLA_BATCH", "lake_basin_layer");
|
||||
int mapSize = EnvInt("ISLA_MAPSIZE", DefaultMapSize);
|
||||
int calibSize = EnvInt("ISLA_CALIB_SIZE", DefaultCalibSize);
|
||||
int[] seeds = EnvSeeds("ISLA_SEEDS", DefaultSeeds);
|
||||
int lakeMinPx = EnvInt("ISLA_LAKE_MIN_PX", RiverRouting.LakeMinTargetPx);
|
||||
bool skipRaw = EnvStr("ISLA_SKIP_RAW", "1") == "1";
|
||||
float[] caps = EnvFloats("ISLA_CAP_PREVIEW_M", new[] { 15f, 30f, 60f });
|
||||
|
||||
TerrainShapeV1.Assert("BasinGraph");
|
||||
TerrainShapeV1.AssertErosionDefaultOn("BasinGraph");
|
||||
|
||||
string batchRoot = ToolingPaths.BatchRoot(task, taskSfx, descr);
|
||||
DirAccess.MakeDirRecursiveAbsolute(batchRoot);
|
||||
DirAccess.MakeDirRecursiveAbsolute(ToolingPaths.BatchScratch(batchRoot));
|
||||
|
||||
var anchors = CurveAnchors.Default;
|
||||
float sea = 0.15f;
|
||||
// ⚠ The ENUMERATION gates (EndorheicMinDepthM / EndorheicMinAreaPx) are the defaults — they
|
||||
// define which depressions ARE terminal basins, i.e. the nodes of this graph. Reporting caps
|
||||
// are irrelevant here: the layer reads BasinId / FullFilled / Dir, not the promoted lists.
|
||||
var dp = new DrainageAnalysis.Params { SeaLevel = sea };
|
||||
|
||||
GD.Print("==================================================================");
|
||||
GD.Print(" THE LAKE-BASIN LAYER (rivers/04) — the basin graph: spill + lake-identity + downstream edge, per terminal basin");
|
||||
GD.Print("==================================================================");
|
||||
GD.Print($"MapSize : {mapSize} curve calibrated at {calibSize}");
|
||||
GD.Print($"terrain : {TerrainShapeV1.Describe()} + erosion ON by default");
|
||||
GD.Print($"seeds : {seeds.Length} — {string.Join(", ", seeds)}");
|
||||
GD.Print($"spill : {BasinGraph.SpillDatum}");
|
||||
GD.Print($"lake : {BasinGraph.LakeDatum} floor = {lakeMinPx:N0} px (ISLA_LAKE_MIN_PX, a knob)");
|
||||
GD.Print($"edge : {BasinGraph.DownstreamMethod}");
|
||||
GD.Print($"D-046 : spill geometry/height on RENDER (the flow surface, as RouteTo routes); lake presence + OCEAN on CLASSIFY (the water surface, as the terminus tests). No cross-surface comparison anywhere.");
|
||||
GD.Print($"cap view : unbroken spill-chain to the ocean previewed at {string.Join(" / ", Array.ConvertAll(caps, c => c.ToString("F0")))} m (every link's floor→spill climb ≤ cap; clamped at sea as RouteTo clamps)");
|
||||
GD.Print($"⛔ RED LINE : DATA LAYER ONLY — no height mutated, no water filled, DrainageAnalysis untouched. ASSERTED per seed around build + render.");
|
||||
GD.Print($"batch : {batchRoot}");
|
||||
GD.Print("==================================================================");
|
||||
if (mapSize != 8192)
|
||||
GD.PrintErr($" ⚠⚠ MAP SIZE {mapSize} — the terminal-basin gates are ABSOLUTE PIXEL COUNTS tuned at 8192; a smaller " +
|
||||
"map under-produces terminal basins. This run checks the PLUMBING (spill extraction, graph, render), not the character.");
|
||||
|
||||
GD.Print($"\n--- 0. CURVE (task-01 pool at {calibSize}, family-off pinned) ---");
|
||||
var (knots, calibration) = CalibrateCurve(calibSize, sea, anchors);
|
||||
GD.Print($" {knots}");
|
||||
|
||||
TerrainGenConfig Cfg(int size, int seed) => new TerrainGenConfig
|
||||
{
|
||||
MapSize = size, Seed = seed, VariantLabel = "basins",
|
||||
Curve = true, ShelfDetail = false, CurveMode = CurveModeKind.Continuous,
|
||||
Knots = knots, Anchors = anchors, ClimbCalibration = calibration, LowlandCeilingM = 30f,
|
||||
};
|
||||
|
||||
var results = new List<SeedResult>();
|
||||
foreach (int seed in seeds)
|
||||
{
|
||||
ulong t0 = Time.GetTicksMsec();
|
||||
GD.Print($"\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;
|
||||
|
||||
// ⭐ THE OCEAN IDENTITY and the water surface — CLASSIFY (→ D-066 / D-046).
|
||||
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;
|
||||
|
||||
// ⭐ THE FLOW SURFACE — the analysis on the eroded RENDER height, exactly as every task since chat2/12.
|
||||
var plan = DrainageAnalysis.Run(p2.Height, mapSize, isOcean, isClassifyWater, -1f, -1f, dp);
|
||||
GD.Print($" land {plan.LandCells:N0} — sea-reaching {plan.SeaReachingCells:N0} ({100.0 * plan.SeaReachingCells / Math.Max(1, plan.LandCells):F1} %), " +
|
||||
$"endorheic {plan.EndorheicCells:N0} ({100.0 * plan.EndorheicCells / Math.Max(1, plan.LandCells):F1} %); terminal basins {plan.TerminalBasinCount}; pits filled through {plan.PitsFilledCount:N0}");
|
||||
|
||||
bool[] significant = RegionLabeling.SignificantWaterMask(isClassifyWater, isOcean, mapSize,
|
||||
lakeMinPx, out int keptBodies, out int totalBodies, out long keptCells, out long largestPx);
|
||||
GD.Print($" significant water: {keptBodies} of {totalBodies} classify-water bodies >= {lakeMinPx:N0} px ({keptCells:N0} cells; largest {largestPx:N0} px)");
|
||||
|
||||
// ═══ ⛔ THE RED-LINE GUARD — both fields digested BEFORE the layer ═══
|
||||
ulong hRenderBefore = Digest(p2.Height, mapSize);
|
||||
ulong hClassifyBefore = Digest(p2.HeightClassify, mapSize);
|
||||
|
||||
ulong tg0 = Time.GetTicksMsec();
|
||||
var g = BasinGraph.Build(plan, p2.Height, mapSize, isOcean, isClassifyWater, significant, sea, lakeMinPx);
|
||||
float graphSec = (Time.GetTicksMsec() - tg0) / 1000f;
|
||||
|
||||
if (g.Nodes.Count != plan.TerminalBasinCount)
|
||||
throw new InvalidOperationException($"[BasinGraph] node count {g.Nodes.Count} != Plan.TerminalBasinCount {plan.TerminalBasinCount} — the layer did not enumerate the analysis's basins exactly.");
|
||||
|
||||
var r = new SeedResult
|
||||
{
|
||||
Seed = seed, Graph = g, TerminalBasinCount = plan.TerminalBasinCount,
|
||||
LandCells = plan.LandCells, EndorheicCells = plan.EndorheicCells,
|
||||
WaterBodiesKept = keptBodies, WaterBodiesTotal = totalBodies, WaterCellsKept = keptCells, LargestWaterPx = largestPx,
|
||||
GraphSeconds = graphSec,
|
||||
};
|
||||
Summarise(r, caps);
|
||||
|
||||
GD.Print($" ⚠ SEAM: {g.Seabed} of {g.Nodes.Count} terminal basins are SEABED pits (every cell ocean on classify, inflow 0) — excluded from the graph statistics below; {g.Coastal} straddle the shoreline (kept as land).");
|
||||
GD.Print($" ⭐ GRAPH (land): {g.LandNodes.Count} basins — {g.LakeBasins} LAKE / {g.DryBasins} DRY (floor {lakeMinPx:N0} px; {r.LakeAnyOnly} hold only a sub-floor puddle)");
|
||||
GD.Print($" spills → ocean {g.ToOcean} / → another basin {g.ToBasin} / closed {g.Closed}; longest chain {r.MaxHops} hops");
|
||||
GD.Print($" spill height above sea (m): min {r.SpillMinM:F1} p25 {r.SpillP25M:F1} median {r.SpillMedM:F1} p75 {r.SpillP75M:F1} max {r.SpillMaxM:F1}");
|
||||
GD.Print($" floor→spill climb (m): min {r.ClimbMinM:F1} p25 {r.ClimbP25M:F1} median {r.ClimbMedM:F1} p75 {r.ClimbP75M:F1} max {r.ClimbMaxM:F1} bands ≤5/5–15/15–30/30–60/>60: {string.Join("/", r.ClimbBands)}");
|
||||
foreach (float cap in caps)
|
||||
{
|
||||
var c = r.Cap[cap];
|
||||
GD.Print($" cap {cap,3:F0} m: {c.all,3} of {g.LandNodes.Count} land basins chain to the ocean ({c.lake} lake / {c.dry} dry; {c.direct} of them directly)");
|
||||
}
|
||||
GD.Print($" ✅ invariants: spill cross-check (fill-level vs rim-walk) failures {g.SpillCrossCheckFailures}; spill-not-on-terrain {g.SpillNotOnTerrain}; " +
|
||||
$"Dir-walk disagreements {g.DirWalkDisagreements}; seabed {g.Seabed} / coastal {g.Coastal}");
|
||||
if (g.SpillCrossCheckFailures > 0 || g.SpillNotOnTerrain > 0)
|
||||
GD.PrintErr(" ⚠⚠ A SPILL INVARIANT FAILED — the spill datum is not exact on this seed. Reported, not hidden; see the CSV.");
|
||||
if (g.DirWalkDisagreements > 0)
|
||||
GD.PrintErr(" ⚠ The FullFilled walk and the Dir walk disagree on some basin's downstream — listed in the CSV (dir_walk_agrees).");
|
||||
GD.Print($" ⭐ RECONCILIATION: {g.LakeBodies.Count} significant classify bodies — {g.LakeBodiesOwned} owned by a basin (≥ half inside one), " +
|
||||
$"{g.LakeBodiesSplit} split across basins, {g.LakeBodiesFree} FREE (in no terminal basin at all); " +
|
||||
$"{g.ClassifyWaterCellsOutsideBasins:N0} of {g.ClassifyWaterCellsTotal:N0} non-ocean classify-water cells lie outside every basin");
|
||||
GD.Print($" graph built in {graphSec:F2}s");
|
||||
|
||||
WriteBasinCsv(batchRoot, r, caps);
|
||||
WriteLakeCsv(batchRoot, r);
|
||||
|
||||
ulong tr0 = Time.GetTicksMsec();
|
||||
RenderSeed(batchRoot, r, plan, isOcean, isClassifyWater, p2, mapSize, sea, skipRaw);
|
||||
r.RenderSeconds = (Time.GetTicksMsec() - tr0) / 1000f;
|
||||
|
||||
// ═══ ⛔ …and asserted byte-identical AFTER build + render ═══
|
||||
ulong hRenderAfter = Digest(p2.Height, mapSize);
|
||||
ulong hClassifyAfter = Digest(p2.HeightClassify, mapSize);
|
||||
if (hRenderAfter != hRenderBefore || hClassifyAfter != hClassifyBefore)
|
||||
throw new InvalidOperationException(
|
||||
"[BasinGraph] RED-LINE VIOLATION: a height field CHANGED across the layer build / render.\n" +
|
||||
$" render {hRenderBefore:X16} -> {hRenderAfter:X16}\n" +
|
||||
$" classify {hClassifyBefore:X16} -> {hClassifyAfter:X16}\n" +
|
||||
"This task builds a DATA layer — it must never mutate a height or fill water. Refusing to continue.");
|
||||
r.RenderDigest = hRenderBefore; r.ClassifyDigest = hClassifyBefore;
|
||||
GD.Print($" ✅ RED LINE HELD: render {hRenderBefore:X16} and classify {hClassifyBefore:X16} byte-identical across build + render — no height mutated, no water filled.");
|
||||
|
||||
r.Ms = Time.GetTicksMsec() - t0;
|
||||
results.Add(r);
|
||||
}
|
||||
|
||||
WriteIndex(batchRoot, mapSize, seeds, results, lakeMinPx, caps, dp, skipRaw);
|
||||
GD.Print("\n==================================================================");
|
||||
GD.Print($" DONE — {batchRoot}");
|
||||
GD.Print(" ⛔ TASTE GATE: the graph is PRESENTED, not routed on. Nothing locked, nothing routed, nothing graduated.");
|
||||
GD.Print(" ⛔ DATA LAYER ONLY: no height mutated, no water filled — asserted per seed.");
|
||||
GD.Print("==================================================================");
|
||||
GetTree().Quit(0);
|
||||
}
|
||||
|
||||
private static void Summarise(SeedResult r, float[] caps)
|
||||
{
|
||||
var g = r.Graph;
|
||||
var spill = new List<float>(); var climb = new List<float>();
|
||||
r.ClimbBands = new int[5];
|
||||
foreach (var b in g.LandNodes)
|
||||
{
|
||||
spill.Add(b.SpillAboveSeaM); climb.Add(b.SpillClimbM);
|
||||
r.ClimbBands[b.SpillClimbM <= 5f ? 0 : b.SpillClimbM <= 15f ? 1 : b.SpillClimbM <= 30f ? 2 : b.SpillClimbM <= 60f ? 3 : 4]++;
|
||||
if (b.HasAnyLake && !b.IsLake) r.LakeAnyOnly++;
|
||||
int hops = g.HopsToOcean(b.Id);
|
||||
if (hops > r.MaxHops) r.MaxHops = hops;
|
||||
}
|
||||
spill.Sort(); climb.Sort();
|
||||
(r.SpillMinM, r.SpillP25M, r.SpillMedM, r.SpillP75M, r.SpillMaxM) = Quantiles(spill);
|
||||
(r.ClimbMinM, r.ClimbP25M, r.ClimbMedM, r.ClimbP75M, r.ClimbMaxM) = Quantiles(climb);
|
||||
foreach (float cap in caps)
|
||||
{
|
||||
bool[] ok = g.ConnectedAtCap(cap, out int connected);
|
||||
int lake = 0, dry = 0, direct = 0;
|
||||
connected = 0;
|
||||
for (int i = 0; i < g.Nodes.Count; i++)
|
||||
{
|
||||
if (!ok[i] || !g.Nodes[i].IsLand) continue; // land basins only — a seabed pit "chains" trivially
|
||||
connected++;
|
||||
if (g.Nodes[i].IsLake) lake++; else dry++;
|
||||
if (g.Nodes[i].Downstream == DownstreamKind.Ocean) direct++;
|
||||
}
|
||||
r.Cap[cap] = (connected, lake, dry, direct);
|
||||
}
|
||||
}
|
||||
|
||||
private static (float, float, float, float, float) Quantiles(List<float> sorted)
|
||||
{
|
||||
if (sorted.Count == 0) return (0, 0, 0, 0, 0);
|
||||
float Q(double q) => sorted[Math.Clamp((int)Math.Round(q * (sorted.Count - 1)), 0, sorted.Count - 1)];
|
||||
return (sorted[0], Q(0.25), Q(0.5), Q(0.75), sorted[^1]);
|
||||
}
|
||||
|
||||
/// <summary>FNV-1a over the raw float bits — "byte-identical", not "numerically close".</summary>
|
||||
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 string Kind(DownstreamKind k) => k switch
|
||||
{
|
||||
DownstreamKind.Ocean => "OCEAN",
|
||||
DownstreamKind.Basin => "BASIN",
|
||||
_ => "NONE",
|
||||
};
|
||||
|
||||
private static void WriteBasinCsv(string batchRoot, SeedResult r, float[] caps)
|
||||
{
|
||||
var g = r.Graph; int n = g.MapSize;
|
||||
var capOk = new Dictionary<float, bool[]>();
|
||||
foreach (float cap in caps) capOk[cap] = g.ConnectedAtCap(cap, out _);
|
||||
var sb = new StringBuilder();
|
||||
sb.Append("id,class,area_px,inflow_px,is_lake,has_any_lake,lake_cells,lake_cells_significant,ocean_cells," +
|
||||
"floor_x,floor_y,floor_raw,spill_x,spill_y,spill_raw,spill_above_sea_m,depth_to_spill_m,spill_climb_m,spill_ties," +
|
||||
"spill_crosscheck_ok,spill_on_terrain,downstream,downstream_id,downstream_x,downstream_y,spill_path_cells,dir_walk_agrees,dir_walk_kind,dir_walk_id,hops_to_ocean");
|
||||
foreach (float cap in caps) sb.Append($",chain_ok_cap{cap:F0}");
|
||||
sb.AppendLine();
|
||||
for (int i = 0; i < g.Nodes.Count; i++)
|
||||
{
|
||||
var b = g.Nodes[i];
|
||||
sb.Append($"{b.Id},{(b.IsSeabed ? "seabed" : b.IsCoastal ? "coastal" : "inland")},{b.AreaPx},{b.InflowPx},{(b.IsLake ? "yes" : "no")},{(b.HasAnyLake ? "yes" : "no")},{b.LakeCells},{b.LakeCellsSignificant},{b.OceanCells}," +
|
||||
$"{b.FloorCell / n},{b.FloorCell % n},{b.FloorHeightRaw:R},{b.SpillCell / n},{b.SpillCell % n},{b.SpillHeightRaw:R}," +
|
||||
$"{b.SpillAboveSeaM:F2},{b.DepthToSpillM:F2},{b.SpillClimbM:F2},{b.SpillTies}," +
|
||||
$"{(b.SpillCrossCheckOk ? "yes" : "NO")},{(b.SpillOnTerrain ? "yes" : "NO")},{Kind(b.Downstream)},{b.DownstreamId}," +
|
||||
$"{b.DownstreamEntryCell / n},{b.DownstreamEntryCell % n},{b.SpillPath.Count},{(b.DirWalkAgrees ? "yes" : "NO")},{Kind(b.DirWalkKind)},{b.DirWalkId},{g.HopsToOcean(b.Id)}");
|
||||
foreach (float cap in caps) sb.Append($",{(capOk[cap][i] ? "yes" : "no")}");
|
||||
sb.AppendLine();
|
||||
}
|
||||
WriteText(Path.Combine(batchRoot, $"basins_{r.Seed}.csv"), sb.ToString());
|
||||
}
|
||||
|
||||
private static void WriteLakeCsv(string batchRoot, SeedResult r)
|
||||
{
|
||||
var g = r.Graph;
|
||||
var sb = new StringBuilder();
|
||||
sb.AppendLine("body,size_px,cells_in_basins,basins_touched,dominant_basin_id,dominant_cells,dominant_basin_is_lake,status");
|
||||
foreach (var l in g.LakeBodies)
|
||||
{
|
||||
var b = l.DominantBasinId != 0 ? g.Of(l.DominantBasinId) : null;
|
||||
sb.AppendLine($"{l.Index},{l.SizePx},{l.CellsInBasins},{l.BasinsTouched},{l.DominantBasinId},{l.DominantCells}," +
|
||||
$"{(b == null ? "" : b.IsLake ? "yes" : "no")},{(l.Free ? "FREE" : l.Owned ? "owned" : "split")}");
|
||||
}
|
||||
WriteText(Path.Combine(batchRoot, $"lakes_{r.Seed}.csv"), sb.ToString());
|
||||
}
|
||||
|
||||
private static void RenderSeed(string batchRoot, SeedResult r, DrainageAnalysis.Plan plan, bool[] isOcean,
|
||||
bool[] isClassifyWater, Pass2Result p2, int n, float sea, bool skipRaw)
|
||||
{
|
||||
string dir = Path.Combine(batchRoot, $"{r.Seed}");
|
||||
DirAccess.MakeDirRecursiveAbsolute(dir);
|
||||
var g = r.Graph;
|
||||
Image baseImg = DrainageRenderer.TerrainBase(isOcean, p2.Height, n, sea, p2.HMax);
|
||||
string caps = "";
|
||||
foreach (var kv in r.Cap) caps += $"{kv.Key:F0}M:{kv.Value.all} ";
|
||||
BasinGraphRenderer.Plate(g, plan, baseImg, n, isOcean, isClassifyWater,
|
||||
$"SEED {r.Seed} - THE BASIN GRAPH: {g.LandNodes.Count} LAND BASINS, {g.LakeBasins} LAKE / {g.DryBasins} DRY (FLOOR {g.LakeMinPx} PX) [+{g.Seabed} SEABED PITS, OUTLINED ONLY]",
|
||||
$"SPILLS: {g.ToOcean} TO OCEAN / {g.ToBasin} INTO ANOTHER BASIN / {g.Closed} CLOSED. LONGEST CHAIN {r.MaxHops} HOPS. BASINS CHAINING TO THE OCEAN AT CAP {caps.Trim()}",
|
||||
$"SPILL HEIGHT ABOVE SEA: MEDIAN {r.SpillMedM:F0} M (RANGE {r.SpillMinM:F0}..{r.SpillMaxM:F0}). FLOOR-TO-SPILL CLIMB: MEDIAN {r.ClimbMedM:F0} M (RANGE {r.ClimbMinM:F0}..{r.ClimbMaxM:F0}). TASTE GATE - NOTHING ROUTED, NOTHING LOCKED")
|
||||
.SavePng(Path.Combine(dir, $"basin_graph_{r.Seed}.png"));
|
||||
|
||||
var (gmin, gmax) = GrayscaleRenderer.SavePng(p2.Height, n, Path.Combine(dir, "grayscale.png"));
|
||||
r.GMin = gmin; r.GMax = gmax;
|
||||
GD.Print($" 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 lakeMinPx, float[] caps, DrainageAnalysis.Params def, bool skipRaw)
|
||||
{
|
||||
var sb = new StringBuilder();
|
||||
int primary = seeds.Length > 0 ? seeds[0] : 0;
|
||||
string capHdr = string.Join(" | ", Array.ConvertAll(caps, c => $"chain→ocean @ {c:F0} m"));
|
||||
|
||||
sb.AppendLine("# Batch 04 — the lake-basin layer: the basin graph (spill + lake-identity + downstream edge)");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("**⛔ TASTE GATE ON THE FOUNDATION. Nothing is routed, nothing is locked, nothing is graduated.** This is the");
|
||||
sb.AppendLine("data layer the flow-through routing model (piece 2) will traverse; piece 2 is authored only once the spills");
|
||||
sb.AppendLine("and the graph read right.");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("**⛔ DATA LAYER ONLY. No height was mutated, no water was filled or created, `DrainageAnalysis` was not");
|
||||
sb.AppendLine("edited** — asserted per seed by an FNV digest of both height fields taken before the layer was built and");
|
||||
sb.AppendLine("after the plate was drawn.");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("## 👉 The pick");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine($"Open **`{primary}/basin_graph_{primary}.png`**. Then the other three: " +
|
||||
string.Join(", ", Array.ConvertAll(Array.FindAll(seeds, x => x != primary), x => $"`{x}`")) + ".");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("> ### ⭐⭐ THE JUDGMENT, STATED");
|
||||
sb.AppendLine("> **Do the spills (yellow rings) sit where water would actually overflow — the true low rim? Are the");
|
||||
sb.AppendLine("> lake/dry labels right (blue = a significant classify lake sits in the basin, amber = dry sink)? And does");
|
||||
sb.AppendLine("> \"who drains to whom\" (cyan arrow → ocean, white arrow → another basin, red = closed) look like a real");
|
||||
sb.AppendLine("> drainage network?** If the spills are wrong, piece 2 must not be built on this.");
|
||||
sb.AppendLine(">");
|
||||
sb.AppendLine("> Each spill is labelled `23M/7`: **23 m above the sea datum**, and **7 m of climb from the basin floor**");
|
||||
sb.AppendLine("> to overtop — the second number is what a rim cap is judged against. Both read on the RENDER surface.");
|
||||
sb.AppendLine("> The black dot is the basin floor, with its `#id` (the id `BasinId` carries — sparse, as the analysis leaves it).");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("## ⭐ The graph, per seed");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine($"| Seed | terminal basins | ⚠ seabed (excluded) | coastal | **land basins** | **lake** | dry | (sub-floor puddle only) | spill → ocean | → basin | closed | longest chain | {capHdr} |");
|
||||
sb.AppendLine("|---|---|---|---|---|---|---|---|---|---|---|---|" + string.Concat(Array.ConvertAll(caps, _ => "---|")));
|
||||
foreach (var r in rows)
|
||||
{
|
||||
var g = r.Graph;
|
||||
sb.Append($"| `{r.Seed}` | {g.Nodes.Count} | {g.Seabed} | {g.Coastal} | **{g.LandNodes.Count}** | **{g.LakeBasins}** | {g.DryBasins} | {r.LakeAnyOnly} | {g.ToOcean} | {g.ToBasin} | {g.Closed} | {r.MaxHops} hops |");
|
||||
foreach (float cap in caps) { var c = r.Cap[cap]; sb.Append($" **{c.all}** ({c.lake} lake / {c.dry} dry) |"); }
|
||||
sb.AppendLine();
|
||||
}
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("> ### ⚠⚠ SEABED PITS — half the analysis's \"terminal basins\" are not on land");
|
||||
sb.AppendLine("> The priority-flood runs on the whole RENDER surface, ocean floor included, so a deep-enough, large-enough");
|
||||
sb.AppendLine("> depression UNDER the classify sea qualifies as a terminal basin exactly like a land one. Every cell of such");
|
||||
sb.AppendLine("> a basin is `OceanMask`, its cells are `D_NONE`, its inflow is 0 — it is hydrologically inert, and it is the");
|
||||
sb.AppendLine("> D-046 seam (render vs classify) made visible. They are kept in the layer and the CSV (`class = seabed`),");
|
||||
sb.AppendLine("> drawn as a faint outline only, and **excluded from every statistic on this page.** The `land basins` column is");
|
||||
sb.AppendLine("> the graph; `coastal` basins (some ocean cells, some land) are counted as land and flagged.");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("> **Reading the cap columns.** A basin \"chains to the ocean at cap C\" when every link from it to the sea — its");
|
||||
sb.AppendLine("> own spill and every downstream basin's spill — climbs ≤ C m from that basin's floor (elevation clamped at sea,");
|
||||
sb.AppendLine("> exactly as `RouteTo` clamps). This previews what the flow-through model will trade at a given cap; it decides");
|
||||
sb.AppendLine("> nothing. Piece 2 routes; this only says how many basins *could* connect.");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("## ⭐ Spill-height distributions (metres, render surface)");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("| Seed | spill above sea: min / p25 / median / p75 / max | floor→spill climb: min / p25 / median / p75 / max | climb bands ≤5 / 5–15 / 15–30 / 30–60 / >60 |");
|
||||
sb.AppendLine("|---|---|---|---|");
|
||||
foreach (var r in rows)
|
||||
sb.AppendLine($"| `{r.Seed}` | {r.SpillMinM:F1} / {r.SpillP25M:F1} / {r.SpillMedM:F1} / {r.SpillP75M:F1} / {r.SpillMaxM:F1} | " +
|
||||
$"{r.ClimbMinM:F1} / {r.ClimbP25M:F1} / {r.ClimbMedM:F1} / {r.ClimbP75M:F1} / {r.ClimbMaxM:F1} | {string.Join(" / ", r.ClimbBands)} |");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("## ✅ The invariants, per seed — the spill datum is exact, or it says so");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("| Seed | spill cross-check failures (fill-level vs rim-walk) | spill not on terrain | Dir-walk disagreements | seabed / coastal | render digest | classify digest |");
|
||||
sb.AppendLine("|---|---|---|---|---|---|---|");
|
||||
foreach (var r in rows)
|
||||
{
|
||||
var g = r.Graph;
|
||||
sb.AppendLine($"| `{r.Seed}` | {(g.SpillCrossCheckFailures == 0 ? "**0** ✅" : $"**{g.SpillCrossCheckFailures}** ⚠⚠")} | " +
|
||||
$"{(g.SpillNotOnTerrain == 0 ? "**0** ✅" : $"**{g.SpillNotOnTerrain}** ⚠⚠")} | " +
|
||||
$"{(g.DirWalkDisagreements == 0 ? "**0** ✅" : $"**{g.DirWalkDisagreements}** ⚠")} | {g.Seabed} / {g.Coastal} | `{r.RenderDigest:X16}` | `{r.ClassifyDigest:X16}` |");
|
||||
}
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("*Cross-check: the basin's minimum on `FullFilled` is the spill + one ulp (the flood's own epsilon), so");
|
||||
sb.AppendLine("`BitDecrement(min inside) == min over the rim` must hold exactly. \"On terrain\": `FullFilled == render` at the spill");
|
||||
sb.AppendLine("cell — the rim was never raised by the flood. \"Dir-walk\": following `Plan.Dir` from the first cell past the spill");
|
||||
sb.AppendLine("reaches the same node as the `FullFilled` descent. A basin holding OCEAN cells is a render depression under");
|
||||
sb.AppendLine("classify-sea — the D-046 seam, counted rather than hidden.*");
|
||||
sb.AppendLine();
|
||||
|
||||
sb.AppendLine("## ⭐ The reconciliation — does each significant heightmap lake sit in a terminal basin?");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("| Seed | significant bodies (≥ floor) | **owned** (≥ half inside one basin) | split across basins | **FREE** (in no basin) | non-ocean classify-water cells outside every basin |");
|
||||
sb.AppendLine("|---|---|---|---|---|---|");
|
||||
foreach (var r in rows)
|
||||
{
|
||||
var g = r.Graph;
|
||||
sb.AppendLine($"| `{r.Seed}` | {g.LakeBodies.Count} | **{g.LakeBodiesOwned}** | {g.LakeBodiesSplit} | **{g.LakeBodiesFree}** | {g.ClassifyWaterCellsOutsideBasins:N0} of {g.ClassifyWaterCellsTotal:N0} ({100.0 * g.ClassifyWaterCellsOutsideBasins / Math.Max(1, g.ClassifyWaterCellsTotal):F1} %) |");
|
||||
}
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("*A FREE body is a classify lake that is not a depression ≥ 2 m / 10,000 px on the RENDER surface (or filled through as a");
|
||||
sb.AppendLine("pit) — heightmap water the hydrology never pooled into. On the plate these are the dark-teal patches with no tint. They are");
|
||||
sb.AppendLine("exactly the \"free-floating heightmap lakes\" this layer exists to reconcile; per body detail in `lakes_<seed>.csv`.*");
|
||||
sb.AppendLine();
|
||||
foreach (var r in rows)
|
||||
{
|
||||
var g = r.Graph; int n = g.MapSize;
|
||||
sb.AppendLine($"### `{r.Seed}` — every LAND basin, largest first ({g.Seabed} seabed pits omitted; see the CSV)");
|
||||
sb.AppendLine();
|
||||
sb.Append("| id | area px | inflow px | lake? | lake cells | spill (x,y) | spill +m | climb m | → | hops |");
|
||||
foreach (float cap in caps) sb.Append($" @{cap:F0} |");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("|---|---|---|---|---|---|---|---|---|---|" + string.Concat(Array.ConvertAll(caps, _ => "---|")));
|
||||
var order = new List<BasinNode>(g.LandNodes);
|
||||
order.Sort((a, b) => b.AreaPx.CompareTo(a.AreaPx));
|
||||
var capOk = new Dictionary<float, bool[]>();
|
||||
foreach (float cap in caps) capOk[cap] = g.ConnectedAtCap(cap, out _);
|
||||
foreach (var b in order)
|
||||
{
|
||||
int idx = g.Nodes.IndexOf(b);
|
||||
string to = b.Downstream switch
|
||||
{
|
||||
DownstreamKind.Ocean => "**OCEAN**",
|
||||
DownstreamKind.Basin => $"#{b.DownstreamId}",
|
||||
_ => "⚠ closed",
|
||||
};
|
||||
int hops = g.HopsToOcean(b.Id);
|
||||
sb.Append($"| #{b.Id}{(b.IsCoastal ? " ⚠coastal" : "")} | {b.AreaPx:N0} | {b.InflowPx:N0} | {(b.IsLake ? "**lake**" : b.HasAnyLake ? "puddle" : "dry")} | {b.LakeCells:N0} | " +
|
||||
$"({b.SpillCell / n},{b.SpillCell % n}) | {b.SpillAboveSeaM:F1} | {b.SpillClimbM:F1} | {to} | {(hops < 0 ? "—" : hops.ToString())} |");
|
||||
foreach (float cap in caps) sb.Append(capOk[cap][idx] ? " ✅ |" : " — |");
|
||||
sb.AppendLine();
|
||||
}
|
||||
sb.AppendLine();
|
||||
sb.AppendLine($"*Land {r.LandCells:N0}, endorheic {r.EndorheicCells:N0} ({100.0 * r.EndorheicCells / Math.Max(1, r.LandCells):F1} %) · " +
|
||||
$"significant water {r.WaterBodiesKept} of {r.WaterBodiesTotal} bodies ≥ {lakeMinPx:N0} px ({r.WaterCellsKept:N0} cells, largest {r.LargestWaterPx:N0} px) · " +
|
||||
$"graph {r.GraphSeconds:F2}s, plate {r.RenderSeconds:F1}s, seed total {r.Ms / 1000.0:F0}s · grayscale range {r.GMin:F4}..{r.GMax:F4} raw = {WorldScale.MetresFromRaw(r.GMin):F1}..{WorldScale.MetresFromRaw(r.GMax):F1} m.*");
|
||||
sb.AppendLine();
|
||||
}
|
||||
|
||||
sb.AppendLine("## The two \"lakes\" this layer reconciles — and the datum each is read on (D-046)");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("| Quantity | Surface | Why |");
|
||||
sb.AppendLine("|---|---|---|");
|
||||
sb.AppendLine("| spill cell, spill height, floor, climb | **RENDER** (`Plan.FullFilled`, the flood of the eroded render height) | where water GOES — the surface `RouteTo` routes on, so a climb here is the same number as the router's `RimClimbM` |");
|
||||
sb.AppendLine("| downstream walk | **RENDER** (`FullFilled` descent) | the reference's provisional-route machinery, started at the spill |");
|
||||
sb.AppendLine("| lake presence (`IsLake`, lake cells) | **CLASSIFY** (`classify < sea` and not `OceanMask`) | what is VISIBLY water — the surface the terminus tests use |");
|
||||
sb.AppendLine("| the OCEAN terminus of a walk | **CLASSIFY** (`OceanMask`) | as routing: route on render, ocean on classify |");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("**No field compares a classify height to a render height.** The surfaces meet only as membership tests");
|
||||
sb.AppendLine("(is this basin cell classify-water? is this walk cell ocean?) — the split the routing already lives by. No new seam.");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("## What was run");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine($"Chain + drainage analysis + the layer at **{mapSize}** on **{seeds.Length} seeds** (`{string.Join(", ", seeds)}`), all rendered.");
|
||||
sb.AppendLine($"`ISLA_LAKE_MIN_PX={lakeMinPx:N0}` (the significance floor — a knob); cap preview at {string.Join(" / ", Array.ConvertAll(caps, c => c.ToString("F0")))} m.");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine($"**⚠ NOT touched:** `DrainageAnalysis` (reused — the layer reads `BasinId`, `FullFilled`, `Dir`, `BasinInflow`); " +
|
||||
$"`EndorheicMinDepthM` {def.EndorheicMinDepthM} m / `EndorheicMinAreaPx` {def.EndorheicMinAreaPx:N0} (they define which depressions ARE the nodes).");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("## Files");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("| File | What it is |");
|
||||
sb.AppendLine("|---|---|");
|
||||
sb.AppendLine("| `<seed>/basin_graph_<seed>.png` | the graph over the faint terrain: basins tinted lake/dry, spill rings labelled, arrows to the downstream node |");
|
||||
sb.AppendLine("| `<seed>/grayscale.png` | the eroded render field, no palette |");
|
||||
sb.AppendLine("| `basins_<seed>.csv` | every `BasinNode`: class (inland/coastal/seabed), area, inflow, lake cells, floor, spill (cell + raw + metres), climb, downstream kind/id/entry, invariants, hops, chain-ok per cap |");
|
||||
sb.AppendLine("| `lakes_<seed>.csv` | every significant classify body: size, cells inside basins, dominant basin, owned / split / FREE |");
|
||||
if (skipRaw)
|
||||
sb.AppendLine("| ~~`<seed>/height.f32`~~ | **deliberately not written** — rivers/01 proved this field byte-identical to `chat2/11_erosion`. |");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine($"Ranges: sea level `{def.SeaLevel}` raw = `{WorldScale.MetresFromRaw(def.SeaLevel):F2} m`; {WorldScale.Describe()}.");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("→ `XX_Human/output/rivers/04_lake_basin_layer.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 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -783,13 +783,13 @@ namespace IslaApocalypse.Tools
|
|||
for (int k = 0; k < 8 && x + k < x1; k++) img.SetPixel(x + k, y, c);
|
||||
}
|
||||
|
||||
private static void Polyline(Image img, List<(float x, float y)> pts, int n, Color c, int thick)
|
||||
internal static void Polyline(Image img, List<(float x, float y)> pts, int n, Color c, int thick)
|
||||
{
|
||||
for (int i = 1; i < pts.Count; i++)
|
||||
Line(img, (int)pts[i - 1].x, (int)pts[i - 1].y, (int)pts[i].x, (int)pts[i].y, n, c, thick);
|
||||
}
|
||||
|
||||
private static void Line(Image img, int x0, int y0, int x1, int y1, int n, Color c, int thick)
|
||||
internal static void Line(Image img, int x0, int y0, int x1, int y1, int n, Color c, int thick)
|
||||
{
|
||||
int dx = Math.Abs(x1 - x0), sx = x0 < x1 ? 1 : -1;
|
||||
int dy = -Math.Abs(y1 - y0), sy = y0 < y1 ? 1 : -1;
|
||||
|
|
@ -811,7 +811,7 @@ namespace IslaApocalypse.Tools
|
|||
}
|
||||
}
|
||||
|
||||
private static void Disc(Image img, int cx, int cy, int r, int n, Color c)
|
||||
internal static void Disc(Image img, int cx, int cy, int r, int n, Color c)
|
||||
{
|
||||
for (int ox = -r; ox <= r; ox++)
|
||||
for (int oy = -r; oy <= r; oy++)
|
||||
|
|
@ -822,7 +822,7 @@ namespace IslaApocalypse.Tools
|
|||
}
|
||||
}
|
||||
|
||||
private static void Ring(Image img, int cx, int cy, int r, int n, Color c, int w)
|
||||
internal static void Ring(Image img, int cx, int cy, int r, int n, Color c, int w)
|
||||
{
|
||||
for (int ox = -r; ox <= r; ox++)
|
||||
for (int oy = -r; oy <= r; oy++)
|
||||
|
|
@ -834,7 +834,7 @@ namespace IslaApocalypse.Tools
|
|||
}
|
||||
}
|
||||
|
||||
private static void Square(Image img, int cx, int cy, int r, int n, Color c)
|
||||
internal static void Square(Image img, int cx, int cy, int r, int n, Color c)
|
||||
{
|
||||
for (int ox = -r; ox <= r; ox++)
|
||||
for (int oy = -r; oy <= r; oy++)
|
||||
|
|
|
|||
Loading…
Reference in a new issue