using System; using System.Collections.Generic; using IslaApocalypse.Core; namespace IslaApocalypse.Tools { /// /// ⭐⭐ LOWLAND ROUTING (rivers/03) — the ROUTING PORTION of the reference's `RiverCarvePass`, /// ported faithfully (D-050). **Courses only. This file reads heights and writes none.** /// /// ═══ ⛔ THE RED LINE ═══ /// /// **Nothing here fills water, creates a water body, or mutates any height field.** It produces /// polylines. The bed CARVE (`CarveRiver`, mutates render height, flood-guarded) and the STEPPED /// WATER model (`AddSteppedWater`, creates bodies) are the reference's separate stages and are /// separate later tasks. Verified at rivers/03 Part 0: in the reference, routing is pure — the /// carve mutates, and `AddSteppedWater` is a call the CALLER makes afterwards, not something /// `Apply` does. Lake-enders target EXISTING classify water; no lake is ever created. /// /// ═══ ⭐ WHY THE COST MODEL IS THE LOAD-BEARING PIECE ═══ /// /// **An endorheic terminal is a local minimum by definition** — a downhill path out of it does not /// exist, so "can it flow to the sea?" cannot be answered by descent. It is answered by cost: the /// cheapest LOWGROUND path is allowed to climb over the basin's rim, paying heavily for it /// (uphill penalised, never forbidden). That is the route-version of an overflow channel — a /// channel over the spill, **with no water filled**. /// /// SHORT cost ≈ distance, uphill lightly penalised — heads direct, avoids walls. (Rejected /// by the reference's own gate as "a dead-straight canal"; ported for completeness.) /// LOWGROUND cost ≈ BEING high (per px of travel) plus heavily for CLIMBING, so the cheapest /// corridor is the lowest ground even when that wanders. **The locked style.** /// /// ═══ ⚠⚠ THE CONSTANTS ARE DECLARED == EFFECTIVE, AND THAT WAS CHECKED ═══ /// /// `00_ground` warned that the reference's effective river tunables live in `ConfigManager`, not in /// the `Params` initializers (WidthScale 1.0→1.75, DepthScale 1.0→1.5). **Those are carve-time and /// out of scope here.** The four ROUTING cost constants below are `private const` inside /// `RiverCarvePass` with no `ConfigManager` key and no `[Export]` anywhere in the reference repo — /// verified by grep at rivers/03 Part 0 — so for routing, declared IS effective. The one routing /// value that does come from config is the STYLE, effective `"lowground"`, which equals the /// declared default. /// public static class RiverRouting { public const byte StyleShort = 0; public const byte StyleLowground = 1; // ⚠ Ported verbatim. SHORT pays lightly for climbing (8 per metre of rise, so a 10 m wall costs // like an 80 px detour). LOWGROUND pays for BEING high (1 per metre of elevation per px) plus // heavily for climbing (50 per metre). public const float ShortUphillPerM = 8f; public const float LowgroundElevPerM = 1f; public const float LowgroundBase = 0.05f; public const float LowgroundUphillPerM = 50f; /// The reference's smallest water body a lake-ender may target (`RiverLakeMinTargetPx`, /// effective 20,000 — declared and config agree). "Nearest wet pixel" routed one into a 3-cell /// puddle a few hundred px short of the obvious lagoon; that was the task-23 gate finding. public const int LakeMinTargetPx = 20_000; // 8-connectivity in the reference's exact order — the tie-break structure is part of the result. 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 }; private static readonly float[] DIST = { 1.41421356f, 1f, 1.41421356f, 1f, 1f, 1.41421356f, 1f, 1.41421356f }; /// One lowland route, with the diagnostics the gate needs to judge it. public sealed class Route { /// Terminal → target, 1-px steps, as Dijkstra produced it. Empty when no path exists. public List<(float x, float y)> Path = new(); /// The same reach after RDP + Chaikin. This is what is drawn and spliced. public List<(float x, float y)> Smoothed = new(); /// ⭐ Did a path exist at all? Empty list on no path — never thrown. public bool Reached; /// Dijkstra cost at the goal (cost-model units, not metres). public float Cost; /// ⭐⭐ THE RIM: the largest single-step climb on the route, metres. The number that /// says whether a route crawls over a saddle or vaults a wall. public float MaxStepUphillM; /// ⭐ Total metres climbed along the route, and how many steps climbed at all. public float TotalUphillM; public int UphillSteps; /// Highest point on the route, metres above sea — the rim's absolute height. public float MaxElevM; /// Net climb from the terminal to the route's high point, metres — what "over the rim" costs. public float RimClimbM; /// ⭐ WHERE the route tops out — the rim cell, ringed on the plate. public (float x, float y) RimPoint; public float LenPx, StraightPx, WanderRatio; /// Cells settled by the search — the honest cost of a Dijkstra at this map size. public long Expanded; public (float x, float y) Target; } /// /// ⭐ Deterministic Dijkstra from a start cell to the nearest cell of /// under the selected cost model. Ported from `RiverCarvePass.RouteToOcean`. /// /// ⚠ **Returns an empty path when no path exists — it never throws.** That contract is /// load-bearing: "no affordable route" is a RESULT (the river is a lake-ender), not an error. /// /// ⚠ `targets` is a generic mask: `OceanMask` for a route to the sea, significant-water for a /// lake-ender's extension. One routine, two uses — as the reference has it. /// /// Determinism: the priority is `(cost, cellIndex)`, so equal costs break on the lower index and /// the result cannot depend on heap internals. The search settles a cell once (`closed`) and /// stops the moment it DEQUEUES a target, so the first target reached is the cheapest. /// public static Route RouteTo(float[,] height, int n, bool[] targets, int sx, int sy, byte style, float sea) { int total = n * n; var gcost = new float[total]; var parent = new int[total]; var closed = new bool[total]; Array.Fill(gcost, float.MaxValue); Array.Fill(parent, -1); // ⚠ Elevation is clamped at sea: below-sea ground is not "cheaper than sea level", it is sea // level. Without the clamp a route would dive for the deepest hole it could find. float ElevM(int x, int y) => MathF.Max(0f, WorldScale.MetresFromRaw(height[x, y] - sea)); var pq = new PriorityQueue(); int start = sx * n + sy; gcost[start] = 0f; pq.Enqueue(start, (0f, start)); int goal = -1; long expanded = 0; while (pq.Count > 0) { int c = pq.Dequeue(); if (closed[c]) continue; closed[c] = true; expanded++; if (targets[c]) { goal = c; break; } int cx = c / n, cy = c % n; float hc = height[cx, cy]; 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 (closed[ni]) continue; float dhM = MathF.Max(0f, WorldScale.MetresFromRaw(height[nx, ny] - hc)); float step = style == StyleShort ? DIST[k] + dhM * ShortUphillPerM : DIST[k] * (LowgroundBase + ElevM(nx, ny) * LowgroundElevPerM) + dhM * LowgroundUphillPerM; float nc = gcost[c] + step; if (nc < gcost[ni]) { gcost[ni] = nc; parent[ni] = c; pq.Enqueue(ni, (nc, ni)); } } } var r = new Route { Expanded = expanded }; if (goal < 0) return r; // no path — an empty route, reported upstream for (int c = goal; c >= 0; c = parent[c]) r.Path.Add((c / n, c % n)); r.Path.Reverse(); r.Reached = true; r.Cost = gcost[goal]; r.Target = r.Path[^1]; Measure(r, height, n, sea); r.Smoothed = SmoothCourse(r.Path); return r; } /// /// The diagnostics the gate reads — measured on the RAW path, before smoothing, because the /// rim it crossed is a fact about the terrain and must not be a function of the pretty pass. /// private static void Measure(Route r, float[,] height, int n, float sea) { float startElev = ElevAt(r.Path[0]); float maxElev = startElev; r.RimPoint = r.Path[0]; for (int i = 1; i < r.Path.Count; i++) { var a = r.Path[i - 1]; var b = r.Path[i]; float dx = b.x - a.x, dy = b.y - a.y; r.LenPx += MathF.Sqrt(dx * dx + dy * dy); float climb = ElevAt(b) - ElevAt(a); if (climb > 0f) { r.TotalUphillM += climb; r.UphillSteps++; } if (climb > r.MaxStepUphillM) r.MaxStepUphillM = climb; if (ElevAt(b) > maxElev) { maxElev = ElevAt(b); r.RimPoint = b; } } r.MaxElevM = maxElev; r.RimClimbM = maxElev - startElev; var s = r.Path[0]; var e = r.Path[^1]; r.StraightPx = MathF.Sqrt((e.x - s.x) * (e.x - s.x) + (e.y - s.y) * (e.y - s.y)); // ⚠ Wander is POLYLINE length over straight-line — a cell count undercounts diagonal steps // and can read below 1, which is geometrically impossible. (The reference's own fix.) r.WanderRatio = r.StraightPx > 1f ? r.LenPx / r.StraightPx : 1f; float ElevAt((float x, float y) p) => MathF.Max(0f, WorldScale.MetresFromRaw(height[(int)p.x, (int)p.y] - sea)); } // ---- Route smoothing — ported verbatim: RDP(4.0) + 4 Chaikin passes, endpoints pinned ------ // // ⚠⚠ THIS IS APPLIED TO THE LOWLAND REACH ONLY, NEVER THE UPLAND STEM, and that split is not a // style preference — it is a measured result. The Dijkstra's 45° kinks live on near-flat ground // where a rounded corner costs nothing. The upland stems already thread the erosion-carved // valley FLOORS; smoothing them cuts the corners off the valleys themselves, which in the // reference took the max cut from 14.6 m to 27.3 m. /// RDP tol 4 + 4 Chaikin corner-cutting passes, endpoints pinned. public static List<(float x, float y)> SmoothCourse(List<(float x, float y)> raw) { if (raw.Count < 3) return raw; var dec = Rdp(raw, 0, raw.Count - 1, 4.0f); if (dec.Count < 3) return raw; var sm = dec; for (int pass = 0; pass < 4; pass++) { var nxt = new List<(float x, float y)>(sm.Count * 2) { sm[0] }; for (int i = 0; i + 1 < sm.Count; i++) { var a = sm[i]; var b = sm[i + 1]; nxt.Add((a.x * 0.75f + b.x * 0.25f, a.y * 0.75f + b.y * 0.25f)); nxt.Add((a.x * 0.25f + b.x * 0.75f, a.y * 0.25f + b.y * 0.75f)); } nxt.Add(sm[^1]); sm = nxt; } return sm; } private static List<(float x, float y)> Rdp(List<(float x, float y)> pts, int i0, int i1, float tol) { if (i1 - i0 <= 1) return new List<(float x, float y)> { pts[i0], pts[i1] }; var a = pts[i0]; var b = pts[i1]; float abx = b.x - a.x, aby = b.y - a.y; float abLen = MathF.Sqrt(abx * abx + aby * aby); float maxD = 0f; int maxI = i0; for (int i = i0 + 1; i < i1; i++) { float d = abLen < 1e-6f ? MathF.Sqrt((pts[i].x - a.x) * (pts[i].x - a.x) + (pts[i].y - a.y) * (pts[i].y - a.y)) : MathF.Abs(abx * (a.y - pts[i].y) - (a.x - pts[i].x) * aby) / abLen; if (d > maxD) { maxD = d; maxI = i; } } if (maxD <= tol) return new List<(float x, float y)> { pts[i0], pts[i1] }; var left = Rdp(pts, i0, maxI, tol); var right = Rdp(pts, maxI, i1, tol); left.RemoveAt(left.Count - 1); left.AddRange(right); return left; } /// The three classes the MIX is made of. public enum RiverClass { /// Sea-reaching already, exactly as erosion carved it. No lowland route needed. OceanTrunk, /// An endorheic basin connected to the coast by a routed over-the-rim channel. RoutedGiant, /// Stays inland: terminates at a significant lake, or at its own terminal. LakeEnder, // ═══ rivers/03b — two new termini, from the three approved DIVERGENCES ═══ /// ⭐ rivers/03b (fix 3): a dry-basin router that reached a SIGNIFICANT LAKE before it /// reached the sea, and terminates there. In the reference a router targets ocean only, so it /// would skirt the lake and carry on — which is what this corrects. **No water is created.** LakeFed, /// ⚠ rivers/03b (fix 1): a dry-basin router whose cheapest route to the sea had to /// climb a rim HIGHER THAN THE CAP. The reference routes at any cost, which produced an /// uphill river over a 66.7 m wall. Refused: the course ends at its own terminal — a real /// terminal basin. **Nothing is filled; it just ends there.** WalledOff, } /// /// ⚠⚠ THE THREE DELIBERATE DIVERGENCES FROM THE REFERENCE (rivers/03b), off by default. /// /// Defaults reproduce rivers/03's faithful port EXACTLY — no cap, ocean-only targets, no /// confluence — so that batch stays re-runnable bit-for-bit. The refinement task turns them on. /// **None of these is a port. Each is a motivated correction of a faithful behaviour that /// produced a physically-wrong result**, on the developer's explicit call. /// public sealed class Options { /// ⭐ FIX 1 — the rim cap, metres. A route to the sea that must climb higher than /// this above its terminal is refused and the river becomes a walled-off lake-ender. /// Infinity = the reference's behaviour (route at any cost). public float RimCapM = float.PositiveInfinity; /// ⭐ FIX 3 — include significant lakes in a ROUTER's target mask, so a river stops /// at the nearer of {ocean, significant lake} instead of skirting a lake to reach the sea. /// False = the reference's behaviour (routers target ocean only). public bool LakeTargetForRouters; /// /// ⭐⭐ rivers/03c FIX A — lake-termination becomes a PREFERENCE instead of an unconditional /// capture. Set > 0 to enable; it then supersedes the plain nearest-of-union rule above. /// /// ⚠⚠ WHY rivers/03b OVERSHOT. "Nearest of {ocean ∪ lake}" lets a lake that is merely a /// *little* closer capture a river that had a clear shot at the coast — and it moved **12 /// rivers** to lake-fed, roughly halving the island's sea mouths (5/5/6/5 → 4/2/3/3). The /// rule here is deliberately sea-biased instead: /// /// lake-fed iff cost_lake < LakePreferRatio × cost_ocean /// /// so a lake must be MATERIALLY cheaper to reach, not just nearer. **Lower ratio → more sea /// rivers.** Both costs are recorded per router whether or not the lake wins, so the knob can /// be read off the table without a re-run. /// public float LakePreferRatio; /// /// ⭐⭐ rivers/03c FIX B — a NATURAL lake-ender terminates at the water inside its OWN /// terminal basin, at any size. /// /// ⚠ The 20,000 px significance threshold is what exiled `999999937 #3` from its own home: /// its basin's lake was sub-threshold, so it marched ~5,800 px along the shoreline hunting a /// distant "significant" body. A basin's own water is where its flow goes regardless of how /// big it is. **The threshold still applies to ROUTERS choosing a DISTANT lake** — a dry /// basin still cannot connect itself to a three-cell puddle. /// public bool OwnBasinLakeEnder; /// ⭐ FIX 2 — the confluence post-pass: courses laid biggest-first join on true cell /// intersection instead of running as parallel duplicates to the same mouth. /// False = the reference's behaviour (no dedup, no join). public bool Confluence; /// rivers/03's faithful settings — every divergence off. public static Options Faithful => new(); } /// One promoted river, classified, routed and assembled. public sealed class RoutedRiver { public RiverCandidate Candidate; public RiverClass Class; /// The lowland reach actually used: the ocean route for a routed giant, the lake /// route for a lake-ender. Null for trunks. public Route Lowland; /// ⭐ The ocean route computed for EVERY giant, including lake-enders — see the note /// on . This is what makes an affordability threshold judgeable. public Route OceanProbe; /// Lake-enders: did the extension reach a SIGNIFICANT body (vs the classify fallback, vs nothing)? public bool LakeReached, LakeWasFallback; /// Head → terminus, stem + smoothed lowland reach. public List<(float x, float y)> Course; public string Why = ""; // ═══ rivers/03b ═══ /// ⚠ The rim climb that was tested against the cap, and whether it was refused. public float CappedRimM; public bool RefusedByCap; /// ⭐ rivers/03c FIX A's lever, recorded for EVERY router — lake-fed or not — so the /// developer can read off which ratio value flips which river without a re-run. /// is cost_lake / cost_ocean; a river is lake-fed iff it is below /// the configured ratio. NaN where the leg was not reachable. public float CostOcean = float.NaN, CostLake = float.NaN, CostRatio = float.NaN; /// Lake-enders (fix B): the route to its own basin's water, for the coast-hugger check. public bool OwnBasinTargeted; /// The class this river WOULD have had under the reference's rules — so every /// reclassification the divergences caused is legible rather than silent. public RiverClass FaithfulClass; /// The full course rasterised to cells — what the confluence test intersects on. public List<(int x, int y)> CellPath; /// ⭐ What this river draws: its OWN reach, truncated at its junction if it joined. /// The union of every river's own reach is the dendritic tree. public List<(float x, float y)> OwnPath; /// The rank of the river this one flows into, or 0 if it keeps its own terminus. public int ConfluenceParentRank; public bool Joined; public (int x, int y) JunctionCell; /// How many leading cells of are the NATURAL upland stem. /// Everything after is the lowland reach routing added — the plate colours the two apart. public int StemCells; /// Does this river's own course end at the sea, before any confluence? public bool ReachesSea => Class == RiverClass.OceanTrunk || Class == RiverClass.RoutedGiant; } /// /// ⭐⭐ CLASSIFY AND ROUTE THE PROMOTED SET. /// /// ═══ ⚠⚠⚠ WHAT DECIDES routed-vs-lake-ender, AND WHY IT IS NOT A PATH TEST ═══ /// /// rivers/03's task states the sort as *"an affordable over-the-rim LOWGROUND path to the ocean /// exists → routed-through; none → lake-ender."* **Ported literally, that test classifies /// everything as routed, because on an 8-connected grid with all-finite costs a path to the /// ocean ALWAYS exists.** `RouteTo` returns empty only when the queue drains without reaching a /// target, which cannot happen when the ocean is reachable at *some* price. There is no "none". /// The word doing the work is *affordable*, and no threshold is specified anywhere. /// /// **So the reference's sort is used, because it is the one that actually discriminates:** /// /// Kind = (basinHasLake[id] && !SouthernCandidate) ? "lake-ender" : "routed" /// /// i.e. **does the terminal basin hold classify water?** A basin that is already a lake is a /// natural lake-ender; a dry pan gets routed to the sea. That is `DrainageAnalysis`'s own /// verdict, carried on `Giant.Kind`, and this port consumes it rather than inventing a rule. /// (v2 has no towns, so `southernPick` is −1 and the southern override never fires.) /// /// ⭐ **And the missing threshold is surfaced rather than guessed:** the ocean route is computed /// for EVERY giant, lake-enders included (), so the batch can /// report what each one WOULD cost and how high a rim it WOULD have to cross. That turns /// "affordable" from an unstated assumption into a number the developer can put a bar under. /// **Nothing is locked here — the classification shown is the reference's.** /// public static List RouteAll(List promoted, float[,] height, int n, bool[] isOcean, bool[] isClassifyWater, bool[] isSignificantWater, float sea, byte style, Action log, Options opt = null, int[] basinId = null) { opt ??= Options.Faithful; if (opt.OwnBasinLakeEnder && basinId == null) throw new InvalidOperationException( "[RiverRouting] OwnBasinLakeEnder needs Plan.BasinId to know which water is a basin's OWN. " + "Pass it; refusing to silently fall back to the distant-significant-body rule that produced the coast-hugger."); // ⭐ FIX 3 — the router's target mask. With the divergence off this is the ocean alone, which // is the reference. With it on, a significant lake is an equally valid place for a river to // stop, so the Dijkstra halts at whichever it reaches first and a river can no longer skirt // a lake on its way to a distant coast. bool[] routerTargets = isOcean; if (opt.LakeTargetForRouters) { routerTargets = new bool[n * n]; for (int i = 0; i < routerTargets.Length; i++) routerTargets[i] = isOcean[i] || isSignificantWater[i]; } var outp = new List(); foreach (var c in promoted) { var rr = new RoutedRiver { Candidate = c }; if (c.IsSea) { // A natural ocean trunk needs no lowland route: erosion already carried it to the // coast, and its outlet is ON the coast by construction. The stem IS the course. rr.Class = RiverClass.OceanTrunk; rr.Course = new List<(float x, float y)>(c.Course); rr.Course.Reverse(); rr.Why = "sea outlet — erosion already reaches the coast; no lowland route needed"; outp.Add(rr); log($" #{c.Rank,-3} {c.DrainagePx,10:N0} px TRUNK (natural, {rr.Course.Count} pts)"); continue; } // ⭐ The ocean probe, for every giant — the affordability evidence (rivers/03). var probe = RouteTo(height, n, isOcean, c.TermX, c.TermY, style, sea); rr.OceanProbe = probe; // ⚠ `basinHasLake` is KEPT as the sort (rivers/03's finding): a basin that already holds a // visible lake is a natural lake-ender and its river feeds its own lake — it is not routed // anywhere. Only DRY basins are candidate routers. None of the three divergences touches this. bool refLakeEnder = c.AnalysisKind == "lake-ender"; if (!refLakeEnder) { rr.FaithfulClass = RiverClass.RoutedGiant; Route route; bool stoppedAtLake; if (opt.LakePreferRatio > 0f) { // ⭐⭐ rivers/03c FIX A — the two legs are costed SEPARATELY and compared, instead of // racing in one search. That is the whole difference: a shared search returns // whichever is nearer, this one returns the sea unless the lake is materially cheaper. var lakeLeg = RouteTo(height, n, isSignificantWater, c.TermX, c.TermY, style, sea); rr.CostOcean = probe.Reached ? probe.Cost : float.NaN; rr.CostLake = lakeLeg.Reached ? lakeLeg.Cost : float.NaN; rr.CostRatio = probe.Reached && lakeLeg.Reached && probe.Cost > 0f ? lakeLeg.Cost / probe.Cost : float.NaN; // ⚠ No reachable lake → the sea, always. No reachable ocean → the lake if there is one. stoppedAtLake = lakeLeg.Reached && probe.Reached && lakeLeg.Cost < opt.LakePreferRatio * probe.Cost; if (lakeLeg.Reached && !probe.Reached) stoppedAtLake = true; route = stoppedAtLake ? lakeLeg : probe; } else { // rivers/03b — the nearest of the union mask, whichever that turns out to be. route = opt.LakeTargetForRouters ? RouteTo(height, n, routerTargets, c.TermX, c.TermY, style, sea) : probe; stoppedAtLake = route.Reached && isSignificantWater[(int)route.Target.x * n + (int)route.Target.y] && !isOcean[(int)route.Target.x * n + (int)route.Target.y]; } rr.Lowland = route; rr.CappedRimM = route.Reached ? route.RimClimbM : 0f; if (!route.Reached) { rr.Class = RiverClass.RoutedGiant; rr.Why = "dry pan → routed, but NO path to a target was found (unexpected — report)"; } else if (stoppedAtLake) { // It ends at a significant lake — because that lake was nearer (03b) or materially // cheaper (03c). NO WATER CREATED: the course simply ends at an existing body. rr.Class = RiverClass.LakeFed; rr.Why = opt.LakePreferRatio > 0f ? $"dry pan → LAKE-FED: reaching a significant lake costs {rr.CostLake:N0} vs {rr.CostOcean:N0} to the sea (ratio {rr.CostRatio:F3} < {opt.LakePreferRatio:F2}) — materially cheaper, so it ends at the lake" : $"dry pan → reached a SIGNIFICANT LAKE at ({(int)route.Target.x},{(int)route.Target.y}) before the sea, {route.LenPx:F0} px away — terminates there (faithful: would have skirted it for the coast)"; } else if (route.RimClimbM > opt.RimCapM) { // ⭐ FIX 1 — the cheapest way to the sea still climbs a wall. Refuse it. The course // ends at its own terminal, a real terminal basin. NOTHING IS FILLED. rr.Class = RiverClass.WalledOff; rr.RefusedByCap = true; rr.Lowland = null; rr.Why = $"dry pan → WALLED OFF: cheapest route to the sea climbs {route.RimClimbM:F1} m > cap {opt.RimCapM:F0} m (cost {route.Cost:N0}) — ends at its own terminal"; } else { rr.Class = RiverClass.RoutedGiant; rr.Why = $"dry pan → routed to the SEA; rim climb {route.RimClimbM:F1} m ≤ cap {(float.IsInfinity(opt.RimCapM) ? "none" : opt.RimCapM.ToString("F0") + " m")}, cost {route.Cost:N0}" + (opt.LakePreferRatio > 0f && !float.IsNaN(rr.CostRatio) ? $"; the nearest lake was not materially cheaper (ratio {rr.CostRatio:F3} ≥ {opt.LakePreferRatio:F2})" : ""); } } else { rr.Class = RiverClass.LakeEnder; // The stem pools on dry ground short of its lake BECAUSE the pooling point is a local // minimum — a blind descent dead-ends there immediately. Route with the same lowground // Dijkstra so the course actually joins the water. // ⚠ Lake-enders route with LOWGROUND regardless of the style knob (the reference's rule). Route ext; if (opt.OwnBasinLakeEnder) { // ⭐⭐ rivers/03c FIX B — its OWN basin's water, at any size. This is where its flow // goes; it has no business hunting a distant body. Killing the coast-hugger outright. var ownWater = new bool[n * n]; int owned = 0; for (int i = 0; i < ownWater.Length; i++) if (basinId[i] == c.BasinId && isClassifyWater[i] && !isOcean[i]) { ownWater[i] = true; owned++; } if (owned > 0) { ext = RouteTo(height, n, ownWater, c.TermX, c.TermY, StyleLowground, sea); rr.OwnBasinTargeted = ext.Reached; } else { // ⚠ Should not happen — basinHasLake is what put it in this branch — but a // basin whose water is all ocean-masked would land here. Report, do not crash. ext = new Route(); } } else { var far = RouteTo(height, n, isSignificantWater, c.TermX, c.TermY, StyleLowground, sea); ext = far; if (!ext.Reached) { // Fall back to ANY classify water, so a seed whose lake-ender genuinely has only // small ponds still connects rather than dead-ending. var fb = RouteTo(height, n, isClassifyWater, c.TermX, c.TermY, StyleLowground, sea); if (fb.Reached) { ext = fb; rr.LakeWasFallback = true; } } } if (ext.Reached) { rr.Lowland = ext; rr.LakeReached = true; } rr.FaithfulClass = RiverClass.LakeEnder; rr.Why = rr.LakeReached ? (rr.OwnBasinTargeted ? $"terminal basin holds classify water → natural lake-ender; terminates at its OWN basin's water {ext.LenPx:F0} px away (fix B — no distant-body hunt, so no coast-hugging)" : $"terminal basin holds classify water → natural lake-ender; joins {(rr.LakeWasFallback ? "a small body (fallback)" : "a significant body")} {ext.LenPx:F0} px away") : "terminal basin holds classify water → natural lake-ender; no water body reachable, course ends at its terminal"; } rr.Course = Assemble(c.Course, rr.Lowland); outp.Add(rr); log($" #{c.Rank,-3} {c.DrainagePx,10:N0} px {ClassLabel(rr.Class),-11} " + $"probe{(probe.Reached ? $" cost {probe.Cost,12:N0} rim {probe.RimClimbM,6:F1} m maxstep {probe.MaxStepUphillM,5:F2} m len {probe.LenPx,6:F0} px wander {probe.WanderRatio:F2}" : " NO PATH")}" + $"{(rr.Class == RiverClass.LakeEnder ? $" | lake {(rr.LakeReached ? (rr.LakeWasFallback ? "fallback" : "significant") : "NONE")}" : "")}" + $"{(rr.RefusedByCap ? " ⚠ REFUSED BY CAP" : "")}" + $"{(rr.Class == RiverClass.LakeFed ? $" ⭐ LAKE-FED (ratio {rr.CostRatio:F3})" : "")}" + $"{(!float.IsNaN(rr.CostRatio) && rr.Class == RiverClass.RoutedGiant ? $" → SEA (lake ratio {rr.CostRatio:F3})" : "")}" + $"{(rr.OwnBasinTargeted ? $" ⭐ own-basin water, {rr.Lowland.LenPx:F0} px" : "")}"); } if (opt.Confluence) Confluence(outp, log); else foreach (var rr in outp) rr.OwnPath = rr.Course; return outp; } public static string ClassLabel(RiverClass c) => c switch { RiverClass.OceanTrunk => "TRUNK", RiverClass.RoutedGiant => "ROUTED", RiverClass.LakeFed => "LAKE-FED", RiverClass.WalledOff => "WALLED-OFF", _ => "LAKE-ENDER", }; // ═══ ⭐⭐ FIX 2 — THE CONFLUENCE POST-PASS (rivers/03b) ═══════════════════════════════════ // // ⚠⚠ A DIVERGENCE, NOT A PORT. The reference lays every route independently and never dedups or // joins them, which rivers/03 measured: on EVERY seed two routed rivers arrived at the identical // ocean cell without ever having met. Two channels reaching the same mouth as parallel // duplicates is not geography; two channels that meet and continue as one is. // // The rule, deliberately strict: courses are laid BIGGEST-FIRST by drainage, and a later course // joins an earlier one only on TRUE CELL INTERSECTION — the later course's rasterised cell path // actually reaching a cell an earlier one occupies. **Never proximity.** Two rivers running 3 px // apart down the same valley stay two rivers; that is a question for the carve's channel width, // not for routing to guess at. /// /// Join intersecting courses into a dendritic tree. Biggest-first, so the largest drainage is /// the trunk and smaller ones become its tributaries — the later river is truncated at the /// FIRST (most-upstream) cell it shares with an already-laid course, and adopts that course's /// downstream and terminus from there. /// private static void Confluence(List rivers, Action log) { var order = new List(rivers); order.Sort((a, b) => b.Candidate.DrainagePx.CompareTo(a.Candidate.DrainagePx)); // cell -> (the river occupying it, and how far along that river's cell path it sits) var owner = new Dictionary<(int x, int y), (RoutedRiver river, int idx)>(); int joins = 0; foreach (var r in order) { r.CellPath = Rasterise(r.Course); var stemOnly = new List<(float x, float y)>(r.Candidate.Course); stemOnly.Reverse(); r.StemCells = Rasterise(stemOnly).Count; if (r.CellPath.Count == 0) { r.OwnPath = r.Course; continue; } // The first cell of THIS course that someone bigger already occupies. int hit = -1; (RoutedRiver river, int idx) into = default; for (int i = 0; i < r.CellPath.Count; i++) if (owner.TryGetValue(r.CellPath[i], out into)) { hit = i; break; } if (hit < 0) { // Keeps its own route and its own mouth. r.OwnPath = r.Course; for (int i = 0; i < r.CellPath.Count; i++) if (!owner.ContainsKey(r.CellPath[i])) owner[r.CellPath[i]] = (r, i); continue; } // ⭐ It joins. Truncate here and adopt the parent's downstream from the junction on. var parent = into.river; r.Joined = true; r.ConfluenceParentRank = parent.Candidate.Rank; r.JunctionCell = r.CellPath[hit]; joins++; // What it DRAWS is its own reach only, up to the junction — the union of every river's // own reach is the tree. Drawing the adopted downstream too would just overdraw the parent. r.OwnPath = new List<(float x, float y)>(); for (int i = 0; i <= hit; i++) r.OwnPath.Add((r.CellPath[i].x, r.CellPath[i].y)); // The full course of record: its own reach, then the parent's from the junction to the sea. var full = new List<(int x, int y)>(); for (int i = 0; i <= hit; i++) full.Add(r.CellPath[i]); for (int i = into.idx + 1; i < parent.CellPath.Count; i++) full.Add(parent.CellPath[i]); r.CellPath = full; r.Course = new List<(float x, float y)>(); foreach (var cpt in full) r.Course.Add((cpt.x, cpt.y)); // Only its OWN reach becomes occupiable, so a third river can join this tributary. for (int i = 0; i <= hit; i++) if (!owner.ContainsKey(full[i])) owner[full[i]] = (r, i); log($" ⭐ CONFLUENCE: #{r.Candidate.Rank} ({r.Candidate.DrainagePx:N0} px) joins #{parent.Candidate.Rank} " + $"({parent.Candidate.DrainagePx:N0} px) at ({r.JunctionCell.x},{r.JunctionCell.y}) — " + $"{hit} px of its own reach, then adopts #{parent.Candidate.Rank}'s downstream and terminus"); } if (joins == 0) log(" (no confluences — every course keeps its own mouth)"); } /// /// ⭐ THE ROOT of a confluence chain — the river whose terminus this one actually ends at. A /// tributary's mouth is its trunk's mouth, so this is what mouth counting and terminus class /// must both be read through. /// public static RoutedRiver Root(RoutedRiver r, List all) { var cur = r; // The chain is finite and strictly increasing in drainage (biggest-first laying), so it // cannot cycle; the guard is belt-and-braces against a future change to the ordering. for (int guard = 0; guard < all.Count + 1 && cur.Joined; guard++) { RoutedRiver parent = null; foreach (var o in all) if (o.Candidate.Rank == cur.ConfluenceParentRank) { parent = o; break; } if (parent == null) break; cur = parent; } return cur; } /// /// Rasterise a polyline to a deduped 1-px cell path. ⚠ The confluence test is a TRUE CELL /// intersection, so the courses must be compared as the cells they occupy, not as the sparse /// vertices the analysis decimated them to (stems are decimated ×4, routes are Chaikin-smoothed). /// private static List<(int x, int y)> Rasterise(List<(float x, float y)> pts) { var outp = new List<(int x, int y)>(); if (pts == null || pts.Count == 0) return outp; void Push(int x, int y) { if (outp.Count > 0 && outp[^1].x == x && outp[^1].y == y) return; outp.Add((x, y)); } for (int i = 0; i + 1 < pts.Count; i++) { var a = pts[i]; var b = pts[i + 1]; float dx = b.x - a.x, dy = b.y - a.y; int steps = Math.Max(1, (int)MathF.Ceiling(MathF.Max(MathF.Abs(dx), MathF.Abs(dy)))); for (int s = 0; s < steps; s++) Push((int)MathF.Round(a.x + dx * s / steps), (int)MathF.Round(a.y + dy * s / steps)); } Push((int)MathF.Round(pts[^1].x), (int)MathF.Round(pts[^1].y)); return outp; } /// /// ⭐ Assemble one river's full course: upland stem (head → terminal) + the smoothed lowland /// reach (terminal → target). /// /// ⚠ `Course` from the analysis is DOWNSTREAM-FIRST and decimated ×4, so it is reversed to run /// head → terminal, exactly as the reference does. The route's first point IS the terminal, so /// it is skipped when splicing — otherwise the join carries a duplicate vertex. /// /// ⚠ The reference then DENSIFIES the spliced polyline to ~1-px samples. That is done inside /// `CarveRiver`, for the bed stamp — it is carve-time and deliberately not done here: this task /// produces courses, and a densified polyline draws and measures identically. /// public static List<(float x, float y)> Assemble(List<(float x, float y)> uplandStem, Route lowland) { var pts = new List<(float x, float y)>(uplandStem); pts.Reverse(); // downstream-first → head → terminal if (lowland != null && lowland.Smoothed != null && lowland.Smoothed.Count > 1) pts.AddRange(lowland.Smoothed.GetRange(1, lowland.Smoothed.Count - 1)); return pts; } } }