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, } /// 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 = ""; 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) { 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. var probe = RouteTo(height, n, isOcean, c.TermX, c.TermY, style, sea); rr.OceanProbe = probe; bool refLakeEnder = c.AnalysisKind == "lake-ender"; if (!refLakeEnder) { rr.Class = RiverClass.RoutedGiant; rr.Lowland = probe; rr.Why = probe.Reached ? $"dry pan → routed; rim climb {probe.RimClimbM:F1} m, max step {probe.MaxStepUphillM:F2} m, cost {probe.Cost:N0}" : "dry pan → routed, but NO path to the ocean was found (unexpected — report)"; } 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 to the nearest // SIGNIFICANT body with the same lowground Dijkstra, so the course joins the lake. // ⚠ Lake-enders route with LOWGROUND regardless of the style knob (the reference's rule). var ext = RouteTo(height, n, isSignificantWater, c.TermX, c.TermY, StyleLowground, sea); 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.Why = rr.LakeReached ? $"terminal basin holds classify water → lake-ender; joins {(rr.LakeWasFallback ? "a small body (fallback)" : "a significant body")} {ext.LenPx:F0} px away" : "terminal basin holds classify water → lake-ender; no water body reachable, course ends at its terminal"; } rr.Course = Assemble(c.Course, rr.Lowland); outp.Add(rr); log($" #{c.Rank,-3} {c.DrainagePx,10:N0} px {(rr.Class == RiverClass.RoutedGiant ? "ROUTED " : "LAKE-ENDER")} " + $"probe{(probe.Reached ? $" 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} expanded {probe.Expanded:N0}" : " NO PATH")}" + $"{(rr.Class == RiverClass.LakeEnder ? $" | lake {(rr.LakeReached ? (rr.LakeWasFallback ? "fallback" : "significant") : "NONE")}" : "")}"); } 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; } } }