using IslaApocalypse.Core; namespace IslaApocalypse.Tools { /// /// Which redistribution curve pass 2a applies (chat2/02). One seam, three occupants: /// /// Staircase ⭐ the faithful v5 port (task 01) — toe/red/riser/bench/riser/plateau/spike. /// THE CONTROL. Bit-identical to task 01's output, always present in a batch. /// Continuous ⭐ the rev-3 redesign — the staircase's toe+red lowland PRESERVED bit-for-bit, /// everything above it replaced by one smooth monotone climb to the 420 m cap. /// → Core/ContinuousCurve. /// LiftedWrong ⚠⚠ DELIBERATELY THE WRONG DIRECTION — an even linear remap of ALL land onto /// [SEA, PEAK_CAP], which lifts the entire island off its shoreline and destroys /// the low plain the developer likes. It exists as a CONTRAST BOOKEND so the /// preserved-lowland variants can be judged against the mistake, and for no other /// purpose. Do not ship it, do not tune it, do not "fix" it. /// public enum CurveModeKind { Staircase, Continuous, LiftedWrong } /// /// The generator's configuration, including the per-element ABLATION TOGGLES. /// /// ═══ WHY EVERY PASS-1 ELEMENT IS GATED ═══ /// /// This is the standing A/B discipline: every shaping change ships behind a gate with the /// previous behaviour surviving on the other side, so changes stay comparable as a pair rather /// than as a memory of last week's render, and a rejected change costs a flipped default rather /// than a reverted commit. → `Design - Tooling - Iteration and Batching.md`. /// /// For THIS task the gates do a second job: they are the PORT-FIDELITY CHECK. Generating /// base-noise-only, then adding one element at a time, shows each ported element doing what the /// reference's did — rather than judging six simultaneous changes by their sum. /// /// ⚠ Lives in Tools/, not Core/. It configures the generator specifically; Core carries the /// world's data contracts and the scaling rule, not a tool's dials. /// public sealed class TerrainGenConfig { // ---- world ---------------------------------------------------------- /// /// Map side in columns. A GENERATION PARAMETER — never baked in. /// Iteration runs small (2048–4096); the shape is scale-invariant by construction, so the /// island reads the same at any size and a full-size pass is confirmation, not iteration. /// public int MapSize = 2048; /// /// The noise seed. POSITIVE ONLY. Zero or negative means "pick one and print it" — a run /// whose seed is not recorded is a run that cannot be reproduced, so the resolved seed is /// always printed and always in the filename. /// public int Seed = 0; // ---- island shape (reference ConfigManager defaults, READ from source) ---- /// Falloff X axis ratio. Reference: ConfigManager.LEGACY_AXIS_X = 1.15f. public float IslandAxisX = 1.15f; /// Falloff Y axis ratio. Reference: ConfigManager.LEGACY_AXIS_Y = 0.90f. public float IslandAxisY = 0.90f; /// /// Multiplier on the falloff term in the combine. /// Reference: [Export] public float FalloffStrength = 1.0f; (MapGenerator ~:11), /// and NOT overridden in MapPreview.tscn — so 1.0f is the value the island was tuned at. /// public float FalloffStrength = 1.0f; /// /// The flat sea level, in raw height units. Reference: ConfigManager.SeaLevelValue = 0.15f /// with SeaLevelModel = "flat", so GetSeaLevel ignores latitude entirely. /// /// ⚠ PHASE 1 USES THIS AS A VISUALIZATION THRESHOLD ONLY — the boundary between the /// bathymetric and hypsometric colour ramps. No water is modelled, no water bodies are /// identified, nothing floods. That is Phase 2. /// public float SeaLevel = 0.15f; // ---- ABLATION TOGGLES — the pass-1 ladder --------------------------- /// Rung 1: the base terrain noise, (noise(x,y)+1)/2. Off = flat zero. public bool BaseNoise = true; /// /// Rung 2: the island falloff/mask — squircle + ellipse blend, and the Pow(·, 2.5f). /// ⚠ Off also disables rungs 3–5 in effect: edge noise, the sinker and the Trench are all /// modifiers OF the falloff, so with no falloff there is nothing for them to modify. The /// toggles stay independent so the ladder reads honestly; the report says so. /// public bool IslandFalloff = true; /// Rung 3: coastline edge roughness, modulated by the squircle. public bool EdgeNoise = true; /// Rung 4: the southern sinker — extra sinking pressure in the bottom 25%. public bool SouthernSinker = true; /// Rung 5: the Trench — the map-anchored outer-band wall that guarantees an ocean border. public bool Trench = true; /// Rung 6: the mountain spine up the centre-X axis. public bool MountainSpine = true; // ---- PASS 2a — the redistribution curve and shelf detail (Phase 2) ---- // // ⚠ THE PRIMARY A/B OF THIS PHASE IS `Curve`. Off must reproduce Phase 1's pass-1 output // BIT-IDENTICALLY — that is the regression oracle, not a figure of speech. /// /// ⭐ Pass 2a rung 1: the height-redistribution curve. → . /// Off = raw pass-1 height, unshaped (the control half of every A/B in this phase). /// public bool Curve = true; /// /// ⭐ WHICH curve (chat2/02). → . /// /// Default CONTINUOUS per the rev-3 task — the exploration direction. Tools that exist to /// reproduce the task-01 staircase (CurveBaselineTool) set Staircase EXPLICITLY, so the /// default changing does not silently move a control batch. /// public CurveModeKind CurveMode = CurveModeKind.Continuous; // ---- the continuous climb's knobs — ALL act above the lowland ceiling only ---- /// /// How high the preserved lowland holds before the climb takes over, in METRES of output /// height above sea. Default 30 = RED_CEIL, the flood line — the exact top of the /// staircase's toe+red band, so nothing at all is re-mapped below it. /// /// ⚠ Constrained to [30, 80] m by : below 30 would cut /// the preserved band; at ~100 it could preserve a flat bench, the artifact this mode /// exists to remove. Raising it extends the red band's gentle grade linearly before the /// climb begins. THE PRIMARY VARIANT AXIS. /// public float LowlandCeilingM = 30f; /// /// The shape of the climb's departure from the lowland, 0..1: how long it hugs the red /// band's exit slope before steepening. Replaces the old ambiguous "bow". Acts only above /// the ceiling; CANNOT touch the low band. /// public float ClimbFeather = 0.4f; /// /// The summit's steepening, ≥ 1: the secant slope of the top 15 % of the climb, in units of /// the climb's average grade. 1 = a ramp (refused); 2.5 = the default pointed peak; higher = /// more dramatic. The peak reads pointy, never a needle-on-a-hump — there is no plateau /// under it any more. /// public float SummitDrama = 2.5f; /// /// ⭐ Pass 2a rung 2: the shelf detail passes — micro-relief skin + shelf-edge knot warp. /// ⚠ REQUIRES : the edge warp slides the CURVE's knots, so with no curve /// there is nothing to warp. Requesting it with the curve off is a logged no-op, not an error. /// public bool ShelfDetail = true; /// /// Micro-relief amplitude, in METRES of output height. Reference default: 3 m. /// Converted through at the call site — never a literal /251. /// public float ShelfReliefAmpM = TerrainDetailPass.ReliefAmpDefaultM; /// /// Shelf-edge warp amplitude, in METRES OF INPUT HEIGHT (not output elevation — see /// ). Reference default: 12 m. /// /// ⚠ CLAMPED, LOUDLY, to the knot set's safe bound (TerrainDetailPass.MaxEdgeShift). /// Monotonicity is never a tuning question; an ignored dial is always reported. /// public float ShelfEdgeVariationM = TerrainDetailPass.EdgeAmpDefaultM; /// /// The input knot set — WHERE the land distribution is cut. /// Default: , re-measured on v2's own pass-1 output. /// is available for a fidelity A/B against the prototype's. /// public CurveKnots Knots = CurveKnots.V2Baseline; /// /// The output anchors — WHAT HEIGHT each cut lands at. Default: the storm-ladder values, /// reproducing the reference's constants bit-for-bit. /// public CurveAnchors Anchors = CurveAnchors.Default; // ---- the crater seam — INERT THIS PHASE ----------------------------- /// /// Crater radius in columns. ⚠ 0 = NO CRATER, which is this phase's state. The detail /// pass's crater exclusion is ported and wired, but with no crater it evaluates to "detail /// everywhere" and the distance is never computed. It is exercised when the carve lands. /// public float CraterRadius = 0f; /// Crater centre X, columns. Unused while is 0. public float CraterCenterX = 0f; /// Crater centre Y, columns. Unused while is 0. public float CraterCenterY = 0f; /// A short label for this variant, used in output filenames. E.g. "full", "base_only". public string VariantLabel = "full"; /// The scale object every distance and frequency in the generator derives from. public GenerationScale Scale => new GenerationScale(MapSize); /// /// ⚠ DEEP on . MemberwiseClone is shallow, so two configs cloned /// from one parent would share a single mutable anchor object and an A/B that edited one /// would silently move the other. The one reference type that is a DIAL gets copied; the one /// that is immutable () does not need to be. /// public TerrainGenConfig Clone() { var c = (TerrainGenConfig)MemberwiseClone(); c.Anchors = Anchors?.Clone(); return c; } public override string ToString() => $"MapSize={MapSize} Seed={Seed} axis={IslandAxisX:F2}x/{IslandAxisY:F2}y " + $"falloffStrength={FalloffStrength:F2} sea={SeaLevel:F2} variant={VariantLabel} " + $"[base={BaseNoise} falloff={IslandFalloff} edge={EdgeNoise} sinker={SouthernSinker} " + $"trench={Trench} spine={MountainSpine}] " + $"[curve={Curve} detail={ShelfDetail} relief={ShelfReliefAmpM:F1}m edge={ShelfEdgeVariationM:F1}m " + $"knots={(Knots == null ? "-" : Knots.Name)}]"; } }