using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using Godot;
using IslaApocalypse.Core;
namespace IslaApocalypse.Tools
{
///
/// ⭐⭐ 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. → .
///
/// ═══ ⛔ 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")
///
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 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();
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(); var climb = new List();
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 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]);
}
/// FNV-1a over the raw float bits — "byte-identical", not "numerically close".
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();
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 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_.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(g.LandNodes);
order.Sort((a, b) => b.AreaPx.CompareTo(a.AreaPx));
var capOk = new Dictionary();
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`); " +
$"`EndorheicMinDepthM` {def.EndorheicMinDepthM} m / `EndorheicMinAreaPx` {def.EndorheicMinAreaPx:N0} (they define which depressions ARE the nodes).");
sb.AppendLine();
sb.AppendLine("## Files");
sb.AppendLine();
sb.AppendLine("| File | What it is |");
sb.AppendLine("|---|---|");
sb.AppendLine("| `/basin_graph_.png` | the graph over the faint terrain: basins tinted lake/dry, spill rings labelled, arrows to the downstream node |");
sb.AppendLine("| `/grayscale.png` | the eroded render field, no palette |");
sb.AppendLine("| `basins_.csv` | every `BasinNode`: class (inland/coastal/seabed), area, inflow, lake cells, floor, spill (cell + raw + metres), climb, downstream kind/id/entry, invariants, hops, chain-ok per cap |");
sb.AppendLine("| `lakes_.csv` | every significant classify body: size, cells inside basins, dominant basin, owned / split / FREE |");
if (skipRaw)
sb.AppendLine("| ~~`/height.f32`~~ | **deliberately not written** — rivers/01 proved this field byte-identical to `chat2/11_erosion`. |");
sb.AppendLine();
sb.AppendLine($"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();
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();
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();
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;
}
}
}