using System;
using System.Collections.Generic;
using IslaApocalypse.Core;
namespace IslaApocalypse.Tools
{
/// One connected island of tagged offshore land, as the analysis sees it.
public sealed class IslandComponent
{
public int Id;
public long Cells;
public double CentroidX, CentroidY;
public int MinX, MinY, MaxX, MaxY;
/// Hemisphere by CENTROID (an island straddling the midline is counted once, where its mass is).
public byte Hemisphere;
///
/// ⚠ True if any cell of this island is 8-adjacent to land that is NOT tagged offshore —
/// i.e. the island touches the mainland. The moat exists to make this impossible; this is
/// the check that it did.
///
public bool BridgedToMainland;
}
///
/// ⭐ THE OFFSHORE ANALYSIS — counts islands, reads their hemisphere, and catches a land bridge.
/// Engine-free; used by the pass (to prove its own floor) and by the oracle (to prove it again,
/// independently, on the finished field).
///
/// ═══ THE HEMISPHERE CONVENTION — read from the code, not invented ═══
///
/// Pass 1's latitude scalar is y / MapSize (+ a ±0.1 wobble). The spine fades out where
/// that scalar exceeds 0.65 — "the southern fade" — and the "southern sinker" bites in the
/// BOTTOM 25 % of rows. So in this codebase, and in the lore it encodes (snow-town north,
/// shipwreck south): y increases SOUTHWARD. North is the top half of the image.
///
/// NORTH y ∈ [0, MapSize/2)
/// SOUTH y ∈ [MapSize/2, MapSize)
///
/// ⚠ The tag uses the clean row midline, NOT the wobbled latitude field. A hemisphere tag keyed
/// to a field that wanders ±10 % of the map would put the same island in different hemispheres
/// on different seeds for no geographic reason. The field's ORIENTATION is what is borrowed; its
/// wobble is not.
///
public static class OffshoreAnalysis
{
// The convention now lives in Core (RegionLabeling, chat2/07) — one definition; these are aliases.
public const byte HemiNone = RegionLabeling.HemiNone;
public const byte HemiNorth = RegionLabeling.HemiNorth;
public const byte HemiSouth = RegionLabeling.HemiSouth;
/// → .
public static byte HemisphereOfRow(int y, int mapSize) => RegionLabeling.HemisphereOfRow(y, mapSize);
public static string HemisphereName(byte h) => RegionLabeling.HemisphereName(h);
// 8-connectivity, fixed order.
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 };
///
/// Label the 8-connected components of tagged offshore land, and for each, whether it
/// touches untagged land (a bridge). +
/// define "land"; defines "offshore". Both are needed: the bridge test
/// is "tagged cell next to a land cell that is not tagged".
///
public static List Components(bool[,] tag, float[,] height, float sea, int mapSize)
=> Components(tag, height, sea, mapSize, out _);
///
/// As above, also returning the per-cell component id map (x * mapSize + y; 0 = not
/// tagged) — the debris guard needs membership, not just the list.
///
public static List Components(bool[,] tag, float[,] height, float sea, int mapSize,
out int[] idMap)
{
var comps = new List();
int n = mapSize;
var id = new int[n * n]; // 0 = unvisited / not tagged
idMap = id;
if (tag == null) return comps;
var stack = new Stack();
int next = 0;
for (int sx = 0; sx < n; sx++)
{
for (int sy = 0; sy < n; sy++)
{
if (!tag[sx, sy] || id[sx * n + sy] != 0) continue;
var c = new IslandComponent
{
Id = ++next, MinX = sx, MaxX = sx, MinY = sy, MaxY = sy,
};
double sumX = 0, sumY = 0;
id[sx * n + sy] = c.Id;
stack.Push(sx * n + sy);
while (stack.Count > 0)
{
int cur = stack.Pop();
int cx = cur / n, cy = cur % n;
c.Cells++; sumX += cx; sumY += cy;
if (cx < c.MinX) c.MinX = cx; if (cx > c.MaxX) c.MaxX = cx;
if (cy < c.MinY) c.MinY = cy; if (cy > c.MaxY) c.MaxY = 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;
if (tag[nx, ny])
{
int ni = nx * n + ny;
if (id[ni] != 0) continue;
id[ni] = c.Id;
stack.Push(ni);
}
else if (height[nx, ny] >= sea)
{
// Land, not tagged offshore ⇒ mainland (or a lake-shore) touching
// this island. The moat should have made this impossible.
c.BridgedToMainland = true;
}
}
}
c.CentroidX = sumX / c.Cells;
c.CentroidY = sumY / c.Cells;
c.Hemisphere = HemisphereOfRow((int)Math.Round(c.CentroidY), mapSize);
comps.Add(c);
}
}
return comps;
}
/// Island counts per hemisphere, by component centroid.
public static (int north, int south) CountByHemisphere(List comps)
{
int nN = 0, nS = 0;
foreach (var c in comps)
{
if (c.Hemisphere == HemiNorth) nN++;
else if (c.Hemisphere == HemiSouth) nS++;
}
return (nN, nS);
}
///
/// Island SIZE statistics — the thing a count alone hides. 189 islands averaging 66 cells is
/// noise debris, not an archipelago; 12 islands averaging 900 cells is what the developer
/// asked for. Cells are map cells (1 column = 1 m at the target scale).
///
public static (long min, long median, double mean, long max, int belowThreshold)
SizeSummary(List comps, long threshold)
{
if (comps.Count == 0) return (0, 0, 0.0, 0, 0);
var sizes = new List(comps.Count);
double sum = 0; int below = 0;
foreach (var c in comps) { sizes.Add(c.Cells); sum += c.Cells; if (c.Cells < threshold) below++; }
sizes.Sort();
return (sizes[0], sizes[sizes.Count / 2], sum / sizes.Count, sizes[sizes.Count - 1], below);
}
/// How many components touch the mainland. Zero is the only acceptable answer.
public static int BridgedCount(List comps)
{
int b = 0;
foreach (var c in comps) if (c.BridgedToMainland) b++;
return b;
}
// ═══ chat2/06 — the separation guard's geometry ═══
///
/// Per component id, its BOUNDARY cells — tagged cells with at least one 8-neighbour that is
/// not tagged (or the map edge). The nearest approach between two islands is between
/// boundary cells, so the separation guard compares boundaries, not bodies: a few hundred
/// cells per island instead of thousands. is the pass's list of
/// every surfaced cell (the bodies), walked once.
///
public static Dictionary> BoundaryCells(bool[,] tag, int[] compId, int mapSize,
IEnumerable<(int x, int y, float h0)> surfaced)
{
var result = new Dictionary>();
foreach (var (x, y, _) in surfaced)
{
if (!tag[x, y]) continue;
int id = compId[x * mapSize + y];
if (id == 0) continue;
bool edge = false;
for (int k = 0; k < 8 && !edge; k++)
{
int nx = x + DX[k], ny = y + DY[k];
if (nx < 0 || nx >= mapSize || ny < 0 || ny >= mapSize || !tag[nx, ny]) edge = true;
}
if (!edge) continue;
if (!result.TryGetValue(id, out var list)) result[id] = list = new List<(int, int)>();
list.Add((x, y));
}
return result;
}
/// Chebyshev gap between two components' bounding boxes (0 if they overlap). A lower bound on their true distance.
public static int BoxGap(IslandComponent a, IslandComponent b)
{
int gx = Math.Max(0, Math.Max(a.MinX - b.MaxX, b.MinX - a.MaxX));
int gy = Math.Max(0, Math.Max(a.MinY - b.MaxY, b.MinY - a.MaxY));
return Math.Max(gx, gy);
}
///
/// The minimum Chebyshev distance between two boundary sets, early-exiting once it is
/// known to be below (the caller only needs "closer than the
/// minimum or not").
///
public static int MinChebyshev(List<(int x, int y)> a, List<(int x, int y)> b, int below)
{
int best = int.MaxValue;
if (a == null || b == null) return best;
foreach (var (ax, ay) in a)
{
foreach (var (bx, by) in b)
{
int d = Math.Max(Math.Abs(ax - bx), Math.Abs(ay - by));
if (d < best) { best = d; if (best < below) return best; }
}
}
return best;
}
}
}