Ports the reference's v5 height curve and shelf-detail passes onto Phase 1's shape and re-calibrates them against this repo's actual pass-1 distribution. This is the BASELINE the reshape gets judged against, not the reshape. Core (engine-free, D-060): - WorldScale — THE vertical yardstick. One metres/raw number (251), replacing the prototype's three duplicate M_PER_UNIT constants and ~20 bare literals. The chunk-height coupling it had there is recorded as a DEFERRED vault decision, not inherited. RawFromMetres divides, matching the reference bit-for-bit. - HeightCurve — the 7 bands, the frozen corner-fix blends, the per-seed spike normalization, the 24-corner monotonicity sweep that throws and refuses. Identity at and below sea, which everything downstream rests on. - CurveKnots / CurveAnchors — input knots (measured percentiles) and output anchors (storm ladder) split apart and both made parameters, so the anchors are A/B-able without editing source. The reference's shipped knots are kept beside the measured ones as the fidelity yardstick. - TerrainDetailPass — micro-relief skin plus the shelf-edge KNOT warp (which slides K3/K4/K5, not height — that is what keeps monotonicity structural). The crater exclusion is ported and inert until the carve lands. Tools: - Shaping — pass 2a, producing the two height fields. classify is bit-for-bit the raw pass-1 field; render is curved and detailed. Aliased when the curve is off, as the reference did. Pass1Result is left immutable so the oracle can compare. - LandHistogram — the calibration engine AND the diagnostic. The reference shipped six knot literals and threw the measuring instrument away; this rebuilds it. - ShapingOracle + CurveBaselineTool — four automatic checks before anything is looked at, and the batch that runs them. Measured, not assumed: - Knots re-measured over a 6-seed / 12.8M-sample pool. They differ from the reference's by at most 5.6 m of world height, against a 44.7 m per-seed spread — the pass-1 port is faithful. - Oracle all pass, including pass 1 bit-identical to Phase 1's own .f32 dump. - Band shares land on 60/13/10/5/8/3/1 to 0.00 pp. - Knots hold across map size: the 8K delta (5.8 m) sits inside seed noise. The finding the histograms deliver: 83% of land ends below 100 m and 96% below 220 m, with the median column at 13 m. That is the share targets doing exactly what they say, not a bug — and it is the developer's call, which is why nothing here reshapes it and the palette was deliberately left mis-fitted rather than recalibrated to disguise it. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DCWNaDZPfTiAy3meGNGgqt
178 lines
8.1 KiB
C#
178 lines
8.1 KiB
C#
using IslaApocalypse.Core;
|
||
|
||
namespace IslaApocalypse.Tools
|
||
{
|
||
/// <summary>
|
||
/// 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.
|
||
/// </summary>
|
||
public sealed class TerrainGenConfig
|
||
{
|
||
// ---- world ----------------------------------------------------------
|
||
|
||
/// <summary>
|
||
/// 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.
|
||
/// </summary>
|
||
public int MapSize = 2048;
|
||
|
||
/// <summary>
|
||
/// 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.
|
||
/// </summary>
|
||
public int Seed = 0;
|
||
|
||
// ---- island shape (reference ConfigManager defaults, READ from source) ----
|
||
|
||
/// <summary>Falloff X axis ratio. Reference: <c>ConfigManager.LEGACY_AXIS_X = 1.15f</c>.</summary>
|
||
public float IslandAxisX = 1.15f;
|
||
|
||
/// <summary>Falloff Y axis ratio. Reference: <c>ConfigManager.LEGACY_AXIS_Y = 0.90f</c>.</summary>
|
||
public float IslandAxisY = 0.90f;
|
||
|
||
/// <summary>
|
||
/// Multiplier on the falloff term in the combine.
|
||
/// Reference: <c>[Export] public float FalloffStrength = 1.0f;</c> (MapGenerator ~:11),
|
||
/// and NOT overridden in MapPreview.tscn — so 1.0f is the value the island was tuned at.
|
||
/// </summary>
|
||
public float FalloffStrength = 1.0f;
|
||
|
||
/// <summary>
|
||
/// The flat sea level, in raw height units. Reference: <c>ConfigManager.SeaLevelValue = 0.15f</c>
|
||
/// with <c>SeaLevelModel = "flat"</c>, so <c>GetSeaLevel</c> 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.
|
||
/// </summary>
|
||
public float SeaLevel = 0.15f;
|
||
|
||
// ---- ABLATION TOGGLES — the pass-1 ladder ---------------------------
|
||
|
||
/// <summary>Rung 1: the base terrain noise, <c>(noise(x,y)+1)/2</c>. Off = flat zero.</summary>
|
||
public bool BaseNoise = true;
|
||
|
||
/// <summary>
|
||
/// Rung 2: the island falloff/mask — squircle + ellipse blend, and the <c>Pow(·, 2.5f)</c>.
|
||
/// ⚠ 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.
|
||
/// </summary>
|
||
public bool IslandFalloff = true;
|
||
|
||
/// <summary>Rung 3: coastline edge roughness, modulated by the squircle.</summary>
|
||
public bool EdgeNoise = true;
|
||
|
||
/// <summary>Rung 4: the southern sinker — extra sinking pressure in the bottom 25%.</summary>
|
||
public bool SouthernSinker = true;
|
||
|
||
/// <summary>Rung 5: the Trench — the map-anchored outer-band wall that guarantees an ocean border.</summary>
|
||
public bool Trench = true;
|
||
|
||
/// <summary>Rung 6: the mountain spine up the centre-X axis.</summary>
|
||
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.
|
||
|
||
/// <summary>
|
||
/// ⭐ Pass 2a rung 1: the height-redistribution curve. → <see cref="HeightCurve"/>.
|
||
/// Off = raw pass-1 height, unshaped (the control half of every A/B in this phase).
|
||
/// </summary>
|
||
public bool Curve = true;
|
||
|
||
/// <summary>
|
||
/// ⭐ Pass 2a rung 2: the shelf detail passes — micro-relief skin + shelf-edge knot warp.
|
||
/// ⚠ REQUIRES <see cref="Curve"/>: 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.
|
||
/// </summary>
|
||
public bool ShelfDetail = true;
|
||
|
||
/// <summary>
|
||
/// Micro-relief amplitude, in METRES of output height. Reference default: 3 m.
|
||
/// Converted through <see cref="WorldScale"/> at the call site — never a literal /251.
|
||
/// </summary>
|
||
public float ShelfReliefAmpM = TerrainDetailPass.ReliefAmpDefaultM;
|
||
|
||
/// <summary>
|
||
/// Shelf-edge warp amplitude, in METRES OF INPUT HEIGHT (not output elevation — see
|
||
/// <see cref="TerrainDetailPass"/>). Reference default: 12 m.
|
||
///
|
||
/// ⚠ CLAMPED, LOUDLY, to the knot set's safe bound (<c>TerrainDetailPass.MaxEdgeShift</c>).
|
||
/// Monotonicity is never a tuning question; an ignored dial is always reported.
|
||
/// </summary>
|
||
public float ShelfEdgeVariationM = TerrainDetailPass.EdgeAmpDefaultM;
|
||
|
||
/// <summary>
|
||
/// The input knot set — WHERE the land distribution is cut.
|
||
/// Default: <see cref="CurveKnots.V2Baseline"/>, re-measured on v2's own pass-1 output.
|
||
/// <see cref="CurveKnots.Reference"/> is available for a fidelity A/B against the prototype's.
|
||
/// </summary>
|
||
public CurveKnots Knots = CurveKnots.V2Baseline;
|
||
|
||
/// <summary>
|
||
/// The output anchors — WHAT HEIGHT each cut lands at. Default: the storm-ladder values,
|
||
/// reproducing the reference's constants bit-for-bit.
|
||
/// </summary>
|
||
public CurveAnchors Anchors = CurveAnchors.Default;
|
||
|
||
// ---- the crater seam — INERT THIS PHASE -----------------------------
|
||
|
||
/// <summary>
|
||
/// Crater radius in columns. ⚠ <b>0 = NO CRATER, which is this phase's state.</b> 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.
|
||
/// </summary>
|
||
public float CraterRadius = 0f;
|
||
|
||
/// <summary>Crater centre X, columns. Unused while <see cref="CraterRadius"/> is 0.</summary>
|
||
public float CraterCenterX = 0f;
|
||
|
||
/// <summary>Crater centre Y, columns. Unused while <see cref="CraterRadius"/> is 0.</summary>
|
||
public float CraterCenterY = 0f;
|
||
|
||
/// <summary>A short label for this variant, used in output filenames. E.g. "full", "base_only".</summary>
|
||
public string VariantLabel = "full";
|
||
|
||
/// <summary>The scale object every distance and frequency in the generator derives from.</summary>
|
||
public GenerationScale Scale => new GenerationScale(MapSize);
|
||
|
||
/// <summary>
|
||
/// ⚠ DEEP on <see cref="Anchors"/>. <c>MemberwiseClone</c> 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 (<see cref="CurveKnots"/>) does not need to be.
|
||
/// </summary>
|
||
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)}]";
|
||
}
|
||
}
|