islaApocalypse-v2/Tools/README.md
beezm 3b96e06c1a chat2/05: offshore islands — rejoin the stub faithfully, then reshape to a guaranteed hybrid
Stage 1 fills the IslandFalloff.cs stub from the reference, verbatim: the coast shelf
(below-sea only, depth-preserving, held strictly below sea by MathF.BitDecrement — the
clamp that makes "cannot move the waterline" exact rather than statistical) and the islet
layer (OffshoreBlob, CalibrateThreshold against the field's ACTUAL distribution, the
OffshoreZoneWeight moat + pre-Trench-falloff test). Both run as pass 1b — OffshorePass, a
second sweep over the finished pass-1 arrays with the same per-pixel arithmetic in the
same order — and HMaxSeed is retaken AFTER them, as the reference did. That closes
chat2/00 Drift §2. The value did not move on any of 15 runs; the order is now right by
construction and oracle (l) prints it every time.

Stage 2 is the reshape, OffshoreSettings.Hybrid(): a seeded floor of ≥2 N / ≥4 S islands
placed by a PCG32 off the world seed — min-separated, clear of ALL existing land by a gap
so each stamp is its own connected component by construction, fully inside the zone so
the moat and falloff protections gate the floor exactly as they gate the organic layer —
plus the noise layer on top, smaller (freq 16), lower (24 m pre-curve, which the
preserved toe squashes to ~5 m and keeps there across curve tweaks), flatter (core 0.25),
crisper (edge sharpness 2.5, stamp rim jittered so it is rigid without being a compass
disc), south-weighted (0.007 N / 0.012 S, blended across the midline), corners allowed
(trench mask 0.90→0.97). Every lifted cell is tagged with its hemisphere — NORTH is rows
[0, N/2), y runs south, read off the spine's southern fade and the southern sinker, not
invented — and carried through Pass1Result → Pass2Result for a consumer that does not
exist yet.

Two things the probes taught, both now in the code: the first organic densities produced
183 blobs of which 174 were noise debris (a six-config sweep fixed that), and the
reference's lerp-to-crest leaves shallow humps across the seabed wherever a blob fails to
surface (a guard reverts them outside any surviving island's skirt; specks by component
membership, bumps by location). The faithful control keeps both, because it is the
reference — its islets measure min 1 cell, median 28.

Oracle, all hard checks passing: floor met on every hybrid seed (N 2–4, S 9–16); zero
land bridges; every offshore-OFF land cell bit-identical with offshore ON; tag ↔ coastline
consistent in both fields; curve-off still bit-identical to Phase 1's dump and
continuous_restored to task 03's. Both gates default OFF, deliberately: flipping them is
the act that retires the Phase-1 regression dumps, and that belongs in a task that
re-baselines the oracles.

The faithful control on seed 8675309 produced one north island. That is the gap the
floor exists to close.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DCWNaDZPfTiAy3meGNGgqt
2026-08-21 05:14:53 -04:00

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# Tools — the offline generator
**Holds:** the world generator and its diagnostics. Everything that produces a blueprint, and
nothing that consumes one at play time.
**Boundary — the tools wall:**
> ### ⚠⚠ TOOLS MAY NOT REFERENCE `Client/`. THE DEPENDENCY RUNS ONE WAY, OR THE WALL IS NOT A WALL.
>
> No UI, no player controllers, no shaders, no rendering code. `Tools/` may use `Core/`.
>
> **Two reasons, both from `Design - Tooling - Offline Generation.md`:** a lighter shipped client,
> and — less obviously — **not handing players the world-generation logic.** Shipping the generator
> lets it be reverse-engineered into an unfair map preview, with the whole island's layout, every
> settlement and every route known before anyone sets foot on the beach.
>
> **Tools emit data; they never write to a live save.** A generator that could touch live server
> state is a corruption risk for no benefit.
## What is here
### The generator — pass 1 (Phase 1)
**Ported from the reference's `MapGenerator.GenerateTopography` pass-1 loop** at tag
`pre-rewrite-reference` (`ab78883`). This is the crown-jewel port: **working code and its tuned
constants, carried over verbatim — not re-derived from a design summary** (→ D-050,
`Design - Rewrite - Extraction Manifest.md`).
| File | What it is |
|---|---|
| `Scripts/TerrainNoise.cs` | ⭐ The FastNoiseLite config, **every fractal property pinned explicitly** |
| `Scripts/Topography.cs` | ⭐⭐ Pass 1 — the six elements, in the reference's execution order |
| `Scripts/IslandFalloff.cs` | The whole reference file now: `SmoothAbs`, the **coast shelf**, the **offshore islets** + the reshape helpers |
| `Scripts/OffshorePass.cs` | ⭐ **Pass 1b** — shelf + islets over the finished pass-1 arrays, then `HMaxSeed` is retaken (chat2/05) |
| `Scripts/OffshoreSettings.cs` | Every islet dial in one object; `Faithful()` (the reference) and `Hybrid()` (the reshape) |
| `Scripts/OffshoreAnalysis.cs` | Island components, N/S counts, the moat check, **the hemisphere convention** |
| `Scripts/TagOverlayRenderer.cs` | The island-tag / hemisphere debug overlay |
| `Scripts/OffshoreIslandsTool.cs` + `Scenes/OffshoreIslandsTool.tscn` | The chat2/05 batch |
| `Scripts/Pass1Result.cs` | The height field **and the Phase-2 seams** |
| `Scripts/TerrainGenConfig.cs` | Config + the per-element ablation toggles |
| `Scripts/HeightField.cs` | Raw `.f32` save/load — **the generation/presentation seam** |
| `Scripts/TerrainGenTool.cs` | Batch entry point (ladder + seed batch + `INDEX.md`) |
| `Scenes/TerrainGenTool.tscn` | Run this |
### The generator — pass 2a: the redistribution curve (Phase 2, chat2/01)
**Ported from `REFERENCE:Tools/Scripts/HeightCurve.cs` + `TerrainDetailPass.cs`** at the same tag.
The curve itself lives in `Core/` (engine-free, a named C++-candidate seam); `Tools/` carries the
wiring, the measuring instrument and the batch.
| File | What it is |
|---|---|
| `Scripts/Shaping.cs` | ⭐⭐ Pass 2a — curve + detail per column, producing **the two height fields** |
| `Scripts/Pass2Result.cs` | The render field, the classify field, and `FieldsAreAliased` |
| `Scripts/LandHistogram.cs` | ⭐ The land CDF — **the calibration engine AND the diagnostic** |
| `Scripts/HistogramRenderer.cs` | The labelled distribution plot (clipped axis, marked) |
| `Scripts/ShapingOracle.cs` | ⭐⭐ The four automatic correctness checks |
| `Scripts/CurveBaselineTool.cs` | The chat2/01 batch: calibrate → variants → histograms → oracle |
| `Scenes/CurveBaselineTool.tscn` | Run this |
> ### ⭐⭐ THE TWO-FIELD SPLIT (D-046) STARTS HERE
>
> `heightClassify` is **raw, uncurved, un-detailed** — bit-for-bit the pass-1 field.
> `height` is **curved and detailed**, and is what gets drawn and (later) eroded and carved.
>
> Everything that CLASSIFIES the world (biomes, water bodies, the ocean fill) will read the classify
> field; everything that DRAWS it reads the render field. Nothing consumes the classify field yet —
> it is established at the curve because **the curve is where the second field is born**, and
> retrofitting a classify path after three passes have run on one array is how the two silently
> diverge. `Pass2Result.FieldsAreAliased` is true when the curve is off (both point at one array, as
> the reference did) — a later pass that writes one while reading the other must read both into
> locals first.
> ### ⭐ THE KNOTS ARE MEASURED, NOT CHOSEN
>
> The curve's six input knots are **P60/73/83/88/96/99 of the pooled land height distribution**,
> which is what makes the band shares 60/13/10/5/8/3/1 exact by construction. The reference shipped
> the six resulting literals and threw the instrument away — so its knots could never be re-derived,
> only trusted. `LandHistogram` is that instrument, rebuilt.
>
> ⚠ **A knot set is only valid for the distribution it was measured on.** Re-run
> `CurveBaselineTool` after any change to pass 1.
```bash
xvfb-run -a Godot_v4.7.2-stable_mono_linux.x86_64 \
--path ~/celerNexus/islaApocalypse-v2 res://Tools/Scenes/CurveBaselineTool.tscn
```
`ISLA_MAPSIZE` (default 2048) · `ISLA_SEEDS` (6 pinned) · `ISLA_SHOWPIECE_SIZE` (8192) ·
`ISLA_SHOWPIECE=0` · `ISLA_VARIANTS=0` (calibration-only probe) · `ISLA_PHASE1_SOURCE` ·
`ISLA_SKIP_RAW=1`
**The oracle runs before anything is looked at**, and the tool exits non-zero if any check fails:
| | Check |
|---|---|
| `a` | curve OFF is bit-identical to Phase 1's pass-1 output |
| `a` | pass 1 is bit-identical to Phase 1's `.f32` dump |
| `b` | the classify field is bit-identical to the raw pre-curve field, curve on or off |
| `c` | the effective per-seed curve is strictly monotonic (24-corner sweep, throws otherwise) |
| `d` | realized land shares match 60/13/10/5/8/3/1 |
### The map renders — presentation (Phase 1, the look)
**Presentation only** (→ `Design - Rendering - Roughness Is Presentation.md`): it changes how height
is *shown*, never how it is *made*. It **cannot** change the terrain — it is handed a height field
loaded from a `.f32` dump and has no way to produce one.
| File | What it is |
|---|---|
| `Scripts/GrayscaleRenderer.cs` | ⭐ Plain grayscale — **for judging the noise itself** |
| `Scripts/ReliefPalette.cs` | The hypsometric palettes, stops placed on measured percentiles |
| `Scripts/ReliefRenderer.cs` | The tint (+ optional hillshade) blend |
| `Scripts/Hillshade.cs` | Horn 3×3 shaded relief; the `ZExaggeration` slope table |
| `Scripts/LegendRenderer.cs` | ⭐ The elevation legend strip |
| `Scripts/TinyFont.cs` | A 5×7 bitmap font, so a legend needs no viewport |
| `Scripts/LookConfig.cs` | The look dials and the named variants |
| `Scripts/ReviewBatchTool.cs` | ⭐ The review batch — grayscale + hero gradient + labelled relief |
| `Scripts/ReliefRenderTool.cs` | Taste-gate batch runner |
| `Scenes/ReviewBatchTool.tscn`, `Scenes/ReliefRenderTool.tscn` | Run these |
> ### ⭐ The pretty map is the WIDE GRADIENT, rendered FLAT. Relief is not the hero.
>
> A reference relief map gets its look from **wide colour + subtle relief + COHERENT TERRAIN.** We
> have the first. The third is Phase 2's curve and erosion. On raw pass-1 noise a hillshade has
> nothing coherent to shade, so it renders fine fractal bumpiness as **visual fuzz that actively
> hides the elevation the colour is showing.** So:
>
> | Look | Role |
> |---|---|
> | **`gradient_flat`** | ⭐ **the hero.** Wide Costa-Rica gradient, `HillshadeStrength = 0`, no relief at all |
> | `subtle_relief` | gentle relief (zex 18, strength 0.30) for comparison — **still fuzzes on raw noise** |
> | ⚠ `diagnostic_relief` | **A DEV VIEW, NEVER THE PRETTY MAP.** Strong exaggeration to make slope artifacts jump out. Its bumpiness is exaggerated *slope*, not extra terrain |
> | `atlas`, `dusk` | the task-03 plates, kept reachable |
>
> Relief comes into its own once erosion carves ridges and valleys worth lighting.
**Plain grayscale** (`GrayscaleRenderer`) normalizes a field to its own `[min,max]`. ⚠ This is the
one place per-image normalization is *correct* — everywhere else anchors are fixed so images compare.
Here the point is to see one field at full contrast, so the range used is printed and written into the
`INDEX.md`, and a shade reads back to a height. **You cannot judge noise through a palette:** a ramp
bends the value distribution and a hillshade adds shape the data does not have.
**The legend** (`LegendRenderer`) draws a colour bar with ticks from the palette's own ramp, so it
cannot drift from the map beside it. ⚠ **Ticks are RELATIVE height, not metres** — the metres
conversion is Phase 2's elevation profile, and labelling the bar "m" now would invent a fact. It says
so on the image. Text comes from `TinyFont`, a 5×7 bitmap font, specifically so a legend does not drag
in the SubViewport capture path (which awaits render frames and is why `--headless` hangs).
```bash
Godot_v4.7.2-stable_mono_linux.x86_64 --headless \
--path ~/celerNexus/islaApocalypse-v2 res://Tools/Scenes/ReliefRenderTool.tscn
```
`ISLA_LOOKS=atlas,relief,dusk` · `ISLA_SOURCE` (batch to read `.f32` from) · `ISLA_MAPSIZE` ·
`ISLA_SEEDS` · `ISLA_BATCH` · `ISLA_DUMP_RAW=1`
**Three looks, deliberately** — a subjective gate drowns in a wall of near-duplicates, and each pair
isolates one question: `atlas` vs `relief` asks how strong the relief should be (same palette and
light); `atlas` vs `dusk` asks about palette and sun angle.
> ### ⚠ Vertical exaggeration is required, and it is a LOOK dial — not a physical claim.
>
> Height is in raw noise units over a 1 m grid, so the true per-pixel gradient is tiny: measured
> median land slope is **0.22°**. Un-exaggerated, the whole island shades as a flat plane. The raw
> units are **not metres** — the metres-per-unit conversion is Phase 2's, not this renderer's.
**The blend, and why it is not a multiply.** Hillshade on flat ground is `sin(altitude)` ≈ 0.71, so a
plain `tint × shade` darkens the entire map by 29% before any slope is involved and the hypsometric
tints are never actually seen. So the shade is normalized by its flat-ground value first — flat
terrain keeps its true tint, and only *slope* moves the colour — then shadows **multiply** while
highlights **screen** toward white. That asymmetry is the difference between a colour ramp and a map
you would frame.
**⚠ Relief fades out with depth below sea.** Not only taste: the deep floor is dominated by the
Trench, a synthetic additive wall whose gradient is ~1.5× the p99 *land* gradient. Shading it
faithfully draws a bright rim around the whole map and lights up the abyss with base-noise mottle —
relief on terrain nobody is meant to look at. The fade puts relief where the bathymetry is real (the
near-shore shelf) and lets the abyss lie flat, which is the cartographic convention anyway.
```bash
Godot_v4.7.2-stable_mono_linux.x86_64 --headless \
--path ~/celerNexus/islaApocalypse-v2 res://Tools/Scenes/TerrainGenTool.tscn
```
`ISLA_MAPSIZE` (default 2048) · `ISLA_SEEDS` (comma-separated, positive) · `ISLA_BATCH` ·
`ISLA_SKIP_RAW=1` · `ISLA_LADDER=0`
**The six ported elements, in order** — the order is load-bearing, not an implementation detail:
1. **wobbled latitude scalar**`y/MapSize` plus a ±0.1 low-frequency wobble
2. **island falloff/mask** — squircle + ellipse, 50/50, then `Pow(·, 2.5f)`
3. **edge roughness**`noise(x·2.5, y·2.5)`, modulated by the squircle so it bites only at the rim
4. **southern sinker** — bottom 25%, **before** the power (its effect is superlinear)
5. **the Trench** — map-anchored, additive on both axes, **after** the power
6. **mountain spine**`SmoothAbs` crest, cubic, southern fade, amplitude `0.6f`
> ### ⚠ The latitude scalar is NOT climate temperature.
>
> The reference called it `temperature` and let biomes read the same array — a large part of how
> climate and terrain got fused. Here it is a **stage-1-local latitude field that terrain geometry
> reads**, and nothing else. Climate is **stage 3** and classifies finished shape (D-049 §2, D-056).
> Do not alias, store, or rename this into a climate map.
**Pass 1b — the coast shelf and the offshore islets (chat2/05).** The reference continued its pass-1
loop with the submarine **coast shelf** and the **offshore islet** layer (~:621-664); v2 runs them as a
second sweep over the finished arrays — `OffshorePass` — with the same per-pixel arithmetic in the same
order, then **retakes `HMaxSeed` after them**, as the reference did (chat2/00 Drift §2, closed). The
islets exist in two presets: `OffshoreSettings.Faithful()` (the reference, verbatim — the control) and
`OffshoreSettings.Hybrid()` (the reshape: small / low / flat / rigid, a seeded floor of ≥2 N / ≥4 S
islands whose positions vary per seed, organic extras weighted south, corners allowed).
> ### ⚠ Both default OFF — deliberately, and that is a decision to revisit.
>
> Every oracle in this phase holds pass 1 against Phase 1's `.f32` dumps. The shelf changes every
> below-sea cell and the islets ADD LAND, so defaulting either ON stales every regression anchor at
> once. Batch tools turn them on explicitly. **Flipping the defaults is the act that retires the
> Phase-1 dumps — do it in a task that re-baselines the oracles.** → `TerrainGenConfig`.
> ### ⭐ The island tag — data, set here, read by nothing yet.
>
> `Pass1Result.IsOffshoreIsland` / `IslandHemisphere` (carried through `Pass2Result`) mark every cell
> the islet layer lifted above sea, with its hemisphere. **NORTH = rows `[0, MapSize/2)`, SOUTH =
> `[MapSize/2, MapSize)`** — y runs south, as the spine's southern fade and the southern sinker
> already encode. A biome / fertility / placement pass reads it from there and never re-derives
> island-land from geometry. Null when offshore is off.
> ### ⚠ The one honest coupling: islets TURN WATER INTO LAND.
>
> Unlike the curve, which moves heights but not the waterline, the islet layer adds above-sea cells —
> new classification downstream. That is why it runs in the base shape before anything classifies:
> change an island dial, regenerate, and classification re-runs consistently. A known property, not a
> surprise.
**Not here at all:** erosion, rivers, water bodies, the crater carve, biomes, roads, the mesher.
### ⚠ The render writes a `Godot.Image` directly — not the capture path
The reference captured maps through a SubViewport + a `TextureRect._Draw`, because it composited
**vector overlays** (roads, town markers, river polylines) onto the raster. That machinery awaits
render frames — which is exactly why unattended runs need `xvfb-run` and why `--headless` hangs on
it.
**Phase 1 has no overlays.** A heightmap is a raster, so it is written per-pixel into an `Image` and
saved: no viewport, no frame awaits, no display. **Do not reintroduce the capture path by habit**
it becomes correct the moment something vector needs compositing, and not before.
### Diagnostics
- `Scenes/UserDirProbe.tscn` — confirms this project's `user://` is its own, not the old
prototype's. Exits non-zero on a clash.
- `Scenes/NoiseDefaultsProbe.tscn` — prints this engine's `FastNoiseLite` constructor defaults and
checks them against the recorded baseline. **Run it after any Godot upgrade.** It cannot change
the terrain (`TerrainNoise` pins every value); it makes a drifting default *visible* instead of
silent.
---
## ⭐ The conventions Phase 1's generator inherits
These were **earned, not assumed** — each one came out of the prototype's terrain arc.
`Design - Tooling - Iteration and Batching.md`.
### 1. `xvfb-run` for unattended generation — NOT `--headless`
> ### ⚠ `--headless` HANGS on a real generation run.
>
> The snapshot capture **awaits render frames, and there is no frame loop without a display.**
> **Measured, not assumed.** A run left on `--headless` does not fail loudly; it sits there.
```bash
xvfb-run -a Godot_v4.7.2-stable_mono_linux.x86_64 --path ~/celerNexus/islaApocalypse-v2 <scene>
```
A windowed run on the desktop also invites being closed mid-run by whoever is using the machine.
**The one exception is a job that awaits no frames** — like `UserDirProbe`, which is why that one
documents `--headless` explicitly:
```bash
Godot_v4.7.2-stable_mono_linux.x86_64 --headless \
--path ~/celerNexus/islaApocalypse-v2 res://Tools/Scenes/UserDirProbe.tscn
```
**If a job awaits a frame, it needs `xvfb-run`. When unsure, use `xvfb-run`** — it is correct in
both cases and costs nothing.
### 2. Environment overrides — safe BY CODE, not by care
Every path a tool reads or writes resolves through `Core/Scripts/ToolingPaths.cs`, and each has an
environment override, so a batch **cannot** read over or write to the developer's live files:
| Variable | Overrides | Default |
|---|---|---|
| `ISLA_CONFIG_PATH` | the generation config file | `user://config.json` |
| `ISLA_BLUEPRINT_PATH` | blueprints read/written | `user://blueprints` |
| `ISLA_OUTPUT_DIR` | generation output (batches live under it) | `user://output` |
> ⭐ **The point is that it is enforced by CODE, not by care.** A rule that depends on an executor
> remembering it will eventually meet an executor who does not.
There is no second way to obtain these paths. Do not add one.
### 3. ⚠ File safety — permanent rules
Enforced by `Core/Scripts/FileSafety.cs`, which throws rather than advises.
1. **No deletion in the runtime root or anywhere under `batches/`.**
2. **Intermediates persist** in a `scratch/` subfolder that is **never cleaned.**
3. **The developer's placed files are never touched.**
4. **Any deletion is named explicitly in the run report.**
> ⚠ **These came from a real incident:** an executor admitted it had been deleting the developer's
> staged test blueprint. It was owned and fixed **in code.** That is why these are rules and not
> guidance.
### 4. Batch layout
```
batches/<task>_<descriptor>/<seed>_<variant>/
batches/<task>_<descriptor>/INDEX.md
batches/<task>_<descriptor>/scratch/ ← persistent; never cleaned
```
> ### ⚠⚠ THE PREFIX IS THE AUTHORING TASK NUMBER. IT IS NOT A COUNTER.
>
> `04_review` means *"the batch task 04 authored"*. It does **not** mean "the fifth batch". A task
> that produces six batches produces six `04_*` folders — not `04_` through `09_`.
>
> **This already drifted once.** Tasks 02 and 03 used the prefix as a global running counter and
> produced `00_smoke` … `05_trophy_10240` across two tasks, so nothing in a folder name said which
> task made what.
>
> **Enforced in code, not remembered:** the task number is an explicit argument to
> `ToolingPaths.BatchRoot(taskNumber, descriptor)`, which composes the prefix itself and **refuses a
> descriptor that carries its own** (`ISLA_BATCH=05_foo` → `REFUSED`, exit 2). Tools take it as
> `ISLA_TASK`.
**A/B comparisons are browsed by a human, and a flat directory of same-named PNGs is not
browsable.** The `INDEX.md` is what makes a batch readable a week later.
**Batches are OUTPUT.** They live under `ISLA_OUTPUT_DIR` (i.e. under `user://`), **not in this
repo.** The `batches/` folder here carries the convention, not the data. No batches are run this
phase.
### 5. Iteration levers, for when the generator exists
- **Skip the road pass for all terrain and water iteration.** In the prototype this cut a run from
~26 min to ~80 s — a **19× cut**, and the difference between iterating on terrain and not
iterating on terrain. Blueprints from such a run carry present-but-empty road sections, which is
**legitimate, not corrupt.**
- **⭐ Build the oracle before the taste-iteration, not after.** Because the classify path was
pinned to *uncurved* height, every shaping iteration had a hard automatic correctness check
(biome and water maps md5-identical). Five rounds of taste-iteration were safe **because
correctness was not being judged by eye.** *Where a future phase has a subjective gate, ask first
what the automatic invariant is.*
- **Config-gate every shaping change**, with the legacy behaviour surviving on the other side. It
keeps changes comparable as an A/B pair, and it means a rejected change costs a flipped default
rather than a reverted commit.
- **The lever is variants per batch, not speed per pass.** Two Phase B tasks ran ~2 hours each,
which looked like the pipeline getting slower. It was not — a single pass stayed at ~2 minutes.
The cost was A/B/ablation multiplication. **When a batch is genuinely wide, say so up front.**
### 6. Scaling discipline
**Nothing uses a raw pixel number.** Every distance, radius, threshold and noise frequency comes
from `Core/Scripts/GenerationScale.cs`. Read its header before adding any constant — including the
tightening on **normalized additive noise offsets**, which is a forward-guard for the Phase 1 noise
port. → `Design - Tooling - Scaling Discipline.md`.