islaApocalypse-v2/Tools/Scenes/RiverRoutingTool.tscn
beezm 4e4be6a83e rivers/03: lowland routing — the routed MIX on the pure N=12, courses only
Ports the ROUTING PORTION of the reference's RiverCarvePass (RouteToOcean, the
routed/lake-ender sort, SmoothCourse). NOT CarveRiver (bed stamp) and NOT
AddSteppedWater (water bodies) — those are later tasks.

RED LINE: no height mutated, no water filled, nothing carved. Asserted per seed
by an FNV digest of both height fields before/after routing.

- RiverRouting: deterministic LOWGROUND Dijkstra, uphill penalised so a route may
  cross the basin rim, empty-list-on-no-path. Effective == declared constants
  (verified: private const, no ConfigManager key, no [Export] in the reference).
- The sort is the REFERENCE's — Kind = basinHasLake ? lake-ender : routed. The
  task's stated "a path exists -> routed" cannot discriminate: on an 8-connected
  grid a path to the ocean always exists, confirmed empirically (43/43 probes
  reached). The ocean route is probed for every giant anyway, so the missing
  affordability threshold is reported as a number rather than guessed.
- RegionLabeling.SignificantWaterMask: interim substitute for v2's missing
  water-bodies table — 8-connected classify-water components >= 20,000 px.
- RiverCandidates: the candidate enumeration extracted out of RiverPromotionTool
  so routing ranks the identical set the count gate was judged on. Behaviour
  neutral — rivers/02b's twelve plates are byte-identical across the extraction.
- DrainageRenderer.RoutedMix: three classes, with each routed river's added
  lowland reach and the rim it crossed drawn distinctly from its natural stem.

Taste gate: no count, no K, no style, no default set.
2026-08-24 04:54:30 -04:00

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[gd_scene format=3 uid="uid://riverrouting03"]
[ext_resource type="Script" path="res://Tools/Scripts/RiverRoutingTool.cs" id="1_rrt03"]
[node name="RiverRoutingTool" type="Node"]
script = ExtResource("1_rrt03")