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.
400 lines
19 KiB
C#
400 lines
19 KiB
C#
using System;
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using System.Collections.Generic;
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using IslaApocalypse.Core;
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namespace IslaApocalypse.Tools
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{
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/// <summary>
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/// ⭐⭐ LOWLAND ROUTING (rivers/03) — the ROUTING PORTION of the reference's `RiverCarvePass`,
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/// ported faithfully (D-050). **Courses only. This file reads heights and writes none.**
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///
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/// ═══ ⛔ THE RED LINE ═══
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///
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/// **Nothing here fills water, creates a water body, or mutates any height field.** It produces
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/// polylines. The bed CARVE (`CarveRiver`, mutates render height, flood-guarded) and the STEPPED
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/// WATER model (`AddSteppedWater`, creates bodies) are the reference's separate stages and are
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/// separate later tasks. Verified at rivers/03 Part 0: in the reference, routing is pure — the
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/// carve mutates, and `AddSteppedWater` is a call the CALLER makes afterwards, not something
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/// `Apply` does. Lake-enders target EXISTING classify water; no lake is ever created.
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///
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/// ═══ ⭐ WHY THE COST MODEL IS THE LOAD-BEARING PIECE ═══
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///
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/// **An endorheic terminal is a local minimum by definition** — a downhill path out of it does not
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/// exist, so "can it flow to the sea?" cannot be answered by descent. It is answered by cost: the
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/// cheapest LOWGROUND path is allowed to climb over the basin's rim, paying heavily for it
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/// (uphill penalised, never forbidden). That is the route-version of an overflow channel — a
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/// channel over the spill, **with no water filled**.
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///
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/// SHORT cost ≈ distance, uphill lightly penalised — heads direct, avoids walls. (Rejected
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/// by the reference's own gate as "a dead-straight canal"; ported for completeness.)
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/// LOWGROUND cost ≈ BEING high (per px of travel) plus heavily for CLIMBING, so the cheapest
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/// corridor is the lowest ground even when that wanders. **The locked style.**
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///
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/// ═══ ⚠⚠ THE CONSTANTS ARE DECLARED == EFFECTIVE, AND THAT WAS CHECKED ═══
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///
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/// `00_ground` warned that the reference's effective river tunables live in `ConfigManager`, not in
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/// the `Params` initializers (WidthScale 1.0→1.75, DepthScale 1.0→1.5). **Those are carve-time and
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/// out of scope here.** The four ROUTING cost constants below are `private const` inside
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/// `RiverCarvePass` with no `ConfigManager` key and no `[Export]` anywhere in the reference repo —
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/// verified by grep at rivers/03 Part 0 — so for routing, declared IS effective. The one routing
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/// value that does come from config is the STYLE, effective `"lowground"`, which equals the
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/// declared default.
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/// </summary>
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public static class RiverRouting
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{
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public const byte StyleShort = 0;
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public const byte StyleLowground = 1;
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// ⚠ Ported verbatim. SHORT pays lightly for climbing (8 per metre of rise, so a 10 m wall costs
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// like an 80 px detour). LOWGROUND pays for BEING high (1 per metre of elevation per px) plus
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// heavily for climbing (50 per metre).
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public const float ShortUphillPerM = 8f;
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public const float LowgroundElevPerM = 1f;
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public const float LowgroundBase = 0.05f;
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public const float LowgroundUphillPerM = 50f;
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/// <summary>The reference's smallest water body a lake-ender may target (`RiverLakeMinTargetPx`,
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/// effective 20,000 — declared and config agree). "Nearest wet pixel" routed one into a 3-cell
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/// puddle a few hundred px short of the obvious lagoon; that was the task-23 gate finding.</summary>
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public const int LakeMinTargetPx = 20_000;
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// 8-connectivity in the reference's exact order — the tie-break structure is part of the result.
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private static readonly int[] DX = { -1, -1, -1, 0, 0, 1, 1, 1 };
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private static readonly int[] DY = { -1, 0, 1, -1, 1, -1, 0, 1 };
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private static readonly float[] DIST = {
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1.41421356f, 1f, 1.41421356f, 1f, 1f, 1.41421356f, 1f, 1.41421356f };
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/// <summary>One lowland route, with the diagnostics the gate needs to judge it.</summary>
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public sealed class Route
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{
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/// <summary>Terminal → target, 1-px steps, as Dijkstra produced it. Empty when no path exists.</summary>
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public List<(float x, float y)> Path = new();
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/// <summary>The same reach after RDP + Chaikin. This is what is drawn and spliced.</summary>
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public List<(float x, float y)> Smoothed = new();
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/// <summary>⭐ Did a path exist at all? Empty list on no path — never thrown.</summary>
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public bool Reached;
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/// <summary>Dijkstra cost at the goal (cost-model units, not metres).</summary>
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public float Cost;
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/// <summary>⭐⭐ THE RIM: the largest single-step climb on the route, metres. The number that
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/// says whether a route crawls over a saddle or vaults a wall.</summary>
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public float MaxStepUphillM;
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/// <summary>⭐ Total metres climbed along the route, and how many steps climbed at all.</summary>
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public float TotalUphillM;
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public int UphillSteps;
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/// <summary>Highest point on the route, metres above sea — the rim's absolute height.</summary>
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public float MaxElevM;
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/// <summary>Net climb from the terminal to the route's high point, metres — what "over the rim" costs.</summary>
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public float RimClimbM;
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/// <summary>⭐ WHERE the route tops out — the rim cell, ringed on the plate.</summary>
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public (float x, float y) RimPoint;
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public float LenPx, StraightPx, WanderRatio;
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/// <summary>Cells settled by the search — the honest cost of a Dijkstra at this map size.</summary>
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public long Expanded;
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public (float x, float y) Target;
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}
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/// <summary>
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/// ⭐ Deterministic Dijkstra from a start cell to the nearest cell of <paramref name="targets"/>
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/// under the selected cost model. Ported from `RiverCarvePass.RouteToOcean`.
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///
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/// ⚠ **Returns an empty path when no path exists — it never throws.** That contract is
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/// load-bearing: "no affordable route" is a RESULT (the river is a lake-ender), not an error.
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///
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/// ⚠ `targets` is a generic mask: `OceanMask` for a route to the sea, significant-water for a
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/// lake-ender's extension. One routine, two uses — as the reference has it.
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///
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/// Determinism: the priority is `(cost, cellIndex)`, so equal costs break on the lower index and
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/// the result cannot depend on heap internals. The search settles a cell once (`closed`) and
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/// stops the moment it DEQUEUES a target, so the first target reached is the cheapest.
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/// </summary>
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public static Route RouteTo(float[,] height, int n, bool[] targets, int sx, int sy, byte style, float sea)
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{
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int total = n * n;
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var gcost = new float[total];
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var parent = new int[total];
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var closed = new bool[total];
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Array.Fill(gcost, float.MaxValue);
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Array.Fill(parent, -1);
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// ⚠ Elevation is clamped at sea: below-sea ground is not "cheaper than sea level", it is sea
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// level. Without the clamp a route would dive for the deepest hole it could find.
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float ElevM(int x, int y) => MathF.Max(0f, WorldScale.MetresFromRaw(height[x, y] - sea));
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var pq = new PriorityQueue<int, (float c, int i)>();
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int start = sx * n + sy;
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gcost[start] = 0f;
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pq.Enqueue(start, (0f, start));
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int goal = -1;
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long expanded = 0;
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while (pq.Count > 0)
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{
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int c = pq.Dequeue();
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if (closed[c]) continue;
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closed[c] = true;
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expanded++;
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if (targets[c]) { goal = c; break; }
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int cx = c / n, cy = c % n;
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float hc = height[cx, cy];
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for (int k = 0; k < 8; k++)
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{
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int nx = cx + DX[k], ny = cy + DY[k];
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if (nx < 0 || nx >= n || ny < 0 || ny >= n) continue;
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int ni = nx * n + ny;
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if (closed[ni]) continue;
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float dhM = MathF.Max(0f, WorldScale.MetresFromRaw(height[nx, ny] - hc));
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float step = style == StyleShort
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? DIST[k] + dhM * ShortUphillPerM
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: DIST[k] * (LowgroundBase + ElevM(nx, ny) * LowgroundElevPerM)
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+ dhM * LowgroundUphillPerM;
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float nc = gcost[c] + step;
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if (nc < gcost[ni])
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{
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gcost[ni] = nc;
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parent[ni] = c;
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pq.Enqueue(ni, (nc, ni));
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}
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}
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}
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var r = new Route { Expanded = expanded };
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if (goal < 0) return r; // no path — an empty route, reported upstream
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for (int c = goal; c >= 0; c = parent[c]) r.Path.Add((c / n, c % n));
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r.Path.Reverse();
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r.Reached = true;
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r.Cost = gcost[goal];
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r.Target = r.Path[^1];
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Measure(r, height, n, sea);
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r.Smoothed = SmoothCourse(r.Path);
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return r;
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}
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/// <summary>
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/// The diagnostics the gate reads — measured on the RAW path, before smoothing, because the
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/// rim it crossed is a fact about the terrain and must not be a function of the pretty pass.
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/// </summary>
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private static void Measure(Route r, float[,] height, int n, float sea)
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{
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float startElev = ElevAt(r.Path[0]);
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float maxElev = startElev;
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r.RimPoint = r.Path[0];
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for (int i = 1; i < r.Path.Count; i++)
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{
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var a = r.Path[i - 1]; var b = r.Path[i];
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float dx = b.x - a.x, dy = b.y - a.y;
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r.LenPx += MathF.Sqrt(dx * dx + dy * dy);
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float climb = ElevAt(b) - ElevAt(a);
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if (climb > 0f) { r.TotalUphillM += climb; r.UphillSteps++; }
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if (climb > r.MaxStepUphillM) r.MaxStepUphillM = climb;
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if (ElevAt(b) > maxElev) { maxElev = ElevAt(b); r.RimPoint = b; }
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}
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r.MaxElevM = maxElev;
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r.RimClimbM = maxElev - startElev;
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var s = r.Path[0]; var e = r.Path[^1];
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r.StraightPx = MathF.Sqrt((e.x - s.x) * (e.x - s.x) + (e.y - s.y) * (e.y - s.y));
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// ⚠ Wander is POLYLINE length over straight-line — a cell count undercounts diagonal steps
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// and can read below 1, which is geometrically impossible. (The reference's own fix.)
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r.WanderRatio = r.StraightPx > 1f ? r.LenPx / r.StraightPx : 1f;
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float ElevAt((float x, float y) p) =>
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MathF.Max(0f, WorldScale.MetresFromRaw(height[(int)p.x, (int)p.y] - sea));
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}
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// ---- Route smoothing — ported verbatim: RDP(4.0) + 4 Chaikin passes, endpoints pinned ------
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//
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// ⚠⚠ THIS IS APPLIED TO THE LOWLAND REACH ONLY, NEVER THE UPLAND STEM, and that split is not a
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// style preference — it is a measured result. The Dijkstra's 45° kinks live on near-flat ground
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// where a rounded corner costs nothing. The upland stems already thread the erosion-carved
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// valley FLOORS; smoothing them cuts the corners off the valleys themselves, which in the
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// reference took the max cut from 14.6 m to 27.3 m.
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/// <summary>RDP tol 4 + 4 Chaikin corner-cutting passes, endpoints pinned.</summary>
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public static List<(float x, float y)> SmoothCourse(List<(float x, float y)> raw)
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{
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if (raw.Count < 3) return raw;
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var dec = Rdp(raw, 0, raw.Count - 1, 4.0f);
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if (dec.Count < 3) return raw;
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var sm = dec;
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for (int pass = 0; pass < 4; pass++)
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{
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var nxt = new List<(float x, float y)>(sm.Count * 2) { sm[0] };
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for (int i = 0; i + 1 < sm.Count; i++)
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{
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var a = sm[i]; var b = sm[i + 1];
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nxt.Add((a.x * 0.75f + b.x * 0.25f, a.y * 0.75f + b.y * 0.25f));
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nxt.Add((a.x * 0.25f + b.x * 0.75f, a.y * 0.25f + b.y * 0.75f));
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}
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nxt.Add(sm[^1]);
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sm = nxt;
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}
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return sm;
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}
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private static List<(float x, float y)> Rdp(List<(float x, float y)> pts, int i0, int i1, float tol)
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{
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if (i1 - i0 <= 1) return new List<(float x, float y)> { pts[i0], pts[i1] };
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var a = pts[i0]; var b = pts[i1];
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float abx = b.x - a.x, aby = b.y - a.y;
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float abLen = MathF.Sqrt(abx * abx + aby * aby);
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float maxD = 0f; int maxI = i0;
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for (int i = i0 + 1; i < i1; i++)
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{
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float d = abLen < 1e-6f
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? MathF.Sqrt((pts[i].x - a.x) * (pts[i].x - a.x) + (pts[i].y - a.y) * (pts[i].y - a.y))
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: MathF.Abs(abx * (a.y - pts[i].y) - (a.x - pts[i].x) * aby) / abLen;
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if (d > maxD) { maxD = d; maxI = i; }
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}
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if (maxD <= tol) return new List<(float x, float y)> { pts[i0], pts[i1] };
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var left = Rdp(pts, i0, maxI, tol);
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var right = Rdp(pts, maxI, i1, tol);
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left.RemoveAt(left.Count - 1);
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left.AddRange(right);
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return left;
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}
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/// <summary>The three classes the MIX is made of.</summary>
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public enum RiverClass
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{
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/// <summary>Sea-reaching already, exactly as erosion carved it. No lowland route needed.</summary>
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OceanTrunk,
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/// <summary>An endorheic basin connected to the coast by a routed over-the-rim channel.</summary>
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RoutedGiant,
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/// <summary>Stays inland: terminates at a significant lake, or at its own terminal.</summary>
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LakeEnder,
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}
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/// <summary>One promoted river, classified, routed and assembled.</summary>
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public sealed class RoutedRiver
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{
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public RiverCandidate Candidate;
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public RiverClass Class;
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/// <summary>The lowland reach actually used: the ocean route for a routed giant, the lake
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/// route for a lake-ender. Null for trunks.</summary>
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public Route Lowland;
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/// <summary>⭐ The ocean route computed for EVERY giant, including lake-enders — see the note
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/// on <see cref="RouteAll"/>. This is what makes an affordability threshold judgeable.</summary>
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public Route OceanProbe;
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/// <summary>Lake-enders: did the extension reach a SIGNIFICANT body (vs the classify fallback, vs nothing)?</summary>
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public bool LakeReached, LakeWasFallback;
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/// <summary>Head → terminus, stem + smoothed lowland reach.</summary>
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public List<(float x, float y)> Course;
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public string Why = "";
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public bool ReachesSea => Class == RiverClass.OceanTrunk || Class == RiverClass.RoutedGiant;
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}
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/// <summary>
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/// ⭐⭐ CLASSIFY AND ROUTE THE PROMOTED SET.
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///
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/// ═══ ⚠⚠⚠ WHAT DECIDES routed-vs-lake-ender, AND WHY IT IS NOT A PATH TEST ═══
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///
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/// rivers/03's task states the sort as *"an affordable over-the-rim LOWGROUND path to the ocean
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/// exists → routed-through; none → lake-ender."* **Ported literally, that test classifies
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/// everything as routed, because on an 8-connected grid with all-finite costs a path to the
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/// ocean ALWAYS exists.** `RouteTo` returns empty only when the queue drains without reaching a
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/// target, which cannot happen when the ocean is reachable at *some* price. There is no "none".
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/// The word doing the work is *affordable*, and no threshold is specified anywhere.
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///
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/// **So the reference's sort is used, because it is the one that actually discriminates:**
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/// <code>
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/// Kind = (basinHasLake[id] && !SouthernCandidate) ? "lake-ender" : "routed"
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/// </code>
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/// i.e. **does the terminal basin hold classify water?** A basin that is already a lake is a
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/// natural lake-ender; a dry pan gets routed to the sea. That is `DrainageAnalysis`'s own
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/// verdict, carried on `Giant.Kind`, and this port consumes it rather than inventing a rule.
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/// (v2 has no towns, so `southernPick` is −1 and the southern override never fires.)
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///
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/// ⭐ **And the missing threshold is surfaced rather than guessed:** the ocean route is computed
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/// for EVERY giant, lake-enders included (<see cref="RoutedRiver.OceanProbe"/>), so the batch can
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/// report what each one WOULD cost and how high a rim it WOULD have to cross. That turns
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/// "affordable" from an unstated assumption into a number the developer can put a bar under.
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/// **Nothing is locked here — the classification shown is the reference's.**
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/// </summary>
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public static List<RoutedRiver> RouteAll(List<RiverCandidate> promoted, float[,] height, int n,
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bool[] isOcean, bool[] isClassifyWater, bool[] isSignificantWater, float sea, byte style,
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Action<string> log)
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{
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var outp = new List<RoutedRiver>();
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foreach (var c in promoted)
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{
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var rr = new RoutedRiver { Candidate = c };
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if (c.IsSea)
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{
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// A natural ocean trunk needs no lowland route: erosion already carried it to the
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// coast, and its outlet is ON the coast by construction. The stem IS the course.
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rr.Class = RiverClass.OceanTrunk;
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rr.Course = new List<(float x, float y)>(c.Course);
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rr.Course.Reverse();
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rr.Why = "sea outlet — erosion already reaches the coast; no lowland route needed";
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outp.Add(rr);
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log($" #{c.Rank,-3} {c.DrainagePx,10:N0} px TRUNK (natural, {rr.Course.Count} pts)");
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continue;
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}
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// ⭐ The ocean probe, for every giant — the affordability evidence.
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var probe = RouteTo(height, n, isOcean, c.TermX, c.TermY, style, sea);
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rr.OceanProbe = probe;
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bool refLakeEnder = c.AnalysisKind == "lake-ender";
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if (!refLakeEnder)
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{
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rr.Class = RiverClass.RoutedGiant;
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rr.Lowland = probe;
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rr.Why = probe.Reached
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? $"dry pan → routed; rim climb {probe.RimClimbM:F1} m, max step {probe.MaxStepUphillM:F2} m, cost {probe.Cost:N0}"
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: "dry pan → routed, but NO path to the ocean was found (unexpected — report)";
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}
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else
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{
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rr.Class = RiverClass.LakeEnder;
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// The stem pools on dry ground short of its lake BECAUSE the pooling point is a local
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// minimum — a blind descent dead-ends there immediately. Route to the nearest
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// SIGNIFICANT body with the same lowground Dijkstra, so the course joins the lake.
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// ⚠ Lake-enders route with LOWGROUND regardless of the style knob (the reference's rule).
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var ext = RouteTo(height, n, isSignificantWater, c.TermX, c.TermY, StyleLowground, sea);
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if (!ext.Reached)
|
||
{
|
||
// Fall back to ANY classify water, so a seed whose lake-ender genuinely has only
|
||
// small ponds still connects rather than dead-ending.
|
||
var fb = RouteTo(height, n, isClassifyWater, c.TermX, c.TermY, StyleLowground, sea);
|
||
if (fb.Reached) { ext = fb; rr.LakeWasFallback = true; }
|
||
}
|
||
if (ext.Reached) { rr.Lowland = ext; rr.LakeReached = true; }
|
||
rr.Why = rr.LakeReached
|
||
? $"terminal basin holds classify water → lake-ender; joins {(rr.LakeWasFallback ? "a small body (fallback)" : "a significant body")} {ext.LenPx:F0} px away"
|
||
: "terminal basin holds classify water → lake-ender; no water body reachable, course ends at its terminal";
|
||
}
|
||
|
||
rr.Course = Assemble(c.Course, rr.Lowland);
|
||
outp.Add(rr);
|
||
log($" #{c.Rank,-3} {c.DrainagePx,10:N0} px {(rr.Class == RiverClass.RoutedGiant ? "ROUTED " : "LAKE-ENDER")} " +
|
||
$"probe{(probe.Reached ? $" reached cost {probe.Cost,12:N0} rim {probe.RimClimbM,6:F1} m maxstep {probe.MaxStepUphillM,5:F2} m len {probe.LenPx,6:F0} px wander {probe.WanderRatio:F2} expanded {probe.Expanded:N0}" : " NO PATH")}" +
|
||
$"{(rr.Class == RiverClass.LakeEnder ? $" | lake {(rr.LakeReached ? (rr.LakeWasFallback ? "fallback" : "significant") : "NONE")}" : "")}");
|
||
}
|
||
return outp;
|
||
}
|
||
|
||
/// <summary>
|
||
/// ⭐ Assemble one river's full course: upland stem (head → terminal) + the smoothed lowland
|
||
/// reach (terminal → target).
|
||
///
|
||
/// ⚠ `Course` from the analysis is DOWNSTREAM-FIRST and decimated ×4, so it is reversed to run
|
||
/// head → terminal, exactly as the reference does. The route's first point IS the terminal, so
|
||
/// it is skipped when splicing — otherwise the join carries a duplicate vertex.
|
||
///
|
||
/// ⚠ The reference then DENSIFIES the spliced polyline to ~1-px samples. That is done inside
|
||
/// `CarveRiver`, for the bed stamp — it is carve-time and deliberately not done here: this task
|
||
/// produces courses, and a densified polyline draws and measures identically.
|
||
/// </summary>
|
||
public static List<(float x, float y)> Assemble(List<(float x, float y)> uplandStem, Route lowland)
|
||
{
|
||
var pts = new List<(float x, float y)>(uplandStem);
|
||
pts.Reverse(); // downstream-first → head → terminal
|
||
if (lowland != null && lowland.Smoothed != null && lowland.Smoothed.Count > 1)
|
||
pts.AddRange(lowland.Smoothed.GetRange(1, lowland.Smoothed.Count - 1));
|
||
return pts;
|
||
}
|
||
}
|
||
}
|