islaApocalypse-v2/Tools/batches
beezm 9107b0822b Phase 0: clean project skeleton for the v2 rewrite
Stands up the CODE_REPO the rewrite is written into (D-049, D-058). Godot 4.7.2 /
.NET 8 / Godot.NET.Sdk 4.7.2. Nothing is generated, meshed, or ported — this is the
shell and the two data contracts.

Four layers, each with its boundary stated in a directory README:
  Core/    math + data only, and engine-free — depends on nothing above it
  Server/  authoritative logic                (empty this phase)
  Client/  rendering                          (empty this phase)
  Tools/   the offline generator — may NOT reference Client   (Phase 1 fills it)

Contracts (compiling stubs, no algorithms):
  - Column model (D-053): a 2D grid of columns, each a stack of (material, thickness)
    runs, any material at any depth. Air is the TOP RUN — there is no air-vs-solid
    height branch, and no surface-height accessor exists to reintroduce one. Water is
    not a band; it stays an overlay.
  - Material schemas (D-054): terrain and building as two append-only registries,
    bridged by a recipe seam that is deliberately EMPTY. Identity is a registry key,
    never a serialized ordinal. Mesh style is per-ORIGIN and is not a material field.

Rails, so Phase 1 inherits them rather than rediscovering them:
  - GenerationScale: MapSize is a parameter, everything derives from it, nothing uses
    a raw pixel number. Tightening over the reference — decorrelation offsets are
    declared in map widths, not pixels (chat1/00 §4.2).
  - ToolingPaths: config/blueprint/output paths all env-overridable, resolved in one
    place, so a batch cannot touch the developer's live files.
  - FileSafety: the permanent no-deletion rules as throws rather than sentences.

user:// isolation: project name and use_custom_user_dir both pin the runtime dir to
~/.local/share/islaApocalypse-v2/, away from the old prototype's preserved seeds and
batches. Tools/Scenes/UserDirProbe.tscn confirms it rather than assuming it.
2026-08-19 20:21:12 -04:00
..
README.md Phase 0: clean project skeleton for the v2 rewrite 2026-08-19 20:21:12 -04:00

batches/ — convention only; the data lives under user://

This folder documents the batch layout. It does not hold batches.

Real batch output is written under ISLA_OUTPUT_DIR (default user://output/batches), resolved by Core/Scripts/ToolingPaths.cs. Generated worlds are large, regenerable, and do not belong in git.

Layout

batches/NN_<name>/                  NN = the task number that ran it
├── INDEX.md                        what varied, what to look at, what was concluded
├── scratch/                        intermediates — PERSISTENT, never cleaned
└── <seed>_<variant>/               one directory per generated world

INDEX.md is not optional. A/B comparisons are browsed by a human, and a flat directory of same-named PNGs is not browsable.

⚠ No deletions here. Ever.

FileSafety.AssertDeletable refuses any path under the batches root, and it refuses without a stated reason regardless. Intermediates persist. Any deletion that does happen elsewhere is named explicitly in the run report.

Tools/README.md, Design - Tooling - Iteration and Batching.md