islaApocalypse-v2/Tools/Scripts/Shaping.cs
beezm 639dc5f5a9 Phase 2a: restore the mountain — calibrate the climb to the staircase, not to a guess
chat2/02 dissolved the terraces and lost two thirds of the mountain with them, then
concluded the loss was structural and needed a Phase-1 noise change. That conclusion
was wrong, and this commit is the refutation.

A monotone curve is a free reparametrization: it may be gentle in one place and steep
in another, and can lift bottom-heavy input into a substantial massif without ever
going flat. The area above a height is set by where the percentile->height mapping
crosses it, and that mapping is entirely ours to choose. The 02 sweep that "proved"
the loss structural varied climbFeather, which shapes the JOIN, not the mass
distribution — the wrong knob, and too strong a conclusion drawn from it.

Core/ClimbCalibration — the climb's control points are now MEASURED off the staircase
instead of invented from shape knobs. For p in {10,30,50,70,85,95} of above-ceiling
land, take that percentile's raw height and its staircase output height; PCHIP through
the pairs. That reproduces the staircase's elevation envelope, so the mountain mass
returns, while MinNormalizedSecant floors every grade so the flat bench and plateau
interiors become slope. The floor bites on exactly one segment — the plateau — which
is precisely where the staircase was flat.

ContinuousCurve.BuildCalibrated joins it to the same pinned lowland handover, the same
C1 join and the same per-seed spikeMax. The 02 analytic path survives unchanged as the
"before" contrast, and deliberately keeps its strictly-increasing-secant rule: a
calibrated curve is WAVY by design, so convexity is the wrong invariant for it and the
secant floor is the right one.

peakSharpness replaces summitDrama and fixes its bad trade. Drama steepened the peak by
pulling the summit ONSET down, dragging the whole massif with it (p99 199 -> 121 m).
Sharpness reshapes only above the last measured percentile, leaving that height fixed,
so peak and massif are independent: raising it leaves p90, >100 m and >220 m untouched
and only moves land within the summit.

Measured, both seeds, 2048:

  variant                >100 m   >220 m    p90
  staircase (target)     16.05%    4.53%  127.4 m
  continuous_02default    4.80%    0.63%   58.4 m
  continuous_restored    14.25%    3.45%  123.2 m
  continuous_bigger      19.70%    5.80%  163.5 m

Oracle all hard checks pass, including (a2) staircase still bit-identical to task 01's
dump and (d) lowlands bit-identical across every calibrated variant. New (g) reports
land above 100/220 m per variant and is deliberately NOT gated — it is a taste target
the developer tunes, and gating it would make mountainLift unusable. What it must never
do is stay silent, which is how 02 lost the mountain unnoticed.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DCWNaDZPfTiAy3meGNGgqt
2026-08-20 04:14:47 -04:00

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using System.Collections.Generic;
using Godot;
using IslaApocalypse.Core;
namespace IslaApocalypse.Tools
{
/// <summary>
/// ⭐⭐ PASS 2a — the redistribution curve and the shelf detail, applied per column, producing the
/// TWO HEIGHT FIELDS. Ported from the reference's <c>MapGenerator.GenerateTopography</c> pass-2
/// loop (<c>Tools/Scripts/MapGenerator.cs</c> ~:692-735 at tag <c>pre-rewrite-reference</c>,
/// commit <c>ab78883</c>). → D-050.
///
/// ═══ WHAT RUNS HERE, AND WHAT DELIBERATELY DOES NOT ═══
///
/// The reference's pass 2 is three sub-passes in a fixed order:
///
/// 2a curve + detail ← THIS FILE
/// 2b hydraulic erosion (render map only) — a later chat2 task
/// 2c the crater carve (both maps, last word) — a later chat2 task
///
/// Only 2a is ported. The ORDER matters and is recorded here so the later two land in the right
/// place: erosion runs AFTER detail and BEFORE the carve, and the carve stays last because it is
/// the final authority on its own terrain.
///
/// ═══ ⚠ THE PASS-1/PASS-2 BOUNDARY IS HARD, NOT AN INTERLEAVE ═══
///
/// The curve's summit spike maps <c>[K6, hMaxSeed]</c> onto the peak band, so no pixel can be
/// curved until every pixel has been scanned. <see cref="Pass1Result.HMaxSeed"/> carries that
/// number across the boundary, and <c>AssertMonotonic</c> runs in between — after the max is
/// known, before the first column is shaped.
///
/// ═══ ⚠ ONE DELIBERATE DEVIATION FROM THE REFERENCE, AND WHY ═══
///
/// The reference shaped IN PLACE: <c>_heightMap</c> held pass-1 raw, then pass 2 overwrote it
/// column by column. This port leaves <see cref="Pass1Result.Height"/> untouched and allocates
/// the render field.
///
/// The arithmetic is identical — every column still reads <c>raw</c> and writes <c>curvedH</c>.
/// What changes is that the raw field SURVIVES the pass, which is what lets oracle checks (a) and
/// (b) compare against it directly instead of regenerating and trusting that the regeneration
/// matched. An invariant you can check by construction beats one you have to believe.
///
/// (With the curve OFF nothing is allocated at all and both fields alias the pass-1 array,
/// exactly as the reference did — see <see cref="Pass2Result.FieldsAreAliased"/>.)
/// </summary>
public static class Shaping
{
/// <summary>
/// Apply pass 2a to a pass-1 field.
///
/// ⚠ Pure with respect to <paramref name="p1"/>: nothing here writes to its arrays.
/// </summary>
public static Pass2Result Shape(Pass1Result p1, TerrainGenConfig cfg)
{
ulong t0 = Time.GetTicksMsec();
int mapSize = p1.MapSize;
var notes = new List<string>();
// ═══ THE OFF PATH — the A/B control ═══
//
// Nothing to separate, so nothing is allocated: both fields reference the pass-1 array,
// as the reference's `_heightMapClassify = (_curveOn || _erosionOn) ? new[…] : _heightMap`
// did. This path must be BIT-IDENTICAL to Phase 1's output — oracle (a).
if (!cfg.Curve)
{
notes.Add("[Shaping] curve OFF — render and classify alias the pass-1 field (the A/B control).");
// ⚠ Detail REQUIRES the curve — it slides the curve's KNOTS, so there is nothing to
// warp without one. The reference said so out loud rather than silently no-op'ing,
// because a dial that does nothing is worth a line in the log.
if (cfg.ShelfDetail)
notes.Add("[Shaping] shelf detail requested but the curve is off — no-op (detail warps the curve's knots).");
return new Pass2Result(mapSize, p1.Seed, p1.Height, p1.Height,
curveOn: false, detailOn: false, curveModeLabel: "off", variantLabel: cfg.VariantLabel, continuous: null,
knots: null, anchors: null, hMaxSeed: p1.HMaxSeed,
edgeAmpRaw: 0f, maxEdgeShiftRaw: 0f, hMin: p1.HMinSeed, hMax: p1.HMaxSeed,
elapsedMs: Time.GetTicksMsec() - t0, notes: notes);
}
// ═══ WHICH CURVE (chat2/02) ═══
//
// Staircase falls through to the faithful task-01 path below, UNTOUCHED — it is the
// control, and controls do not get refactored while they are being compared against.
if (cfg.CurveMode == CurveModeKind.Continuous)
return ShapeContinuous(p1, cfg, notes, t0);
if (cfg.CurveMode == CurveModeKind.LiftedWrong)
return ShapeLifted(p1, cfg, notes, t0);
CurveKnots knots = cfg.Knots;
CurveAnchors anchors = cfg.Anchors;
GenerationScale scale = cfg.Scale;
// ═══ THE MODULATION FIELDS ═══
//
// Three for the curve (bench anchor, plateau anchor, shelf strength), two for detail
// (micro-relief, edge warp). Each is decorrelated by SEED OFFSET and sampled at the bare
// (x, y) — there are no coordinate offsets in this path to normalize. → TerrainNoise.
FastNoiseLite benchNoise = TerrainNoise.CreateModulation(p1.Seed, anchors.BenchSeedOffset, anchors.ElevFreqPerMapWidth, scale);
FastNoiseLite plateauNoise = TerrainNoise.CreateModulation(p1.Seed, anchors.PlateauSeedOffset, anchors.ElevFreqPerMapWidth, scale);
FastNoiseLite strengthNoise = TerrainNoise.CreateModulation(p1.Seed, anchors.StrengthSeedOffset, anchors.StrengthFreqPerMapWidth, scale);
// The curve-off case already returned above, so detail is simply on-or-off from here.
bool detailOn = cfg.ShelfDetail;
FastNoiseLite reliefNoise = null, edgeNoise = null;
float reliefAmpRaw = 0f, edgeAmpRaw = 0f;
float maxEdgeShiftRaw = TerrainDetailPass.MaxEdgeShift(knots);
if (detailOn)
{
reliefNoise = TerrainNoise.CreateModulation(p1.Seed, TerrainDetailPass.ReliefSeedOffset, TerrainDetailPass.ReliefFreqPerMapWidth, scale);
edgeNoise = TerrainNoise.CreateModulation(p1.Seed, TerrainDetailPass.EdgeSeedOffset, TerrainDetailPass.EdgeFreqPerMapWidth, scale);
reliefAmpRaw = WorldScale.RawFromMetres(Mathf.Max(cfg.ShelfReliefAmpM, 0f));
edgeAmpRaw = WorldScale.RawFromMetres(Mathf.Max(cfg.ShelfEdgeVariationM, 0f));
// ⚠ THE CLAMP IS LOUD. The warp is bounded to the largest shift that keeps the knot
// set strictly ordered, so monotonicity can never become a tuning question — but a
// silently ignored dial is worse than a refused one, because the developer A/Bs a
// number that never reached the terrain.
if (edgeAmpRaw > maxEdgeShiftRaw)
{
notes.Add($"[Shaping] ⚠ ShelfEdgeVariation {cfg.ShelfEdgeVariationM:F2} m exceeds this knot set's " +
$"safe bound {WorldScale.MetresFromRaw(maxEdgeShiftRaw):F2} m — CLAMPING.");
edgeAmpRaw = maxEdgeShiftRaw;
}
notes.Add($"[Shaping] detail v{TerrainDetailPass.Version}: relief ±{cfg.ShelfReliefAmpM:F1} m @ " +
$"{TerrainDetailPass.ReliefFreqPerMapWidth:F0}/map, edge warp " +
$"±{WorldScale.MetresFromRaw(edgeAmpRaw):F2} m of INPUT height @ " +
$"{TerrainDetailPass.EdgeFreqPerMapWidth:F0}/map (bound " +
$"{WorldScale.MetresFromRaw(maxEdgeShiftRaw):F2} m).");
}
// ═══ ⭐ THE MONOTONICITY PROOF — between the passes, before the first column ═══
notes.Add(HeightCurve.AssertMonotonic(p1.HMaxSeed, knots, anchors, detailOn ? edgeAmpRaw : 0f));
// ═══ THE CRATER SEAM — INERT THIS PHASE ═══
//
// No crater exists yet. CraterRadius defaults to 0, which makes CraterDetailWeight return
// 1 everywhere: detail applies unmasked, and the distance is not even computed. Ported
// now because the exclusion is part of THIS pass's contract — bolting it on after the
// carve arrives is exactly how the reference's 532-px below-sea bug happened.
float craterRadius = cfg.CraterRadius;
bool craterActive = craterRadius > 0f;
var craterCentre = new Vector2(cfg.CraterCenterX, cfg.CraterCenterY);
var height = new float[mapSize, mapSize];
var classify = new float[mapSize, mapSize];
float hMin = float.MaxValue, hMax = float.MinValue;
for (int x = 0; x < mapSize; x++)
{
for (int y = 0; y < mapSize; y++)
{
float raw = p1.Height[x, y];
// ⭐ THE CLASSIFY FIELD IS THE RAW FIELD. Not "approximately", not "before most
// things" — bit-for-bit, and asserted as such by oracle (b).
classify[x, y] = raw;
// ── the per-column shelf modulation (reference v4) ──
// Anchors and strength come from three very-low-frequency fields, so the bench
// and plateau elevations drift across the island instead of being one global
// terrace. Amplitudes are bounded and every extreme is swept by AssertMonotonic,
// so ordering safety is by construction rather than by hope.
float benchLo = anchors.BenchBase + benchNoise.GetNoise2D(x, y) * anchors.BenchAmp;
float plateauLo = anchors.PlateauBase + plateauNoise.GetNoise2D(x, y) * anchors.PlateauAmp;
float shelfSpan = HeightCurve.ShelfSpan((strengthNoise.GetNoise2D(x, y) + 1f) * 0.5f, anchors);
// ── detail yields to the crater (inert until the carve lands) ──
float wCrater = 0f;
if (detailOn)
{
wCrater = craterActive
? TerrainDetailPass.CraterDetailWeight(
new Vector2(x, y).DistanceTo(craterCentre), craterRadius)
: 1f;
}
// ── PASS B: the knot-block warp. Slides K3/K4/K5 for THIS column. ──
float edgeShift = detailOn ? edgeNoise.GetNoise2D(x, y) * edgeAmpRaw * wCrater : 0f;
float curvedH = HeightCurve.Apply(raw, p1.HMaxSeed,
benchLo, shelfSpan, plateauLo, shelfSpan, knots, anchors, edgeShift);
// ── PASS A: the micro-relief skin, on the shelves only ──
// ⚠ Fed the SAME edgeShift, so the skin follows the shelf wherever pass B moved
// its boundary. Passing 0 here would put the texture on the wrong ground.
if (detailOn && wCrater > 0f)
{
float wShelf = TerrainDetailPass.ShelfWeight(raw, knots, edgeShift);
if (wShelf > 0f)
curvedH += reliefNoise.GetNoise2D(x, y) * reliefAmpRaw * wShelf * wCrater;
}
if (curvedH < hMin) hMin = curvedH;
if (curvedH > hMax) hMax = curvedH;
height[x, y] = curvedH;
}
}
// ⚠ THE REFERENCE'S PASS 2 CONTINUES HERE with erosion (~:737-805, render map only) and
// then the crater carve (~:807-833, both maps, last word). Both DEFERRED to later chat2
// tasks. The classify field above is finalized bar the carve — which is exactly the
// property that makes it an oracle.
return new Pass2Result(mapSize, p1.Seed, height, classify,
curveOn: true, detailOn: detailOn, curveModeLabel: "staircase", variantLabel: cfg.VariantLabel, continuous: null,
knots: knots, anchors: anchors, hMaxSeed: p1.HMaxSeed,
edgeAmpRaw: edgeAmpRaw, maxEdgeShiftRaw: maxEdgeShiftRaw, hMin: hMin, hMax: hMax,
elapsedMs: Time.GetTicksMsec() - t0, notes: notes);
}
/// <summary>
/// ⭐ THE CONTINUOUS MODE (chat2/02): the staircase's toe+red lowland preserved bit-for-bit,
/// everything above it replaced by one smooth monotone FritschCarlson climb.
/// → <see cref="ContinuousCurve"/> for the shape and its refusals.
///
/// ═══ ⚠ WHY THIS LOOP IS SO MUCH SIMPLER THAN THE STAIRCASE'S ═══
///
/// No bench/plateau/strength modulation fields — the anchors they modulated are dropped.
/// No shelf detail — the flat benches it existed to de-slab no longer exist above the
/// lowlands, and the preserved lowland never needed it. Micro-relief/roughness on the
/// continuous upper grade is DEFERRED: erosion is the real detail source, and painting
/// noise on the climb now would pre-judge what erosion should carve. So: one spline per
/// seed, one Apply per column, and the classify field untouched as always.
/// </summary>
private static Pass2Result ShapeContinuous(Pass1Result p1, TerrainGenConfig cfg,
List<string> notes, ulong t0)
{
int mapSize = p1.MapSize;
CurveKnots knots = cfg.Knots;
CurveAnchors anchors = cfg.Anchors;
// Same per-seed summit normalization as the staircase — the pass-1/pass-2 boundary
// stays hard for the same reason.
float spikeMax = HeightCurve.EffectiveSpikeMax(p1.HMaxSeed, knots, anchors);
// ⭐ CALIBRATED when a measurement is supplied (chat2/03 — the staircase's mountain with
// the terraces melted out), ANALYTIC otherwise (chat2/02's feather/drama curve, kept as
// the "before" contrast). Both throw and refuse rather than degrade; the tool's _Ready
// catches and Quit(2)s.
var curve = cfg.ClimbCalibration != null
? ContinuousCurve.BuildCalibrated(knots, anchors, spikeMax,
cfg.LowlandCeilingM, cfg.ClimbCalibration)
: ContinuousCurve.Build(knots, anchors, spikeMax,
cfg.LowlandCeilingM, cfg.ClimbFeather, cfg.SummitDrama);
// Monotone by construction — and proven anyway, per seed, because "cannot fail" is
// exactly the claim worth a millisecond of checking.
notes.Add(curve.AssertStrictlyIncreasing());
notes.Add($"[Shaping] continuous: {curve.DescribeControlPoints()}");
if (cfg.ShelfDetail)
notes.Add("[Shaping] ⚠ shelf detail requested but FORCED OFF in continuous mode — the flat " +
"benches it de-slabbed no longer exist, and detail on the climb is deferred to erosion.");
var height = new float[mapSize, mapSize];
var classify = new float[mapSize, mapSize];
float hMin = float.MaxValue, hMax = float.MinValue;
for (int x = 0; x < mapSize; x++)
{
for (int y = 0; y < mapSize; y++)
{
float raw = p1.Height[x, y];
classify[x, y] = raw; // ⭐ the oracle field, as always
float h = curve.Apply(raw); // sea identity + lowland delegation
// + climb + tail, all inside
if (h < hMin) hMin = h;
if (h > hMax) hMax = h;
height[x, y] = h;
}
}
return new Pass2Result(mapSize, p1.Seed, height, classify,
curveOn: true, detailOn: false, curveModeLabel: "continuous", variantLabel: cfg.VariantLabel, continuous: curve,
knots: knots, anchors: anchors, hMaxSeed: p1.HMaxSeed,
edgeAmpRaw: 0f, maxEdgeShiftRaw: 0f, hMin: hMin, hMax: hMax,
elapsedMs: Time.GetTicksMsec() - t0, notes: notes);
}
/// <summary>
/// ⚠⚠ THE DELIBERATELY-WRONG BOOKEND (chat2/02): an even linear remap of ALL land —
/// <c>[SEA, spikeMax] → [SEA, PEAK_CAP]</c>. Every land column above sea is lifted by the
/// same ×~1.5 factor, which hoists the entire island off its shoreline and destroys the
/// broad low plain the developer likes.
///
/// It exists so the preserved-lowland variants can be seen AGAINST the mistake — the batch's
/// contrast anchor, per the rev-3 task. It is not a candidate, it takes no knobs, and its
/// oracle-(d) FAILURE is expected and reported as confirmation, not as a bug.
/// </summary>
private static Pass2Result ShapeLifted(Pass1Result p1, TerrainGenConfig cfg,
List<string> notes, ulong t0)
{
int mapSize = p1.MapSize;
CurveKnots knots = cfg.Knots;
CurveAnchors anchors = cfg.Anchors;
float spikeMax = HeightCurve.EffectiveSpikeMax(p1.HMaxSeed, knots, anchors);
float scale = (anchors.PeakCap - anchors.Sea) / (spikeMax - anchors.Sea);
notes.Add($"[Shaping] ⚠⚠ LIFTED_WRONG: even remap [sea, {spikeMax:F4}] → [sea, {anchors.PeakCap:F4}] " +
$"(×{scale:F3} on every land height) — the WRONG direction, kept as the contrast bookend.");
var height = new float[mapSize, mapSize];
var classify = new float[mapSize, mapSize];
float hMin = float.MaxValue, hMax = float.MinValue;
for (int x = 0; x < mapSize; x++)
{
for (int y = 0; y < mapSize; y++)
{
float raw = p1.Height[x, y];
classify[x, y] = raw;
float h;
if (raw <= anchors.Sea) h = raw; // even the wrong direction keeps the
// coastline — sea identity is not optional
else if (raw >= spikeMax) h = anchors.PeakCap + (raw - spikeMax) * anchors.TailSlope;
else h = anchors.Sea + (raw - anchors.Sea) * scale;
if (h < hMin) hMin = h;
if (h > hMax) hMax = h;
height[x, y] = h;
}
}
return new Pass2Result(mapSize, p1.Seed, height, classify,
curveOn: true, detailOn: false, curveModeLabel: "lifted_WRONG", variantLabel: cfg.VariantLabel, continuous: null,
knots: knots, anchors: anchors, hMaxSeed: p1.HMaxSeed,
edgeAmpRaw: 0f, maxEdgeShiftRaw: 0f, hMin: hMin, hMax: hMax,
elapsedMs: Time.GetTicksMsec() - t0, notes: notes);
}
}
}