feat: lock lowground routing; smooth river courses with the road pass's RDP+Chaikin (terrain-water task 23)
LOWGROUND is the gate verdict and the locked default ('short' stays available
behind the dial for the record). Every river polyline (upland stem + lowland
reach) is now decimated with RDP(4.0) and rounded with 4 Chaikin passes —
numerically mirroring MapGenerator.SmoothPath, since this pass is Godot-free —
before the bed profile is built, so the carved centreline carries none of the
8-connected Dijkstra 45° kinks (task-22 §4 caveat a). The monotone-descent and
sea-clamp constraints are applied to the smoothed course, unchanged.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -113,7 +113,9 @@ namespace IslaApocalypse.Core // Change this if your namespace is different
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// terrain-aware), "lowground" follows the lowest ground and wanders like a
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// real river — the task-22 gate decides which ships; "lowground" is the
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// provisional default pending that verdict. Width/depth scales are taste
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// dials on the flow-proportional bed profile. RiverSeaMargin is the bed's
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// dials on the flow-proportional bed profile. LOWGROUND is the LOCKED
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// default — the task-22/23 gate verdict ("short" stays available for the
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// record). RiverSeaMargin is the bed's
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// absolute floor above sea — the erosion flood-guard discipline: no river
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// bed may create inland below-sea cells, so the rendered coastline cannot
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// move even with rivers carved.
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