feat: curve v4 — spatially modulated shelves (terrain-water task 08)

Per the task-07 gate: the terraces work but uniform anchors put a flat
ring at exactly 100 m and 220 m on every mountain. v4 keeps v3's
structure (frozen toe/rise, three risers, per-seed u4 spike to 420 m)
and turns the shelf anchors into smooth spatial fields: bench
100+-12 m and plateau 220+-20 m via two decorrelated very-low-freq
Simplex fields (~3 undulations per island width), plus a strength
field (~5/island) blending each shelf's output span between ~2 m
(pronounced flat) and ~25 m (barely a hint) — the optional strength
modulation shipped, ordering-safe by construction (worst-case bench
top 0.6962 < plateau min 0.9468). Field seeds derive from the RESOLVED
noise seed + fixed offsets (7101/7207/7303) — no config knob. Apply is
per-column with all modulated values as pure parameters (D-035); the
classify path never sees them.

Monotonicity assertion now sweeps all 8 modulation-extreme corners x
per-seed spikeMax. TerrainCurve gate "off"|"v4" (default v4);
v1-v3 retired loudly. TCRV extended (+36 B when version>=4:
amplitudes, span range, frequencies, seed offsets — length-framed
section makes the layout change safe; parser dispatches on the curve
version byte; harness compares the extension).

Note: MapGenerator.cs also carries the developer's editor whitespace
normalization (spaces->tabs, git diff -w empty before this change).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Stewart Howe 2026-08-08 03:30:27 -04:00
parent a046486a58
commit 4d2e024b2f
6 changed files with 292 additions and 183 deletions

View file

@ -132,6 +132,16 @@ namespace IslaApocalypse.Core
writer.Write(c.Sea); writer.Write(c.OrangeCeil); writer.Write(c.RedCeil);
writer.Write(c.PlateauLo); writer.Write(c.PlateauHi); writer.Write(c.PeakCap);
writer.Write(c.TailSlope);
// v4+ extension: shelf-modulation parameters.
if (c.Version >= 4)
{
writer.Write(c.BenchAmp); writer.Write(c.PlateauAmp);
writer.Write(c.ShelfSpanMin); writer.Write(c.ShelfSpanMax);
writer.Write(c.ElevFreqIslands); writer.Write(c.StrengthFreqIslands);
writer.Write(c.BenchSeedOffset); writer.Write(c.PlateauSeedOffset);
writer.Write(c.StrengthSeedOffset);
}
}
private static void WriteWaterBodyIds(BinaryWriter writer, WorldBlueprint bp)

View file

@ -26,12 +26,12 @@ namespace IslaApocalypse.Core // Change this if your namespace is different
public static string SeaLevelModel = "flat";
public static float SeaLevelValue = 0.15f;
// Height-redistribution curve (tasks 05/06/07, graduation M-7): "v3" applies
// the terraced-ascent curve with the per-seed peak spike (HeightCurve.cs);
// "off" is the raw legacy profile. "v1"/"v2" were retired by their successor
// recalibrations (old blueprints are regenerable). Biome classification is
// curve-invariant by construction either way. Default: v3.
public static string TerrainCurve = "v3";
// Height-redistribution curve (tasks 0508, graduation M-7): "v4" applies the
// terraced-ascent curve with spatially modulated shelves and the per-seed peak
// spike (HeightCurve.cs); "off" is the raw legacy profile. "v1""v3" were
// retired by successor recalibrations (old blueprints are regenerable). Biome
// classification is curve-invariant by construction either way. Default: v4.
public static string TerrainCurve = "v4";
public static void LoadConfig()
{
@ -106,10 +106,10 @@ namespace IslaApocalypse.Core // Change this if your namespace is different
if (data.ContainsKey("TerrainCurve"))
{
string curve = (string)data["TerrainCurve"];
if (curve == "off" || curve == "v3")
if (curve == "off" || curve == "v4")
TerrainCurve = curve;
else if (curve == "v1" || curve == "v2")
GD.PrintErr($"[ConfigManager] TerrainCurve '{curve}' was retired by a later recalibration (v3, task 07). Keeping '{TerrainCurve}' — use \"v3\" or \"off\".");
else if (curve == "v1" || curve == "v2" || curve == "v3")
GD.PrintErr($"[ConfigManager] TerrainCurve '{curve}' was retired by a later recalibration (v4, task 08). Keeping '{TerrainCurve}' — use \"v4\" or \"off\".");
else
GD.PrintErr($"[ConfigManager] Unknown TerrainCurve '{curve}'. Keeping '{TerrainCurve}'.");
}

View file

@ -74,6 +74,12 @@ namespace IslaApocalypse.Core
// constants alone, which is exactly why it is recorded here.
public float T1, T2, T3, T4, SpikeMax;
public float Sea, OrangeCeil, RedCeil, PlateauLo, PlateauHi, PeakCap, TailSlope; // output bands
// v4 extension — shelf-modulation parameters (record layout versioned by the
// curve Version byte; zero-valued when parsing an older record).
public float BenchAmp, PlateauAmp, ShelfSpanMin, ShelfSpanMax;
public float ElevFreqIslands, StrengthFreqIslands;
public int BenchSeedOffset, PlateauSeedOffset, StrengthSeedOffset;
}
public class WorldBlueprint
@ -399,6 +405,17 @@ namespace IslaApocalypse.Core
c.RedCeil = reader.ReadSingle(); c.PlateauLo = reader.ReadSingle();
c.PlateauHi = reader.ReadSingle(); c.PeakCap = reader.ReadSingle();
c.TailSlope = reader.ReadSingle();
// v4+ extension: shelf-modulation parameters (older records simply end here —
// the section is length-framed, so the version byte is the dispatcher).
if (c.Version >= 4)
{
c.BenchAmp = reader.ReadSingle(); c.PlateauAmp = reader.ReadSingle();
c.ShelfSpanMin = reader.ReadSingle(); c.ShelfSpanMax = reader.ReadSingle();
c.ElevFreqIslands = reader.ReadSingle(); c.StrengthFreqIslands = reader.ReadSingle();
c.BenchSeedOffset = reader.ReadInt32(); c.PlateauSeedOffset = reader.ReadInt32();
c.StrengthSeedOffset = reader.ReadInt32();
}
blueprint.TerrainCurve = c;
return true;
}

View file

@ -1,75 +1,89 @@
using Godot;
/// <summary>
/// The height-redistribution curve, v3 — the TERRACED ASCENT (terrain-water task 07).
/// Pure, static, monotonic piecewise map over raw blueprint heights (D-035: numbers
/// in, numbers out; the per-seed spike maximum is an explicit PARAMETER).
/// The height-redistribution curve, v4 — SPATIALLY MODULATED SHELVES (terrain-water
/// task 08). Pure, static, monotonic piecewise map; every per-column input is an
/// explicit PARAMETER (D-035): the seed spike max and the four modulated shelf
/// values. The generator samples the modulation fields; this class never touches
/// noise.
///
/// v3 (developer's task-06 ground-test verdict — floor and 420 m ceiling frozen, the
/// ascent between them rebuilt): v2 spent ~87 % of the vertical budget in the last
/// ~4 % of input, reading as flat-then-wall. v3 climbs in TERRACES — two benches,
/// three risers — and relocates the white mountain-town plateau from 50 m to 220 m:
/// v4 (developer's task-07 gate finding: the terraces work, but uniform anchors put
/// a flat ring at exactly 100 m and exactly 220 m on every mountain — the bathtub
/// rings): the bench and plateau OUTPUT anchors become smooth spatial fields —
/// benchLo = 100 m ± 12 m and plateauLo = 220 m ± 20 m via two decorrelated
/// very-low-frequency noise fields — and a third field modulates SHELF STRENGTH,
/// blending each shelf between "pronounced flat" (output span ~2 m) and "barely a
/// hint" (~25 m of gentle slope), so not every flank at shelf height develops the
/// full terrace. Shelves stay locally flat; the two magic altitudes stop existing.
///
/// h ≤ sea (0.15) identity — water and the below-sea world untouched
/// sea → K1 toe, ease-out — the lowlands (orange coverage 59 %)
/// K1 → K2 linear rise into the red band (storm anchors frozen)
/// K2 → K3 FOOTHILL RISER — smoothstep climb to the 100 m bench
/// K3 → K4 BENCH 1 — near-flat walkable foothill shelf (~2 m rise)
/// K4 → K5 MID RISER — the big middle climb to the white plateau
/// K5 → K6 WHITE PLATEAU — near-flat shelf at 220 m (mountain
/// towns / snow band, where it was always intended)
/// K6 → spikeMax SUMMIT SPIKE — per-seed normalized (hMaxSeed), stiff
/// ease-in kept from v2: spires off the plateau to 420 m
/// h > spikeMax linear tail (strict monotonicity, no clamp)
/// Structure otherwise v3's, unchanged: identity ≤ sea, frozen toe/rise (storm
/// ladder), foothill riser → bench → mid riser → plateau → per-seed-normalized
/// stiff spike (u⁴, 420 m cap) → tail. Input knots are v3's calibration.
///
/// Input knots recalibrated 2026-08-08 from the SAME pooled batch-04 flat-sea land
/// CDF as v1/v2 (340,618,126 samples): P59/P72/P82/P87/P95/P98, giving pooled land
/// fractions orange 59 / red 13 / foothill-riser 10 / bench 5 / mid-riser 8 /
/// plateau 3 / spike 2 (exact by construction). Per-seed proportions vary — the
/// wrinkle variety.
///
/// Strictly monotonic (every segment's normalized slope bounded below by a positive
/// constant); asserted numerically per generation against the EFFECTIVE per-seed
/// curve once hMaxSeed is known.
/// ORDERING SAFETY BY CONSTRUCTION (asserted): with the amplitudes below, at every
/// column: red ceiling 0.27 < benchLo… (bench min 0.5006), bench top max 0.6962 <
/// plateauLo min 0.9468, plateau top max 1.2062 < peak cap 1.8287. The numeric
/// assertion additionally sweeps all 8 modulation-extreme corners per generation.
/// </summary>
public static class HeightCurve
{
public const ushort VERSION = 3;
public const ushort VERSION = 4;
// Input knots — v3 calibration (see class header). K1..K4 are serialized in
// TCRV's four knot slots; K5/K6 are version constants documented in
// BLUEPRINT_FORMAT.md (the TCRV version byte selects the anchor set).
public const float K1 = 0.509179f; // P59 — orange coverage boundary
public const float K2 = 0.604081f; // P72 — red top
public const float K3 = 0.698485f; // P82 — foothill riser top
public const float K4 = 0.767213f; // P87 — bench 1 top
public const float K5 = 0.930304f; // P95 — mid riser top
public const float K6 = 1.050720f; // P98 — plateau top / spike foot
// Input knots — v3 calibration (pooled batch-04 land CDF, P59/72/82/87/95/98).
public const float K1 = 0.509179f;
public const float K2 = 0.604081f;
public const float K3 = 0.698485f;
public const float K4 = 0.767213f;
public const float K5 = 0.930304f;
public const float K6 = 1.050720f;
// Output anchors — storm ladder (frozen) + the terraces.
// Fixed output anchors — storm ladder + ceiling (frozen).
public const float SEA = 0.15f;
public const float ORANGE_CEIL = 0.206f; // 1000-yr storm ceiling (frozen)
public const float RED_CEIL = 0.27f; // biblical ceiling (frozen)
public const float FOOTHILL_BENCH = SEA + 100f / 251f; // ≈ 0.54841 (100 m above sea)
public const float BENCH_STEP = 0.008f; // ~2 m rise across each bench
public const float FOOTHILL_TOP = FOOTHILL_BENCH + BENCH_STEP;
public const float PLATEAU = SEA + 220f / 251f; // ≈ 1.02649 (220 m — the white plateau)
public const float PLATEAU_TOP = PLATEAU + BENCH_STEP;
public const float PEAK_CAP = SEA + 420f / 251f; // ≈ 1.82869 (frozen from v2)
public const float ORANGE_CEIL = 0.206f;
public const float RED_CEIL = 0.27f;
public const float PEAK_CAP = SEA + 420f / 251f; // ≈ 1.82869
public const float TAIL_SLOPE = 0.25f;
// Degenerate/near-flat guard (unchanged from v2): spike domain floored at
// K6 + SPIKE_MIN_SPAN so it stays positive and monotonic on any input.
public const float SPIKE_MIN_SPAN = 0.01f;
// Modulated shelf anchors: base ± amplitude (raw units; 251 m per unit).
public const float BENCH_BASE = SEA + 100f / 251f; // ≈ 0.54841 (100 m)
public const float BENCH_AMP = 12f / 251f; // ± 12 m
public const float PLATEAU_BASE = SEA + 220f / 251f; // ≈ 1.02649 (220 m)
public const float PLATEAU_AMP = 20f / 251f; // ± 20 m
// Shelf strength: output span of each shelf segment, blended by the strength
// field. Strong (t=1) → SPAN_MIN (~2 m, pronounced flat). Weak (t=0) →
// SPAN_MAX (~25 m, barely a hint of a shelf).
public const float SHELF_SPAN_MIN = 0.008f;
public const float SHELF_SPAN_MAX = 0.10f;
// Modulation-field derivation (generator-side, recorded in TCRV): field seed =
// RESOLVED WorldSeed + offset; frequency = (periods per island width) / MapSize.
public const int BENCH_SEED_OFFSET = 7101;
public const int PLATEAU_SEED_OFFSET = 7207;
public const int STRENGTH_SEED_OFFSET = 7303;
public const float ELEV_FREQ_ISLANDS = 3.0f; // ~3 undulations across the island
public const float STRENGTH_FREQ_ISLANDS = 5.0f; // finer patchiness for shelf strength
public static float EffectiveSpikeMax(float hMaxSeed)
{
return Mathf.Max(hMaxSeed, K6 + SPIKE_MIN_SPAN);
}
/// <summary>Shelf output span for a strength sample t ∈ [0,1].</summary>
public static float ShelfSpan(float strength01)
{
return Mathf.Lerp(SHELF_SPAN_MAX, SHELF_SPAN_MIN, Mathf.Clamp(strength01, 0f, 1f));
}
/// <param name="h">Raw pre-curve height.</param>
/// <param name="hMaxSeed">The seed's raw pre-curve maximum — per-seed spike normalizer.</param>
public static float Apply(float h, float hMaxSeed)
/// <param name="hMaxSeed">Seed's raw pre-curve maximum (per-seed spike normalizer).</param>
/// <param name="benchLo">This column's bench anchor (BENCH_BASE ± BENCH_AMP).</param>
/// <param name="benchSpan">This column's bench output span (ShelfSpan of the strength field).</param>
/// <param name="plateauLo">This column's plateau anchor (PLATEAU_BASE ± PLATEAU_AMP).</param>
/// <param name="plateauSpan">This column's plateau output span.</param>
public static float Apply(float h, float hMaxSeed,
float benchLo, float benchSpan, float plateauLo, float plateauSpan)
{
if (h <= SEA) return h;
@ -77,72 +91,89 @@ public static class HeightCurve
if (h < K1)
{
u = (h - SEA) / (K1 - SEA);
s = 0.3f * u + 0.7f * (u * (2f - u)); // ease-out toe, slope ≥ 0.3
s = 0.3f * u + 0.7f * (u * (2f - u)); // frozen ease-out toe
return SEA + s * (ORANGE_CEIL - SEA);
}
if (h < K2)
{
u = (h - K1) / (K2 - K1);
return ORANGE_CEIL + u * (RED_CEIL - ORANGE_CEIL); // linear rise
return ORANGE_CEIL + u * (RED_CEIL - ORANGE_CEIL); // frozen linear rise
}
if (h < K3)
{
u = (h - K2) / (K3 - K2);
s = 0.2f * u + 0.8f * (u * u * (3f - 2f * u)); // foothill riser, slope ≥ 0.2
return RED_CEIL + s * (FOOTHILL_BENCH - RED_CEIL);
s = 0.2f * u + 0.8f * (u * u * (3f - 2f * u)); // foothill riser
return RED_CEIL + s * (benchLo - RED_CEIL);
}
if (h < K4)
{
u = (h - K3) / (K4 - K3);
return FOOTHILL_BENCH + u * BENCH_STEP; // bench 1, near-flat
return benchLo + u * benchSpan; // bench — modulated
}
float benchTop = benchLo + benchSpan;
if (h < K5)
{
u = (h - K4) / (K5 - K4);
s = 0.2f * u + 0.8f * (u * u * (3f - 2f * u)); // mid riser, slope ≥ 0.2
return FOOTHILL_TOP + s * (PLATEAU - FOOTHILL_TOP);
s = 0.2f * u + 0.8f * (u * u * (3f - 2f * u)); // mid riser
return benchTop + s * (plateauLo - benchTop);
}
if (h < K6)
{
u = (h - K5) / (K6 - K5);
return PLATEAU + u * BENCH_STEP; // white plateau, near-flat
return plateauLo + u * plateauSpan; // plateau — modulated
}
float plateauTop = plateauLo + plateauSpan;
float spikeMax = EffectiveSpikeMax(hMaxSeed);
if (h < spikeMax)
{
u = (h - K6) / (spikeMax - K6);
s = 0.1f * u + 0.9f * (u * u * u * u); // summit spike (v2 shape kept), slope ≥ 0.1
return PLATEAU_TOP + s * (PEAK_CAP - PLATEAU_TOP);
s = 0.1f * u + 0.9f * (u * u * u * u); // summit spike (v2/v3 shape)
return plateauTop + s * (PEAK_CAP - plateauTop);
}
return PEAK_CAP + (h - spikeMax) * TAIL_SLOPE;
}
/// <summary>
/// Numeric strict-monotonicity check of the EFFECTIVE per-seed curve — call once
/// per generation after hMaxSeed is known. Loud throw, refuses to generate.
/// Per-generation numeric strict-monotonicity check of the EFFECTIVE curve:
/// sweeps the full domain at every one of the 8 modulation-extreme corners
/// (bench anchor ±, plateau anchor ±, strength min/max) with the per-seed
/// spikeMax — the adversarial corner set for the ordering constraints. Loud
/// throw, refuses to generate.
/// </summary>
public static void AssertMonotonic(float hMaxSeed)
{
float prevH = -7f;
float prev = Apply(prevH, hMaxSeed);
float[] benchLos = { BENCH_BASE - BENCH_AMP, BENCH_BASE + BENCH_AMP };
float[] plateauLos = { PLATEAU_BASE - PLATEAU_AMP, PLATEAU_BASE + PLATEAU_AMP };
float[] spans = { SHELF_SPAN_MIN, SHELF_SPAN_MAX };
// Only strictly increasing float32 samples are compared (task-05 incident fix).
void Check(double hd)
foreach (float bl in benchLos)
{
float h = (float)hd;
if (h <= prevH) return;
float v = Apply(h, hMaxSeed);
if (v <= prev)
throw new System.InvalidOperationException(
$"[HeightCurve] MONOTONICITY VIOLATION at h={h} (hMaxSeed={hMaxSeed}): {v} <= {prev}. Refusing to generate.");
prev = v;
prevH = h;
}
foreach (float pl in plateauLos)
{
foreach (float sp in spans)
{
float prevH = -7f;
float prev = Apply(prevH, hMaxSeed, bl, sp, pl, sp);
double top = System.Math.Max(2.0, EffectiveSpikeMax(hMaxSeed) + 0.5);
for (double h = -7.0 + 0.01; h < 0.10; h += 0.01) Check(h);
for (double h = 0.10; h <= top; h += 0.0001) Check(h);
for (double h = top + 0.05; h <= top + 6.0; h += 0.05) Check(h);
GD.Print($"[HeightCurve] Monotonicity assertion passed (v{VERSION}, effective spikeMax {EffectiveSpikeMax(hMaxSeed):F6}).");
void Check(double hd)
{
float h = (float)hd;
if (h <= prevH) return; // dedupe float32 samples (task-05 fix)
float v = Apply(h, hMaxSeed, bl, sp, pl, sp);
if (v <= prev)
throw new System.InvalidOperationException(
$"[HeightCurve] MONOTONICITY VIOLATION at h={h} (hMaxSeed={hMaxSeed}, benchLo={bl}, plateauLo={pl}, span={sp}): {v} <= {prev}. Refusing to generate.");
prev = v;
prevH = h;
}
double top = System.Math.Max(2.0, EffectiveSpikeMax(hMaxSeed) + 0.5);
for (double hh = -7.0 + 0.01; hh < 0.10; hh += 0.01) Check(hh);
for (double hh = 0.10; hh <= top; hh += 0.0001) Check(hh);
for (double hh = top + 0.05; hh <= top + 6.0; hh += 0.05) Check(hh);
}
}
}
GD.Print($"[HeightCurve] Monotonicity assertion passed (v{VERSION}, 8 modulation corners, effective spikeMax {EffectiveSpikeMax(hMaxSeed):F6}).");
}
}

View file

@ -37,6 +37,15 @@ public partial class MapGenerator : TextureRect
private float[,] _heightMapClassify;
private bool _curveOn;
// Curve-v4 shelf-modulation fields (task 08): two decorrelated elevation fields
// (bench 100±12 m, plateau 220±20 m) plus a strength field blending each shelf
// between pronounced-flat and barely-a-hint. Seeds derive from the RESOLVED
// noise seed + fixed offsets (no config knob); frequencies scale with MapSize.
// Sampled per column in pass 2 only — the classify path never sees them.
private FastNoiseLite _benchNoise;
private FastNoiseLite _plateauNoise;
private FastNoiseLite _strengthNoise;
// The seed's raw pre-curve height maximum (post noise/falloff/Trench/spine,
// pre-carve) — the v2 curve's per-seed spike normalizer. Computed in
// GenerateTopography pass 1; recorded in TCRV (effective, guard applied).
@ -75,7 +84,7 @@ public partial class MapGenerator : TextureRect
this.CustomMinimumSize = new Vector2(MapSize, MapSize);
_heightMap = new float[MapSize, MapSize];
_curveOn = ConfigManager.TerrainCurve == "v3";
_curveOn = ConfigManager.TerrainCurve == "v4";
// (The monotonicity assertion now runs inside GenerateTopography, against the
// effective per-seed curve, once hMaxSeed is known.)
_heightMapClassify = _curveOn ? new float[MapSize, MapSize] : _heightMap;
@ -86,11 +95,18 @@ public partial class MapGenerator : TextureRect
float scaleFactor = MapSize / 1024f; // Equals 4
// --- MASTER SEED & DETAILED NOISE (Restored!) ---
// --- MASTER SEED & DETAILED NOISE (Restored!) ---
_noise = new FastNoiseLite();
_noise.Seed = ConfigManager.WorldSeed == 0 ? (int)GD.Randi() : ConfigManager.WorldSeed;
_noise.Seed = ConfigManager.WorldSeed == 0 ? (int)GD.Randi() : ConfigManager.WorldSeed;
_noise.NoiseType = FastNoiseLite.NoiseTypeEnum.Simplex;
_noise.Frequency = 0.004f / scaleFactor;
_noise.Frequency = 0.004f / scaleFactor;
if (_curveOn)
{
_benchNoise = MakeModulationNoise(HeightCurve.BENCH_SEED_OFFSET, HeightCurve.ELEV_FREQ_ISLANDS);
_plateauNoise = MakeModulationNoise(HeightCurve.PLATEAU_SEED_OFFSET, HeightCurve.ELEV_FREQ_ISLANDS);
_strengthNoise = MakeModulationNoise(HeightCurve.STRENGTH_SEED_OFFSET, HeightCurve.STRENGTH_FREQ_ISLANDS);
}
// THE CRATER FIX: Push it into the ocean (scales via percentage of MapSize!)
// Supposedly! We will have to test this manually on other map sizes to confirm the crater is properly scaled and submerged on the north coast!
@ -256,17 +272,23 @@ public partial class MapGenerator : TextureRect
TrailRoads = _trailPaths,
WaterBodyIds = _waterBodyIds,
WaterBodies = _waterBodies ?? new List<WaterBodyInfo>(),
// TCRV under curve v3: the four knot slots carry K1..K4 (K5/K6 are version
// constants, documented in BLUEPRINT_FORMAT.md); PlateauLo/Hi carry the two
// bench anchors (foothill 100 m / white plateau 220 m).
// TCRV under curve v4: knot slots carry K1..K4 (K5/K6 are version constants);
// the bench slots carry the two BASE anchors; the v4 extension record carries
// the modulation parameters (amplitudes, spans, frequencies, seed offsets) —
// the blueprint stays self-describing.
TerrainCurve = _curveOn ? new TerrainCurveInfo
{
Version = HeightCurve.VERSION,
T1 = HeightCurve.K1, T2 = HeightCurve.K2, T3 = HeightCurve.K3, T4 = HeightCurve.K4,
SpikeMax = HeightCurve.EffectiveSpikeMax(_hMaxSeed), // per-seed
Sea = HeightCurve.SEA, OrangeCeil = HeightCurve.ORANGE_CEIL, RedCeil = HeightCurve.RED_CEIL,
PlateauLo = HeightCurve.FOOTHILL_BENCH, PlateauHi = HeightCurve.PLATEAU,
PeakCap = HeightCurve.PEAK_CAP, TailSlope = HeightCurve.TAIL_SLOPE
PlateauLo = HeightCurve.BENCH_BASE, PlateauHi = HeightCurve.PLATEAU_BASE,
PeakCap = HeightCurve.PEAK_CAP, TailSlope = HeightCurve.TAIL_SLOPE,
BenchAmp = HeightCurve.BENCH_AMP, PlateauAmp = HeightCurve.PLATEAU_AMP,
ShelfSpanMin = HeightCurve.SHELF_SPAN_MIN, ShelfSpanMax = HeightCurve.SHELF_SPAN_MAX,
ElevFreqIslands = HeightCurve.ELEV_FREQ_ISLANDS, StrengthFreqIslands = HeightCurve.STRENGTH_FREQ_ISLANDS,
BenchSeedOffset = HeightCurve.BENCH_SEED_OFFSET, PlateauSeedOffset = HeightCurve.PLATEAU_SEED_OFFSET,
StrengthSeedOffset = HeightCurve.STRENGTH_SEED_OFFSET
} : null,
FormatVersion = 2,
Params = new BlueprintParams
@ -438,7 +460,21 @@ public partial class MapGenerator : TextureRect
{
float raw = _heightMap[x, y];
float classifyH = raw;
float curvedH = _curveOn ? HeightCurve.Apply(raw, _hMaxSeed) : raw;
float curvedH;
if (_curveOn)
{
// v4: per-column shelf modulation — anchors and strength from the
// low-frequency fields; ordering safety by construction (amplitudes
// bounded; asserted at all 8 field-extreme corners per generation).
float benchLo = HeightCurve.BENCH_BASE + _benchNoise.GetNoise2D(x, y) * HeightCurve.BENCH_AMP;
float plateauLo = HeightCurve.PLATEAU_BASE + _plateauNoise.GetNoise2D(x, y) * HeightCurve.PLATEAU_AMP;
float shelfSpan = HeightCurve.ShelfSpan((_strengthNoise.GetNoise2D(x, y) + 1f) * 0.5f);
curvedH = HeightCurve.Apply(raw, _hMaxSeed, benchLo, shelfSpan, plateauLo, shelfSpan);
}
else
{
curvedH = raw;
}
// --- 5. CARVE THE CRATER (The Flooded Bay & Landbridge Fix!) ---
float distToCrater = new Vector2(x, y).DistanceTo(_impactCenter);
@ -523,6 +559,15 @@ public partial class MapGenerator : TextureRect
// grid and the water-body grid holds BY CONSTRUCTION, not by parallel
// implementations agreeing.
// =====================================================================
private FastNoiseLite MakeModulationNoise(int seedOffset, float periodsPerIsland)
{
var n = new FastNoiseLite();
n.Seed = _noise.Seed + seedOffset; // deterministic from the RESOLVED seed
n.NoiseType = FastNoiseLite.NoiseTypeEnum.Simplex;
n.Frequency = periodsPerIsland / MapSize; // frequency stated in island-widths
return n;
}
private bool IsWaterPixel(int x, int y) => _heightMapClassify[x, y] < GetSeaLevel(_tempMap[x, y]);
private bool IsOceanPixel(int x, int y) => IsWaterPixel(x, y) && _isTrueOcean[x, y];
private bool IsLakePixel(int x, int y) => IsWaterPixel(x, y) && !_isTrueOcean[x, y];
@ -824,12 +869,14 @@ public partial class MapGenerator : TextureRect
}
else if (h < HeightCurve.ORANGE_CEIL) tint = green;
else if (h < HeightCurve.RED_CEIL) tint = tan;
else if (h < HeightCurve.FOOTHILL_TOP) tint = brown; // foothill riser + 100 m bench
else if (h < HeightCurve.PLATEAU) tint = darkBrown; // the mid riser
// v4 note: shelf anchors are spatially modulated, so these tint bands
// use the base±amplitude envelopes — approximate banding, visualization only.
else if (h < HeightCurve.BENCH_BASE + HeightCurve.BENCH_AMP) tint = brown; // riser + bench envelope
else if (h < HeightCurve.PLATEAU_BASE - HeightCurve.PLATEAU_AMP) tint = darkBrown; // mid riser
else
{
// White plateau (220 m) through the summit spike to the 420 m cap.
float t2 = Mathf.Clamp((h - HeightCurve.PLATEAU) / (HeightCurve.PEAK_CAP - HeightCurve.PLATEAU), 0f, 1f);
// Plateau envelope through the summit spike to the 420 m cap.
float t2 = Mathf.Clamp((h - (HeightCurve.PLATEAU_BASE - HeightCurve.PLATEAU_AMP)) / (HeightCurve.PEAK_CAP - HeightCurve.PLATEAU_BASE + HeightCurve.PLATEAU_AMP), 0f, 1f);
tint = grey.Lerp(white, t2);
}
@ -1373,40 +1420,40 @@ public partial class MapGenerator : TextureRect
}
private void SetBaseAStarWeights(AStarGrid2D astar) {
for (int x = 0; x < MapSize; x++) {
for (int y = 0; y < MapSize; y++) {
Biome b = _biomeMap[x, y];
// 1. CRITICAL FIX: Make the crater physically impassable first!
if (b == Biome.Crater) {
astar.SetPointSolid(new Vector2I(x, y), true);
continue; // "Skip the rest, go to next pixel"
}
for (int x = 0; x < MapSize; x++) {
for (int y = 0; y < MapSize; y++) {
Biome b = _biomeMap[x, y];
// 1. CRITICAL FIX: Make the crater physically impassable first!
if (b == Biome.Crater) {
astar.SetPointSolid(new Vector2I(x, y), true);
continue; // "Skip the rest, go to next pixel"
}
// 2. Existing water/mainland checks
if (b == Biome.Ocean || b == Biome.Lake || !_isMainland[x, y]) {
astar.SetPointSolid(new Vector2I(x, y), true);
continue; // "Skip the rest, go to next pixel"
}
// 3. We only reach this point if it's mainland AND not a crater!
float h = _heightMap[x, y];
float localSea = GetSeaLevel(_tempMap[x, y]);
float normalizedElevation = Mathf.Clamp((h - localSea) / (1.0f - localSea), 0.0f, 1.0f);
// 2. Existing water/mainland checks
if (b == Biome.Ocean || b == Biome.Lake || !_isMainland[x, y]) {
astar.SetPointSolid(new Vector2I(x, y), true);
continue; // "Skip the rest, go to next pixel"
}
// 3. We only reach this point if it's mainland AND not a crater!
float h = _heightMap[x, y];
float localSea = GetSeaLevel(_tempMap[x, y]);
float normalizedElevation = Mathf.Clamp((h - localSea) / (1.0f - localSea), 0.0f, 1.0f);
// Simple, steep curve to avoid mountains
float weight = 1.0f + Mathf.Pow(normalizedElevation, 3.0f) * 400.0f;
// Simple, steep curve to avoid mountains
float weight = 1.0f + Mathf.Pow(normalizedElevation, 3.0f) * 400.0f;
// Push off the beach (not an insane wall, just enough to prefer grass)
if (b == Biome.Beach) weight += 15.0f;
// Let it path through the wasteland normally
if (b == Biome.Wasteland) weight += 3.0f;
// Push off the beach (not an insane wall, just enough to prefer grass)
if (b == Biome.Beach) weight += 15.0f;
// Let it path through the wasteland normally
if (b == Biome.Wasteland) weight += 3.0f;
astar.SetPointWeightScale(new Vector2I(x, y), weight);
}
}
}
astar.SetPointWeightScale(new Vector2I(x, y), weight);
}
}
}
private void PenalizePath(AStarGrid2D astar, Vector2[] path, int radius)
{
@ -1419,7 +1466,7 @@ public partial class MapGenerator : TextureRect
int ny = Mathf.Clamp((int)p.Y + dy, 0, MapSize - 1);
var cell = new Vector2I(nx, ny);
if (!astar.IsPointSolid(cell)) {
// The true Iron Curtain
// The true Iron Curtain
astar.SetPointWeightScale(cell, astar.GetPointWeightScale(cell) + 10000f);
}
}
@ -1494,67 +1541,67 @@ public partial class MapGenerator : TextureRect
{
float scaleMod = MapSize / 1024f; // equals 4 at 4096
// Trails: Thin brown
foreach (var path in _trailPaths) DrawPolyline(path, new Color(0.5f, 0.4f, 0.3f, 0.7f), 1.0f * scaleMod, true);
// Rugged: Thicker dark brown
foreach (var path in _ruggedPaths) DrawPolyline(path, new Color(0.35f, 0.25f, 0.15f), 1.5f * scaleMod, true);
// Trails: Thin brown
foreach (var path in _trailPaths) DrawPolyline(path, new Color(0.5f, 0.4f, 0.3f, 0.7f), 1.0f * scaleMod, true);
// Rugged: Thicker dark brown
foreach (var path in _ruggedPaths) DrawPolyline(path, new Color(0.35f, 0.25f, 0.15f), 1.5f * scaleMod, true);
// Main Roads: Solid Black
foreach (var path in _branchPaths) DrawPolyline(path, Colors.Black, 1.0f * scaleMod, true);
// Main Roads: Solid Black
foreach (var path in _branchPaths) DrawPolyline(path, Colors.Black, 1.0f * scaleMod, true);
// Highway: Thick Red
foreach (var path in _highwayPaths) DrawPolyline(path, new Color(0.9f, 0.1f, 0.1f), 2.0f * scaleMod, true);
// Highway: Thick Red
foreach (var path in _highwayPaths) DrawPolyline(path, new Color(0.9f, 0.1f, 0.1f), 2.0f * scaleMod, true);
// Draw Towns
foreach (var town in _towns) {
float radius = (town.Tier == TownTier.Capitol) ? 12f : (town.Tier == TownTier.Hub ? 8f : 4f);
radius *= scaleMod; // Scale the circles up!
Color c = town.IsHighwayNode ? Colors.Yellow : (town.Tier == TownTier.Outpost ? Colors.Cyan : Colors.Orange);
if (town.Tier == TownTier.IslandLoot) c = Colors.Red;
if (town.Tier == TownTier.MiniPOI) { radius = 2.5f * scaleMod; c = Colors.SaddleBrown; }
// Draw Towns
foreach (var town in _towns) {
float radius = (town.Tier == TownTier.Capitol) ? 12f : (town.Tier == TownTier.Hub ? 8f : 4f);
radius *= scaleMod; // Scale the circles up!
Color c = town.IsHighwayNode ? Colors.Yellow : (town.Tier == TownTier.Outpost ? Colors.Cyan : Colors.Orange);
if (town.Tier == TownTier.IslandLoot) c = Colors.Red;
if (town.Tier == TownTier.MiniPOI) { radius = 2.5f * scaleMod; c = Colors.SaddleBrown; }
DrawCircle(town.Position, radius + (1.5f * scaleMod), Colors.Black);
DrawCircle(town.Position, radius, c);
}
DrawCircle(town.Position, radius + (1.5f * scaleMod), Colors.Black);
DrawCircle(town.Position, radius, c);
}
}
}
// Place this at the very bottom of the file!
public partial class MapDrawProxy : Control
{
public MapGenerator Source;
public MapGenerator Source;
public override void _Draw()
{
if (Source == null) return;
float scaleMod = Source.MapSize / 1024f;
public override void _Draw()
{
if (Source == null) return;
float scaleMod = Source.MapSize / 1024f;
foreach (var path in Source._trailPaths)
DrawPolyline(path, new Color(0.5f, 0.4f, 0.3f, 0.7f), 1.0f * scaleMod, true);
foreach (var path in Source._trailPaths)
DrawPolyline(path, new Color(0.5f, 0.4f, 0.3f, 0.7f), 1.0f * scaleMod, true);
foreach (var path in Source._ruggedPaths)
DrawPolyline(path, new Color(0.35f, 0.25f, 0.15f), 1.5f * scaleMod, true);
foreach (var path in Source._ruggedPaths)
DrawPolyline(path, new Color(0.35f, 0.25f, 0.15f), 1.5f * scaleMod, true);
foreach (var path in Source._branchPaths)
DrawPolyline(path, Colors.Black, 1.0f * scaleMod, true);
foreach (var path in Source._branchPaths)
DrawPolyline(path, Colors.Black, 1.0f * scaleMod, true);
foreach (var path in Source._highwayPaths)
DrawPolyline(path, new Color(0.9f, 0.1f, 0.1f), 2.0f * scaleMod, true);
foreach (var path in Source._highwayPaths)
DrawPolyline(path, new Color(0.9f, 0.1f, 0.1f), 2.0f * scaleMod, true);
foreach (var town in Source._towns)
{
float radius = (town.Tier == TownTier.Capitol) ? 12f : (town.Tier == TownTier.Hub ? 8f : 4f);
radius *= scaleMod;
foreach (var town in Source._towns)
{
float radius = (town.Tier == TownTier.Capitol) ? 12f : (town.Tier == TownTier.Hub ? 8f : 4f);
radius *= scaleMod;
Color c = town.IsHighwayNode ? Colors.Yellow : (town.Tier == TownTier.Outpost ? Colors.Cyan : Colors.Orange);
if (town.Tier == TownTier.IslandLoot) c = Colors.Red;
if (town.Tier == TownTier.MiniPOI) { radius = 2.5f * scaleMod; c = Colors.SaddleBrown; }
Color c = town.IsHighwayNode ? Colors.Yellow : (town.Tier == TownTier.Outpost ? Colors.Cyan : Colors.Orange);
if (town.Tier == TownTier.IslandLoot) c = Colors.Red;
if (town.Tier == TownTier.MiniPOI) { radius = 2.5f * scaleMod; c = Colors.SaddleBrown; }
DrawCircle(town.Position, radius + (1.5f * scaleMod), Colors.Black);
DrawCircle(town.Position, radius, c);
}
}
}
DrawCircle(town.Position, radius + (1.5f * scaleMod), Colors.Black);
DrawCircle(town.Position, radius, c);
}
}
}

View file

@ -200,8 +200,12 @@ public partial class RoundTripHarness : Node
}
var ca = a.TerrainCurve; var cb = b.TerrainCurve;
bool same = ca.Version == cb.Version;
float[] fa = { ca.T1, ca.T2, ca.T3, ca.T4, ca.SpikeMax, ca.Sea, ca.OrangeCeil, ca.RedCeil, ca.PlateauLo, ca.PlateauHi, ca.PeakCap, ca.TailSlope };
float[] fb = { cb.T1, cb.T2, cb.T3, cb.T4, cb.SpikeMax, cb.Sea, cb.OrangeCeil, cb.RedCeil, cb.PlateauLo, cb.PlateauHi, cb.PeakCap, cb.TailSlope };
float[] fa = { ca.T1, ca.T2, ca.T3, ca.T4, ca.SpikeMax, ca.Sea, ca.OrangeCeil, ca.RedCeil, ca.PlateauLo, ca.PlateauHi, ca.PeakCap, ca.TailSlope,
ca.BenchAmp, ca.PlateauAmp, ca.ShelfSpanMin, ca.ShelfSpanMax, ca.ElevFreqIslands, ca.StrengthFreqIslands,
ca.BenchSeedOffset, ca.PlateauSeedOffset, ca.StrengthSeedOffset };
float[] fb = { cb.T1, cb.T2, cb.T3, cb.T4, cb.SpikeMax, cb.Sea, cb.OrangeCeil, cb.RedCeil, cb.PlateauLo, cb.PlateauHi, cb.PeakCap, cb.TailSlope,
cb.BenchAmp, cb.PlateauAmp, cb.ShelfSpanMin, cb.ShelfSpanMax, cb.ElevFreqIslands, cb.StrengthFreqIslands,
cb.BenchSeedOffset, cb.PlateauSeedOffset, cb.StrengthSeedOffset };
for (int i = 0; i < fa.Length; i++)
if (System.BitConverter.SingleToInt32Bits(fa[i]) != System.BitConverter.SingleToInt32Bits(fb[i])) same = false;
if (!same) { GD.PrintErr("[Harness] TCRV fields differ."); return false; }