docs: island falloff, coast shelf, offshore islets (terrain-water task 11)
Tools/Scripts/README.md: the falloff dials and what they actually do -- including that IslandAxisX is a weak lever because the island is already Trench-clamped at ~90% of the map width, so nobody re-derives that the hard way. The spine crest fix, and an explicit note that the spine's AXIS is still a straight line down the map centre: known, deferred, its own task. BLUEPRINT_FORMAT.md config-knobs section: the three new dials, each labelled with whether it moves biomes. CoastProfile does NOT (it cannot move the waterline, so HGTS changes while BIOM/WBID/WBTB/WSRF stay bit-identical); IslandAxis* and OffshoreIslandDensity DO, by design. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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@ -122,6 +122,20 @@ body).
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follow the curved terrain. When on, `TCRV` records the effective parameters including the
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per-seed `spikeMax`.
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- **`CoastProfile`** (`"wide"` | `"steep"`, default `"wide"`) — the submarine shelf. The height
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curve is identity at and below sea level, so it never reshaped the seabed; `"wide"` compresses
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shallow depth so the shallows reach 2.4–2.9× further out. It is strictly positive for positive
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depth and therefore **cannot move the waterline**, so `HGTS` changes while `BIOM`, `WBID`,
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`WBTB` and `WSRF` stay bit-identical. `"steep"` is the pre-task-11 seabed.
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- **`IslandAxisX`** / **`IslandAxisY`** (default `1.30` / `0.78`; pre-task-11 `1.15` / `0.90`) —
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the falloff axis ratios, and the island's proportions. These **move the coastline**, so unlike
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the curve and detail work they legitimately change `BIOM` and the water sections: an elongated
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seed has a new biome baseline. Rejected (with a loud restore to legacy) if ≤ 0.01, which would
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divide by ~zero and silently yield an all-ocean map.
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- **`OffshoreIslandDensity`** (default `0.02`, `0` disables, clamped to 0.5) — the fraction of the
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offshore noise field above the islet threshold, calibrated per seed against the field's own
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distribution. Adds land, so it also moves `BIOM` and the water sections.
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### Deliberately NOT a section: basins (`BSIN`)
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The priority-flood pit-fill that runs in the water-bodies stage is **diagnostics only** and
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@ -11,6 +11,21 @@ Generates the entire 2D blueprint. Roughly in order:
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2. **Topography** — FastNoiseLite base height plus a mountain spine, minus a squircle distance
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falloff, giving a guaranteed island. Noise frequency is divided by `scaleFactor`
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(`MapSize / 1024f`) so terrain features stay the same real-world size at any map profile.
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The island's proportions are the `IslandAxisX`/`IslandAxisY` dials (`1.30`/`0.78`; the
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pre-task-11 shape was `1.15`/`0.90`). **`IslandAxisX` is a weak lever** — the island is
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already Trench-clamped at ~90 % of the map width, so aspect responds almost entirely to
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`IslandAxisY`, which trades against land area. These move the coastline, so they move biomes.
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The mountain spine shares `IslandAxisX` for its width, and its crest is rounded
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(`IslandFalloff.SmoothAbs`) — `1 - |x - centre|` used to peak with a slope discontinuity that
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was, measured, the largest slope step on the map outside the Trench walls. **The spine's AXIS
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is still a straight line down the map centre; that is known, deferred, and its own task.**
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With `CoastProfile: "wide"` (the default) the *seabed* leaving the shoreline is shelved
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(`IslandFalloff.CoastShelf`): the height curve is identity at and below sea level, so it never
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reached the water, and the shoreline used to shelve gently on land then drop 6.7× steeper the
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moment it went under. The shelf cannot move the waterline — it is strictly positive for
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positive depth — so biomes and water are bit-identical with it on or off. `OffshoreIslandDensity`
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(`0.02`, `0` disables) seeds sparse discoverable islets in the open ocean; they are held off the
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mainland by a depth moat and out of the Trench by a distance mask, both by construction.
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When `TerrainCurve: "v5"` (the default — the task-09 gate's BALANCED winner), the calibrated
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height-redistribution curve
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(`HeightCurve.cs` — the terraced ascent with spatially modulated shelves: flat farmable
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