docs: TCRV section entry + TerrainCurve config note + 0_height snapshot (terrain-water task 05)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -11,6 +11,11 @@ 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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When `TerrainCurve: "v1"` (the default), the calibrated height-redistribution curve
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(`HeightCurve.cs` — flat farmable lowlands, 50 m plateau shelf, 220 m peak cap) reshapes
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above-sea terrain after noise/falloff/Trench and before the crater carve; biome
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classification reads a retained uncurved map, so biomes are identical either way. Drops the
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`0_height` hillshade snapshot (hypsometric bands × NW hillshade) in both modes.
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3. **Sea level and water** — sea level per the configured model (`SeaLevelModel`: `"flat"` scalar
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— the default, `SeaLevelValue` 0.15 — or the legacy `"field"` latitude Lerp); flood fill
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separates true ocean from inland lakes; a mainland fill guarantees one contiguous landmass.
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@ -65,9 +70,10 @@ Road colours on the snapshot, useful for identifying a road: **red** = Highway,
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### Outputs
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`MapData_Seed_<seed>.dat` (v2), `MapData_Seed_<seed>_v1.dat` (legacy dual-write), and the staged
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snapshots `Map_Seed_<seed>_{0_water,1_biomes,2_towns,3_roads}.png`, all to `user://`. (`0_water`
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is painted from the water stage's own outputs — ocean deep blue, lakes lighter blue, land neutral;
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`3_roads` is absent on a SkipRoads run.)
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snapshots `Map_Seed_<seed>_{0_height,0_water,1_biomes,2_towns,3_roads}.png`, all to `user://`.
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(`0_height` is the hypsometric hillshade of the curved terrain; `0_water` is painted from the
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water stage's own outputs — ocean deep blue, lakes lighter blue, land neutral; `3_roads` is
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absent on a SkipRoads run.)
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## `RoundTripHarness.cs`
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