fix: IslandAxis defaults to the gate's verdict, 1.15/0.90 (terrain-water task 13)
Task 11 shipped 1.30/0.78 as the default; the developer's gate REJECTED that elongation. The defaults stayed rejected, so any generation that omitted the two keys silently produced the rejected island and a different biome baseline (task 11 measured elongation at 12-15% of biome pixels). The developer's own ServerConfig.json omits them. Flagged in task 12 §4, fixed here. Both defaults now name LEGACY_AXIS_X/Y, so the default and the bad-value restore point at one place instead of drifting apart. VERIFIED, not assumed: generated seed 1825907253 with IslandAxisX/Y absent from ServerConfig.json entirely -- the generator reports "Island falloff: axis 1.15x/0.90y". Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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@ -52,20 +52,26 @@ namespace IslaApocalypse.Core // Change this if your namespace is different
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// A/B. The shelf cannot move the waterline, so biomes and water are identical
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// either way. Default: wide.
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//
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// IslandAxisX/Y: the falloff axis ratios (pre-task-11: 1.15 / 0.90). NOTE,
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// measured: the island is already Trench-clamped in x at ~90% of the map
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// width, so AxisX is a weak lever — aspect responds almost entirely to AxisY.
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// These MOVE THE COASTLINE and therefore move biomes, by design.
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// IslandAxisX/Y: the falloff axis ratios. These MOVE THE COASTLINE and
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// therefore move biomes, so the DEFAULT is the shape the gate approved.
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// Task 11 shipped 1.30/0.78 as the default and the developer's gate REJECTED
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// that elongation; the defaults are back to 1.15/0.90 so that omitting the
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// keys can no longer silently produce the rejected island (task 12 §4).
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// NOTE, measured in task 11: the island is already Trench-clamped in x at
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// ~90% of the map width, so AxisX is a weak lever — aspect responds almost
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// entirely to AxisY, which trades against land area.
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//
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// OffshoreIslandDensity: fraction of the ocean noise field above the islet
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// threshold. 0 disables the layer. Islets never touch the Trench and are held
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// off the mainland by a depth moat.
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public static string CoastProfile = "wide";
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public static float IslandAxisX = 1.30f;
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public static float IslandAxisY = 0.78f;
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public static float IslandAxisX = LEGACY_AXIS_X; // 1.15 — the gate's verdict
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public static float IslandAxisY = LEGACY_AXIS_Y; // 0.90
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public static float OffshoreIslandDensity = 0.02f;
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// The pre-task-11 axis ratios, so "steep"/legacy runs can restore them exactly.
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// The gate-approved island shape, named so the defaults above and the bad-value
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// restore below both point at one place. (`const`, so using it in a field
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// initialiser declared earlier resolves at compile time.)
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public const float LEGACY_AXIS_X = 1.15f;
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public const float LEGACY_AXIS_Y = 0.90f;
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