feat: blueprint v2 envelope — writer, dual-write, round-trip harness (terrain-water task 02)
v2 tagged-section container (D-030): raw ISLA magic + u32 version gate, [u32 tag][u64 length][payload] sections — params (resolved generation inputs incl. impact centre), heights f32, biomes u8, towns with the highway-node flag, four road tiers identified by tag not position. - BlueprintFormat.cs: the single tag/constant registry. - BlueprintWriter.WriteV2: blueprint-typed, callable outside a generation run; generator and harness are both just callers. - ExportMapData dual-writes: v2 under the primary seed name, legacy v1 beside it as _v1.dat (safety net; removal is a future task). - MapDataParser: LoadMapDataFromPath entry point; v1 parse body extracted intact as LoadV1 (v2 reader lands in the next commit). - RoundTripHarness scene: load v1 -> write v2 -> load v2 -> semantic equality, headless, seconds per cycle. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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6 changed files with 494 additions and 9 deletions
54
Core/Scripts/BlueprintFormat.cs
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54
Core/Scripts/BlueprintFormat.cs
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@ -0,0 +1,54 @@
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namespace IslaApocalypse.Core
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{
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/// <summary>
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/// The single registry of constants for the v2 blueprint container — magic, version,
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/// section tags, validation bounds, and the sentinel values used when a v2 file is
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/// re-encoded from a v1 source that cannot supply real generation parameters.
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///
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/// The byte-accurate layout lives in Core/Scripts/BLUEPRINT_FORMAT.md. Writer:
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/// BlueprintWriter.WriteV2. Reader: MapDataParser (v2 branch). Tags are FourCC codes
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/// stored as little-endian u32, so the raw bytes on disk read as ASCII ("PRMS", "HGTS",
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/// ...) in a hex dump.
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/// </summary>
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public static class BlueprintFormat
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{
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// "ISLA" as raw bytes 'I','S','L','A' == little-endian u32 0x414C5349.
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// Deliberately NOT a length-prefixed .NET string: the v1 header starts with the
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// 7-bit length prefix 0x07, so the first byte alone (0x49 vs 0x07) identifies the
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// format and the reader can dispatch without ambiguity.
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public const uint MAGIC = 0x414C5349;
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public const uint VERSION = 2;
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// Section tags (FourCC, little-endian). Reader rule: known tag -> parse,
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// unknown tag -> skip by length and continue. Never reuse a retired tag value.
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public const uint TAG_PARAMS = 0x534D5250; // "PRMS"
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public const uint TAG_HEIGHTS = 0x53544748; // "HGTS"
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public const uint TAG_BIOMES = 0x4D4F4942; // "BIOM"
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public const uint TAG_TOWNS = 0x4E574F54; // "TOWN"
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public const uint TAG_ROADS_HIGHWAY = 0x57484452; // "RDHW"
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public const uint TAG_ROADS_BRANCH = 0x52424452; // "RDBR"
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public const uint TAG_ROADS_RUGGED = 0x47524452; // "RDRG"
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public const uint TAG_ROADS_TRAIL = 0x4C544452; // "RDTL"
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// MapSize sanity bounds, checked before any allocation on read.
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public const int MIN_MAP_SIZE = 256;
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public const int MAX_MAP_SIZE = 32768;
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// Sentinels written into the params section when the source blueprint came from a
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// v1 file (a re-encode cannot know the original generation inputs). WorldSeed 0 is
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// also the config "randomize" sentinel, which no real resolved seed ever is.
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public const int SENTINEL_WORLD_SEED = 0;
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public const float SENTINEL_CRATER_RADIUS = -1f;
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public const float SENTINEL_DENSITY_MULTIPLIER = -1f;
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public const float SENTINEL_IMPACT_CENTER = -1f; // both components
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/// <summary>Renders a tag as its 4 ASCII characters, for log messages.</summary>
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public static string TagToString(uint tag)
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{
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return new string(new[] {
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(char)(tag & 0xFF), (char)((tag >> 8) & 0xFF),
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(char)((tag >> 16) & 0xFF), (char)((tag >> 24) & 0xFF)
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});
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}
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}
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}
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165
Core/Scripts/BlueprintWriter.cs
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165
Core/Scripts/BlueprintWriter.cs
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@ -0,0 +1,165 @@
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using Godot;
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using System;
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using System.IO;
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namespace IslaApocalypse.Core
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{
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/// <summary>
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/// Writes a WorldBlueprint to disk in the v2 tagged-section container
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/// (layout: Core/Scripts/BLUEPRINT_FORMAT.md; constants: BlueprintFormat).
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///
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/// Deliberately written against the blueprint data types, not the generator's
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/// internal arrays, so it is callable outside a generation run — the map generator
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/// and the round-trip harness are both just callers.
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///
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/// Provenance (timestamp, git hash) is stamped at write time — it describes the
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/// file being written, not whatever was in blueprint.Params. If blueprint.Params is
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/// null (a re-encode of a legacy v1 file), the sentinel values from BlueprintFormat
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/// are written instead of real generation inputs.
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/// </summary>
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public static class BlueprintWriter
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{
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public static void WriteV2(string absolutePath, WorldBlueprint bp)
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{
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ulong started = Time.GetTicksMsec();
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using (FileStream stream = File.Open(absolutePath, FileMode.Create))
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using (BinaryWriter writer = new BinaryWriter(stream))
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{
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// Header: raw "ISLA" magic + u32 version. Little-endian throughout.
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writer.Write(BlueprintFormat.MAGIC);
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writer.Write(BlueprintFormat.VERSION);
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WriteSection(writer, BlueprintFormat.TAG_PARAMS, w => WriteParams(w, bp));
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WriteSection(writer, BlueprintFormat.TAG_HEIGHTS, w => WriteHeights(w, bp));
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WriteSection(writer, BlueprintFormat.TAG_BIOMES, w => WriteBiomes(w, bp));
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WriteSection(writer, BlueprintFormat.TAG_TOWNS, w => WriteTowns(w, bp));
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WriteSection(writer, BlueprintFormat.TAG_ROADS_HIGHWAY, w => WriteRoadTier(w, bp.Highways));
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WriteSection(writer, BlueprintFormat.TAG_ROADS_BRANCH, w => WriteRoadTier(w, bp.BranchRoads));
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WriteSection(writer, BlueprintFormat.TAG_ROADS_RUGGED, w => WriteRoadTier(w, bp.RuggedRoads));
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WriteSection(writer, BlueprintFormat.TAG_ROADS_TRAIL, w => WriteRoadTier(w, bp.TrailRoads));
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}
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double seconds = (Time.GetTicksMsec() - started) / 1000.0;
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Vector2 impact = bp.Params?.ImpactCenter
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?? new Vector2(BlueprintFormat.SENTINEL_IMPACT_CENTER, BlueprintFormat.SENTINEL_IMPACT_CENTER);
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GD.Print($"[BlueprintWriter] v2 blueprint written in {seconds:F1}s to: {absolutePath} " +
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$"(seed {bp.Params?.WorldSeed ?? BlueprintFormat.SENTINEL_WORLD_SEED}, " +
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$"MapSize {bp.MapSize}, impactCenter ({impact.X:F1},{impact.Y:F1}))");
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}
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/// <summary>
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/// Frames one section: [u32 tag][u64 payload-length][payload]. The length is
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/// back-patched after the payload is written, so payload writers never have to
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/// pre-compute their own size.
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/// </summary>
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private static void WriteSection(BinaryWriter writer, uint tag, Action<BinaryWriter> payload)
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{
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writer.Write(tag);
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long lengthPos = writer.BaseStream.Position;
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writer.Write((ulong)0);
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long payloadStart = writer.BaseStream.Position;
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payload(writer);
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long payloadEnd = writer.BaseStream.Position;
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writer.BaseStream.Position = lengthPos;
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writer.Write((ulong)(payloadEnd - payloadStart));
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writer.BaseStream.Position = payloadEnd;
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}
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private static void WriteParams(BinaryWriter writer, WorldBlueprint bp)
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{
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BlueprintParams p = bp.Params;
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writer.Write(p?.WorldSeed ?? BlueprintFormat.SENTINEL_WORLD_SEED);
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writer.Write(bp.MapSize); // always real — the blueprint knows its own size
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writer.Write(p?.CraterRadius ?? BlueprintFormat.SENTINEL_CRATER_RADIUS);
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writer.Write(p?.DensityMultiplier ?? BlueprintFormat.SENTINEL_DENSITY_MULTIPLIER);
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Vector2 impact = p?.ImpactCenter
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?? new Vector2(BlueprintFormat.SENTINEL_IMPACT_CENTER, BlueprintFormat.SENTINEL_IMPACT_CENTER);
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writer.Write(impact.X);
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writer.Write(impact.Y);
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// Provenance, stamped now (length-prefixed .NET strings — fine inside a
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// length-framed section; only the file HEADER must avoid them).
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writer.Write(DateTime.UtcNow.ToString("yyyy-MM-ddTHH:mm:ssZ"));
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writer.Write(TryGetGitShortHash());
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}
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private static void WriteHeights(BinaryWriter writer, WorldBlueprint bp)
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{
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// X outer / Y inner — the v1 convention, kept: the second index is the map's
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// north/south axis and the server consumes it as world Z.
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int n = bp.MapSize;
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for (int x = 0; x < n; x++)
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for (int y = 0; y < n; y++)
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writer.Write(bp.HeightMap[x, y]);
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}
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private static void WriteBiomes(BinaryWriter writer, WorldBlueprint bp)
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{
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int n = bp.MapSize;
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for (int x = 0; x < n; x++)
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{
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for (int y = 0; y < n; y++)
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{
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int ordinal = (int)bp.BiomeMap[x, y];
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if (ordinal < 0 || ordinal > byte.MaxValue)
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throw new InvalidDataException(
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$"[BlueprintWriter] Biome ordinal {ordinal} at ({x},{y}) does not fit in a byte.");
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writer.Write((byte)ordinal);
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}
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}
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}
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private static void WriteTowns(BinaryWriter writer, WorldBlueprint bp)
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{
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writer.Write(bp.Towns.Count);
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foreach (TownLocation town in bp.Towns)
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{
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int tier = (int)town.Tier;
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if (tier < 0 || tier > byte.MaxValue)
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throw new InvalidDataException(
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$"[BlueprintWriter] TownTier ordinal {tier} does not fit in a byte.");
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writer.Write(town.Position.X);
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writer.Write(town.Position.Y);
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writer.Write((byte)tier);
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writer.Write(town.IsHighwayNode ? (byte)1 : (byte)0);
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}
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}
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private static void WriteRoadTier(BinaryWriter writer, System.Collections.Generic.List<Vector2[]> paths)
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{
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writer.Write(paths.Count);
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foreach (Vector2[] path in paths)
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{
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writer.Write(path.Length);
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foreach (Vector2 p in path) { writer.Write(p.X); writer.Write(p.Y); }
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}
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}
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/// <summary>
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/// Best-effort short hash of the generator repo (reads res://.git directly, no
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/// git invocation). Returns "" when unavailable — e.g. an exported build.
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/// </summary>
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private static string TryGetGitShortHash()
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{
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try
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{
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string gitDir = Path.Combine(ProjectSettings.GlobalizePath("res://"), ".git");
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string head = File.ReadAllText(Path.Combine(gitDir, "HEAD")).Trim();
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if (head.StartsWith("ref: "))
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{
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string refPath = Path.Combine(gitDir, head.Substring(5));
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if (!File.Exists(refPath)) return "";
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head = File.ReadAllText(refPath).Trim();
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}
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return head.Length >= 8 ? head.Substring(0, 8) : head;
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}
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catch
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{
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return "";
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}
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}
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}
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}
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@ -11,6 +11,29 @@ namespace IslaApocalypse.Core
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{
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public Vector2 Position;
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public TownTier Tier;
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// Whether the generator marked this settlement as a highway node (it drives the
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// road topology at generation time). Carried by the v2 blueprint; always false
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// when loading a legacy v1 file, which never stored it. Nothing server-side
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// consumes it yet — it is carried and exposed, not acted on.
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public bool IsHighwayNode;
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}
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/// <summary>
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/// The resolved generation inputs embedded in a v2 blueprint, so a file is
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/// self-describing and config desync is detectable. Null on a legacy v1 load.
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/// A v2 file re-encoded from a v1 source carries the BlueprintFormat sentinel
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/// values instead of real inputs.
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/// </summary>
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public class BlueprintParams
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{
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public int WorldSeed; // the generator's RESOLVED noise seed (names the file)
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public int MapSize;
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public float CraterRadius;
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public float DensityMultiplier;
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public Vector2 ImpactCenter; // the crater's _impactCenter, in map pixels
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public string GeneratedUtc = ""; // stamped at write time, ISO-8601
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public string GeneratorGitHash = ""; // short hash of the generator repo, "" if unknown
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}
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public class WorldBlueprint
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public float[,] HeightMap;
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public Biome[,] BiomeMap;
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public List<TownLocation> Towns = new List<TownLocation>();
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// All 4 road tiers!
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public List<Vector2[]> Highways = new List<Vector2[]>();
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public List<Vector2[]> BranchRoads = new List<Vector2[]>();
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public List<Vector2[]> RuggedRoads = new List<Vector2[]>();
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public List<Vector2[]> TrailRoads = new List<Vector2[]>();
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// Which on-disk format this blueprint was parsed from (1 or 2), and the embedded
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// generation parameters. Params is null when the source was a legacy v1 file.
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public int FormatVersion = 1;
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public BlueprintParams Params;
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}
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// 2. The Parser Utility
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@ -33,18 +61,41 @@ namespace IslaApocalypse.Core
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public static WorldBlueprint LoadMapData(string seedStr)
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{
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string filePath = ProjectSettings.GlobalizePath($"user://MapData_Seed_{seedStr}.dat");
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return LoadMapDataFromPath(filePath);
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}
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/// <summary>
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/// Loads a blueprint from an explicit absolute path. Same result as LoadMapData;
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/// exists so tooling (the round-trip harness) can load files that do not follow
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/// the seed-derived naming.
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/// </summary>
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public static WorldBlueprint LoadMapDataFromPath(string filePath)
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{
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if (!File.Exists(filePath))
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{
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GD.PrintErr($"[MapDataParser] CRITICAL ERROR: Map file not found at {filePath}");
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return null;
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}
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WorldBlueprint blueprint = new WorldBlueprint();
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using (FileStream stream = File.OpenRead(filePath))
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{
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using (BinaryReader reader = new BinaryReader(stream))
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{
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return LoadV1(reader);
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}
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}
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}
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// ===============================================================
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// LEGACY v1 PARSE PATH — the original "ISLA_V1" positional format.
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// Kept intact and untouched; do not extend it. New content belongs
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// in the v2 tagged-section format.
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// ===============================================================
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private static WorldBlueprint LoadV1(BinaryReader reader)
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{
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WorldBlueprint blueprint = new WorldBlueprint();
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{
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{
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// 1. Header Validation (CRITICAL: Must read string first to align bytes!)
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string header = reader.ReadString();
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@ -122,7 +173,7 @@ namespace IslaApocalypse.Core
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}
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}
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GD.Print($"[MapDataParser] Successfully loaded Blueprint for Seed {seedStr}. Dimension: {blueprint.MapSize}x{blueprint.MapSize}.");
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GD.Print($"[MapDataParser] Successfully loaded v1 Blueprint. Dimension: {blueprint.MapSize}x{blueprint.MapSize}.");
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return blueprint;
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}
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}
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