roads: enable Rugged+Trail carving + per-tier character (D-022)
All four road tiers now carve into the 3D world. Rugged and Trail were generated, exported and parsed all along, but nothing ever consumed them — which is why county roads visible on the 2D map did not exist in 3D. Tier identity is now carried into the carve via a RoadSegment struct, so each tier gets its own width, shoulder and grade-smoothing from one tunable block in Constants: highways widest and holding a grade, trails narrow and hugging the land. Rugged and Trail surface as dirt rather than asphalt. Because tiers now have different reach, nearest-by-distance was no longer a sound way to pick the governing road — a nearby footpath could shadow a highway whose shoulder still covered the column. The carve now considers only roads whose shoulder actually reaches, and takes the closest of those. The per-chunk cull pad is derived from the widest shoulder plus a margin, so widening a road cannot silently truncate it at chunk edges. Untouched: density field, Marching Cubes interpolation/welding, chunk dims, the .dat contract, the 2D A* generation, and mesher normals. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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7 changed files with 255 additions and 130 deletions
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@ -4,6 +4,25 @@ using IslaApocalypse.Core;
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namespace IslaApocalypse.Server
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{
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/// <summary>
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/// One straight stretch of road, plus which tier it belongs to. The tier is what
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/// decides how wide and how smoothly it gets carved (D-022) — before this existed,
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/// every road was bulldozed to the same dimensions regardless of what it was.
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/// </summary>
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public struct RoadSegment
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{
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public Vector2 A;
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public Vector2 B;
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public RoadTier Tier;
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public RoadSegment(Vector2 a, Vector2 b, RoadTier tier)
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{
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A = a;
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B = b;
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Tier = tier;
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}
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}
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public partial class ServerChunkManager : Node
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{
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private WorldBlueprint _blueprint;
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@ -73,33 +92,40 @@ namespace IslaApocalypse.Server
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int startX = chunkCoord.X * Constants.CHUNK_SIZE_X;
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int startZ = chunkCoord.Y * Constants.CHUNK_SIZE_Z;
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// --- NEW: SPATIAL CULLING FOR ROADS ---
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// Create a bounding box for this chunk, plus a 15-meter padding to account for the road's dirt shoulders
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Rect2 chunkBounds = new Rect2(startX - 15, startZ - 15, Constants.CHUNK_SIZE_X + 30, Constants.CHUNK_SIZE_Z + 30);
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List<Vector2[]> localRoadSegments = new List<Vector2[]>();
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// --- SPATIAL CULLING FOR ROADS ---
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// Bounding box for this chunk, padded so a road running just outside it still
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// carves its shoulder in. The pad comes from the widest shoulder any tier has
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// (plus a margin), so widening a road can't silently outgrow this and clip
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// roads off at chunk edges.
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float roadPad = Constants.MAX_SHOULDER_RADIUS + Constants.ROAD_CULL_MARGIN;
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Rect2 chunkBounds = new Rect2(
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startX - roadPad, startZ - roadPad,
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Constants.CHUNK_SIZE_X + roadPad * 2, Constants.CHUNK_SIZE_Z + roadPad * 2);
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// Filter Highways: Only save the segments that actually cross this specific chunk!
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foreach (var highway in _blueprint.Highways) {
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for (int i = 0; i < highway.Length - 1; i++) {
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Vector2 a = highway[i];
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Vector2 b = highway[i+1];
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Rect2 segBounds = new Rect2(Mathf.Min(a.X, b.X), Mathf.Min(a.Y, b.Y), Mathf.Abs(b.X - a.X), Mathf.Abs(b.Y - a.Y));
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if (chunkBounds.Intersects(segBounds.Grow(1.0f))) {
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localRoadSegments.Add(new Vector2[] { a, b });
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}
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}
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}
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// Filter Branch Roads
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foreach (var branch in _blueprint.BranchRoads) {
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for (int i = 0; i < branch.Length - 1; i++) {
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Vector2 a = branch[i];
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Vector2 b = branch[i+1];
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Rect2 segBounds = new Rect2(Mathf.Min(a.X, b.X), Mathf.Min(a.Y, b.Y), Mathf.Abs(b.X - a.X), Mathf.Abs(b.Y - a.Y));
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if (chunkBounds.Intersects(segBounds.Grow(1.0f))) {
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localRoadSegments.Add(new Vector2[] { a, b });
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List<RoadSegment> localRoadSegments = new List<RoadSegment>();
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// Keep only the segments that actually reach this chunk, and remember which
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// TIER each came from — that is what decides how wide and smooth it carves.
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void CollectSegments(List<Vector2[]> paths, RoadTier tier)
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{
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foreach (var path in paths) {
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for (int i = 0; i < path.Length - 1; i++) {
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Vector2 a = path[i];
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Vector2 b = path[i+1];
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Rect2 segBounds = new Rect2(Mathf.Min(a.X, b.X), Mathf.Min(a.Y, b.Y), Mathf.Abs(b.X - a.X), Mathf.Abs(b.Y - a.Y));
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if (chunkBounds.Intersects(segBounds.Grow(1.0f))) {
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localRoadSegments.Add(new RoadSegment(a, b, tier));
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}
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}
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}
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}
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// All four tiers now carve. Rugged and Trail are the county roads — they were
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// generated and saved all along, but nothing ever consumed them.
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CollectSegments(_blueprint.Highways, RoadTier.Highway);
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CollectSegments(_blueprint.BranchRoads, RoadTier.Branch);
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CollectSegments(_blueprint.RuggedRoads, RoadTier.Rugged);
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CollectSegments(_blueprint.TrailRoads, RoadTier.Trail);
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// ---------------------------------------
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for (int x = 0; x <= Constants.CHUNK_SIZE_X; x++)
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@ -112,9 +138,9 @@ namespace IslaApocalypse.Server
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if (globalX >= _blueprint.MapSize || globalZ >= _blueprint.MapSize || globalX < 0 || globalZ < 0)
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continue;
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float GetExactSurface(int gX, int gZ, out bool isRoad)
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float GetExactSurface(int gX, int gZ, out byte roadMaterial)
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{
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isRoad = false;
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roadMaterial = BlockRegistry.AIR; // 0 == "not a road"
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if (gX >= _blueprint.MapSize) gX = _blueprint.MapSize - 1;
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if (gZ >= _blueprint.MapSize) gZ = _blueprint.MapSize - 1;
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@ -125,67 +151,78 @@ namespace IslaApocalypse.Server
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if (localRoadSegments.Count == 0) return baseHeight;
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float finalHeight = baseHeight;
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float minDist = 9999f;
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Vector2 currentPos = new Vector2(gX, gZ);
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float roadRadius = 4.0f; // The flat asphalt part (8 meters total width)
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float shoulderRadius = 12.0f; // The sloped dirt/rock carving into the mountain
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float closestRoadElevation = baseHeight;
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// Details of the nearest road that actually REACHES us. Each tier has
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// its own reach, so "nearest" alone isn't enough — a footpath two
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// metres away must not shadow a highway whose shoulder still covers
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// us. We therefore ignore any road we're outside the shoulder of, and
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// take the closest of what's left.
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bool foundRoad = false;
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float bestDist = float.MaxValue;
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float bestRoadElevation = baseHeight;
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RoadProfile bestProfile = default;
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foreach (var seg in localRoadSegments)
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{
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RoadProfile profile = Constants.GetRoadProfile(seg.Tier);
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// 'alongT' tells us HOW FAR ALONG this segment the nearest point is
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// (0 = at the start point, 1 = at the end point).
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float dist = DistanceToLineSegment(currentPos, seg[0], seg[1], out float alongT);
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if (dist < minDist)
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{
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minDist = dist;
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if (dist <= shoulderRadius)
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{
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// F2 FIX — the road elevation is now taken at the point on the
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// segment CLOSEST TO US, not at the segment's midpoint.
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//
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// The old code gave every column near a segment that segment's
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// single midpoint height, so each stretch of road was one flat
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// plank and consecutive planks stepped up/down like a staircase.
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//
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// Two honest ways to read the height at our closest point:
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// rampElevation - a straight line between this segment's two
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// end points. Holds a grade; cuts and fills.
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// landElevation - the actual terrain under that point.
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// Hugs the land; inherits its bumps.
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// ROAD_GRADE_SMOOTHING dials between them (see D-021).
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//
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// Either way it varies CONTINUOUSLY as we move along the road,
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// which is what kills the steps. And because neighbouring
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// segments share an end point, the height matches exactly where
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// one segment hands over to the next — no seam at the joins.
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float rampElevation = Mathf.Lerp(HeightAtPixel(seg[0]), HeightAtPixel(seg[1]), alongT);
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float landElevation = HeightAtPixel(seg[0].Lerp(seg[1], alongT));
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float dist = DistanceToLineSegment(currentPos, seg.A, seg.B, out float alongT);
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closestRoadElevation = Mathf.Lerp(landElevation, rampElevation, Constants.ROAD_GRADE_SMOOTHING);
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}
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}
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if (dist > profile.ShoulderRadius) continue; // this road doesn't reach us
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if (dist >= bestDist) continue; // a closer one already won
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// F2 FIX — the road elevation is taken at the point on the segment
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// CLOSEST TO US, not at the segment's midpoint.
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//
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// The old code gave every column near a segment that segment's
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// single midpoint height, so each stretch of road was one flat
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// plank and consecutive planks stepped up/down like a staircase.
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//
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// Two honest ways to read the height at our closest point:
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// rampElevation - a straight line between this segment's two
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// end points. Holds a grade; cuts and fills.
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// landElevation - the actual terrain under that point.
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// Hugs the land; inherits its bumps.
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// The tier's GradeSmoothing dials between them (D-021 / D-022):
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// a highway holds its grade, a trail follows the ground.
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//
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// Either way it varies CONTINUOUSLY as we move along the road,
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// which is what kills the steps. And because neighbouring
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// segments share an end point, the height matches exactly where
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// one segment hands over to the next — no seam at the joins.
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float rampElevation = Mathf.Lerp(HeightAtPixel(seg.A), HeightAtPixel(seg.B), alongT);
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float landElevation = HeightAtPixel(seg.A.Lerp(seg.B, alongT));
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foundRoad = true;
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bestDist = dist;
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bestProfile = profile;
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bestRoadElevation = Mathf.Lerp(landElevation, rampElevation, profile.GradeSmoothing);
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}
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// THE BULLDOZER: Carve the terrain
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if (minDist <= roadRadius) {
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finalHeight = closestRoadElevation; // Flatten it completely!
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isRoad = true;
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} else if (minDist <= shoulderRadius) {
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// Smoothly interpolate from the flat road up/down to the natural mountain height
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float t = (minDist - roadRadius) / (shoulderRadius - roadRadius);
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t = t * t * (3f - 2f * t); // SmoothStep equation for a beautiful curved slope
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finalHeight = Mathf.Lerp(closestRoadElevation, baseHeight, t);
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// THE BULLDOZER: Carve the terrain, using the winning road's own dimensions.
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if (foundRoad)
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{
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if (bestDist <= bestProfile.RoadRadius) {
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finalHeight = bestRoadElevation; // Flatten it completely!
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roadMaterial = bestProfile.SurfaceMaterial;
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} else {
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// Smoothly interpolate from the flat road up/down to the natural mountain height
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float t = (bestDist - bestProfile.RoadRadius) / (bestProfile.ShoulderRadius - bestProfile.RoadRadius);
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t = t * t * (3f - 2f * t); // SmoothStep equation for a beautiful curved slope
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finalHeight = Mathf.Lerp(bestRoadElevation, baseHeight, t);
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}
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}
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return finalHeight;
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}
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// Pass the boolean out for the main voxel so we can paint it!
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bool isMainRoad = false;
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float exactSurfaceY = GetExactSurface(globalX, globalZ, out isMainRoad);
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// Pass the road surface out for the main voxel so we can paint it!
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// 0 (AIR) means this column is not part of any road.
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byte roadSurface = BlockRegistry.AIR;
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float exactSurfaceY = GetExactSurface(globalX, globalZ, out roadSurface);
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// We discard the 'out' variable for the normals using an underscore '_'
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float surfaceRight = GetExactSurface(globalX + 1, globalZ, out _);
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@ -198,7 +235,7 @@ namespace IslaApocalypse.Server
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// rounded height (unchanged) — but the colour no longer has to.
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newChunk.SurfaceHeights[x, z] = exactSurfaceY;
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newChunk.ColumnBiomes[x, z] = columnBiome;
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newChunk.ColumnIsRoad[x, z] = isMainRoad;
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newChunk.ColumnRoadMaterial[x, z] = roadSurface;
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float hRight = surfaceRight - exactSurfaceY;
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float hFwd = surfaceFwd - exactSurfaceY;
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@ -216,8 +253,8 @@ namespace IslaApocalypse.Server
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int blockY = Mathf.RoundToInt(exactSurfaceY);
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// THE PAINT: Pass isMainRoad into the Biome Palette!
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newChunk.BlockIDs[x, y, z] = BiomePalette.GetVoxelID(columnBiome, blockY, y, isMainRoad);
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// THE PAINT: Pass the road surface into the Biome Palette!
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newChunk.BlockIDs[x, y, z] = BiomePalette.GetVoxelID(columnBiome, blockY, y, roadSurface);
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}
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} // End of Z loop
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} // End of X loop
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