Executes the frozen task-21b plan as real terrain — the first river pass to
modify the render map. NO WATER (part 2b waters the gated routing style).
RiverCarvePass (D-035 numeric): reruns DrainageAnalysis in-pipeline
(deterministic — same seed, same eroded surface, same plan), routes each routed
giant's lowland reach to the nearest ocean by deterministic Dijkstra under two
config-gated cost models — 'short' (distance + uphill penalty; heads direct) vs
'lowground' (cost ~ elevation above sea; follows the lowest ground and
meanders) — then carves every promoted course as a parabolic channel with a
smoothstep shoulder. Width/depth grow downstream with sqrt(drainage); bed
profile forced monotone non-increasing toward the outlet (water must flow) and
clamped to sea + RiverSeaMargin EVERYWHERE, with below-sea cells read-only and
the crater core excluded — the erosion flood-guard discipline, asserted per
generation by the water-pixel A/B (throws on any change).
Pipeline slot: AFTER GenerateTowns (towns read the render map for land/slope/
water checks — carving first would move towns and destabilise every A/B) and
BEFORE roads (a full run's A* should see the beds).
ISLA_SERVER_CONFIG env override added to ConfigManager: batch/A-B tooling loads
an alternate config file and the developer's live ServerConfig.json is never
written by tooling again (the task-19 restore near-miss class is retired).
Measured, seed 1280587109 (both variants): oracle md5-identical to baseline
(BIOM/WBID bitwise equal), 0 newly-below-sea cells, below-sea untouched, island
top 457.65 m exact, lowest carved cell exactly sea+margin (37.85 m), and
Rivers='off' is bitwise identical to the task-19 blueprint. All routed giants
reach the ocean in both styles. Wander (polyline/straight): SHORT 1.02-1.06 vs
LOWGROUND 1.24-1.38; SHORT carves 811k m3 (cuts through rises, max cumulative
cut 14.6 m), LOWGROUND 481k m3 (goes around, 14.3 m). Pass cost ~25 s (plan
21 s, routing 1.4-2.5 s, carve 0.3 s).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Still PURE ANALYSIS — zero terrain change, zero water; the source blueprint is
never written (md5-verified). Extends task 21 per the developer's b+c decision:
promote ~5-6 rivers, the natural ocean trunks PLUS the top endorheic giants.
Giants (top GiantCount terminal basins by per-basin total inflow) get their main
stem anchored on the STRONGEST FEEDER into the basin, not the basin's deepest
cell — on a flat basin floor the deepest cell sees only local trickles (the
task-21 lesson applied to stems). Classification is by what the terminal BASIN
holds, not the stem's single pooling cell (a stem can pool on dry ground a few
hundred px short of its lagoon and still be a lagoon river): basin holds a
classify lake -> LAKE-ENDER; dry pan -> ROUTED; the giant pooling nearest the
southernmost town is the SOUTHERN CANDIDATE and always ROUTED (shown, not
forced). Routed giants carry a PROVISIONAL route: steepest descent on the FULL
(no-terminal) epsilon fill, so the basin overtops at its spill and the walk
follows the terrain's own drainage to the ocean — the technique part 2 carves
with, here only drawn and flagged provisionalRoute_NOT_WATER in the JSON.
Seed 1280587109 result (defaults, 6 rivers): 3 ocean trunks (unchanged from
task 21) + GIANT 1 [ROUTED - SOUTHERN CANDIDATE] 2.27M px pooling in the SE
lagoon, 932-px route via spill (6598,5866) to the ocean — the island's biggest
river serving the south; GIANT 2 [LAKE-ENDER] 1.82M px ending at the E lagoon;
GIANT 3 [ROUTED] 1.76M px SW dry-pan system, 1716-px route to the SW coast.
All provisional routes reach the ocean. Analysis 22 s.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Pure analysis over the ERODED render map: changes zero terrain, adds zero water.
Priority-flood (task-03 family, Barnes heap+pit, 8-connected) with a one-ulp
epsilon so every filled pit keeps a strictly descending routing path — the ~16.5k
erosion pits route through; depressions >= 2 m deep and >= 10k px survive as
terminal basins (70 on the working seed). D8 flow directions on that routing
surface (D8 as a COMPUTATION, not the reverted carving use), Kahn-propagated flow
accumulation, then promotion: TRUE-ocean outlets (WBID 1 only — two of the first
draft's three 'sea-reaching' trunks actually ended in enclosed lagoons, which is
exactly the overclaim the gate must not inherit) ranked by drainage area, top ~3
with outlet separation become trunks; max-accumulation stems; mountain-exit from
sustained along-stem grade; lean deduped tributaries; lean endorheic terminals
credited with per-basin TOTAL inflow (acc at the deepest cell undercounts flat
lagoon beds 10x — measured).
Output: console report + a JSON plan sidecar next to the source blueprint —
deliberately NOT a blueprint section, so the plan cannot masquerade as realized
water. The source .dat is never written (md5-verified). Headless tool, ~21 s
analysis on 8K; RIVERPLAN_* env dials.
Seed 1280587109 findings for the gate: 3 ocean trunks spread west/north/east
(436k/409k/325k px); the island's five LARGEST systems (1.1M-2.3M px) are all
endorheic — three end in big enclosed lagoons (classify lakes, 19-20 m basins),
two in dry pans; 62.9% of land does not drain to the open ocean, the drainage
restatement of task 18's 'erosion cannot cut the lowlands'. The 2.27M-px giant
terminates in the SE lagoon ~1.1k px from the southernmost town (filed south
report, not enforced).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Task 17's hard 1.2 x CraterRadius cutoff left a visible un-eroded disc with a hard
edge. Measured (radius dump, seed 1280587109): the carve writes only inside 0.80 x
(640 px) and its displacement is EXACTLY 0 beyond that, so the 640-960 px annulus
was 620,811 LAND cells of ordinary terrain held smooth for no geometric reason.
That annulus is now eroded — 98% of those cells are touched.
The protected core is the carve's own extent (CraterErosionCore, 0.80 x).
CraterErosionMode selects the transition: "full" applies full strength at the core
boundary (older-crater look), "feather" ramps 0->full out to CraterErosionFeather
(1.05 x, mirroring the detail pass) for a younger-crater look with no seam.
Implemented as a WEIGHT that scales carve and deposit amounts, not a skip, which is
what makes feather a one-liner. Default "feather" pending the gate.
Core = the carve radius is load-bearing, not tidy: the carve runs AFTER erosion and
scales height toward the sea target, so it amplifies any erosion delta inside its
radius. Measured at a 0.50 core: 79 cells newly below the rendered sea and 113,310
below-sea cells disturbed — the in-pass flood guard cannot see this because it
measures before the carve. At 0.80 the two passes touch disjoint cells and the
guarantee is exact again (0/0/0). A narrower core also reclaims nothing extra, since
the over-protected annulus lies entirely outside the carve. MapGenerator now owns
CRATER_CARVE_FACTOR as the single source of that 0.80 and warns loudly if the
configured core is narrower.
Verified both modes, seed 1280587109: 1_biomes/0_water md5-identical to erosion-OFF,
BIOM/WBID bitwise equal, 0 newly below/above sea, 0 below-sea cells modified, 0
cells modified inside the core, island top 457.65 m unchanged, isotropy 1.005/1.007.
Bay-to-ocean connection demonstrated explicitly by flood fill through rendered
water to the map's north border (2,122,935 cells), not merely argued from the sea
clamp.
EROS body version -> 3: craterExclFactor replaced by craterCoreFactor +
craterFeatherFactor + craterMode. Round-trip harness PASS with a real v3 payload.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Records the four governors and the task-18 defaults, and states the measured
limit plainly: erosion concentrates ~9x on the curve's shelf risers because
that is where sustained slope is, so flat shelves and lowlands are barely
touched and the lowland continuation of a trunk is river promotion's job, not
erosion's.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Deposition now spreads over the same cone brush as carving, and the per-cell
erosion ledger becomes a signed NET displacement ledger, so both caps are
measured from the height the pass found. Brush-spreading alone cut the spike
15.49 -> 6.12 m at task-17 dials, but NOT at hierarchy dials (long paths carry
far more sediment; a loaded droplet meeting a rise dumps min(rise, load) at
once -> 25.5 m). So deposition also gets governor 4, ErosionDepositCap
(default 6 m, <= 0 = unbounded), asserted on exit like the carve cap.
Dial defaults retuned for a drainage HIERARCHY: 250k droplets x 384 steps at
inertia 0.35 / evaporation 0.004, erode 0.12, carve cap 15 m. Diagnosis was
that lifetime 48 let a droplet travel at most 48 px on a ~3000 px island
radius, so paths could not overlap into trunks: the deepest task-17 features
were 43x36 px patches. Now 177 channel systems of 200+ cells at the 3 m
threshold, top one 204x279 px with 14 tributary tips; cells past 5 m up 8.6x
(4,948 -> 42,385) while the fine rills are retained. Verified descending, not
contour-locked: 0/155 components have drop/extent < 0.12 (median 1.13).
EROS body version -> 2 (deposit cap inserted after the carve cap); v1 payloads
are skipped whole by the existing rule. HydraulicErosion.VERSION now reads
BlueprintFormat.EROS_VERSION instead of restating it — the local copy had
already drifted and stamped a v2 body as v1, which readers decode with every
float shifted by one field.
Oracle green on both seeds (1280587109, 1512575962): 1_biomes/0_water
md5-identical erosion-ON vs OFF, BIOM/WBID bitwise equal. Flood guard 0 new
water px, 0 below-sea cells touched, crater zone untouched, island top
unchanged, carve field isotropic to 1.4% across the folded 45deg period.
Erosion pass 34 s at these dials.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Erosion: "off"|"v1" gate (default off, pending the developer's gate). Output-only:
applied to the render map after detail, before the crater carve; the classify path
reads pre-erosion heights, so biomes/water stay byte-identical (verified: OFF run
bit-identical to the task-14 reference; ON run BIOM/WBID identical to OFF).
Governors: droplet count / lifetime / per-cell carve cap (ledger-enforced, thrown
on violation). Sea clamp: below-sea cells read-only, land never carved below
sea+margin — rendered coastline provably fixed (asserted per generation). Crater
excluded at 1.2×R. Deterministic from resolvedSeed+9271 (PCG32). New EROS
blueprint section (writer/parser/harness/format doc). Supersedes the reverted D8
approach with the organic droplet model.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The shelf remap is strictly positive on positive depth, so in exact
arithmetic it cannot move the waterline -- which is the whole reason it is
separable from elongation and safe to toggle against an md5 oracle.
In float32 it can. For a pixel a few microns under water, the shallower
depth falls below the ULP of the sea constant, so (sea - depth) rounds back
up to exactly sea, and the `H < sea` test then calls it land. The batch
measured it: coast-only vs steep came out with land area identical, zero
above-sea heights changed, and 5 biome pixels of 67 M moved.
Five pixels is immaterial on its own. Falsifying the invariant is not --
"the coast shelf is biome-neutral" is now written in BLUEPRINT_FORMAT.md,
and an invariant that holds to six decimal places is the kind that bites
somebody later with a mysterious oracle failure. Clamping to
BitDecrement(sea) makes it exact.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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>
Sparse discoverable islets from a low-frequency ocean noise layer, seeded
resolved+7607 at 14 undulations/island (~585 px blobs).
Placed by LERPING the seabed toward a target crest (34 m raw above sea)
rather than adding to it, so an islet can surface at any ambient depth
instead of only where the seafloor happens to be shallow. After the curve's
toe compresses them they stand 5-8 m above the water: low, sandy, ringed by
beach -- which is what the existing biome rules make of that height, with no
biome-rule change.
THE THREE CONSTRAINTS, each by construction rather than by hope:
Never merges with the mainland. The raise is EXACTLY zero wherever the
ambient water is shallower than 14 m, so any continuous path from the
mainland shore to an islet must cross that depth contour, and every pixel
on it is untouched water. Measured: 0 of 13 islets merged, closest
approach 78 px.
Never touches the Trench. A distance mask zeroes the layer by 0.86 of
half-map, and the ramp starts at 0.90. Measured max islet reach 0.795.
All four corners stay below sea.
Never spawns inland. Depth alone is not a test -- a deep lake and the
carved crater bay are also below sea. The pre-Trench falloff is the honest
discriminator (mainland coast sits near f = 0.66; islets need f > 0.72),
and it is axis-invariant, because elongation moves WHERE a given f occurs,
not the f at which land ends.
Two bugs found and fixed by measuring instead of trusting the first run:
1. The density dial treated [-1,1] as the noise's actual range. Simplex
is concentrated well inside it -- this field measures 0.050..0.958 --
so "top 6%" resolved to a threshold almost nothing cleared: the first
build raised 171 px on the entire map, none above sea. The threshold is
now CALIBRATED against the field's own distribution (quantile over a
1M-sample stride grid, deterministic from the seed), so the dial means
what it says whatever FastNoiseLite returns.
2. At 26/island the layer produced 77 islets under 200 px -- scatter, not
"a handful". Retuned to 14/island at density 0.02: 13 islets of
200-4792 px.
The pass prints its own islet area, so every run says what it did.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
COAST. The task's premise -- "the island edge is the steepest part" -- is
right, and the diagnostic locates it precisely: it is the SEABED, not the
land. HeightCurve.Apply returns early at and below sea level, so tasks
05-09 reshaped the land and never touched the water. Measured on the same
seed, distance-from-shore vs height:
land reaches 10 m seabed reaches 10 m gradient
curve OFF 31 px 31 px 0.254/0.258
curve ON (ships) 186 px 31 px 0.038/0.258
So the landward side is ALREADY the broad shallow shelf terrain_design.md
asks for -- 54% of the island sits under 14 m -- and flattening it further
would only make it mushy. What is left is a shoreline that shelves gently
on land and then drops 6.7x steeper the moment it goes under.
CoastShelf fixes that side: depth' = depth * (1 - 0.775*exp(-depth/100 m)).
The seabed leaves the waterline at 22.5% of its former gradient and
recovers smoothly, so deep water and the Trench keep their shape. Measured
after: 5 m depth at 43 px (was 15), 10 m at 75 (was 31), 30 m at 150 (was
94) -- a 2.4-2.9x wider shallows.
It is strictly positive for positive depth, so it CANNOT move the waterline
by one pixel. Biomes and water bodies come out bit-identical, which is why
the coast is separable from elongation in the batch rather than tangled
with it -- contrary to the task's expectation that all coast work moves
biomes.
ELONGATION. IslandAxisX/Y replace the 1.15/0.90 literals (the spine shares
AxisX, as it always shared the literal). Sized by replaying candidate
falloffs against real terrain rather than guessing -- the replay reproduces
the shipped extents exactly, bbox and land count.
That replay says the task's suggested 1.30/0.85 buys +2.0% aspect, because
THE ISLAND IS ALREADY TRENCH-CLAMPED IN X: it spans 90.5% of the map width,
and 1.15 -> 1.40 moves the west coast only 393 -> ~360 px. Aspect responds
almost entirely to AxisY, which costs land:
1.30/0.85 +2.0% aspect +2.9% land 1.30/0.80 +4.9% -2.2%
1.30/0.82 +3.7% aspect -0.1% land 1.30/0.75 +11.5% -7.3%
Default 1.30/0.78 -- a visible step (+~8% aspect, measured 1.137 -> 1.200)
at ~4% land. The developer's eye tunes it from the batch; the table above
is the price list.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The faint mid-map ridge is NOT the squircle/ellipse falloff blend that the
task suspected. Measured, read-only, before touching anything:
bare falloff, slope step at centre +2.05e-07 (SMALLER than the
off-axis controls +2.36e-06 / +3.05e-06 -- Pow(2.5) crushes it,
because the falloff is ~0 there)
mountain spine, slope step at centre -7.58e-04 (170x the controls)
On real terrain, with the by-design Trench walls excluded, x = 4096..4099
hold the top FOUR slope-step locations out of 5999 columns. Column-mean
height runs 109.6 -> 135.5 -> 110.7 m across it: a symmetric ridge peaking
exactly on the centre column. Not the noise domain either -- the noise is
sampled over [0, MapSize], so coordinate zero is at the map CORNER. And not
seed-dependent: present on all 10 seeds checked, 6 positive AND 4 negative
(ranks 0, 18, 0, 83), so the "positive seeds only" impression does not hold.
Cause: the spine is Pow(1 - |x - cx|, 3), and |.| peaks at the axis with a
slope discontinuity of magnitude 2. SmoothAbs replaces |d| with
d^2/sqrt(d^2+e^2) -- zero with zero slope at the axis, converging to |d|
away from it -- so the crest rounds without dropping. e = 0.03 (~141 px)
cuts the 1-px kink by 99.3% (-7.64e-04 -> -5.41e-06, against a natural
profile curvature of ~1.1e-07), fills at most 3.9 m, and decays under
0.5 m by ~1100 px.
DEFERRED, reported not fixed: the spine's AXIS is still hard-coded dead
straight down x = centre for the full map height. That is what the
derivative render actually shows -- everything west of centre slopes east,
everything east slopes west. Rounding the crest does not make the range
meander. Per the task's "fix only if trivial, else report and defer" rule,
and confirmed with the developer, the axis is left alone: a wandering spine
is a world-shape change that rebaselines biomes on every seed, and it
deserves its own task and its own gate.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Batch 10_detail_edge measured 532 new below-sea pixels on seed
1158286446 and 44 on 72563200 -- exported terrain under the sea scalar
that the water grid (classify-driven, and correctly identical) calls dry.
Located: every one of them strictly inside the crater's physical carve
radius, 201-323 px out of 640.
Mechanism, confirmed against the data: detail moves a column's PRE-carve
height, and the carve is Lerp(curvedH, target, t). At t ~ 0.45-0.62 a
pre-carve drop of up to 8.4 m (relief plus the band-shift the warp
implies) still passes 0.02-3.53 m through, which is enough to push a
column sitting 0-3.45 m above the sea inside the bowl under it.
The crater carve is supposed to be the FINAL authority on its own
terrain, so detail now yields to it: CraterDetailWeight is 0 inside
0.80 x CraterRadius (exactly the carve's own radius) and feathers to
full by 1.05 x, scaling both the edge shift and the relief skin. Inside
the carve, B is bit-identical to A by construction, so the count is zero
rather than small. The reverted incision pass carried the same exclusion
for the same reason -- the principle outlived the pass that motivated it.
Re-running the 6 B_detail generations; A_off and the continuity run are
untouched by a detail-only change.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
BLUEPRINT_FORMAT.md: TDTL rewritten for the v2 body (30 B) with the
version-skip rule spelled out -- this is the one section whose body is
VERSIONED rather than extended, because v1's layout was retired rather
than grown, and a reader that guesses would mint plausible nonsense.
Records edgeAmpM as APPLIED (post-clamp), so the file always describes
the terrain rather than the request. Config-knobs section updated:
ShelfEdgeVariation is metres of INPUT height -- a boundary displacement,
not an elevation.
Tools/Scripts/README.md: the two detail passes and why neither can breach
the red ceiling or the 420 m cap (K2/K6 do not move). Adds an explicit
"no rivers, no erosion, no flow routing anywhere in this pipeline" note
with the reverted D8 pass and its lesson on the record, so the next
reader does not re-derive it.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Sized from measurement, not taste-first. |grad raw| at the K3/K4/K5
contours on seed 1375359975 is p50 0.00088 raw/px, so the first try (5 m,
12 undulations/island) displaced the shelf boundary a MEAN of 3.7 px with
a roughness ratio of 1.03 -- real, and invisible at map scale. At 12 m
and 20/island the boundary moves a mean 8.4 px (bench) / 9.1 px
(plateau), roughness ratio 1.09, and the outline grows the notches, coves
and peninsulas the sketch asked for.
Measured cost at 12 m (A off vs B, same seed): lowland and toe/red bands
bit-identical in both pixel count and slope -- the K2 pin holding exactly,
as designed. Foothill riser p50 0.681 -> 0.676 m/px, p90 1.445 -> 1.478,
max 3.09 -> 3.81. Bench p50 0.21 -> 0.232 (micro-relief included), still
buildable. Peaks max identical at 6.55.
Safety bound restated from "half the margin to a fixed knot" to 2/3 of
the smaller adjacent band, which is the constraint that actually matters:
the squeezed band never compresses below a third of its nominal width, so
its slope never more than triples. That puts the ceiling at 16.45 m for
the v5 knots and leaves the 12 m default real headroom if the gate says
"more".
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
PASS B, replacing the reverted incision. The developer's sketch asked for
the shelf/riser BOUNDARY to be organic, not for water: notches, coves and
small peninsulas where a flat shelf meets its riser, instead of the clean
oval contour the curve produces.
Mechanism (the task's preferred "boundary warp", in its most
monotonic-safe form): every shelf/riser boundary is the contour where the
raw height crosses K3, K4 or K5, so the boundary is warped by SLIDING
THOSE THREE KNOTS per column -- edgeShift = simplex(resolvedSeed + 7507,
12 per island width) x ShelfEdgeVariation. The contours then wander in and
out of the terrain instead of tracing an iso-height line. Noise-warped by
construction, so there is no grid direction for an artifact to line up on
-- the failure mode of the thing this replaces.
Why slide knots rather than perturb a weight or the input height:
monotonicity becomes structural instead of conditional. The curve is
strictly monotonic for ANY ordered knot set, so no derivative bound, no
amplitude-vs-feather-width tuning, no way for a dial to invert a column.
MaxEdgeShift keeps the set ordered (half the smallest margin to a fixed
knot = 12.3 m of input height for the v5 knots); the config dial is
clamped to it, loudly. AssertMonotonic now sweeps 24 corners -- the 8
modulation extremes x {-max, 0, +max} shift -- and checks the bound first.
K1, K2 and K6 never move, which buys the guarantees exactly rather than
statistically: below K2 and above K6 a warped column is bit-identical to
an unwarped one, so the red ceiling still floors every shelf edge (storm
ladder safe), the 420 m cap still caps, and the toe and summit spikes are
untouched. The block slides rigidly, so the bench and mid-riser keep their
exact widths -- shelf interiors stay flat, riser interiors keep their
profile, and only the foothill riser and plateau stretch to absorb it.
The micro-relief mask takes the same shift, so pass A's skin follows the
shelf wherever pass B moved its edge.
Dial ShelfEdgeVariation (default 5 m of INPUT height -- a boundary
displacement, not an elevation change) under the existing TerrainDetail
gate; both passes stay one judged unit. TDTL v2 body records relief and
edge amp/frequency/seed-offset plus the applied clamp bound; writer,
parser and harness follow. No blueprint was written between the revert
and this commit, so v2 only ever means relief + edge warp on disk.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The task-10 draft's PASS B shipped and produced the canonical grid
artifact: thousands of straight, disconnected, pooling scratches. Per-
cell steepest descent on a regular grid can only route along its eight
neighbour headings, so at map scale the "channels" read as hatching,
not drainage. Reverted entirely rather than tuned -- no K, p or mask
setting fixes a directional basis. Rivers and erosion move to Phase C
as a hydraulic-erosion pass over FINAL terrain.
Removed: FlowAccumulation / IncisionWeight / EdgeBlend and the INC_*,
SEA_CLAMP, SHELF_INC_WEIGHT and CRATER_* constants; RunIncisionPass and
the pass-2b call; the six incision fields from TDTL (writer, parser,
harness). KEPT, untouched and developer-approved: pass A, the shelf
micro-relief skin, and its ShelfReliefAmp dial.
The crater carve folds back into the single pass-2 loop it came from,
carving two LOCALS written once each. That is what the code did before
the draft split it out, and it makes the aliased double-carve that the
split introduced (fix 1b98fb5) structurally impossible rather than
merely fixed -- there is no longer a read-modify-write to get wrong.
TDTL bodies are now versioned (BlueprintFormat.TDTL_VERSION = 2) and the
parser skips a body version it does not know instead of misreading the
longer v1 layout into plausible nonsense. The only v1 payloads that
exist are in the reverted batch's own tree.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The pass-2c restructure carved sequentially through both map
references; with TerrainCurve off the classify map aliases the height
map, so the second Lerp re-carved already-carved cells — a deeper
bowl and shifted crater-adjacent water/biomes on curve-off runs only.
Caught by the task-10 continuity oracle (md5 vs the batch-08
curve-off baseline); curve-on runs were unaffected (separate arrays,
oracle 24/24). Both values are now read before either write.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
First tuning run (seed 1375359975): p50 2.3 / p90 6.1 / p99 13.6 / max
30.0 m — typical gullies under the 8-15 m target. K=1.40 confirmed:
p50 3.3 / p90 10.2 / p99 22.9 / max 30.0, zero sea-clamp hits.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two paired detail passes on the locked v5 skeleton, output-heights
only (classify path untouched):
PASS A — shelf micro-relief: +-ShelfReliefAmp (default 3 m) Simplex
skin (seed resolved+7409, ~40 undulations/island ~ 200 m features),
weighted by shelf-ness (full mid-shelf, feathered to zero 30% of a
band half-width into the risers) — both shelves get their rolling
texture back; risers and peaks untouched.
PASS B — drainage incision: D8 steepest-descent routing + height-
ordered flow accumulation over the curved+relieved land
(TerrainDetailPass — pure array machinery, named C++ candidate per
D-035); depth = K*accum^p*slope (K=0.78, p=0.45 concave, cap 30 m),
masked full on risers / 30% on shelves / zero on the toe, above the
plateau top, and within 1.2x CraterRadius (feathered to 1.4x); hard
clamp: carved height >= sea + 1 m. Ordering: curve -> relief ->
incision -> crater carve (the carve stays the final authority; carve
moved to its own pass 2c, bit-identical expression on both maps).
The pass prints its own MEASURED depth distribution.
Gate TerrainDetail "off"|"v1" (default v1; both passes one judged
unit; no-op without the curve) + ShelfReliefAmp dial. New TDTL section
(38 B: version + relief/incision params + seed offset) across
writer/parser/harness — blueprints stay self-describing.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The documented one-liner the task-09 gate triggers: TerrainCurve gate
is now "off"|"v5" (default v5 = the BALANCED preset, id 2);
"v5-compact" retired with a verdict-specific error, "v5-balanced"
redirects to plain "v5". Knots/TCRV encoding unchanged.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The three corner fixes (both presets): riser endpoint slope floors
0.2 -> 0.1 (0.1u + 0.9*smoothstep — climbs decelerate into shelves and
accelerate out); summit-spike base floor 0.1 -> 0.05
(0.05u + 0.95*u^4 — no hard skirt under the peaks); SHELF_SPAN_MIN
2 m -> 6 m (pronounced shelves keep a gentle tilt).
Knots are preset-parameterized (CurveKnots, explicit parameter — pure,
D-035), calibrated from the same pooled batch-04 CDF:
COMPACT P65/77/84/88/94/97 -> 65/12/7/4/6/3/3 land split
BALANCED P60/73/83/88/96/99 -> 60/13/10/5/8/3/1
Gate: "off"|"v5-compact"|"v5-balanced" (batch-only tri-state;
interim default v5-balanced pending the developer's verdict — the
winner becomes plain "v5" in a follow-up commit); v1-v4 retired
loudly. Assertion runs per preset (8 corners x per-seed spikeMax; the
lowered floors stay strictly positive). TCRV v5 extension (+9 B):
preset id + K5/K6 — the effective curve is unambiguous from the
record; old records parse (version-dispatched); harness compares.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Per the task-07 gate: the terraces work but uniform anchors put a flat
ring at exactly 100 m and 220 m on every mountain. v4 keeps v3's
structure (frozen toe/rise, three risers, per-seed u4 spike to 420 m)
and turns the shelf anchors into smooth spatial fields: bench
100+-12 m and plateau 220+-20 m via two decorrelated very-low-freq
Simplex fields (~3 undulations per island width), plus a strength
field (~5/island) blending each shelf's output span between ~2 m
(pronounced flat) and ~25 m (barely a hint) — the optional strength
modulation shipped, ordering-safe by construction (worst-case bench
top 0.6962 < plateau min 0.9468). Field seeds derive from the RESOLVED
noise seed + fixed offsets (7101/7207/7303) — no config knob. Apply is
per-column with all modulated values as pure parameters (D-035); the
classify path never sees them.
Monotonicity assertion now sweeps all 8 modulation-extreme corners x
per-seed spikeMax. TerrainCurve gate "off"|"v4" (default v4);
v1-v3 retired loudly. TCRV extended (+36 B when version>=4:
amplitudes, span range, frequencies, seed offsets — length-framed
section makes the layout change safe; parser dispatches on the curve
version byte; harness compares the extension).
Note: MapGenerator.cs also carries the developer's editor whitespace
normalization (spaces->tabs, git diff -w empty before this change).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Per the task-06 ground-test verdict (floor and 420 m ceiling frozen;
v2's ascent read flat-then-wall — 87% of the vertical budget in the
last 4% of input): the ascent is rebuilt as a terraced climb. Knots
recalibrated from the same pooled batch-04 land CDF at
P59/72/82/87/95/98 (K=0.509179/0.604081/0.698485/0.767213/0.930304/
1.050720), pooled land fractions exactly 59/13/10/5/8/3/2 (orange/red/
foothill-riser/bench/mid-riser/plateau/spike). Segments: frozen toe
and rise (storm anchors), smoothstep foothill riser to a near-flat
100 m bench, smoothstep mid riser to the near-flat white plateau at
220 m (relocated from 50 m — mountain towns/snow belong there),
per-seed-normalized u4 summit spike to 420 m (both retained from v2),
linear tail. Per-seed effective-curve monotonicity assertion retained.
TerrainCurve gate: "off"|"v3" (default v3); v1/v2 retired with a
loud config error (old blueprints regenerable). TCRV: knot slots carry
K1..K4 (K5/K6 are version constants), PlateauLo/Hi carry the two bench
anchors; version byte selects the semantics.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Per the task-05 hillshade-gate verdict: lowlands frozen (identity/toe/
rise/shoulder/plateau byte-unchanged); the spike now maps [t4,
hMaxSeed] — each seed's own raw pre-curve maximum, computed in a new
pass-1 over GenerateTopography — onto the peak band, so every island
reaches the ceiling (v1's pooled-max domain left mid-range seeds at
110–175 m). Spike stiffened to 0.1u + 0.9u^4; peak cap raised to
420 m above sea (1.82869). Degenerate near-flat guard: spike domain
floored at t4 + 0.01. The curve is now SEED-DEPENDENT: hMaxSeed is a
pure parameter (D-035), recorded in TCRV (field renamed
HMaxCal -> SpikeMax, same byte layout; v1 semantics = pooled max, v2 =
per-seed), and the monotonicity assertion runs per generation against
the effective curve. TerrainCurve gate: "off"|"v2" (default v2);
"v1" retired with a loud config error (task-05 blueprints are
regenerable). Classify path untouched — the biome/water oracle must
hold unchanged.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The coarse and fine sampling loops both touched h=0.10 and the two
doubles round to the same float32, so the strict check compared the
identity value against itself and threw on every curve-on run. Only
strictly increasing float samples are compared now. The curve itself
was never non-monotonic.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
0_height: hypsometric storm-ladder tint x Lambert NW hillshade over
the curved heights, captured after topography in both curve modes —
relief is finally visible. Renumbers nothing.
TCRV (50 B, emitted when the curve is on): curve version + input knots
+ output bands, so blueprints are self-describing about the map their
heights went through (H7 spirit). Parsed into
WorldBlueprint.TerrainCurve (null = raw legacy profile); server treats
it as metadata. Round-trip harness compares it when present.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
HeightCurve (pure static, D-035): calibrated monotonic piecewise map —
identity at/below sea 0.15; ease-out toe to the orange ceiling 0.206
(75% coverage, knot t1=P75=0.628736 from batch-04's pooled flat-sea
land CDF, 340.6M samples); linear rise to red 0.27 (t2=P90); smooth
shoulder to the 50m plateau shelf 0.3492 (t3=P93); near-flat plateau
step (t4=P96); accelerating spike to the 220m peak cap 1.0265; linear
tail past the calibrated max. Strict monotonicity asserted numerically
at startup, loud throw on violation.
Applied in GenerateTopography AFTER noise+falloff+Trench, BEFORE the
crater carve (carve cuts curved terrain; rim/bowl untouched by the
curve). Biome oracle mechanism: a retained uncurved classify heightmap
(alias of _heightMap when off, zero cost) feeds biome rules, both
flood fills, and the shared water predicates — classification is
curve-invariant by construction. Towns/roads/diagnostics/exported
heights use curved terrain; town positions may legitimately move.
Config gate TerrainCurve: "off"|"v1" (default v1), unknown values
rejected loudly.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
PlaceTownNodes read _heightMap[rx ± slopeRadius] unclamped; candidates
spawn at [20, MapSize-20] but slopeRadius is 40 at 8K, so border
candidates indexed out of bounds. Never fired only because border land
stayed underwater and failed the above-sea test first — the
redistribution curve's flat coastal toe arms exactly that path
(D-033 consequence (b), recorded in sweep 01 and task 04).
Behavior-preserving except where it would have crashed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Both sea-level modes documented (flat default 0.15 / legacy field
Lerp); noted the blueprint does not record which model produced it —
the WBTB levels are the observable. Batch runner lives in /tmp
(throwaway), not in-repo.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
SeaLevelModel: "flat" (one scalar, SeaLevelValue) or "field" (the
legacy latitude Lerp 0.26..0.15). Only GetSeaLevel's body changes —
all nine call sites (crater carve target, both flood fills, biome
split, beach band, Capitol window, town filters, A* zero-point)
inherit the model automatically; no consumer re-tuning. Default:
flat 0.15, pinned in ServerConfig.json.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Byte-accurate entries for the three water sections (transitional
per-body level rule, provisional salinity, WSRF sentinel/quantization),
updated size math (~576 MiB at 8K with water), the on-the-record
rationale for NOT serializing basins, and README updates for the new
pipeline stage, the 0_water snapshot, and the SkipRoads toggle.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Three new v2 tagged sections carrying the water-bodies stage output:
WBID (MapSize^2 u16 body ids; 0 none, 1 ocean, 2..N lakes), WBTB
(count-prefixed 20-byte records: id, type, provisional salinity,
transitional flat surface level, pixel count, centroid), WSRF
(MapSize^2 u16 quantized levels; 0 = no-water sentinel, 1 + L*32768
encoding, ~7.7 mm world resolution). Written only when the blueprint
carries water; absent on legacy re-encodes. Parser registers all
three (length + type checks) into new WorldBlueprint members —
consumed by nothing at runtime. Round-trip harness now compares the
water sections whenever the source carries them; v1-source baseline
stays green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
IsWaterPixel/IsOceanPixel/IsLakePixel are the single per-pixel water
truth; AssignBiomesAndDraw's water branch now calls them (verbatim
rules — behavior-preserving, proven by the bit-identical-biomes oracle
at acceptance). New IdentifyWaterBodies stage between the masks and
biomes: ocean = body 1, lakes labeled 2..N with CalculateTrueOcean's
4-connectivity in deterministic scan order; one transitional surface
level per body (GetSeaLevel at the body centroid; ocean at map
centre). 0_water snapshot painted from the stage's own outputs.
Priority-flood pit-fill (heap + pit-queue variant) runs as validated
diagnostics only — serializes nothing, asserts filled>=original and
full-map non-ascending drainage (reverse BFS, no sampling), reports
closed-basin statistics.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Config flag SkipRoads (default false): when on, GenerateRoadsAsync and
the 3_roads snapshot are skipped entirely; export proceeds with all
four road sections present but empty (both v2 and legacy v1 permit
zero counts); the console states loudly that the blueprint is a
road-less iteration artifact.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Generated by the engine on first run of the project after the v2
envelope landed (terrain-water task 02).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>