diff --git a/Client/README.md b/Client/README.md index 6bdb2f1..02b9515 100644 --- a/Client/README.md +++ b/Client/README.md @@ -17,6 +17,21 @@ A `MeshInstance3D` created per chunk by the server, which then calls `RenderChun placed by their footprint and carry their full height internally. - **Backface rendering.** `CullMode` is disabled, so the world is still visible from underneath or from inside terrain. +- **Water at rest** (task 13). `BuildWaterSurface` adds a second `MeshInstance3D` as a child, a flat + sheet at each cell's water level, from the per-column water data the server read out of the + blueprint. Skipped entirely for chunks with no water. + + **Why a separate mesh rather than a water block.** The terrain is a Marching-Cubes iso-surface + over the density field. Putting water into that field would not lay a sheet on top of the seabed — + it would move the iso-surface, fusing the sea into the terrain as if it were solid ground. A + second surface is the only way water can sit at *its* level independent of the ground beneath it. + + That also makes translucency nearly free: a distinct `MeshInstance3D` carries its own + `StandardMaterial3D`, so alpha is one flag and Godot sorts transparent surfaces after opaque ones + itself. Colour and alpha both ramp with depth (shallow teal and clearer → deep navy and near + opaque), so the shelved coast stays readable. + + Water is **flat and static** — no waves, no displacement, no animation. Those are Phase C2+. ## Notes diff --git a/Client/Scripts/ChunkRenderer.cs b/Client/Scripts/ChunkRenderer.cs index 2a46655..0988ebe 100644 --- a/Client/Scripts/ChunkRenderer.cs +++ b/Client/Scripts/ChunkRenderer.cs @@ -14,22 +14,149 @@ namespace IslaApocalypse.Client data.Densities, data.BlockIDs, data.SurfaceHeights, data.ColumnBiomes, data.ColumnRoadMaterial, Constants.ISO_LEVEL, Constants.VOXEL_SCALE); - + StandardMaterial3D mat = new StandardMaterial3D(); - + // 2. THE FIX: Tell the material to use the colors we paint on the vertices! - mat.VertexColorUseAsAlbedo = true; + mat.VertexColorUseAsAlbedo = true; mat.Roughness = 0.8f; - mat.CullMode = BaseMaterial3D.CullModeEnum.Disabled; - + mat.CullMode = BaseMaterial3D.CullModeEnum.Disabled; + MaterialOverride = mat; Position = new Vector3( - data.ChunkPosition.X * Constants.CHUNK_SIZE_X * Constants.VOXEL_SCALE, - 0, + data.ChunkPosition.X * Constants.CHUNK_SIZE_X * Constants.VOXEL_SCALE, + 0, data.ChunkPosition.Y * Constants.CHUNK_SIZE_Z * Constants.VOXEL_SCALE ); + + // 3. Water at rest (task 13) — its own mesh, its own material. + BuildWaterSurface(data); + } + + /// + /// The water sheet, as a SEPARATE MeshInstance3D child. + /// + /// Why separate rather than a block in the terrain field: the terrain is a + /// Marching-Cubes iso-surface over ChunkData.Densities. Writing water into + /// that field would not lay a sheet on top of the seabed — it would move the + /// iso-surface, fusing the water into the terrain as if the sea were solid + /// ground. A second surface is the only way to have water sit AT its own + /// level, independent of the ground beneath it. + /// + /// It also makes translucency nearly free, which is why this task ships it + /// rather than deferring: a distinct MeshInstance3D carries its own + /// StandardMaterial3D, so alpha is one flag and Godot sorts transparent + /// surfaces after opaque ones on its own. No mesher change at all. + /// + /// Water at rest is FLAT — one level per cell, taken from the blueprint's own + /// body levels. No waves, no displacement, no animation (those are C2+). + /// + private void BuildWaterSurface(ChunkData data) + { + if (!data.HasAnyWater) return; // most inland chunks: nothing to build + + var st = new SurfaceTool(); + st.Begin(Mesh.PrimitiveType.Triangles); + + int cellsX = Constants.CHUNK_SIZE_X; + int cellsZ = Constants.CHUNK_SIZE_Z; + bool any = false; + + for (int x = 0; x < cellsX; x++) + { + for (int z = 0; z < cellsZ; z++) + { + // A cell is drawn if ANY of its four corners is wet, and it is drawn + // FLAT at the deepest-standing level among those wet corners. + // + // Drawing on a partly-dry cell is deliberate: it carries the sheet + // right up under the shoreline, where the opaque terrain in front of + // it hides the submerged part. The alternative — only fully-wet + // cells — retreats the waterline a metre from shore and leaves a + // visible dry gap all the way around every coast and lake. + float level = Constants.NO_WATER; + float d00 = data.WaterSurfaceY[x, z]; + float d10 = data.WaterSurfaceY[x + 1, z]; + float d01 = data.WaterSurfaceY[x, z + 1]; + float d11 = data.WaterSurfaceY[x + 1, z + 1]; + if (d00 > level) level = d00; + if (d10 > level) level = d10; + if (d01 > level) level = d01; + if (d11 > level) level = d11; + if (level <= Constants.NO_WATER) continue; + + // Depth for colour: the deepest wet corner of the cell, so a shelving + // coast reads as a gradient rather than a staircase of flat tiles. + float depth = Mathf.Max( + Mathf.Max(data.WaterDepthM[x, z], data.WaterDepthM[x + 1, z]), + Mathf.Max(data.WaterDepthM[x, z + 1], data.WaterDepthM[x + 1, z + 1])); + + Color c = DepthColor(depth); + float s = Constants.VOXEL_SCALE; + + var p00 = new Vector3(x * s, level, z * s); + var p10 = new Vector3((x + 1) * s, level, z * s); + var p01 = new Vector3(x * s, level, (z + 1) * s); + var p11 = new Vector3((x + 1) * s, level, (z + 1) * s); + + // Two triangles, wound so the surface faces up. + AddVert(st, c, p00); AddVert(st, c, p01); AddVert(st, c, p11); + AddVert(st, c, p00); AddVert(st, c, p11); AddVert(st, c, p10); + any = true; + } + } + + if (!any) return; + + var water = new MeshInstance3D(); + water.Mesh = st.Commit(); + + var mat = new StandardMaterial3D(); + mat.VertexColorUseAsAlbedo = true; + // Vertex alpha is only honoured when the material is actually transparent. + mat.Transparency = BaseMaterial3D.TransparencyEnum.Alpha; + // Lighting note: the scene's environment is minimal (one default + // DirectionalLight3D, a blue ambient), so a metallic surface reads almost + // black — metal shows its surroundings, and there is little to show. Water + // is therefore non-metallic with moderate roughness: albedo stays visible + // under weak ambient, and it still catches a highlight when a light does + // hit it. Left deliberately in the same lighting world as the terrain so + // the two improve together when the scene gets proper lighting. + mat.Roughness = 0.35f; + mat.Metallic = 0.0f; + // Both faces: the camera starts above, but a player will swim under it. + mat.CullMode = BaseMaterial3D.CullModeEnum.Disabled; + water.MaterialOverride = mat; + + // Child of this chunk renderer, so it inherits the chunk's world offset + // and dies with the chunk. + AddChild(water); + water.Position = Vector3.Zero; + water.Name = "Water"; + } + + private static void AddVert(SurfaceTool st, Color c, Vector3 p) + { + // SetColor/SetNormal must be set immediately before AddVertex — same rule + // the terrain mesher follows. + st.SetColor(c); + st.SetNormal(Vector3.Up); + st.AddVertex(p); + } + + /// + /// Shallow teal to deep navy, with alpha closing up as it deepens, so the + /// shelved coast stays readable and open ocean does not. + /// + private static Color DepthColor(float depthMeters) + { + float t = Mathf.Clamp(depthMeters / Constants.WATER_DEEP_METERS, 0f, 1f); + t = t * t * (3f - 2f * t); // smoothstep: hold the shallows, then fall away + Color c = Constants.WATER_SHALLOW.Lerp(Constants.WATER_DEEP, t); + c.A = Mathf.Lerp(Constants.WATER_ALPHA_SHALLOW, Constants.WATER_ALPHA_DEEP, t); + return c; } } } diff --git a/Core/Scripts/BLUEPRINT_FORMAT.md b/Core/Scripts/BLUEPRINT_FORMAT.md index 6c0da54..f905988 100644 --- a/Core/Scripts/BLUEPRINT_FORMAT.md +++ b/Core/Scripts/BLUEPRINT_FORMAT.md @@ -56,7 +56,8 @@ Every section: `[u32 tag][u64 payload-length in bytes][payload]`. | `BIOM` / `0x4D4F4942` | `MapSize²` × `u8` biome ordinal, same pixel order | Mandatory. Ordinals from `Enums.cs::Biome` — **append-only, never reorder** (the ordinal IS the wire value). Writer refuses ordinals > 255; reader rejects ordinals ≥ the known biome count (parse-time validation; the palette's runtime Dirt fallback for in-memory values is unchanged). Length must equal `MapSize²`. | | `TOWN` / `0x4E574F54` | `i32 count`, then per town: `f32 X` · `f32 Y` · `u8 tier` · `u8 isHighwayNode` (0/1) | Tier ordinals from `Enums.cs::TownTier`, append-only, range-checked on read. The highway-node flag is what the generator's road topology was built from (v1 dropped it); carried and exposed on the parsed blueprint, consumed by nothing server-side yet. | | `TCRV` / `0x56524354` | 50 B base: `u16 curveVersion` · `f32 knot1..knot4` · `f32 spikeMax` · `f32 sea` · `f32 orangeCeil` · `f32 redCeil` · `f32 benchLo` · `f32 benchHi` · `f32 peakCap` · `f32 tailSlope`. **When `curveVersion ≥ 4`, a 36 B modulation extension follows:** `f32 benchAmp` · `f32 plateauAmp` · `f32 shelfSpanMin` · `f32 shelfSpanMax` · `f32 elevFreqIslands` · `f32 strengthFreqIslands` · `i32 benchSeedOffset` · `i32 plateauSeedOffset` · `i32 strengthSeedOffset`. **When `curveVersion ≥ 5`, a 9 B preset extension follows:** `u8 presetId` (1 = compact, 2 = balanced) · `f32 k5` · `f32 k6` — with the four base knot slots this makes the effective curve unambiguous from the record alone (record total 95 B; the length-framed section + version byte keep every layout change safe) | Optional — present iff the height-redistribution curve shaped this blueprint's `HGTS` (config `TerrainCurve: "v3"`); absent = raw legacy profile. **The `u16 curveVersion` selects the field semantics and the unserialized anchor set:** v1 — knots t1..t4, spikeMax = pooled calibration max, benchLo/Hi = the 50 m plateau's lo/hi. v2 — as v1 but spikeMax = the seed's effective raw pre-curve maximum (per-seed spike normalizer). v3 — knots = K1..K4 of six (K5 = 0.930304, K6 = 1.050720 are version constants, not serialized), spikeMax per-seed, benchLo/benchHi = the fixed 100 m / 220 m shelves. **v4 (current)** — as v3, but benchLo/benchHi are the shelf **BASE** anchors and the extension record carries the spatial-modulation parameters: shelf elevations vary ±benchAmp/±plateauAmp and shelf strength blends the output span across `[shelfSpanMin, shelfSpanMax]`, via Simplex fields seeded `resolvedWorldSeed + seedOffset` at `freq/MapSize` (frequencies stated in undulations per island width). Because spikeMax is per-seed (v2+), blueprints are not reproducible from curve constants alone — that is why it is recorded. **Metadata only:** exported heights are already curved; nothing re-applies the map. Calibration provenance: `HeightCurve.cs` header + the task-05/06/07 reports. | -| `TDTL` / `0x4C544454` | 38 B: `u16 detailVersion` · `f32 reliefAmpM` · `f32 reliefFreqIslands` · `f32 incK` · `f32 incP` · `f32 incCapM` · `f32 seaClampRaw` · `f32 craterExclFactor` · `f32 shelfIncWeight` · `i32 reliefSeedOffset` | Optional — present iff the terrain detail passes shaped this blueprint's `HGTS` (config `TerrainDetail: "v1"`, requires the curve): shelf micro-relief (±reliefAmpM, shelf-ness weighted) and D8 drainage incision (`depth = K·accum^p·slope`, capped, riser-masked, sea+1 m clamped, crater-excluded). **Metadata only** — heights are already detailed; the incision channels are the designated future river routes (Phase C). Machinery: `Tools/Scripts/TerrainDetailPass.cs`. | +| `TDTL` / `0x4C544454` | 30 B: `u16 detailVersion` · `f32 reliefAmpM` · `f32 reliefFreqIslands` · `i32 reliefSeedOffset` · `f32 edgeAmpM` · `f32 edgeFreqIslands` · `i32 edgeSeedOffset` · `f32 edgeMaxShiftM` | Optional — present iff the terrain detail passes shaped this blueprint's `HGTS` (config `TerrainDetail: "v1"`, requires the curve). **`detailVersion` selects the body layout and a reader that does not recognise it SKIPS the section** (leaving detail metadata null) rather than misreading a differently shaped payload — the one section whose body is versioned rather than extended, because v1's layout was retired rather than grown. **v1 (retired, never shipped)** — shelf micro-relief + D8 drainage incision, 38 B; the incision produced grid-aligned artifacts and was reverted whole, so the only v1 payloads that exist are in that batch's own tree. **v2 (current)** — shelf micro-relief (±`reliefAmpM` output metres, shelf-ness weighted) + shelf-edge variation: a per-column shift of the curve's shelf/riser knot block K3/K4/K5, drawn from a Simplex field seeded `resolvedWorldSeed + edgeSeedOffset` at `edgeFreqIslands/MapSize`, amplitude ±`edgeAmpM` **metres of INPUT height** — a displacement of the shelf boundary contour, not an elevation change. `edgeAmpM` is recorded **as applied**, after the clamp to `edgeMaxShiftM` (the preset's band-squeeze bound), so the record always describes the terrain rather than the request. **Metadata only** — heights are already detailed. Machinery: `Tools/Scripts/TerrainDetailPass.cs`. | +| `EROS` / `0x534F5245` | 67 B: `u16 erosionVersion` · `i32 dropletCount` · `i32 lifetime` · `i32 brushRadius` · `i32 seedOffset` · `f32 carveCapM` · `f32 depositCapM` · `f32 seaMarginM` · `f32 inertia` · `f32 capacityFactor` · `f32 minSlopeM` · `f32 erodeRate` · `f32 depositRate` · `f32 evaporation` · `f32 gravity` · `f32 craterCoreFactor` · `f32 craterFeatherFactor` · `u8 craterMode` | Optional — present iff the droplet hydraulic-erosion pass shaped this blueprint's `HGTS` (config `Erosion: "v1"`, terrain-water tasks 17–19). **`erosionVersion` selects the body layout; an unrecognised version is SKIPPED whole** (erosion metadata left null), same rule as `TDTL`. **v1 (task 17)** — 58 B, no `depositCapM`; deposition was bilinear over 4 cells and unbounded, which built isolated cones (measured 15.5 m). **v2 (task 18)** — 62 B; deposition brush-spread and per-cell bounded. **v3 (task 19, current)** — replaces v2's single `craterExclFactor` with `craterCoreFactor` (the protected strike core), `craterFeatherFactor` and `craterMode` (`0` = full, `1` = feather). Only v2+ payloads exist outside tasks 17–18's own batch trees. The FOUR governors are `dropletCount`/`lifetime`/`carveCapM`/`depositCapM`; both caps are enforced against one per-cell NET displacement ledger (positive = carved below the height the pass found, negative = built up above it) and asserted on exit. `seaMarginM` is the flood-guard clamp — no cell is carved below sea + margin, and below-sea cells are untouched in BOTH directions, so the rendered coastline cannot move **and the crater's flooded bay can be neither carved open nor silted shut regardless of `craterMode`**. Crater radii are FACTORS of `PRMS.CraterRadius`: nothing inside `craterCoreFactor ×` it is modified; `feather` ramps erosion 0→full from there out to `craterFeatherFactor ×` it, `full` applies full strength immediately. Droplets are deterministic from `resolvedWorldSeed + seedOffset` (PCG32). Remaining fields are the droplet-model strength dials; slopes/amounts in metres (1 raw = 251 m). All values recorded **as applied** (post config clamping). **Metadata only** — heights are already eroded, and the classify-side sections (`BIOM`/`WBID`/…) never saw the pass by design. Machinery: `Tools/Scripts/HydraulicErosion.cs`. | | `WBID` / `0x44494257` | `MapSize²` × `u16` water-body id, same pixel order as `HGTS` | Optional (absent = no water data, e.g. a legacy re-encode). `0` = no water, `1` = **the** ocean body, `2..N` = lakes. Ids assigned in deterministic scan order (X outer / Y inner, first-encountered pixel), lakes labeled with the **same 4-connectivity as `CalculateTrueOcean`**. Membership is exactly the generator's water classification — the biome grid's Ocean/Lake pixels and this grid's nonzero pixels are the same set **by construction** (shared predicates). Length must equal `2·MapSize²`. | | `WBTB` / `0x42544257` | `i32 count`, then per body (20 B): `u16 id` · `u8 type` (0 ocean, 1 lake) · `u8 salinity` (0 fresh, 1 salt) · `f32 surfaceLevel` · `i32 pixelCount` · `f32 centroidX` · `f32 centroidY` | Optional, paired with `WBID`. **`surfaceLevel` is a documented TRANSITIONAL rule:** one flat level per body — `GetSeaLevel` at the body's pixel centroid (ocean: at the map centre) under the still-live latitude field; superseded by the flat-scalar sea model (minted, lands with the coast change set). The field's per-pixel slope is deliberately NOT baked into any section. **Salinity is a provisional default** (ocean salt, lake fresh) — a placeholder for the future fresh/salt irrigation mechanic, not a mechanic. | | `WSRF` / `0x46525357` | `MapSize²` × `u16` quantized water-surface elevation, same pixel order | Optional, paired with `WBID`. `0` is the reserved **no-water sentinel**; a real level `L` (raw height units) encodes as `1 + round(L × 32768)` so it can never encode to 0; decode `(q − 1)/32768` (`BlueprintFormat.EncodeWaterLevel`/`DecodeWaterLevel`). Covers `[0 … ~1.99997]` raw at `1/32768` raw ≈ **7.7 mm** of world height (1 raw = 251 m) — far finer than the 1 m voxel. Nonzero exactly where `WBID` is nonzero; the value is the pixel's body level. | @@ -113,11 +114,50 @@ body). shelves at 100±12 m / 220±20 m, per-seed-normalized 420 m summit spires, 60 % lowland) shapes `HGTS`. - **`TerrainDetail`** (`"v1"` | `"off"`, default `"v1"`; no-op without the curve) — the task-10 - detail passes as one judged unit: shelf micro-relief (`ShelfReliefAmp` metres, default 3) and - drainage incision. When on, `TDTL` records the parameters. Biome/water classification is curve-invariant by + detail passes as one judged unit: shelf micro-relief (`ShelfReliefAmp`, default 3 m of output + height) and shelf-edge variation (`ShelfEdgeVariation`, default 12 m of **input** height — how + far the shelf/riser boundary contour wanders, clamped at load to the preset's band-squeeze + bound, loudly). Both are output-height only. When on, `TDTL` records the parameters as applied. + Biome/water classification is curve-invariant by construction (it classifies the retained uncurved heights); town positions and everything 3D follow the curved terrain. When on, `TCRV` records the effective parameters including the per-seed `spikeMax`. +- **`Erosion`** (`"v1"` | `"off"`, default `"off"` — opt-in until the developer's gate approves + it) — the droplet hydraulic-erosion pass (tasks 17–18): carve-and-deposit drainage detailing of + `HGTS` after the detail passes and before the crater carve. FOUR governor dials + (`ErosionDropletCount` / `ErosionDropletLifetime` / `ErosionCarveCap` / `ErosionDepositCap`, + defaults 250 000 / 384 / 15 m / 6 m; bounds clamped loudly at load) plus the sea-clamp margin + and strength constants — the full dial list and semantics live in the `EROS` row above and + `ConfigManager.cs`. The task-18 defaults tune for a drainage HIERARCHY: droplets live long + enough (384 steps at inertia 0.35) for their paths to overlap and deepen shared low lines into + trunk channels rather than dying as short independent scratches, and the raised carve cap lets + those trunks separate from the fine rills instead of both piling against one ceiling. + Output-height only: the classify path reads pre-erosion heights, so `BIOM` and every water + section stay bit-identical with erosion on or off, and the sea clamp keeps even the RENDERED + coastline fixed. When on, `EROS` records the parameters as applied. +- **`CraterErosionMode`** (`"feather"` | `"full"`, default `"feather"` pending the task-19 gate), + with **`CraterErosionCore`** (`0.50`) and **`CraterErosionFeather`** (`1.05`), both factors of + `CraterRadius` — how erosion treats the crater surrounds. Task 17's hard `1.2 ×` cutoff left a + visible un-eroded disc: the carve writes only inside `0.80 ×` and its displacement is exactly 0 + beyond that, so 620 811 land cells of ordinary terrain were held smooth for no geometric reason + (measured, seed 1280587109). Only the deep strike core is protected now; `feather` ramps erosion + in across `core → feather` for a younger-looking crater with no seam, `full` weathers the + surrounds like any other terrain. Neither mode can affect the flooded bay or its sea connection — + that is the sea clamp's guarantee, not the exclusion's. + +- **`CoastProfile`** (`"wide"` | `"steep"`, default `"wide"`) — the submarine shelf. The height + curve is identity at and below sea level, so it never reshaped the seabed; `"wide"` compresses + shallow depth so the shallows reach 2.4–2.9× further out. It is strictly positive for positive + depth and therefore **cannot move the waterline**, so `HGTS` changes while `BIOM`, `WBID`, + `WBTB` and `WSRF` stay bit-identical. `"steep"` is the pre-task-11 seabed. +- **`IslandAxisX`** / **`IslandAxisY`** (default `1.30` / `0.78`; pre-task-11 `1.15` / `0.90`) — + the falloff axis ratios, and the island's proportions. These **move the coastline**, so unlike + the curve and detail work they legitimately change `BIOM` and the water sections: an elongated + seed has a new biome baseline. Rejected (with a loud restore to legacy) if ≤ 0.01, which would + divide by ~zero and silently yield an all-ocean map. +- **`OffshoreIslandDensity`** (default `0.02`, `0` disables, clamped to 0.5) — the fraction of the + offshore noise field above the islet threshold, calibrated per seed against the field's own + distribution. Adds land, so it also moves `BIOM` and the water sections. ### Deliberately NOT a section: basins (`BSIN`) diff --git a/Core/Scripts/BlockRegistry.cs b/Core/Scripts/BlockRegistry.cs index f435a9c..d4ec90a 100644 --- a/Core/Scripts/BlockRegistry.cs +++ b/Core/Scripts/BlockRegistry.cs @@ -21,6 +21,21 @@ namespace IslaApocalypse.Core public const byte WASTELAND_DIRT = 9; public const byte ASPHALT = 10; // For our roads! + // Water (terrain-water task 13). Wire-safe to add: block IDs are NEVER + // serialized — the blueprint's section table (BLUEPRINT_FORMAT.md) stores + // heights, biome ordinals and water data, never block IDs, and chunks are + // not persisted yet. So this ID is a runtime-only value and appending to + // the table cannot invalidate a .dat. + // + // NOTE this block is not placed into ChunkData.BlockIDs by the terrain + // path. Terrain is a Marching-Cubes iso-surface over a density field, and + // writing WATER into that field would FUSE the water into the terrain + // surface rather than lay a sheet on top of it. Water is its own mesh + // (ChunkRenderer). The entry exists so water has a real identity in the + // registry — a name and a colour — for the renderer and for whatever + // later needs to ask "what is this". + public const byte WATER = 11; + // This static constructor runs automatically the first time the registry is accessed static BlockRegistry() { @@ -42,6 +57,10 @@ namespace IslaApocalypse.Core // Infrastructure Blocks.Add(ASPHALT, new BlockData(ASPHALT, "Asphalt", true, new Color(0.15f, 0.15f, 0.15f))); + + // Water — not solid (you can move through it), shallow-water colour as the + // registry's representative value; the renderer shades by depth from there. + Blocks.Add(WATER, new BlockData(WATER, "Water", false, new Color(0.24f, 0.55f, 0.62f))); } public static BlockData GetBlock(byte id) diff --git a/Core/Scripts/BlueprintFormat.cs b/Core/Scripts/BlueprintFormat.cs index 5aad3c7..d8af0d8 100644 --- a/Core/Scripts/BlueprintFormat.cs +++ b/Core/Scripts/BlueprintFormat.cs @@ -34,6 +34,24 @@ namespace IslaApocalypse.Core public const uint TAG_WATER_SURFACE = 0x46525357; // "WSRF" public const uint TAG_TERRAIN_CURVE = 0x56524354; // "TCRV" public const uint TAG_TERRAIN_DETAIL = 0x4C544454; // "TDTL" + public const uint TAG_EROSION = 0x534F5245; // "EROS" + + // TDTL body version. 1 = shelf micro-relief + D8 drainage incision (the + // task-10 draft; the incision was reverted, and the only v1 payloads in + // existence are in that batch's tree). 2 = the current body. A reader that + // meets an unrecognised body version skips it rather than misreading a + // differently shaped payload into plausible-looking nonsense. + public const ushort TDTL_VERSION = 2; + + // EROS body version. 1 (task 17) = governors count/lifetime/carve cap, sea + // clamp, brush, strength constants, RNG seed offset, crater exclusion factor; + // the only v1 payloads in existence are in that task's batch tree. 2 (task 18, + // current) inserts the DEPOSIT CAP governor after the carve cap — deposition is + // now brush-spread and per-cell bounded. Same reader rule as TDTL: an unknown + // body version is skipped whole rather than misread into plausible nonsense. + // 3 (task 19, current) replaces the single crater exclusion factor with the + // protected-core factor, a feather-band factor, and the crater mode byte. + public const ushort EROS_VERSION = 3; // WSRF quantization: u16, 0 reserved as the no-water sentinel. A real level L // (raw blueprint height units) encodes as 1 + round(L × 32768), so a genuine diff --git a/Core/Scripts/BlueprintWriter.cs b/Core/Scripts/BlueprintWriter.cs index 27fe859..9dca0f8 100644 --- a/Core/Scripts/BlueprintWriter.cs +++ b/Core/Scripts/BlueprintWriter.cs @@ -35,6 +35,8 @@ namespace IslaApocalypse.Core WriteSection(writer, BlueprintFormat.TAG_TERRAIN_CURVE, w => WriteTerrainCurve(w, bp.TerrainCurve)); if (bp.TerrainDetail != null) WriteSection(writer, BlueprintFormat.TAG_TERRAIN_DETAIL, w => WriteTerrainDetail(w, bp.TerrainDetail)); + if (bp.Erosion != null) + WriteSection(writer, BlueprintFormat.TAG_EROSION, w => WriteErosion(w, bp.Erosion)); WriteSection(writer, BlueprintFormat.TAG_HEIGHTS, w => WriteHeights(w, bp)); WriteSection(writer, BlueprintFormat.TAG_BIOMES, w => WriteBiomes(w, bp)); @@ -155,12 +157,28 @@ namespace IslaApocalypse.Core private static void WriteTerrainDetail(BinaryWriter writer, TerrainDetailInfo d) { - writer.Write(d.Version); - writer.Write(d.ReliefAmpM); writer.Write(d.ReliefFreqIslands); - writer.Write(d.IncK); writer.Write(d.IncP); writer.Write(d.IncCapM); - writer.Write(d.SeaClampRaw); writer.Write(d.CraterExclFactor); - writer.Write(d.ShelfIncWeight); - writer.Write(d.ReliefSeedOffset); + writer.Write(d.Version); // u16 + writer.Write(d.ReliefAmpM); writer.Write(d.ReliefFreqIslands); // 2 × f32 + writer.Write(d.ReliefSeedOffset); // i32 + writer.Write(d.EdgeAmpM); writer.Write(d.EdgeFreqIslands); // 2 × f32 + writer.Write(d.EdgeSeedOffset); // i32 + writer.Write(d.EdgeMaxShiftM); // f32 + } + + private static void WriteErosion(BinaryWriter writer, ErosionInfo e) + { + writer.Write(e.Version); // u16 + writer.Write(e.DropletCount); writer.Write(e.Lifetime); // 2 × i32 + writer.Write(e.BrushRadius); writer.Write(e.SeedOffset); // 2 × i32 + writer.Write(e.CarveCapM); writer.Write(e.DepositCapM); // 2 × f32 + writer.Write(e.SeaMarginM); // f32 + writer.Write(e.Inertia); writer.Write(e.CapacityFactor); // 2 × f32 + writer.Write(e.MinSlopeM); // f32 + writer.Write(e.ErodeRate); writer.Write(e.DepositRate); // 2 × f32 + writer.Write(e.Evaporation); writer.Write(e.Gravity); // 2 × f32 + writer.Write(e.CraterCoreFactor); // f32 + writer.Write(e.CraterFeatherFactor); // f32 + writer.Write(e.CraterMode); // u8 } private static void WriteWaterBodyIds(BinaryWriter writer, WorldBlueprint bp) diff --git a/Core/Scripts/ChunkData.cs b/Core/Scripts/ChunkData.cs index 3c44e63..9a60711 100644 --- a/Core/Scripts/ChunkData.cs +++ b/Core/Scripts/ChunkData.cs @@ -37,6 +37,23 @@ namespace IslaApocalypse.Core // doesn't get painted like a motorway. public byte[,] ColumnRoadMaterial = new byte[Constants.CHUNK_SIZE_X + 1, Constants.CHUNK_SIZE_Z + 1]; + // --- WATER AT REST (terrain-water task 13) --------------------------- + // Per column: the world-space Y of the water SURFACE, or Constants.NO_WATER + // where the blueprint says this column is dry. Filled by the server from + // the blueprint's WSRF/WBID/WBTB — the runtime never decides where water + // is, it only draws what the blueprint already classified. + // + // WaterDepthM is the TRUE depth in metres (water level minus seabed, both + // in blueprint units), kept separately because the rendered seabed is + // clamped at Y=2 and would flatten every deep-ocean column to the same + // value. Colour reads this; geometry reads WaterSurfaceY. + public float[,] WaterSurfaceY = new float[Constants.CHUNK_SIZE_X + 1, Constants.CHUNK_SIZE_Z + 1]; + public float[,] WaterDepthM = new float[Constants.CHUNK_SIZE_X + 1, Constants.CHUNK_SIZE_Z + 1]; + + /// True if any column in this chunk carries water — lets the + /// renderer skip building a water mesh for the many inland chunks. + public bool HasAnyWater = false; + // For our future delta-save system public bool IsPlayerProtected = false; public bool NeedsSaving = false; @@ -44,6 +61,12 @@ namespace IslaApocalypse.Core public ChunkData(Vector2I position) { ChunkPosition = position; + + // float[,] defaults to 0, which is a legal-looking water height. Start + // every column explicitly dry instead. + for (int x = 0; x <= Constants.CHUNK_SIZE_X; x++) + for (int z = 0; z <= Constants.CHUNK_SIZE_Z; z++) + WaterSurfaceY[x, z] = Constants.NO_WATER; } } } diff --git a/Core/Scripts/ConfigManager.cs b/Core/Scripts/ConfigManager.cs index 14e233e..2ae8816 100644 --- a/Core/Scripts/ConfigManager.cs +++ b/Core/Scripts/ConfigManager.cs @@ -33,17 +33,149 @@ namespace IslaApocalypse.Core // Change this if your namespace is different // are retired. Default: v5. public static string TerrainCurve = "v5"; - // Terrain detail passes (task 10): "v1" = shelf micro-relief + drainage - // incision as one judged unit (requires the curve; no-op when it is off); - // "off" disables both. ShelfReliefAmp is the micro-relief amplitude in - // metres. Defaults: v1, 3 m. + // Terrain detail passes (task 10): "v1" = shelf micro-relief + shelf-edge + // variation as one judged unit (requires the curve; no-op when it is off); + // "off" disables both. ShelfReliefAmp is the micro-relief amplitude in metres + // of OUTPUT height. ShelfEdgeVariation is the shelf-edge warp amplitude in + // metres of INPUT height — how far the shelf/riser boundary contour is + // displaced, not an elevation change; it is clamped at load time to the + // largest shift the curve's bands can absorb. Defaults: v1, 3 m, 12 m. public static string TerrainDetail = "v1"; public static float ShelfReliefAmp = 3.0f; + public static float ShelfEdgeVariation = 12.0f; + + // Hydraulic erosion (task 17, Phase C0): droplet-based carve-and-deposit on + // the RENDER height map only — the classify path (biomes/water) never sees + // it. "off" until the developer's gate approves it; the batch that turns it + // on does so explicitly. The three GOVERNORS hard-bound the pass: + // DropletCount (cost/detail), DropletLifetime (max steps per droplet), + // CarveCap (max erosion depth per cell, metres — the runaway-trench guard + // and what keeps erosion a detailing pass). ErosionSeaMargin is the flood + // guard: no cell is ever carved below sea + margin, and below-sea cells are + // never touched at all, so the rendered coastline cannot move. The remaining + // dials are the standard droplet-model strength constants; slopes/amounts + // are in METRES (1 raw height unit = 251 m). + // Task-18 defaults tune for a DRAINAGE HIERARCHY: long-lived, committed + // droplets (lifetime 384 at inertia 0.35, evaporation 0.004) travel far + // enough down a flank that their paths overlap and deepen shared low lines + // into trunk channels, instead of dying as independent 48-px scratches; + // the carve cap is raised to 15 m so trunks can separate from the fine + // rills instead of both piling up against the same ceiling. A modest + // erode rate keeps the total material moved in detailing range. + // ErosionDepositCap is governor 4 (task 18): brush-spread deposition alone + // does not bound a spike once droplets carry long-path loads. + public static string Erosion = "off"; + public static int ErosionDropletCount = 250000; + public static int ErosionDropletLifetime = 384; + public static float ErosionCarveCap = 15.0f; // m per cell + public static float ErosionDepositCap = 6.0f; // m per cell; <= 0 = unbounded + public static float ErosionSeaMargin = 0.5f; // m above sea, carve floor + public static int ErosionBrushRadius = 2; // px + public static float ErosionInertia = 0.35f; + public static float ErosionCapacity = 4.0f; + public static float ErosionMinSlope = 0.02f; // m per px, capacity floor + public static float ErosionErodeRate = 0.12f; + public static float ErosionDepositRate = 0.15f; + public static float ErosionEvaporation = 0.004f; + public static float ErosionGravity = 4.0f; + + // How erosion treats the crater surrounds (task 19). The task-17 hard + // 1.2 × CraterRadius cutoff left a visible un-eroded disc: measured, the carve + // writes only inside 0.80 × and its displacement is exactly 0 beyond that, so + // 620 811 LAND cells of ordinary terrain were being held smooth for no + // geometric reason. Now only the deep strike core is protected. + // "full" — full-strength erosion right up to the core boundary. The + // crater formed after the terrain and has weathered since. + // "feather" — erosion ramps 0→full across CraterErosionCore → + // CraterErosionFeather (the detail pass's shape), so the crater + // reads as younger, less-weathered, and there is no seam at all. + // Radii are FACTORS of CraterRadius. The flooded bay and its sea connection do + // NOT depend on these: below-sea cells are read-only in both directions. + public static string CraterErosionMode = "feather"; + public static float CraterErosionCore = CRATER_EROSION_CORE_DEFAULT; + public static float CraterErosionFeather = CRATER_EROSION_FEATHER_DEFAULT; + // 0.80 = the carve's OWN extent (MapGenerator's physicalCraterRadius). Keeping the + // core at least this wide is what makes erosion and the carve touch DISJOINT cells, + // which is what keeps the post-carve flood guard exactly zero: the carve runs after + // erosion and scales height toward the sea target, so it AMPLIFIES any erosion delta + // inside its radius and can push a hair-above-sea cell across the waterline. Measured + // at a 0.50 core: 79 cells newly below the rendered sea, 113 310 below-sea cells + // disturbed. A smaller core reclaims nothing extra either — the over-protected annulus + // is 0.80x-1.2x, entirely outside the carve. + public const float CRATER_EROSION_CORE_DEFAULT = 0.80f; + public const float CRATER_EROSION_FEATHER_DEFAULT = 1.05f; + + // Rivers (task 22, C0b part 2a): carve the frozen task-21b river plan's + // beds into the RENDER map — ocean trunks, routed giants (lowland reach to + // the sea), lake-enders. NO WATER yet (part 2b). "off" until the routing- + // style gate; the A/B batch turns it on explicitly. RiverRoutingStyle picks + // the lowland routing for routed giants: "short" heads direct (lightly + // terrain-aware), "lowground" follows the lowest ground and wanders like a + // real river — the task-22 gate decides which ships; "lowground" is the + // provisional default pending that verdict. Width/depth scales are taste + // dials on the flow-proportional bed profile. RiverSeaMargin is the bed's + // absolute floor above sea — the erosion flood-guard discipline: no river + // bed may create inland below-sea cells, so the rendered coastline cannot + // move even with rivers carved. + public static string Rivers = "off"; + public static string RiverRoutingStyle = "lowground"; + public static float RiverWidthScale = 1.0f; + public static float RiverDepthScale = 1.0f; + public static float RiverSeaMargin = 0.2f; // m above sea, bed floor + + // Island falloff shaping (task 11). + // + // CoastProfile: "wide" adds the submarine shelf — the height curve is identity + // at and below sea, so it never reached the seabed, which still dropped ~6.7x + // steeper than the land it meets. "steep" is the pre-task-11 seabed, kept for + // A/B. The shelf cannot move the waterline, so biomes and water are identical + // either way. Default: wide. + // + // IslandAxisX/Y: the falloff axis ratios. These MOVE THE COASTLINE and + // therefore move biomes, so the DEFAULT is the shape the gate approved. + // Task 11 shipped 1.30/0.78 as the default and the developer's gate REJECTED + // that elongation; the defaults are back to 1.15/0.90 so that omitting the + // keys can no longer silently produce the rejected island (task 12 §4). + // NOTE, measured in task 11: the island is already Trench-clamped in x at + // ~90% of the map width, so AxisX is a weak lever — aspect responds almost + // entirely to AxisY, which trades against land area. + // + // OffshoreIslandDensity: fraction of the ocean noise field above the islet + // threshold. 0 disables the layer. Islets never touch the Trench and are held + // off the mainland by a depth moat. + public static string CoastProfile = "wide"; + public static float IslandAxisX = LEGACY_AXIS_X; // 1.15 — the gate's verdict + public static float IslandAxisY = LEGACY_AXIS_Y; // 0.90 + public static float OffshoreIslandDensity = 0.02f; + + // The gate-approved island shape, named so the defaults above and the bad-value + // restore below both point at one place. (`const`, so using it in a field + // initialiser declared earlier resolves at compile time.) + public const float LEGACY_AXIS_X = 1.15f; + public const float LEGACY_AXIS_Y = 0.90f; public static void LoadConfig() { string path = "res://ServerConfig.json"; + // Iteration override (task 22): ISLA_SERVER_CONFIG names an alternate + // config FILE to load instead of the repo's ServerConfig.json. Batch and + // A/B runs point this at a scratch config, so the developer's live + // ServerConfig.json is never written by tooling again — the whole + // backup/restore dance (and its task-19 near-miss) goes away. Loud, so + // a forgotten env var cannot silently masquerade as the repo config. + string envPath = OS.GetEnvironment("ISLA_SERVER_CONFIG"); + if (!string.IsNullOrEmpty(envPath)) + { + if (FileAccess.FileExists(envPath)) + { + path = envPath; + GD.Print($"[ConfigManager] ⚠ ISLA_SERVER_CONFIG override: loading '{envPath}' (NOT the repo ServerConfig.json)."); + } + else + GD.PrintErr($"[ConfigManager] ISLA_SERVER_CONFIG set but '{envPath}' does not exist — falling back to the repo config."); + } + if (!FileAccess.FileExists(path)) { GD.PrintErr("[ConfigManager] ServerConfig.json not found! Defaulting to 8K."); @@ -138,6 +270,125 @@ namespace IslaApocalypse.Core // Change this if your namespace is different { ShelfReliefAmp = (float)data["ShelfReliefAmp"]; } + if (data.ContainsKey("ShelfEdgeVariation")) + { + ShelfEdgeVariation = (float)data["ShelfEdgeVariation"]; + } + + // Extract the erosion gate + dials (task 17) + if (data.ContainsKey("Erosion")) + { + string erosion = (string)data["Erosion"]; + if (erosion == "off" || erosion == "v1") + Erosion = erosion; + else + GD.PrintErr($"[ConfigManager] Unknown Erosion '{erosion}'. Keeping '{Erosion}'."); + } + if (data.ContainsKey("ErosionDropletCount")) ErosionDropletCount = (int)data["ErosionDropletCount"]; + if (data.ContainsKey("ErosionDropletLifetime")) ErosionDropletLifetime = (int)data["ErosionDropletLifetime"]; + if (data.ContainsKey("ErosionCarveCap")) ErosionCarveCap = (float)data["ErosionCarveCap"]; + if (data.ContainsKey("ErosionDepositCap")) ErosionDepositCap = (float)data["ErosionDepositCap"]; + if (data.ContainsKey("ErosionSeaMargin")) ErosionSeaMargin = (float)data["ErosionSeaMargin"]; + if (data.ContainsKey("ErosionBrushRadius")) ErosionBrushRadius = (int)data["ErosionBrushRadius"]; + if (data.ContainsKey("ErosionInertia")) ErosionInertia = (float)data["ErosionInertia"]; + if (data.ContainsKey("ErosionCapacity")) ErosionCapacity = (float)data["ErosionCapacity"]; + if (data.ContainsKey("ErosionMinSlope")) ErosionMinSlope = (float)data["ErosionMinSlope"]; + if (data.ContainsKey("ErosionErodeRate")) ErosionErodeRate = (float)data["ErosionErodeRate"]; + if (data.ContainsKey("ErosionDepositRate")) ErosionDepositRate = (float)data["ErosionDepositRate"]; + if (data.ContainsKey("ErosionEvaporation")) ErosionEvaporation = (float)data["ErosionEvaporation"]; + if (data.ContainsKey("ErosionGravity")) ErosionGravity = (float)data["ErosionGravity"]; + + // Governor bounds are enforced HERE, loudly, so a bad dial is a refused + // dial rather than a silently absurd generation. The clamps are wide — + // they exist to catch typos (an extra zero), not to tune. + int rawCount = ErosionDropletCount; int rawLife = ErosionDropletLifetime; + float rawCap = ErosionCarveCap; + ErosionDropletCount = Mathf.Clamp(ErosionDropletCount, 0, 50_000_000); + ErosionDropletLifetime = Mathf.Clamp(ErosionDropletLifetime, 1, 4096); + ErosionCarveCap = Mathf.Clamp(ErosionCarveCap, 0f, 60f); + if (rawCount != ErosionDropletCount || rawLife != ErosionDropletLifetime || rawCap != ErosionCarveCap) + GD.PrintErr($"[ConfigManager] Erosion governor out of bounds — clamped: count {rawCount}->{ErosionDropletCount}, lifetime {rawLife}->{ErosionDropletLifetime}, cap {rawCap}->{ErosionCarveCap} m."); + // Rivers gate + dials (task 22) + if (data.ContainsKey("Rivers")) + { + string rv = (string)data["Rivers"]; + if (rv == "off" || rv == "v1") + Rivers = rv; + else + GD.PrintErr($"[ConfigManager] Unknown Rivers '{rv}'. Keeping '{Rivers}'."); + } + if (data.ContainsKey("RiverRoutingStyle")) + { + string st = (string)data["RiverRoutingStyle"]; + if (st == "short" || st == "lowground") + RiverRoutingStyle = st; + else + GD.PrintErr($"[ConfigManager] Unknown RiverRoutingStyle '{st}'. Keeping '{RiverRoutingStyle}'."); + } + if (data.ContainsKey("RiverWidthScale")) RiverWidthScale = (float)data["RiverWidthScale"]; + if (data.ContainsKey("RiverDepthScale")) RiverDepthScale = (float)data["RiverDepthScale"]; + if (data.ContainsKey("RiverSeaMargin")) RiverSeaMargin = (float)data["RiverSeaMargin"]; + RiverWidthScale = Mathf.Clamp(RiverWidthScale, 0.1f, 5f); + RiverDepthScale = Mathf.Clamp(RiverDepthScale, 0.1f, 5f); + RiverSeaMargin = Mathf.Clamp(RiverSeaMargin, 0f, 5f); + + // Crater erosion treatment (task 19) + if (data.ContainsKey("CraterErosionMode")) + { + string cm = (string)data["CraterErosionMode"]; + if (cm == "full" || cm == "feather") + CraterErosionMode = cm; + else + GD.PrintErr($"[ConfigManager] Unknown CraterErosionMode '{cm}'. Keeping '{CraterErosionMode}'."); + } + if (data.ContainsKey("CraterErosionCore")) CraterErosionCore = (float)data["CraterErosionCore"]; + if (data.ContainsKey("CraterErosionFeather")) CraterErosionFeather = (float)data["CraterErosionFeather"]; + CraterErosionCore = Mathf.Clamp(CraterErosionCore, 0f, 3f); + CraterErosionFeather = Mathf.Clamp(CraterErosionFeather, 0f, 4f); + // A feather band that does not extend past the core is not a band; say so + // rather than silently behaving like "full". + if (CraterErosionMode == "feather" && CraterErosionFeather <= CraterErosionCore) + { + GD.PrintErr($"[ConfigManager] CraterErosionFeather {CraterErosionFeather:F2} must exceed " + + $"CraterErosionCore {CraterErosionCore:F2} — the ramp would have zero width. " + + $"Restoring {CRATER_EROSION_FEATHER_DEFAULT:F2}."); + CraterErosionFeather = CRATER_EROSION_FEATHER_DEFAULT; + } + + // Negative is meaningless; 0 is the documented "unbounded" escape hatch. + ErosionDepositCap = Mathf.Clamp(ErosionDepositCap, 0f, 60f); + ErosionSeaMargin = Mathf.Clamp(ErosionSeaMargin, 0f, 5f); + ErosionBrushRadius = Mathf.Clamp(ErosionBrushRadius, 0, 8); + ErosionInertia = Mathf.Clamp(ErosionInertia, 0f, 0.99f); + ErosionCapacity = Mathf.Max(ErosionCapacity, 0f); + ErosionMinSlope = Mathf.Max(ErosionMinSlope, 0f); + ErosionErodeRate = Mathf.Clamp(ErosionErodeRate, 0f, 1f); + ErosionDepositRate = Mathf.Clamp(ErosionDepositRate, 0f, 1f); + ErosionEvaporation = Mathf.Clamp(ErosionEvaporation, 0f, 0.5f); + ErosionGravity = Mathf.Max(ErosionGravity, 0f); + + // Extract the island-falloff dials (task 11) + if (data.ContainsKey("CoastProfile")) + { + string coast = (string)data["CoastProfile"]; + if (coast == "steep" || coast == "wide") + CoastProfile = coast; + else + GD.PrintErr($"[ConfigManager] Unknown CoastProfile '{coast}'. Keeping '{CoastProfile}'."); + } + if (data.ContainsKey("IslandAxisX")) IslandAxisX = (float)data["IslandAxisX"]; + if (data.ContainsKey("IslandAxisY")) IslandAxisY = (float)data["IslandAxisY"]; + if (data.ContainsKey("OffshoreIslandDensity")) OffshoreIslandDensity = (float)data["OffshoreIslandDensity"]; + + // The axis ratios divide map extents; a zero or negative one is a divide-by- + // zero that would silently produce an all-ocean map. Refuse it loudly. + if (IslandAxisX <= 0.01f || IslandAxisY <= 0.01f) + { + GD.PrintErr($"[ConfigManager] IslandAxisX/Y must be > 0.01 (got {IslandAxisX}/{IslandAxisY}). Restoring legacy {LEGACY_AXIS_X}/{LEGACY_AXIS_Y}."); + IslandAxisX = LEGACY_AXIS_X; + IslandAxisY = LEGACY_AXIS_Y; + } + OffshoreIslandDensity = Mathf.Clamp(OffshoreIslandDensity, 0f, 0.5f); switch (profile) { diff --git a/Core/Scripts/Constants.cs b/Core/Scripts/Constants.cs index b3fb362..0b2e689 100644 --- a/Core/Scripts/Constants.cs +++ b/Core/Scripts/Constants.cs @@ -75,6 +75,40 @@ namespace IslaApocalypse.Core /// Safety margin added to the road cull, in metres. public const float ROAD_CULL_MARGIN = 3.0f; + // --- WATER AT REST (terrain-water task 13) -------------------------- + // The blueprint has carried water since task 03; this is only about + // DRAWING it. Water is a flat sheet at the body's own surface level — + // no waves, no flow, no animation. Those are C2+. + + /// + /// Sentinel in ChunkData.WaterSurfaceY for "this column has no water". + /// Real surface heights are always >= 2 (the terrain clamp's floor), so a + /// negative value is unambiguous. + /// + public const float NO_WATER = -1.0f; + + /// + /// Raw blueprint height -> world metres. One raw unit is this many metres, + /// and it is exactly the terrain mapping (CHUNK_HEIGHT - 5), named so the + /// water surface and the seabed cannot drift apart if the band is retuned. + /// + public const float HEIGHT_SCALE = CHUNK_HEIGHT - 5; + + // Depth shading. Depth is measured from the BLUEPRINT heights, not the + // rendered geometry: the terrain render clamps its floor at Y=2, so deep + // ocean would otherwise all read as one flat ~36 m and the gradient would + // die exactly where the ocean gets interesting. + public const float WATER_DEEP_METERS = 60.0f; // depth at which the gradient bottoms out + public static readonly Color WATER_SHALLOW = new Color(0.38f, 0.76f, 0.78f); + public static readonly Color WATER_DEEP = new Color(0.05f, 0.17f, 0.42f); + + /// + /// Water alpha, shallow -> deep. Shallows are clearer, so the shelved coast + /// and the seabed under it stay readable; depth closes the surface up. + /// + public const float WATER_ALPHA_SHALLOW = 0.62f; + public const float WATER_ALPHA_DEEP = 0.97f; + /// /// Looks up the carve settings for a road tier. One place to tune. /// diff --git a/Core/Scripts/MapDataParser.cs b/Core/Scripts/MapDataParser.cs index 35e4695..d86ed9b 100644 --- a/Core/Scripts/MapDataParser.cs +++ b/Core/Scripts/MapDataParser.cs @@ -89,16 +89,37 @@ namespace IslaApocalypse.Core /// /// The terrain detail passes that shaped this blueprint's HGTS (v2 TDTL section, - /// terrain-water task 10): shelf micro-relief + drainage incision parameters. + /// terrain-water task 10): shelf micro-relief + shelf-edge variation parameters. /// Null when detail was off. Metadata only — heights are already detailed. + /// Version 1 (relief + the reverted D8 incision) never left the task-10 batch + /// tree; the parser rejects it rather than misreading its longer payload. /// public class TerrainDetailInfo { public ushort Version; public float ReliefAmpM, ReliefFreqIslands; - public float IncK, IncP, IncCapM; - public float SeaClampRaw, CraterExclFactor, ShelfIncWeight; public int ReliefSeedOffset; + public float EdgeAmpM, EdgeFreqIslands; + public int EdgeSeedOffset; + public float EdgeMaxShiftM; + } + + /// + /// The hydraulic-erosion pass that detailed this blueprint's HGTS (v2 EROS + /// section, terrain-water task 17): droplet-model governors and strength + /// constants, as APPLIED (post config clamping). Null when erosion was off. + /// Metadata only — heights are already eroded; the classify-side data (biomes, + /// water) never saw the pass by design. + /// + public class ErosionInfo + { + public ushort Version; + public int DropletCount, Lifetime, BrushRadius, SeedOffset; + public float CarveCapM, DepositCapM, SeaMarginM; + public float Inertia, CapacityFactor, MinSlopeM; + public float ErodeRate, DepositRate, Evaporation, Gravity; + public float CraterCoreFactor, CraterFeatherFactor; + public byte CraterMode; // 0 = full, 1 = feather } public class WorldBlueprint @@ -131,6 +152,9 @@ namespace IslaApocalypse.Core // The detail passes that shaped HeightMap (TDTL section); null = no detail. public TerrainDetailInfo TerrainDetail; + + // The erosion pass that detailed HeightMap (EROS section); null = no erosion. + public ErosionInfo Erosion; } // 2. The Parser Utility @@ -254,7 +278,8 @@ namespace IslaApocalypse.Core else if (tag == BlueprintFormat.TAG_WATER_SURFACE) sectionOk = ParseWaterGrid(reader, blueprint, payloadLength, isSurface: true); else if (tag == BlueprintFormat.TAG_WATER_BODY_TABLE) sectionOk = ParseWaterBodyTable(reader, blueprint); else if (tag == BlueprintFormat.TAG_TERRAIN_CURVE) sectionOk = ParseTerrainCurve(reader, blueprint); - else if (tag == BlueprintFormat.TAG_TERRAIN_DETAIL) sectionOk = ParseTerrainDetail(reader, blueprint); + else if (tag == BlueprintFormat.TAG_TERRAIN_DETAIL) sectionOk = ParseTerrainDetail(reader, blueprint, payloadLength); + else if (tag == BlueprintFormat.TAG_EROSION) sectionOk = ParseErosion(reader, blueprint, payloadLength); else { // The property the redesign exists to buy: future sections (water, @@ -448,19 +473,55 @@ namespace IslaApocalypse.Core return true; } - private static bool ParseTerrainDetail(BinaryReader reader, WorldBlueprint blueprint) + private static bool ParseTerrainDetail(BinaryReader reader, WorldBlueprint blueprint, ulong payloadLength) { var d = new TerrainDetailInfo(); d.Version = reader.ReadUInt16(); + if (d.Version != BlueprintFormat.TDTL_VERSION) + { + // A TDTL v1 payload (the reverted relief+incision layout) is LONGER and + // laid out differently; reading it as v2 would silently mint plausible + // nonsense. Skip the body and leave TerrainDetail null — the heights are + // still whatever they are, we just refuse to describe them wrongly. + GD.PrintErr($"[MapDataParser] ⚠ TDTL version {d.Version} is not the current {BlueprintFormat.TDTL_VERSION} — section skipped, detail metadata unavailable."); + reader.BaseStream.Seek((long)payloadLength - 2L, SeekOrigin.Current); + return true; + } d.ReliefAmpM = reader.ReadSingle(); d.ReliefFreqIslands = reader.ReadSingle(); - d.IncK = reader.ReadSingle(); d.IncP = reader.ReadSingle(); d.IncCapM = reader.ReadSingle(); - d.SeaClampRaw = reader.ReadSingle(); d.CraterExclFactor = reader.ReadSingle(); - d.ShelfIncWeight = reader.ReadSingle(); d.ReliefSeedOffset = reader.ReadInt32(); + d.EdgeAmpM = reader.ReadSingle(); d.EdgeFreqIslands = reader.ReadSingle(); + d.EdgeSeedOffset = reader.ReadInt32(); + d.EdgeMaxShiftM = reader.ReadSingle(); blueprint.TerrainDetail = d; return true; } + private static bool ParseErosion(BinaryReader reader, WorldBlueprint blueprint, ulong payloadLength) + { + var e = new ErosionInfo(); + e.Version = reader.ReadUInt16(); + if (e.Version != BlueprintFormat.EROS_VERSION) + { + // Same rule as TDTL: an unrecognised body version is skipped whole + // rather than misread into plausible-looking nonsense. + GD.PrintErr($"[MapDataParser] ⚠ EROS version {e.Version} is not the current {BlueprintFormat.EROS_VERSION} — section skipped, erosion metadata unavailable."); + reader.BaseStream.Seek((long)payloadLength - 2L, SeekOrigin.Current); + return true; + } + e.DropletCount = reader.ReadInt32(); e.Lifetime = reader.ReadInt32(); + e.BrushRadius = reader.ReadInt32(); e.SeedOffset = reader.ReadInt32(); + e.CarveCapM = reader.ReadSingle(); e.DepositCapM = reader.ReadSingle(); + e.SeaMarginM = reader.ReadSingle(); + e.Inertia = reader.ReadSingle(); e.CapacityFactor = reader.ReadSingle(); + e.MinSlopeM = reader.ReadSingle(); + e.ErodeRate = reader.ReadSingle(); e.DepositRate = reader.ReadSingle(); + e.Evaporation = reader.ReadSingle(); e.Gravity = reader.ReadSingle(); + e.CraterCoreFactor = reader.ReadSingle(); e.CraterFeatherFactor = reader.ReadSingle(); + e.CraterMode = reader.ReadByte(); + blueprint.Erosion = e; + return true; + } + private static bool ParseRoadTier(BinaryReader reader, List into) { int pathCount = reader.ReadInt32(); diff --git a/Core/Scripts/README.md b/Core/Scripts/README.md index d645894..d0187ef 100644 --- a/Core/Scripts/README.md +++ b/Core/Scripts/README.md @@ -11,7 +11,11 @@ never track live game events — who is online, which chunks are loaded, what ti ### Voxel materials - **`BlockData.cs`** — struct describing one block type (ID, name, IsSolid, BaseColor). - **`BlockRegistry.cs`** — the byte-ID master list (`AIR` 0, `BEDROCK`, `STONE`, `DIRT`, `SAND`, the - three grasses, `SNOW`, `WASTELAND_DIRT`, `ASPHALT`) with a safe `GetBlock` lookup. + three grasses, `SNOW`, `WASTELAND_DIRT`, `ASPHALT`, `WATER`) with a safe `GetBlock` lookup. + **Block IDs are never serialized** — the blueprint stores heights, biome ordinals and water data, + never block IDs, and chunks are not persisted — so appending to this table is wire-safe. + `WATER` is a registry identity only: it is not written into `ChunkData.BlockIDs`, because water is + drawn as its own surface rather than as part of the terrain iso-surface (see `Client/README.md`). - **`BiomePalette.cs`** — decides which material sits where, given biome, depth, and whether the column is roadbed. Two paths on purpose: an **integer** classification that decides what is stored in each voxel, and a **float-depth** version used for rendering that returns the two materials @@ -43,11 +47,17 @@ rendering. flag, and the optional water-bodies data: `WaterBodyIds`, `WaterBodies` table, `WaterSurfaceQ`). Dispatches on the first byte: v2 tagged-section files get validation (version gate, size bounds, section-length and ordinal range checks); legacy v1 files still load, intact, with a - deprecation warning. Nothing at runtime consumes the water data yet. + deprecation warning. **The water sections are consumed at runtime since task 13** — the server + reads them per column and the client draws the result (see `Server/README.md`). - **`ChunkData.cs`** — one chunk's density and block-ID fields, `+1` padded on every axis so the - mesher can reach into the neighbouring chunk, plus the per-column data the renderer needs. + mesher can reach into the neighbouring chunk, plus the per-column data the renderer needs — + including `WaterSurfaceY` (world Y of the water surface, or `Constants.NO_WATER`), `WaterDepthM` + (true depth from blueprint heights) and `HasAnyWater`. - **`Constants.cs`** — chunk dimensions, `ISO_LEVEL`, `VOXEL_SCALE`, and the visual/road tunables - (material blend band; per-tier road width, shoulder, grade smoothing and surface). + (material blend band; per-tier road width, shoulder, grade smoothing and surface), plus the + water-at-rest tunables: `HEIGHT_SCALE` (the one raw-height→metres mapping, shared by the terrain + surface and the water sheet so they cannot drift apart), `NO_WATER`, and the depth-shading + colour/alpha ramp. ### Maths - **`MarchingCubes.cs`** — density field → `ArrayMesh`, with analytical normals and deterministic diff --git a/Scenes/Main.tscn b/Scenes/Main.tscn index 1631ce9..544ab25 100644 --- a/Scenes/Main.tscn +++ b/Scenes/Main.tscn @@ -2,13 +2,34 @@ [ext_resource type="Script" uid="uid://c1dxqbgohxr6k" path="res://Server/Scripts/ServerChunkManager.cs" id="1_r150o"] +[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_sky0"] +sky_top_color = Color(0.28, 0.47, 0.79, 1) +sky_horizon_color = Color(0.72, 0.8, 0.86, 1) +sky_curve = 0.12 +ground_bottom_color = Color(0.16, 0.15, 0.14, 1) +ground_horizon_color = Color(0.58, 0.56, 0.5, 1) +ground_curve = 0.05 +sun_angle_max = 12.0 +sun_curve = 0.15 + +[sub_resource type="Sky" id="Sky_main0"] +sky_material = SubResource("ProceduralSkyMaterial_sky0") + [sub_resource type="Environment" id="Environment_r150o"] +background_mode = 2 +sky = SubResource("Sky_main0") +ambient_light_source = 3 ambient_light_color = Color(0.37245482, 0.5677467, 1, 1) +ambient_light_energy = 0.45 [node name="World" type="Node3D" unique_id=412138339] script = ExtResource("1_r150o") [node name="DirectionalLight3D" type="DirectionalLight3D" parent="." unique_id=1569534216] +transform = Transform3D(-0.7071068, 0, 0.7071068, 0.5572077, 0.6156615, 0.5572077, -0.4353384, 0.7880108, -0.4353384, 0, 0, 0) +light_energy = 1.0 +shadow_enabled = true +directional_shadow_max_distance = 2500.0 [node name="Camera3D" type="Camera3D" parent="." unique_id=1064925728] transform = Transform3D(1, 0, 0, 0, 0.49999997, -0.86602545, 0, 0.86602545, 0.49999997, 2559.9224, 640.90497, -171.46881) diff --git a/Server/README.md b/Server/README.md index 789c64f..2ff7955 100644 --- a/Server/README.md +++ b/Server/README.md @@ -27,6 +27,24 @@ vector ends up parallel to the view direction, so camera roll is undefined and G - **Road culling first.** Only the road segments whose bounding box reaches this chunk are kept, each tagged with its `RoadTier`. The padding is derived from the widest shoulder any tier has plus a margin, so widening a road cannot silently truncate it at chunk edges. +- **Water per column** (tasks 13, 15) — the blueprint is the **authority** on where water is and at + what level; the server only reads it. `WSRF` gives the surface level per pixel, and the `WBTB` + body table is the fallback when a column is flagged wet but carries the `WSRF` no-water sentinel. + + **Presence takes two clauses.** `WBID` (the water stage's own classification output) OR *the + rendered ground being under the ocean's surface*. The second exists because `WBID` was classified + from the **uncurved** heightmap while the mesh renders the **curved** one. Outside the crater + those agree exactly — the curve is identity at sea and monotonic, so `Apply(raw) < sea` iff + `raw < sea`. Inside it they do not: the carve lerps two different bases toward one target + (classify from `raw`, rendered from `Apply(raw)`, and `Apply(raw) < raw` in the lowland band), so + the rendered surface sinks faster and leaves a ring rendering below the waterline that `WBID` + still calls dry — 375,824 px on the C1 seed, all of it inside the carve. The second clause tests + the height the mesh actually uses against the **ocean body's own level from `WBTB`**, so the + runtime still derives nothing, and by the identity above it can only ever fire inside the carve. A body the table does not know leaves the column **dry** rather than + guessing a level. The level is scaled by the same `HEIGHT_SCALE` as the terrain, so the sheet and + the seabed cannot drift apart. Depth for shading is taken from **blueprint** heights, not rendered + geometry — the terrain render clamps its floor at `Y = 2`, which would otherwise flatten every + deep-ocean column to one value. Each run logs what it drew (`[Server] Water at rest: …`). - **Surface height per column** (`GetExactSurface`) — the blueprint height scaled into the chunk's usable vertical band, then modified by any road carving. - **Density per voxel** — `(y − surfaceY)` normalised by the local slope, giving a signed distance to diff --git a/Server/Scripts/ServerChunkManager.cs b/Server/Scripts/ServerChunkManager.cs index ded094a..2bf74b7 100644 --- a/Server/Scripts/ServerChunkManager.cs +++ b/Server/Scripts/ServerChunkManager.cs @@ -29,6 +29,17 @@ namespace IslaApocalypse.Server private Dictionary _activeChunks = new Dictionary(); public int chunkSize = 24; + // Water-at-rest diagnostics (task 13), summed across the chunks generated. + private long _waterColumnsRendered = 0; + private int _chunksWithWater = 0; + private float _waterMinY = float.MaxValue, _waterMaxY = float.MinValue, _waterMaxDepth = 0f; + + // Shoreline seam (task 15). The OCEAN body's own surface level, from the + // blueprint's WBTB table; -1 when the blueprint carries no ocean. Columns the + // mesh renders below this but WBID calls dry are the seam, and are counted. + private float _oceanLevelRaw = -1f; + private long _seamColumnsRecovered = 0; + public override void _Ready() { @@ -55,6 +66,13 @@ namespace IslaApocalypse.Server $"vs config MapSize {ConfigManager.MapSize}."); } + // The ocean's surface level, for the shoreline-seam rule below. Taken + // from the blueprint's body table (type OCEAN), never derived here — + // the runtime does not compute sea level (D-033). + if (_blueprint.WaterBodies != null) + foreach (var body in _blueprint.WaterBodies) + if (body.Type == WaterBodyInfo.TYPE_OCEAN) { _oceanLevelRaw = body.SurfaceLevel; break; } + GD.Print("[Server] Blueprint loaded. Locating Capitol City..."); // 2. Find the Capitol in the parsed data @@ -69,7 +87,8 @@ namespace IslaApocalypse.Server // Old original png map coords // Vector2 capitolPos = new Vector2(2405, 3296); // hardcoded for now since we know exactly where it is in this seed, which is the "paradise" biome hub - + // New Manual Test point + // Vector2 capitolPos = new Vector2(4487, 4424); GD.Print($"[Server] Capitol found at {capitolPos}. Generating chunks..."); @@ -87,6 +106,16 @@ namespace IslaApocalypse.Server } } + // Say what was actually drawn. The water is the blueprint's, not the + // runtime's, so if this reads zero the question is which of the two + // sides went quiet — and this line answers it without a debugger. + GD.Print($"[Server] Water at rest: {_waterColumnsRendered} water columns across " + + $"{_chunksWithWater} of {_activeChunks.Count} chunks" + + (_waterColumnsRendered > 0 + ? $"; surface Y {_waterMinY:F1}..{_waterMaxY:F1} m, depth up to {_waterMaxDepth:F1} m; " + + $"{_seamColumnsRecovered} shoreline-seam columns recovered (mesh below the ocean surface, WBID dry)." + : " — nothing to draw here (check the blueprint carries WBID/WSRF).")); + // 5. Teleport the Camera to look down at our creation! Camera3D cam = GetNodeOrNull("Camera3D"); if (cam != null) @@ -253,6 +282,72 @@ namespace IslaApocalypse.Server newChunk.ColumnBiomes[x, z] = columnBiome; newChunk.ColumnRoadMaterial[x, z] = roadSurface; + // --- WATER AT REST (task 13) + SHORELINE SEAM (task 15) ------ + // The blueprint is the AUTHORITY on where water is and at what + // level; the runtime only draws it. WSRF gives the level per pixel, + // and the WBTB body table is the fallback if a column is flagged wet + // but carries the WSRF no-water sentinel. + // + // PRESENCE, though, takes two clauses. WBID was classified from the UNCURVED + // heightmap — the classify path that keeps the biome/water oracle + // byte-identical — while the mesh renders the CURVED one. Outside + // the crater those two agree exactly, because the curve is identity + // at sea and monotonic, so Apply(raw) < sea iff raw < sea. INSIDE + // the crater they do not: the carve lerps two different bases toward + // one target (classify from raw, rendered from Apply(raw), and + // Apply(raw) < raw throughout the lowland band), so the rendered + // surface sinks faster and leaves a ring that renders below the + // waterline while WBID still calls it dry. Measured on seed + // 1825907253: 375,824 such columns, 100 % of them inside the carve. + // + // So presence is decided by BOTH: the blueprint's classification, + // OR the rendered ground actually being under the ocean's surface. + // The second clause can only ever fire inside the carve (see the + // identity above), which is precisely the flooded bay it exists for. + if (_blueprint.WaterBodyIds != null) + { + ushort bodyId = _blueprint.WaterBodyIds[globalX, globalZ]; + float levelRaw = -1f; + + if (bodyId != 0) + { + if (_blueprint.WaterSurfaceQ != null) + { + ushort q = _blueprint.WaterSurfaceQ[globalX, globalZ]; + if (q != 0) levelRaw = BlueprintFormat.DecodeWaterLevel(q); + } + if (levelRaw < 0f) levelRaw = BodyLevel(bodyId); + } + else if (_oceanLevelRaw >= 0f + && exactSurfaceY < _oceanLevelRaw * Constants.HEIGHT_SCALE) + { + // Rendered ground below the ocean's own surface level. The + // level still comes from the blueprint (the ocean body's + // WBTB entry) — the runtime derives nothing, it only notices + // that the ground the MESH draws is under that surface. + levelRaw = _oceanLevelRaw; + _seamColumnsRecovered++; + } + + if (levelRaw >= 0f) + { + // Same mapping as the terrain, so the sheet and the seabed + // cannot drift apart. + newChunk.WaterSurfaceY[x, z] = Mathf.Clamp( + levelRaw * Constants.HEIGHT_SCALE, 2.0f, Constants.CHUNK_HEIGHT - 2.0f); + // TRUE depth, from blueprint units — see ChunkData. + newChunk.WaterDepthM[x, z] = + Mathf.Max(0f, (levelRaw - _blueprint.HeightMap[globalX, globalZ]) * Constants.HEIGHT_SCALE); + newChunk.HasAnyWater = true; + + _waterColumnsRendered++; + float wy = newChunk.WaterSurfaceY[x, z]; + if (wy < _waterMinY) _waterMinY = wy; + if (wy > _waterMaxY) _waterMaxY = wy; + if (newChunk.WaterDepthM[x, z] > _waterMaxDepth) _waterMaxDepth = newChunk.WaterDepthM[x, z]; + } + } + float hRight = surfaceRight - exactSurfaceY; float hFwd = surfaceFwd - exactSurfaceY; float slopeX = hRight / Constants.VOXEL_SCALE; @@ -275,6 +370,7 @@ namespace IslaApocalypse.Server } // End of Z loop } // End of X loop + if (newChunk.HasAnyWater) _chunksWithWater++; _activeChunks.Add(chunkCoord, newChunk); var renderer = new IslaApocalypse.Client.ChunkRenderer(); @@ -282,6 +378,21 @@ namespace IslaApocalypse.Server renderer.RenderChunk(newChunk); } + /// + /// A water body's flat surface level, from the blueprint's WBTB table. Only + /// used as the fallback when a column is flagged wet by WBID but its WSRF + /// entry is the no-water sentinel — WSRF is the per-pixel authority, this is + /// the per-body one. Returns -1 if the body is unknown, which the caller + /// reads as "leave this column dry" rather than guessing a level. + /// + private float BodyLevel(ushort bodyId) + { + if (_blueprint.WaterBodies == null) return -1f; + foreach (var body in _blueprint.WaterBodies) + if (body.Id == bodyId) return body.SurfaceLevel; + return -1f; + } + /// /// Turns a map-pixel position into a world surface height, with bounds clamping. /// Same mapping used everywhere else: raw 0-1 heightmap value scaled into the diff --git a/Tools/Scenes/RiverPlanTool.tscn b/Tools/Scenes/RiverPlanTool.tscn new file mode 100644 index 0000000..0e9f20c --- /dev/null +++ b/Tools/Scenes/RiverPlanTool.tscn @@ -0,0 +1,6 @@ +[gd_scene format=3 uid="uid://rvplantool21"] + +[ext_resource type="Script" path="res://Tools/Scripts/RiverPlanTool.cs" id="1_rpt"] + +[node name="RiverPlanTool" type="Node"] +script = ExtResource("1_rpt") diff --git a/Tools/Scripts/DrainageAnalysis.cs b/Tools/Scripts/DrainageAnalysis.cs new file mode 100644 index 0000000..c9f6544 --- /dev/null +++ b/Tools/Scripts/DrainageAnalysis.cs @@ -0,0 +1,657 @@ +using System; +using System.Collections.Generic; + +/// +/// Drainage-network promotion — C0b part 1 (terrain-water task 21). PURE ANALYSIS: +/// reads the ERODED render heightmap and produces a river PLAN — it changes zero +/// terrain and adds zero water. Standalone numeric (D-035 family; no Godot types). +/// +/// Pipeline, built on the task-03 priority-flood family: +/// 1. Priority-flood the eroded surface from the map border (Barnes heap+pit +/// variant, 8-connected, same as RunPriorityFloodDiagnostics) — but with a +/// one-ulp epsilon on pit fills, so every filled cell keeps a STRICTLY +/// descending path to its spill. This resolves the ~15,000 erosion pits +/// (task-20 finding) for ROUTING ONLY; the terrain itself is never modified. +/// 2. Depressions that are deep AND large enough (the endorheic dials) are NOT +/// filled through: their cells revert to original heights, so flow entering +/// them terminates at the basin minimum. Real closed drainage survives; +/// micro-pits route through. +/// 3. D8 flow directions on that routing surface. D8 was reverted as a CARVING +/// technique (task 10 — grid-aligned scratches in the terrain); using it to +/// COMPUTE where water flows is standard hydrology and leaves no mark. +/// 4. Flow accumulation by topological (Kahn) propagation — no sort needed. +/// 5. Promotion: outlets to the sea ranked by drainage area, top-N (separated) +/// become trunks; main stems traced upstream by max-accumulation; the +/// mountain-exit point found from the along-stem grade; LEAN tributaries and +/// LEAN endorheic terminals marked. +/// +/// The plan's lowland courses are provisional: erosion delivered the UPLAND +/// network only (task 18 §3), so below each mountain-exit the traced course is +/// "where the routing surface drains", not a designed river. Part 2 (task 22) +/// routes the lowland reach properly from the mountain-exit points — which is why +/// those points are this analysis's key output. +/// +public static class DrainageAnalysis +{ + public const float M_PER_UNIT = 251f; + + // Neighbour order is FIXED (it is the deterministic tiebreak). + private static readonly int[] DX = { -1, -1, -1, 0, 0, 1, 1, 1 }; + private static readonly int[] DY = { -1, 0, 1, -1, 1, -1, 0, 1 }; + private static readonly float[] DIST = { + 1.41421356f, 1f, 1.41421356f, 1f, 1f, 1.41421356f, 1f, 1.41421356f }; + + public class Params + { + // Endorheic qualification: a depression this deep AND this large is a real + // closed basin and terminates flow; anything smaller is a pit, filled through. + public float EndorheicMinDepthM = 2.0f; + public int EndorheicMinAreaPx = 10000; + // Endorheic REPORTING is lean: only terminals with at least this much + // upstream drainage, at most MaxCount of them. + public int EndorheicMinInflowPx = 50000; + public int EndorheicMaxCount = 3; + + public int TrunkCount = 3; // ~3 sea-reaching trunks (developer) + public int GiantCount = 3; // 21b: top endorheic giants promoted + public int MinOutletSeparationPx = 400; // don't pick 3 mouths of one delta + + public int StemMinAccPx = 1000; // stem tracing stops below this + public int TributaryMinAccPx = 30000; // LEAN: a branch must drain this much + public int TributaryMaxPerTrunk = 4; // ...and only the top few are marked + + // Mountain-exit: furthest-downstream stem point where the upstream window + // still sustains this grade (m per px) over ExitWindowPx. + public float ExitGradeMin = 0.05f; + public int ExitWindowPx = 100; + + public float SeaLevel = 0.15f; // flat sea scalar (raw units) + } + + public class Stream + { + public List<(float x, float y)> Course = new(); // downstream-first + public long DrainageAreaPx; + public (float x, float y) Head; // upstream end + } + + public class Trunk : Stream + { + public (float x, float y) Outlet; // last land cell before sea + public (float x, float y) MountainExit; + public float MountainExitElevM; + public bool ExitFound; + public List Tributaries = new(); + } + + /// + /// A promoted endorheic giant (task 21b): one of the island's biggest drainage + /// systems, which pools inland because erosion could not cross the flats. + /// Kind "routed" carries a PROVISIONAL route across the flats to the ocean — + /// the path part 2 would carve, drawn for the gate, not water. Kind + /// "lake-ender" keeps its lake/lagoon terminal (real geography, developer's + /// call). Terminal is where the MAIN STEM actually pools (its sub-minimum), + /// which on a flat basin floor is more truthful than the basin's deepest cell. + /// + public class Giant : Stream + { + public (float x, float y) Terminal; + public (float x, float y) Spill; // where the basin overtops + public float BasinDepthM; + public long BasinAreaPx; + public string Kind = "routed"; // "routed" | "lake-ender" + public bool SouthernCandidate; + public bool TerminalInClassifyWater; + public List<(float x, float y)> ProvisionalRoute; // null for lake-enders + public bool RouteReachedOcean; + public (float x, float y) MountainExit; + public float MountainExitElevM; + public bool ExitFound; + public List Tributaries = new(); + } + + public class EndorheicTerminal + { + public (float x, float y) Terminal; // basin minimum + public long DrainageAreaPx; + public float BasinDepthM; + public long BasinAreaPx; + } + + public class Plan + { + public List Trunks = new(); + public List Endorheics = new(); + public List Giants = new(); // 21b: the promoted giants + public int TerminalBasinCount; // basins that qualified as sinks + public long PitsFilledCount; // depressions filled through + public long LandCells, SeaReachingCells, EndorheicCells, UnroutedCells; + public List<(float x, float y, long acc)> AllOutletsTop = new(); // top 12, pre-separation + public Params P; + } + + /// Row-major mask of THE OCEAN body (WBID == 1) — the + /// only water that counts as "the sea" for sea-reaching trunks. Below-sea + /// cells that are NOT ocean (enclosed lagoons, below-datum lake beds) are + /// ordinary terrain to the router: as depressions they either qualify as + /// terminal basins (a river legitimately ENDING in a lagoon/lake — reported as + /// such) or fill and spill onward to the true sea. Without this mask the first + /// draft called two of its three "sea-reaching" trunks done at enclosed + /// lagoons, which is exactly the overclaim the gate must not inherit. + /// Row-major mask of ANY classify water (WBID != 0): + /// a giant whose main stem pools inside classify water is a natural lake-ender; + /// one pooling on dry ground is a route-to-sea candidate. + /// Southernmost-town position (or -1 for none): the giant + /// whose terminal lies closest is flagged the SOUTHERN CANDIDATE and always + /// routed provisionally, per the 21b design — shown, not forced. + public static Plan Run(float[,] height, int mapSize, bool[] isOcean, + bool[] isClassifyWater, float southX, float southY, Params p) + { + int n = mapSize; + int total = n * n; + var plan = new Plan { P = p }; + + // 1-D row-major copies (idx = x * n + y), same convention as the task-03 pass. + float[] original = new float[total]; + for (int x = 0; x < n; x++) + for (int y = 0; y < n; y++) + original[x * n + y] = height[x, y]; + + float[] plan_fullFilled = null; // set inside step 2, used by 21b routing + + // --- 1. Priority-flood with one-ulp epsilon (routing surface only) --- + float[] filled = (float[])original.Clone(); + { + bool[] visited = new bool[total]; + var heap = new PriorityQueue(); + var pit = new Queue(); + void Seed(int idx) + { + if (visited[idx]) return; + visited[idx] = true; + heap.Enqueue(idx, (filled[idx], idx)); // idx tiebreak => deterministic + } + for (int x = 0; x < n; x++) { Seed(x * n); Seed(x * n + (n - 1)); } + for (int y = 0; y < n; y++) { Seed(y); Seed((n - 1) * n + y); } + + while (heap.Count > 0 || pit.Count > 0) + { + int c = pit.Count > 0 ? pit.Dequeue() : heap.Dequeue(); + float fc = filled[c]; + int cx = c / n, cy = c % n; + for (int k = 0; k < 8; k++) + { + int nx = cx + DX[k], ny = cy + DY[k]; + if (nx < 0 || nx >= n || ny < 0 || ny >= n) continue; + int ni = nx * n + ny; + if (visited[ni]) continue; + visited[ni] = true; + if (filled[ni] <= fc) + { + // One ulp above the parent: strictly descending back out, so + // D8 never meets an exact flat inside a filled pit. + filled[ni] = MathF.BitIncrement(fc); + pit.Enqueue(ni); + } + else heap.Enqueue(ni, (filled[ni], ni)); + } + } + } + + // --- 2. Depression components; big+deep ones become terminal sinks --- + // Components of (filled > original), 8-connected — the pools. Qualifying + // pools revert to ORIGINAL height so flow terminates at their minimum. + int[] basinId = new int[total]; // 0 = not in a pool + var basinDepthM = new List { 0f }; + var basinAreaPx = new List { 0L }; + var basinMinCell = new List { -1 }; + { + var stack = new Stack(); + int nextId = 1; + for (int i = 0; i < total; i++) + { + if (basinId[i] != 0 || filled[i] <= original[i]) continue; + int id = nextId++; + long area = 0; float depth = 0f; int minCell = i; float minH = original[i]; + stack.Push(i); basinId[i] = id; + while (stack.Count > 0) + { + int c = stack.Pop(); + area++; + float d = (filled[c] - original[c]) * M_PER_UNIT; + if (d > depth) depth = d; + if (original[c] < minH) { minH = original[c]; minCell = c; } + int cx = c / n, cy = c % n; + for (int k = 0; k < 8; k++) + { + int nx = cx + DX[k], ny = cy + DY[k]; + if (nx < 0 || nx >= n || ny < 0 || ny >= n) continue; + int ni = nx * n + ny; + if (basinId[ni] == 0 && filled[ni] > original[ni]) + { basinId[ni] = id; stack.Push(ni); } + } + } + basinDepthM.Add(depth); basinAreaPx.Add(area); basinMinCell.Add(minCell); + } + + // 21b: the FULL fill (before terminal reversion) is the provisional- + // routing surface — on it, every basin overtops at its spill and drains + // to the border, which is exactly "where the water would continue". + plan_fullFilled = (float[])filled.Clone(); + + bool[] terminal = new bool[nextId]; + for (int id = 1; id < nextId; id++) + { + if (basinDepthM[id] >= p.EndorheicMinDepthM && basinAreaPx[id] >= p.EndorheicMinAreaPx) + { terminal[id] = true; plan.TerminalBasinCount++; } + else plan.PitsFilledCount++; + } + // Revert terminal pools to the real surface; re-tag basinId to keep only + // terminal pools (routing needs to know "am I in a terminal basin"). + for (int i = 0; i < total; i++) + { + if (basinId[i] == 0) continue; + if (terminal[basinId[i]]) filled[i] = original[i]; + else basinId[i] = 0; + } + } + + // --- 3. D8 flow directions on the routing surface --- + // dir[i] = 0..7 neighbour, SEA (into a below-sea cell), or NONE (sink). + const sbyte D_NONE = -1, D_SEA = -2; + sbyte[] dir = new sbyte[total]; + bool IsSea(int idx) => isOcean[idx]; + for (int i = 0; i < total; i++) + { + if (IsSea(i)) { dir[i] = D_NONE; continue; } + int cx = i / n, cy = i % n; + float best = 0f; int bestK = -1; bool bestIsSea = false; + for (int k = 0; k < 8; k++) + { + int nx = cx + DX[k], ny = cy + DY[k]; + if (nx < 0 || nx >= n || ny < 0 || ny >= n) continue; + int ni = nx * n + ny; + float drop = (filled[i] - filled[ni]) / DIST[k]; + if (drop > best) { best = drop; bestK = k; bestIsSea = IsSea(ni); } + } + dir[i] = bestK < 0 ? D_NONE : (bestIsSea ? D_SEA : (sbyte)bestK); + } + + // --- 4. Flow accumulation (Kahn topological propagation) --- + int Target(int i) + { + if (dir[i] < 0) return -1; + int cx = i / n, cy = i % n; + return (cx + DX[dir[i]]) * n + (cy + DY[dir[i]]); + } + int[] acc = new int[total]; + { + byte[] indeg = new byte[total]; + for (int i = 0; i < total; i++) + if (dir[i] >= 0) indeg[Target(i)]++; + var q = new Queue(); + for (int i = 0; i < total; i++) + { + if (IsSea(i)) continue; + acc[i] = 1; + if (indeg[i] == 0) q.Enqueue(i); + } + while (q.Count > 0) + { + int c = q.Dequeue(); + if (dir[c] < 0) continue; + int t = Target(c); + acc[t] += acc[c]; + if (--indeg[t] == 0 && !IsSea(t)) q.Enqueue(t); + } + } + + // Bookkeeping: where does each cell's flow END — the sea, WHICH terminal + // basin, or stuck? Memoised downstream walk. The per-basin totals matter: + // crediting a terminal basin only with acc at its deepest cell undercounts + // badly when the basin floor is flat (a lagoon bed scatters inflow across + // many sub-minima — measured: a 500k-px lagoon system reported under 50k). + long[] basinInflow = new long[basinMinCell.Count]; + int[] dest = new int[total]; // 0 unknown, -1 sea, -2 stuck, >0 basin id + { + var path = new List(4096); + for (int i = 0; i < total; i++) + { + if (IsSea(i) || dest[i] != 0) continue; + int c = i; path.Clear(); + int result; + while (true) + { + if (dest[c] != 0) { result = dest[c]; break; } + path.Add(c); + if (dir[c] == D_SEA) { result = -1; break; } + if (dir[c] == D_NONE) { result = basinId[c] != 0 ? basinId[c] : -2; break; } + c = Target(c); + } + foreach (int pc in path) dest[pc] = result; + } + for (int i = 0; i < total; i++) + { + if (IsSea(i)) continue; + plan.LandCells++; + if (dest[i] == -1) plan.SeaReachingCells++; + else if (dest[i] > 0) { plan.EndorheicCells++; basinInflow[dest[i]]++; } + else plan.UnroutedCells++; + } + } + + // --- 5a. Outlets: land cells whose flow enters the sea, ranked by acc --- + var outlets = new List<(int cell, long acc)>(); + for (int i = 0; i < total; i++) + if (dir[i] == D_SEA) outlets.Add((i, acc[i])); + outlets.Sort((a, b) => b.acc.CompareTo(a.acc)); + + foreach (var (cell, a) in outlets.GetRange(0, Math.Min(12, outlets.Count))) + plan.AllOutletsTop.Add((cell / n, cell % n, a)); + + // Greedy top-N with separation, so three mouths of one delta can't take + // all three trunk slots. + var picked = new List(); + foreach (var (cell, _) in outlets) + { + if (picked.Count >= p.TrunkCount) break; + int cx = cell / n, cy = cell % n; + bool far = true; + foreach (int pcell in picked) + { + float ddx = cx - pcell / n, ddy = cy - pcell % n; + if (ddx * ddx + ddy * ddy < (float)p.MinOutletSeparationPx * p.MinOutletSeparationPx) + { far = false; break; } + } + if (far) picked.Add(cell); + } + + // upstream max-acc walk shared by trunks and tributaries + List TraceStem(int fromCell, int minAcc) + { + var stem = new List { fromCell }; + int c = fromCell; + while (true) + { + int cx = c / n, cy = c % n; + int bestN = -1; long bestA = minAcc - 1; + for (int k = 0; k < 8; k++) + { + int nx = cx + DX[k], ny = cy + DY[k]; + if (nx < 0 || nx >= n || ny < 0 || ny >= n) continue; + int ni = nx * n + ny; + if (dir[ni] >= 0 && Target(ni) == c && acc[ni] > bestA) + { bestA = acc[ni]; bestN = ni; } + } + if (bestN < 0) break; + stem.Add(bestN); + c = bestN; + } + return stem; + } + + List<(float x, float y)> Decimate(List cells, int step = 4) + { + var pts = new List<(float, float)>(); + for (int i = 0; i < cells.Count; i += step) + pts.Add((cells[i] / n, cells[i] % n)); + if ((cells.Count - 1) % step != 0) + pts.Add((cells[^1] / n, cells[^1] % n)); + return pts; + } + + // --- 5b. Trunks: stems, mountain exits, LEAN tributaries --- + foreach (int outletCell in picked) + { + var t = new Trunk + { + Outlet = (outletCell / n, outletCell % n), + DrainageAreaPx = acc[outletCell] + }; + var stem = TraceStem(outletCell, p.StemMinAccPx); + t.Course = Decimate(stem); + t.Head = (stem[^1] / n, stem[^1] % n); + + // Mountain-exit: walk the stem downstream-first; the exit is the + // furthest-DOWNSTREAM point whose upstream window still sustains the + // grade — i.e. where the mountains hand the river to the flats. + // Elevation truth is the ORIGINAL eroded surface, not the fill. + int w = p.ExitWindowPx; + for (int i = 0; i + w < stem.Count; i++) + { + float rise = (original[stem[i + w]] - original[stem[i]]) * M_PER_UNIT; + if (rise / w >= p.ExitGradeMin) + { + t.ExitFound = true; + t.MountainExit = (stem[i] / n, stem[i] % n); + t.MountainExitElevM = original[stem[i]] * M_PER_UNIT; + break; + } + } + + // LEAN tributaries: junction branches off the stem with enough drainage, + // top few by accumulation. + var stemSet = new HashSet(stem); + var cands = new List<(int cell, long acc)>(); + foreach (int sc in stem) + { + int cx = sc / n, cy = sc % n; + for (int k = 0; k < 8; k++) + { + int nx = cx + DX[k], ny = cy + DY[k]; + if (nx < 0 || nx >= n || ny < 0 || ny >= n) continue; + int ni = nx * n + ny; + if (stemSet.Contains(ni)) continue; + if (dir[ni] >= 0 && Target(ni) == sc && acc[ni] >= p.TributaryMinAccPx) + cands.Add((ni, acc[ni])); + } + } + cands.Sort((a, b) => b.acc.CompareTo(a.acc)); + // Dedup: two inflow neighbours at adjacent stem cells are one confluence, + // not two tributaries — keep only junctions ≥ 30 px apart. + var taken = new List(); + foreach (var (cell, a) in cands) + { + if (taken.Count >= p.TributaryMaxPerTrunk) break; + int cx2 = cell / n, cy2 = cell % n; + bool dup = false; + foreach (int tc in taken) + { + float ddx = cx2 - tc / n, ddy = cy2 - tc % n; + if (ddx * ddx + ddy * ddy < 30f * 30f) { dup = true; break; } + } + if (!dup) taken.Add(cell); + } + foreach (int cell in taken) + { + long a = acc[cell]; + var trib = new Stream { DrainageAreaPx = a }; + var ts = TraceStem(cell, Math.Max(p.StemMinAccPx, (int)(a / 20))); + trib.Course = Decimate(ts); + trib.Head = (ts[^1] / n, ts[^1] % n); + t.Tributaries.Add(trib); + } + plan.Trunks.Add(t); + } + + // --- 5c. LEAN endorheic terminals: terminal basins ranked by TOTAL inflow --- + { + var terms = new List<(int id, long inflow)>(); + for (int id = 1; id < basinMinCell.Count; id++) + { + int mc = basinMinCell[id]; + if (mc < 0 || basinId[mc] != id) continue; // not a terminal basin + if (basinInflow[id] >= p.EndorheicMinInflowPx) terms.Add((id, basinInflow[id])); + } + terms.Sort((a, b) => b.inflow.CompareTo(a.inflow)); + foreach (var (id, inflow) in terms.GetRange(0, Math.Min(p.EndorheicMaxCount, terms.Count))) + { + int mc = basinMinCell[id]; + plan.Endorheics.Add(new EndorheicTerminal + { + Terminal = (mc / n, mc % n), + DrainageAreaPx = inflow, + BasinDepthM = basinDepthM[id], + BasinAreaPx = basinAreaPx[id] + }); + } + } + + // --- 5d. The promoted GIANTS (21b): mixed set, provisional routes --- + // Top GiantCount terminal basins by TOTAL inflow. Their upland stems are the + // island's real big rivers; whether each continues to the sea is the gate's + // decision, previewed here. + { + var giantsRanked = new List<(int id, long inflow)>(); + for (int id = 1; id < basinMinCell.Count; id++) + { + int mc = basinMinCell[id]; + if (mc < 0 || basinId[mc] != id) continue; + if (basinInflow[id] >= p.EndorheicMinInflowPx) giantsRanked.Add((id, basinInflow[id])); + } + giantsRanked.Sort((a, b) => b.inflow.CompareTo(a.inflow)); + + // Does a terminal basin HOLD classify water? The lake-ender test must look + // at the whole pool, 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. + bool[] basinHasLake = new bool[basinMinCell.Count]; + for (int i = 0; i < total; i++) + if (basinId[i] != 0 && isClassifyWater[i] && !isOcean[i]) + basinHasLake[basinId[i]] = true; + + // The main stem's ENTRY into the basin: the highest-accumulation cell + // whose flow terminates in this basin. On a flat basin floor the deepest + // cell sees only local trickles (the task-21 lesson), so the stem is + // anchored on the strongest feeder instead. + var bestEntry = new Dictionary(); + for (int i = 0; i < total; i++) + { + if (dest[i] <= 0) continue; + if (!bestEntry.TryGetValue(dest[i], out int cur) || acc[i] > acc[cur]) + bestEntry[dest[i]] = i; + } + + // The giant whose pooling point sits closest to the southernmost town is + // the SOUTHERN CANDIDATE — always routed provisionally (shown, not forced). + int southernPick = -1; + if (southX >= 0f) + { + float bestD = float.MaxValue; + foreach (var (id, _) in giantsRanked.GetRange(0, Math.Min(p.GiantCount, giantsRanked.Count))) + { + int mc = basinMinCell[id]; + float ddx = mc / n - southX, ddy = mc % n - southY; + float d2 = ddx * ddx + ddy * ddy; + if (d2 < bestD) { bestD = d2; southernPick = id; } + } + } + + foreach (var (id, inflow) in giantsRanked.GetRange(0, Math.Min(p.GiantCount, giantsRanked.Count))) + { + var g = new Giant { DrainageAreaPx = inflow, BasinDepthM = basinDepthM[id], BasinAreaPx = basinAreaPx[id] }; + if (!bestEntry.TryGetValue(id, out int entry)) entry = basinMinCell[id]; + + // Downstream from the strongest feeder to where it actually pools… + int t2 = entry; + var down = new List { t2 }; + while (dir[t2] >= 0) { t2 = Target(t2); down.Add(t2); } + g.Terminal = (t2 / n, t2 % n); + // …then the full main stem, traced upstream from that pooling point. + var stem = TraceStem(t2, p.StemMinAccPx); + g.Course = Decimate(stem); + g.Head = (stem[^1] / n, stem[^1] % n); + g.TerminalInClassifyWater = isClassifyWater[t2]; + + for (int i = 0; i + p.ExitWindowPx < stem.Count; i++) + { + float rise = (original[stem[i + p.ExitWindowPx]] - original[stem[i]]) * M_PER_UNIT; + if (rise / p.ExitWindowPx >= p.ExitGradeMin) + { + g.ExitFound = true; + g.MountainExit = (stem[i] / n, stem[i] % n); + g.MountainExitElevM = original[stem[i]] * M_PER_UNIT; + break; + } + } + + // Lean tributaries on the giant's stem, same junction rule as trunks. + var stemSet = new HashSet(stem); + var cands = new List<(int cell, long acc)>(); + foreach (int sc in stem) + { + int cx = sc / n, cy = sc % n; + for (int k = 0; k < 8; k++) + { + int nx = cx + DX[k], ny = cy + DY[k]; + if (nx < 0 || nx >= n || ny < 0 || ny >= n) continue; + int ni = nx * n + ny; + if (stemSet.Contains(ni)) continue; + if (dir[ni] >= 0 && Target(ni) == sc && acc[ni] >= p.TributaryMinAccPx) + cands.Add((ni, acc[ni])); + } + } + cands.Sort((a, b) => b.acc.CompareTo(a.acc)); + var takenT = new List(); + foreach (var (cell, _) in cands) + { + if (takenT.Count >= p.TributaryMaxPerTrunk) break; + int cx2 = cell / n, cy2 = cell % n; + bool dup = false; + foreach (int tc in takenT) + { + float ddx = cx2 - tc / n, ddy = cy2 - tc % n; + if (ddx * ddx + ddy * ddy < 30f * 30f) { dup = true; break; } + } + if (!dup) takenT.Add(cell); + } + foreach (int cell in takenT) + { + var trib = new Stream { DrainageAreaPx = acc[cell] }; + var ts = TraceStem(cell, Math.Max(p.StemMinAccPx, (int)(acc[cell] / 20))); + trib.Course = Decimate(ts); + trib.Head = (ts[^1] / n, ts[^1] % n); + g.Tributaries.Add(trib); + } + + // Kind: the terminal BASIN holds a classify lake → natural lake-ender; + // dry pan → route to sea; the southern candidate is always routed. + g.SouthernCandidate = id == southernPick; + g.TerminalInClassifyWater = g.TerminalInClassifyWater || basinHasLake[id]; + g.Kind = (basinHasLake[id] && !g.SouthernCandidate) ? "lake-ender" : "routed"; + + // PROVISIONAL route (routed giants): walk steepest descent on the FULL + // fill from the pooling point — the basin overtops at its spill and + // the walk continues along the terrain's own drainage to the ocean. + // DRAWN, not carved; part 2 carves along a route like this one. + if (g.Kind == "routed") + { + var route = new List(); + int c = t2; + bool spillRecorded = false; + for (int guard = 0; guard < 4 * n; guard++) + { + route.Add(c); + if (isOcean[c]) { g.RouteReachedOcean = true; break; } + if (!spillRecorded && basinId[c] != id) + { g.Spill = (c / n, c % n); spillRecorded = true; } + int cx = c / n, cy = c % n; + float best = float.MaxValue; int bestN = -1; + for (int k = 0; k < 8; k++) + { + int nx = cx + DX[k], ny = cy + DY[k]; + if (nx < 0 || nx >= n || ny < 0 || ny >= n) continue; + int ni = nx * n + ny; + if (plan_fullFilled[ni] < best) { best = plan_fullFilled[ni]; bestN = ni; } + } + if (bestN < 0 || plan_fullFilled[bestN] >= plan_fullFilled[c]) break; // stuck (report via flag) + c = bestN; + } + g.ProvisionalRoute = Decimate(route); + } + plan.Giants.Add(g); + } + } + + return plan; + } +} diff --git a/Tools/Scripts/DrainageAnalysis.cs.uid b/Tools/Scripts/DrainageAnalysis.cs.uid new file mode 100644 index 0000000..6342bd6 --- /dev/null +++ b/Tools/Scripts/DrainageAnalysis.cs.uid @@ -0,0 +1 @@ +uid://dhwyjpwd58pos diff --git a/Tools/Scripts/HeightCurve.cs b/Tools/Scripts/HeightCurve.cs index 2e18ab0..591a950 100644 --- a/Tools/Scripts/HeightCurve.cs +++ b/Tools/Scripts/HeightCurve.cs @@ -42,6 +42,11 @@ public sealed class CurveKnots /// Unchanged from v4: storm-ladder anchors, bench 100±12 m, plateau 220±20 m, /// strength modulation (span max 25 m), 420 m cap, per-seed spike normalization, /// modulation fields/seed offsets, the classify-map invariant. +/// +/// The curve SHAPE is frozen at v5. Task 10 adds no band, anchor or slope — only +/// a per-column `edgeShift` parameter on Apply, which slides the shelf/riser knot +/// block K3/K4/K5 so those three boundaries stop being clean iso-height contours. +/// It is a new input to the same curve, not a new curve. /// public static class HeightCurve { @@ -87,11 +92,29 @@ public static class HeightCurve return Mathf.Lerp(SHELF_SPAN_MAX, SHELF_SPAN_MIN, Mathf.Clamp(strength01, 0f, 1f)); } + /// + /// The curve for ONE column. (task 10 pass B) slides + /// the shelf/riser knot BLOCK — K3/K4/K5 — up or down by a per-column amount, + /// leaving K1/K2/K6 fixed. Every shelf↔riser boundary is the contour where the + /// raw height crosses one of those three knots, so shifting them makes those + /// contours wander instead of tracing a clean iso-height line: the shelf edge + /// scallops. Because the block moves rigidly, the bench and mid-riser bands keep + /// their exact widths (their interior shapes are translated, not distorted); only + /// the foothill riser and the plateau stretch or compress to absorb the shift. + /// Monotonicity is structural, not conditional — the curve is monotonic for ANY + /// strictly ordered knot set, and TerrainDetailPass.MaxEdgeShift keeps the set + /// ordered by construction. Below K2 and above K6 the output is bit-identical to + /// an unwarped column, which is what makes the red-ceiling floor and the 420 m + /// peak cap exact under the warp. + /// public static float Apply(float h, float hMaxSeed, - float benchLo, float benchSpan, float plateauLo, float plateauSpan, CurveKnots k) + float benchLo, float benchSpan, float plateauLo, float plateauSpan, CurveKnots k, + float edgeShift) { if (h <= SEA) return h; + float k3 = k.K3 + edgeShift, k4 = k.K4 + edgeShift, k5 = k.K5 + edgeShift; + float u, s; if (h < k.K1) { @@ -104,27 +127,27 @@ public static class HeightCurve u = (h - k.K1) / (k.K2 - k.K1); return ORANGE_CEIL + u * (RED_CEIL - ORANGE_CEIL); // frozen linear rise } - if (h < k.K3) + if (h < k3) { - u = (h - k.K2) / (k.K3 - k.K2); + u = (h - k.K2) / (k3 - k.K2); s = 0.1f * u + 0.9f * (u * u * (3f - 2f * u)); // foothill riser — corner fix 1 return RED_CEIL + s * (benchLo - RED_CEIL); } - if (h < k.K4) + if (h < k4) { - u = (h - k.K3) / (k.K4 - k.K3); + u = (h - k3) / (k4 - k3); return benchLo + u * benchSpan; // bench (min span 6 m — fix 3) } float benchTop = benchLo + benchSpan; - if (h < k.K5) + if (h < k5) { - u = (h - k.K4) / (k.K5 - k.K4); + u = (h - k4) / (k5 - k4); s = 0.1f * u + 0.9f * (u * u * (3f - 2f * u)); // mid riser — corner fix 1 return benchTop + s * (plateauLo - benchTop); } if (h < k.K6) { - u = (h - k.K5) / (k.K6 - k.K5); + u = (h - k5) / (k.K6 - k5); return plateauLo + u * plateauSpan; // plateau } float plateauTop = plateauLo + plateauSpan; @@ -140,15 +163,25 @@ public static class HeightCurve /// /// Per-generation numeric strict-monotonicity check of the EFFECTIVE curve for - /// the selected preset: all 8 modulation-extreme corners × per-seed spikeMax. - /// The corner fixes lower the slope floors (risers 0.1, spike base 0.05) — the - /// sweep proves they stay strictly positive everywhere. Loud throw on failure. + /// the selected preset: all 8 modulation-extreme corners × the shelf-edge warp + /// extremes (±maxEdgeShift and 0) × per-seed spikeMax — 24 corners. The corner + /// fixes lower the slope floors (risers 0.1, spike base 0.05) and the warp + /// squeezes the foothill riser and the plateau; the sweep proves every slope + /// stays strictly positive at the extremes of both. Also checks the knot set + /// itself stays strictly ordered under the warp. Loud throw on failure. /// - public static void AssertMonotonic(float hMaxSeed, CurveKnots k) + public static void AssertMonotonic(float hMaxSeed, CurveKnots k, float maxEdgeShift) { + if (maxEdgeShift < 0f || k.K2 + maxEdgeShift >= k.K3 || k.K5 + maxEdgeShift >= k.K6) + throw new System.InvalidOperationException( + $"[HeightCurve] EDGE-SHIFT BOUND VIOLATION: maxEdgeShift={maxEdgeShift} does not keep K2 0f + ? new float[] { -maxEdgeShift, 0f, maxEdgeShift } + : new float[] { 0f }; foreach (float bl in benchLos) { @@ -156,28 +189,31 @@ public static class HeightCurve { foreach (float sp in spans) { - float prevH = -7f; - float prev = Apply(prevH, hMaxSeed, bl, sp, pl, sp, k); - - void Check(double hd) + foreach (float es in edgeShifts) { - float h = (float)hd; - if (h <= prevH) return; // dedupe float32 samples (task-05 fix) - float v = Apply(h, hMaxSeed, bl, sp, pl, sp, k); - if (v <= prev) - throw new System.InvalidOperationException( - $"[HeightCurve] MONOTONICITY VIOLATION at h={h} (preset {k.Name}, hMaxSeed={hMaxSeed}, benchLo={bl}, plateauLo={pl}, span={sp}): {v} <= {prev}. Refusing to generate."); - prev = v; - prevH = h; - } + float prevH = -7f; + float prev = Apply(prevH, hMaxSeed, bl, sp, pl, sp, k, es); - double top = System.Math.Max(2.0, EffectiveSpikeMax(hMaxSeed, k) + 0.5); - for (double hh = -7.0 + 0.01; hh < 0.10; hh += 0.01) Check(hh); - for (double hh = 0.10; hh <= top; hh += 0.0001) Check(hh); - for (double hh = top + 0.05; hh <= top + 6.0; hh += 0.05) Check(hh); + void Check(double hd) + { + float h = (float)hd; + if (h <= prevH) return; // dedupe float32 samples (task-05 fix) + float v = Apply(h, hMaxSeed, bl, sp, pl, sp, k, es); + if (v <= prev) + throw new System.InvalidOperationException( + $"[HeightCurve] MONOTONICITY VIOLATION at h={h} (preset {k.Name}, hMaxSeed={hMaxSeed}, benchLo={bl}, plateauLo={pl}, span={sp}, edgeShift={es}): {v} <= {prev}. Refusing to generate."); + prev = v; + prevH = h; + } + + double top = System.Math.Max(2.0, EffectiveSpikeMax(hMaxSeed, k) + 0.5); + for (double hh = -7.0 + 0.01; hh < 0.10; hh += 0.01) Check(hh); + for (double hh = 0.10; hh <= top; hh += 0.0001) Check(hh); + for (double hh = top + 0.05; hh <= top + 6.0; hh += 0.05) Check(hh); + } } } } - GD.Print($"[HeightCurve] Monotonicity assertion passed (v{VERSION} preset '{k.Name}', 8 modulation corners, effective spikeMax {EffectiveSpikeMax(hMaxSeed, k):F6})."); + GD.Print($"[HeightCurve] Monotonicity assertion passed (v{VERSION} preset '{k.Name}', 8 modulation corners × edge shifts ±{maxEdgeShift:F6}, effective spikeMax {EffectiveSpikeMax(hMaxSeed, k):F6})."); } } diff --git a/Tools/Scripts/HydraulicErosion.cs b/Tools/Scripts/HydraulicErosion.cs new file mode 100644 index 0000000..cfb9479 --- /dev/null +++ b/Tools/Scripts/HydraulicErosion.cs @@ -0,0 +1,370 @@ +using System; + +/// +/// Droplet-based hydraulic erosion (terrain-water task 17, Phase C0) — the organic +/// carve-AND-deposit pass, Lague/Beyer lineage. Pure numeric over the height array +/// (D-035; a named future C++ candidate, kept standalone — no Godot types at all, +/// System.MathF only, own deterministic PCG32 RNG). +/// +/// Each droplet spawns on land (spawn probability weighted toward high ground), +/// then walks downhill with inertia, carrying water and sediment. Where the ground +/// is steep and it moves fast it ERODES (up to capacity, spread over a small brush +/// so no single-cell spikes — the anti-artifact that killed the D8 predecessor); +/// where it flattens out it DEPOSITS, building valley floors and fans, over the +/// SAME brush (task 18 — bilinear 4-cell deposition built isolated cones at gully +/// mouths; carving and dumping are now symmetric). Water +/// evaporates each step; the droplet dies at its lifetime, at the map edge, or on +/// reaching the sea (its remaining sediment is lost to the ocean). +/// +/// OUTPUT-ONLY: this pass is applied to the RENDER height map only; the classify +/// map never sees it (the caller owns that split — see MapGenerator). +/// +/// The three hard governors (the pass provably cannot run away): +/// 1. DropletCount — total droplets (the main detail/cost dial). +/// 2. Lifetime — max steps per droplet; no infinite wandering. +/// 3. CarveCapM — max erosion depth per cell, in metres, measured from the +/// height the pass found and enforced against a per-cell NET +/// displacement ledger. The runaway-trench guard, and the +/// dial that decides how deep trunk channels may cut. +/// 4. DepositCapM — max build-up per cell, the same ledger read the other way +/// (task 18). Brush-spreading alone does not bound a spike: +/// droplets on long paths carry far more sediment, and a +/// loaded droplet meeting a rise dumps min(rise, load) at +/// once. This makes "no deposit cones" a governor rather +/// than a hope. <= 0 disables it (the reference model). +/// +/// The sea clamp (the "don't over-flood" guard): erosion never lowers any cell +/// below its local sea level + SeaMarginM, and cells already below sea are +/// read-only — never eroded, never deposited on. Land stays land, sea stays sea; +/// the rendered coastline cannot move. Deposition only raises land cells. +/// +/// The crater treatment (task 19): no cell within the protected strike CORE is +/// modified (droplets may traverse), and outside it either FULL strength applies +/// immediately or FEATHER ramps in across a band. The carve remains the final +/// authority on the deep bowl; the bay's sea connection is guaranteed by the sea +/// clamp rather than by the exclusion, since below-sea cells are read-only in +/// both directions. +/// +/// Heights in the array are raw blueprint units (1 unit = 251 m). All sediment +/// accounting below is done in METRES and converted only when a delta is applied, +/// so untouched cells keep their exact bit pattern — the invariants above are +/// exact, not statistical. +/// +public static class HydraulicErosion +{ + // The EROS body version is owned by the format (Core) and read from there, not + // restated here: the version byte IS the payload layout's identity, so a local + // copy that drifts writes a v2 body stamped v1 and every reader shifts a field. + // (Caught doing exactly that in task 18 — mirrors TerrainDetailPass.VERSION.) + public const ushort VERSION = IslaApocalypse.Core.BlueprintFormat.EROS_VERSION; + + // Deterministic RNG stream: seeded from resolvedSeed + this offset, so a seed + // reproduces exactly and the stream is decorrelated from every noise field + // (7409/8117/… are taken; see MakeModulationNoise call sites). + public const int SEED_OFFSET = 9271; + + public const float M_PER_UNIT = 251f; + + // --- Crater treatment (task 19) --- + // + // Task 17 used a hard 1.2 × CraterRadius cutoff. Measured on seed 1280587109 + // (task-19 radius dump): the carve writes only inside 0.80 × (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 — a + // visible un-eroded disc against dissected ground, with a hard edge. + // + // The protected core is now the deep strike zone only. The bay itself needs no + // exclusion: below-sea cells are read-only in both directions (the sea clamp), + // so erosion can neither carve the bay's sea connection open nor silt it shut. + // The core exists to stop the BOWL being dissected on seeds where it holds land + // (on 1280587109 there is no land at all inside 0.50 ×, so the core is + // functionally redundant there — the guard is for the general seed). + public const float CRATER_CORE_FACTOR_DEFAULT = 0.50f; // ×CraterRadius + public const float CRATER_FEATHER_FACTOR_DEFAULT = 1.05f; // ×CraterRadius, FEATHER only + + public const byte CRATER_MODE_FULL = 0; + public const byte CRATER_MODE_FEATHER = 1; + + // Spawn: droplets source in the mountains, never the ocean. A land point is + // accepted with probability SPAWN_FLOOR + (1-SPAWN_FLOOR) · relative elevation, + // after at most SPAWN_TRIES rejection-sampling attempts (then the droplet is + // skipped and counted — on any real island this is vanishingly rare). + private const int SPAWN_TRIES = 16; + private const float SPAWN_FLOOR = 0.15f; + + private const float MIN_WATER = 0.005f; // droplet dies when effectively dry + private const float MIN_DIR = 1e-10f; // below this, direction is re-drawn at random + + public struct Params + { + public int DropletCount; // governor 1 + public int Lifetime; // governor 2 + public float CarveCapM; // governor 3 (metres) + public float DepositCapM; // governor 4 (metres); <= 0 = unbounded + public float SeaMarginM; // sea clamp margin (metres) + public int BrushRadius; // erosion brush radius, px + public float Inertia; // 0 = pure gradient descent, 1 = never turns + public float CapacityFactor; // sediment capacity multiplier + public float MinSlopeM; // capacity slope floor, metres per px + public float ErodeRate; // fraction of remaining capacity eroded per step + public float DepositRate; // fraction of surplus sediment dropped per step + public float Evaporation; // water lost per step (fraction) + public float Gravity; // speed gain per metre of drop + public byte CraterMode; // CRATER_MODE_FULL | CRATER_MODE_FEATHER (task 19) + public int Seed; // resolvedSeed + SEED_OFFSET + } + + public class Stats + { + public int Spawned; + public int SkippedNoLand; + public long Steps; + public int DiedLifetime, DiedEdge, DiedSea, DiedDry; + public double ErodedVolumeM3; // 1 px = 1 m², so metres of depth sum to m³ + public double DepositedVolumeM3; + public float MaxCellErosionM; // must end ≤ CarveCapM + public float MaxCellDepositM; // the deposit-spike metric (task 18) + public long ModifiedCells; // cells the pass touched at all + } + + // PCG32 (O'Neill) — tiny, deterministic, trivially portable to C++. + private struct Pcg32 + { + private ulong _state; + public Pcg32(int seed) { _state = 0; NextU(); _state += (ulong)(uint)seed; NextU(); } + public uint NextU() + { + ulong old = _state; + _state = old * 6364136223846793005UL + 1442695040888963407UL; + uint xorshifted = (uint)(((old >> 18) ^ old) >> 27); + int rot = (int)(old >> 59); + return (xorshifted >> rot) | (xorshifted << (-rot & 31)); + } + public float NextF() => (NextU() >> 8) * (1f / 16777216f); // [0,1) + } + + /// + /// Runs the pass in place on . Sea level per cell is + /// [x,y] when non-null, else the flat scalar + /// . Throws (refusing the generation) if a governor + /// bound is violated on exit — the caller treats that as a build failure. + /// + public static Stats Apply(float[,] height, int mapSize, float[,] seaMap, float seaFlat, + float craterCx, float craterCy, float craterCoreRadius, float craterFeatherRadius, Params p) + { + var stats = new Stats(); + var rng = new Pcg32(p.Seed); + float capUnits = p.CarveCapM / M_PER_UNIT; + if (p.DropletCount <= 0 || capUnits <= 0f) return stats; + + // Per-cell NET displacement ledger, metres, positive = carved below where the + // pass found this cell, negative = built up above it. Governor 3's enforcement + // record: the cap bounds `net`, so it bounds erosion depth measured from the + // ORIGINAL height — deposit-then-carve at one cell cannot smuggle in extra + // depth, and carve-then-deposit correctly frees the headroom back up. + float[,] net = new float[mapSize, mapSize]; + + // Spawn weighting needs the seed's top height. + float hTop = float.MinValue; + for (int x = 0; x < mapSize; x++) + for (int y = 0; y < mapSize; y++) + if (height[x, y] > hTop) hTop = height[x, y]; + + // Erosion brush: all offsets within BrushRadius, cone-weighted (1 - d/r), + // normalized. Radius 0 degrades to the single cell. + int r = Math.Max(p.BrushRadius, 0); + int brushN = 0; + for (int dx = -r; dx <= r; dx++) + for (int dy = -r; dy <= r; dy++) + if (MathF.Sqrt(dx * dx + dy * dy) <= r + 1e-4f) brushN++; + int[] brushDx = new int[brushN], brushDy = new int[brushN]; + float[] brushW = new float[brushN]; + { + int i = 0; float wSum = 0f; + for (int dx = -r; dx <= r; dx++) + for (int dy = -r; dy <= r; dy++) + { + float d = MathF.Sqrt(dx * dx + dy * dy); + if (d > r + 1e-4f) continue; + brushDx[i] = dx; brushDy[i] = dy; + brushW[i] = r > 0 ? 1f - d / (r + 1f) : 1f; + wSum += brushW[i]; i++; + } + for (int j = 0; j < brushN; j++) brushW[j] /= wSum; + } + + float SeaAt(int cx, int cy) => seaMap != null ? seaMap[cx, cy] : seaFlat; + + // Crater weight (task 19): 0 inside the protected strike core, 1 where erosion + // runs at full strength. FULL steps straight to 1 at the core boundary; FEATHER + // ramps linearly out to craterFeatherRadius, mirroring the detail pass's shape, + // so the crater reads as younger/less-weathered with no seam. Amounts are SCALED + // by this rather than skipped, which is what makes FEATHER a one-liner. + float coreSq = craterCoreRadius * craterCoreRadius; + bool feather = p.CraterMode == CRATER_MODE_FEATHER + && craterFeatherRadius > craterCoreRadius; + float CraterWeight(int cx, int cy) + { + float ddx = cx - craterCx, ddy = cy - craterCy; + float d2 = ddx * ddx + ddy * ddy; + if (d2 < coreSq) return 0f; + if (!feather) return 1f; + float d = MathF.Sqrt(d2); + if (d >= craterFeatherRadius) return 1f; + return (d - craterCoreRadius) / (craterFeatherRadius - craterCoreRadius); + } + + for (int drop = 0; drop < p.DropletCount; drop++) + { + // --- spawn (land only, elevation-weighted) --- + float px = -1f, py = -1f; + for (int attempt = 0; attempt < SPAWN_TRIES; attempt++) + { + float sx = 1f + rng.NextF() * (mapSize - 3); + float sy = 1f + rng.NextF() * (mapSize - 3); + int cx = (int)sx, cy = (int)sy; + float h = height[cx, cy]; + float sea = SeaAt(cx, cy); + if (h < sea) { continue; } + float rel = hTop > sea ? Math.Clamp((h - sea) / (hTop - sea), 0f, 1f) : 0f; + if (rng.NextF() < SPAWN_FLOOR + (1f - SPAWN_FLOOR) * rel) { px = sx; py = sy; break; } + } + if (px < 0f) { stats.SkippedNoLand++; continue; } + stats.Spawned++; + + float dirX = 0f, dirY = 0f, speed = 1f, water = 1f, sedimentM = 0f; + + for (int step = 0; step < p.Lifetime; step++) + { + stats.Steps++; + int xi = (int)px, yi = (int)py; + float fx = px - xi, fy = py - yi; + + // Bilinear height + gradient at the current position. + float h00 = height[xi, yi], h10 = height[xi + 1, yi]; + float h01 = height[xi, yi + 1], h11 = height[xi + 1, yi + 1]; + float gradX = (h10 - h00) * (1f - fy) + (h11 - h01) * fy; + float gradY = (h01 - h00) * (1f - fx) + (h11 - h10) * fx; + float hOld = h00 * (1f - fx) * (1f - fy) + h10 * fx * (1f - fy) + + h01 * (1f - fx) * fy + h11 * fx * fy; + + // Inertia blend, then one unit step. + dirX = dirX * p.Inertia - gradX * (1f - p.Inertia); + dirY = dirY * p.Inertia - gradY * (1f - p.Inertia); + float len = MathF.Sqrt(dirX * dirX + dirY * dirY); + if (len < MIN_DIR) + { + float ang = rng.NextF() * 2f * MathF.PI; + dirX = MathF.Cos(ang); dirY = MathF.Sin(ang); len = 1f; + } + dirX /= len; dirY /= len; + px += dirX; py += dirY; + + if (px < 1f || px >= mapSize - 2 || py < 1f || py >= mapSize - 2) + { stats.DiedEdge++; break; } + + int nxi = (int)px, nyi = (int)py; + float nfx = px - nxi, nfy = py - nyi; + float n00 = height[nxi, nyi], n10 = height[nxi + 1, nyi]; + float n01 = height[nxi, nyi + 1], n11 = height[nxi + 1, nyi + 1]; + float hNew = n00 * (1f - nfx) * (1f - nfy) + n10 * nfx * (1f - nfy) + + n01 * (1f - nfx) * nfy + n11 * nfx * nfy; + + // Reached the sea: die; the sediment is the ocean's now. + if (hNew < SeaAt(nxi, nyi)) { stats.DiedSea++; break; } + + float dhM = (hNew - hOld) * M_PER_UNIT; + float capacityM = MathF.Max(-dhM, p.MinSlopeM) * speed * water * p.CapacityFactor; + + if (dhM > 0f || sedimentM > capacityM) + { + // Moving uphill (fill the pit behind us, at most the rise) or + // over capacity (drop a fraction of the surplus): DEPOSIT over + // the SAME cone brush erosion uses (task 18). Bilinear 4-cell + // deposition — the reference model's — concentrated a whole + // droplet's load into one cell at gully mouths and built + // isolated cones (measured 15.5 m on seed 1280587109, task 17 + // §6.1). Spreading it makes deposition the symmetric mirror of + // carving; total mass is unchanged, only its footprint. + float amountM = dhM > 0f ? MathF.Min(dhM, sedimentM) + : (sedimentM - capacityM) * p.DepositRate; + if (amountM > 0f) + { + for (int b = 0; b < brushN; b++) + { + int cx = xi + brushDx[b], cy = yi + brushDy[b]; + if (cx < 0 || cx >= mapSize || cy < 0 || cy >= mapSize) continue; + float wCrater = CraterWeight(cx, cy); + if (wCrater <= 0f) continue; + float hCell = height[cx, cy]; + // Below-sea cells are read-only in BOTH directions: no + // submarine deltas, so the rendered coastline cannot move. + if (hCell < SeaAt(cx, cy)) continue; + float give = amountM * brushW[b] * wCrater; + // Governor 4: the ledger read the other way. net is negative + // where the cell has already been built up, so the headroom + // is cap + net. + if (p.DepositCapM > 0f) + give = MathF.Min(give, MathF.Max(0f, p.DepositCapM + net[cx, cy])); + if (give <= 0f) continue; + height[cx, cy] = hCell + give / M_PER_UNIT; + if (net[cx, cy] == 0f) stats.ModifiedCells++; + net[cx, cy] -= give; + if (-net[cx, cy] > stats.MaxCellDepositM) stats.MaxCellDepositM = -net[cx, cy]; + sedimentM -= give; + stats.DepositedVolumeM3 += give; + } + } + } + else + { + // Under capacity on a downhill move: ERODE, spread over the + // brush, never more than the drop itself (no digging pits). + float amountM = MathF.Min((capacityM - sedimentM) * p.ErodeRate, -dhM); + if (amountM > 0f) + { + for (int b = 0; b < brushN; b++) + { + int cx = xi + brushDx[b], cy = yi + brushDy[b]; + if (cx < 0 || cx >= mapSize || cy < 0 || cy >= mapSize) continue; + float wCrater = CraterWeight(cx, cy); + if (wCrater <= 0f) continue; + float sea = SeaAt(cx, cy); + float hCell = height[cx, cy]; + if (hCell < sea) continue; // below-sea cells are read-only + float want = amountM * brushW[b] * wCrater; + float bySea = MathF.Max(0f, (hCell - (sea + p.SeaMarginM / M_PER_UNIT)) * M_PER_UNIT); + float byCap = MathF.Max(0f, p.CarveCapM - net[cx, cy]); + float take = MathF.Min(want, MathF.Min(bySea, byCap)); + if (take <= 0f) continue; + height[cx, cy] = hCell - take / M_PER_UNIT; + if (net[cx, cy] == 0f) stats.ModifiedCells++; + net[cx, cy] += take; + if (net[cx, cy] > stats.MaxCellErosionM) stats.MaxCellErosionM = net[cx, cy]; + sedimentM += take; + stats.ErodedVolumeM3 += take; + } + } + } + + speed = MathF.Sqrt(MathF.Max(0f, speed * speed - dhM * p.Gravity)); + water *= 1f - p.Evaporation; + if (water < MIN_WATER) { stats.DiedDry++; break; } + if (step == p.Lifetime - 1) stats.DiedLifetime++; + } + } + + // Governor 3, proven on exit rather than assumed: the ledger's maximum must + // respect the cap (float addition of clamped takes cannot exceed it by more + // than rounding; allow one ulp-scale epsilon). + if (stats.MaxCellErosionM > p.CarveCapM * (1f + 1e-5f)) + throw new InvalidOperationException( + $"[HydraulicErosion] CARVE-CAP VIOLATION: a cell accumulated {stats.MaxCellErosionM} m against cap {p.CarveCapM} m. Refusing to generate."); + if (p.DepositCapM > 0f && stats.MaxCellDepositM > p.DepositCapM * (1f + 1e-5f)) + throw new InvalidOperationException( + $"[HydraulicErosion] DEPOSIT-CAP VIOLATION: a cell built up {stats.MaxCellDepositM} m against cap {p.DepositCapM} m. Refusing to generate."); + + return stats; + } + +} diff --git a/Tools/Scripts/HydraulicErosion.cs.uid b/Tools/Scripts/HydraulicErosion.cs.uid new file mode 100644 index 0000000..5782d33 --- /dev/null +++ b/Tools/Scripts/HydraulicErosion.cs.uid @@ -0,0 +1 @@ +uid://hls3pvvnqci5 diff --git a/Tools/Scripts/IslandFalloff.cs b/Tools/Scripts/IslandFalloff.cs new file mode 100644 index 0000000..92257fe --- /dev/null +++ b/Tools/Scripts/IslandFalloff.cs @@ -0,0 +1,143 @@ +using Godot; + +/// +/// The island-falloff shaping functions (terrain-water task 11) — pure numeric +/// functions of their inputs (D-035; a named future C++ candidate, kept standalone). +/// +/// SMOOTH CREST — the mountain spine's ridge axis is the line x = centre, and +/// `1 - |x - cx|` peaks there with a slope discontinuity. Measured on the shipped +/// terrain, that crease is the single largest slope step anywhere on the map once +/// the by-design Trench walls are excluded (top 4 of 5999 columns). SmoothAbs +/// rounds the crest without moving its height. +/// +/// COAST SHELF — the height curve is identity at and below sea level, so it never +/// touched the SUBMARINE slope. Measured: land rises from the shoreline at +/// 0.038 m/px while the seabed drops at 0.258 m/px — the shoreline is a shelf on +/// the land side and a ramp on the sea side. CoastShelf compresses shallow depth +/// so the shallows extend much further out, leaving deep water and the Trench +/// essentially untouched. +/// +/// OFFSHORE BLOB — sparse discoverable islets, seeded from an ocean noise layer. +/// +/// Every one of these is monotone in the sign of (sea - height): none of them can +/// turn water into land or land into water on its own. The coast shelf therefore +/// leaves the biome and water classification bit-identical, which is why it is +/// separable from elongation in the batch. +/// +public static class IslandFalloff +{ + // ---- centre-line crest ------------------------------------------------ + // Rounding radius in normalized spine-width units (1.0 = MapSize/2 * IslandAxisX + // ~ 4710 px at 8K with the default axis). 0.03 ~ 141 px: it cuts the crest's + // 1-px kink by 99.3% (-7.64e-04 -> -5.41e-06 raw) while filling at most 3.9 m, + // decaying under 0.5 m by ~1100 px from the axis. + public const float CREST_EPSILON = 0.03f; + + /// + /// A C¹ stand-in for |d|: exactly 0 with zero slope at d = 0, and converging to + /// |d| within e²/(2|d|) away from it. Replaces the V-shaped crest of the spine + /// with a rounded one WITHOUT lowering it — SmoothAbs(0) is 0, so the peak keeps + /// its full height. + /// + public static float SmoothAbs(float d, float epsilon) + { + float a = Mathf.Abs(d); + return a * a / Mathf.Sqrt(a * a + epsilon * epsilon); + } + + // ---- coast shelf ------------------------------------------------------ + // depth' = depth * (1 - STRENGTH * exp(-depth / SCALE_M)). + // At the shoreline the seabed starts at (1 - STRENGTH) of its former gradient and + // recovers smoothly, so the shallows widen and the deep ocean keeps its shape. + // C^inf everywhere, and strictly positive for positive depth — it cannot move the + // waterline by even one pixel. + public const float SHELF_STRENGTH = 0.775f; // 0 = off, ->1 = a flat lagoon + public const float SHELF_SCALE_M = 100f; // metres of depth over which it relaxes + + /// Remaps a positive depth in metres. Returns the new depth in metres. + public static float CoastShelf(float depthMetres) + { + if (depthMetres <= 0f) return depthMetres; + return depthMetres * (1f - SHELF_STRENGTH * Mathf.Exp(-depthMetres / SHELF_SCALE_M)); + } + + // ---- offshore islands ------------------------------------------------- + // Islets are placed by lerping the seabed TOWARD a target height, not by adding to + // it, so they can surface at any ambient depth instead of only where the seafloor + // happens to be shallow. + public const float OFFSHORE_FREQ_ISLANDS = 14f; // ~585 px blobs at 8K — few and sizeable, + // not a scatter of 50 px debris + public const int OFFSHORE_SEED_OFFSET = 7607; + public const float OFFSHORE_ISLAND_H_M = 34f; // target crest, metres above sea (pre-curve) + public const float OFFSHORE_CORE = 0.45f; // fraction of a blob's excess that saturates + + // The moat that keeps islets off the mainland. The raise is EXACTLY zero wherever + // the ambient water is shallower than this, so the ring of water between the + // mainland shore and any islet cannot be bridged: a continuous path from shore to + // islet must cross this depth contour, and every pixel on it is untouched water. + public const float OFFSHORE_MIN_DEPTH_M = 14f; + public const float OFFSHORE_DEPTH_FEATHER_M = 10f; + + // ...the margin that keeps them out of the Trench ramp (which starts at 0.90)... + public const float OFFSHORE_TRENCH_INNER = 0.78f; + public const float OFFSHORE_TRENCH_OUTER = 0.86f; + + // ...and the test for "actually offshore". Depth alone is not enough: a deep LAKE + // or the carved crater bay is also below sea level, and islets have no business in + // either. The pre-Trench falloff is the honest discriminator — the mainland coast + // sits near f = 0.66 (where f^2.5 ~ rawBase - sea), and inland water is far below + // that whatever the axis ratios are, because elongation moves WHERE a given f + // occurs, not the f at which land ends. + public const float OFFSHORE_MIN_FALLOFF = 0.72f; + public const float OFFSHORE_FALLOFF_FEATHER = 0.06f; + + /// + /// Blob weight in [0,1] for one ocean column. comes + /// from CalibrateThreshold, NOT from the density directly — Simplex output is + /// concentrated well inside [-1,1] (in practice it rarely passes ±0.87), so + /// treating density as a fraction of the theoretical range produces a threshold + /// almost nothing clears. That bug shipped in the first task-11 build and raised + /// 171 pixels on the whole map, none of them above sea. + /// + public static float OffshoreBlob(float noise01, float threshold) + { + if (noise01 <= threshold) return 0f; + float core = Mathf.Max((1f - threshold) * OFFSHORE_CORE, 1e-4f); + float k = Mathf.Clamp((noise01 - threshold) / core, 0f, 1f); + return k * k * (3f - 2f * k); + } + + /// + /// The noise value that of + /// exceed. Sorts a copy, so the caller's array is left alone. + /// + public static float CalibrateThreshold(float[] samples, float density) + { + if (samples.Length == 0 || density <= 0f) return 1f; + float[] s = (float[])samples.Clone(); + System.Array.Sort(s); + int idx = (int)((1f - Mathf.Clamp(density, 0f, 1f)) * (s.Length - 1)); + return s[Mathf.Clamp(idx, 0, s.Length - 1)]; + } + + /// + /// How much of the blob is allowed here: zero in shallow water near the mainland + /// (the moat), zero anywhere that is not genuinely outside the island body, zero + /// in and near the Trench ramp, full in the open ocean between. + /// + public static float OffshoreZoneWeight(float ambientDepthMetres, float preTrenchFalloff, + float distX01, float distY01) + { + if (ambientDepthMetres < OFFSHORE_MIN_DEPTH_M) return 0f; + if (preTrenchFalloff < OFFSHORE_MIN_FALLOFF) return 0f; + + float w = Mathf.Clamp((ambientDepthMetres - OFFSHORE_MIN_DEPTH_M) / OFFSHORE_DEPTH_FEATHER_M, 0f, 1f); + w *= Mathf.Clamp((preTrenchFalloff - OFFSHORE_MIN_FALLOFF) / OFFSHORE_FALLOFF_FEATHER, 0f, 1f); + + float d = Mathf.Max(distX01, distY01); + if (d >= OFFSHORE_TRENCH_OUTER) return 0f; + if (d > OFFSHORE_TRENCH_INNER) + w *= 1f - (d - OFFSHORE_TRENCH_INNER) / (OFFSHORE_TRENCH_OUTER - OFFSHORE_TRENCH_INNER); + return w; + } +} diff --git a/Tools/Scripts/IslandFalloff.cs.uid b/Tools/Scripts/IslandFalloff.cs.uid new file mode 100644 index 0000000..1f1b0a7 --- /dev/null +++ b/Tools/Scripts/IslandFalloff.cs.uid @@ -0,0 +1 @@ +uid://b2ybhwg0w67pf diff --git a/Tools/Scripts/MapGenerator.cs b/Tools/Scripts/MapGenerator.cs index 40528cb..e8ff480 100644 --- a/Tools/Scripts/MapGenerator.cs +++ b/Tools/Scripts/MapGenerator.cs @@ -27,13 +27,14 @@ public partial class MapGenerator : TextureRect private float[,] _heightMap; - // Classification heightmap (task 05): the UNCURVED heights (plus the crater - // carve), i.e. exactly what the curve-off pipeline produces. Biome rules, the - // two flood fills, and the shared water predicates read THIS map, so biome and - // water output is identical with the curve on or off — the bit-identical-biomes - // oracle holds by construction. Towns, roads, diagnostics, and the exported - // heights use the curved _heightMap (they live in the 3D world). When the curve - // is off this is the SAME array as _heightMap (aliased, no copy). + // Classification heightmap (task 05): the UNCURVED, UNERODED heights (plus the + // crater carve), i.e. exactly what the curve-off pipeline produces. Biome rules, + // the two flood fills, and the shared water predicates read THIS map, so biome + // and water output is identical with the curve and erosion on or off — the + // bit-identical-biomes oracle holds by construction. Towns, roads, diagnostics, + // and the exported heights use the curved (and, when on, eroded) _heightMap + // (they live in the 3D world). When every render-only pass is off this is the + // SAME array as _heightMap (aliased, no copy). private float[,] _heightMapClassify; private bool _curveOn; @@ -49,11 +50,35 @@ public partial class MapGenerator : TextureRect // v5: the selected knot preset; null = curve off. private CurveKnots _curveKnots; - // Task-10 detail passes (shelf micro-relief + drainage incision): gated by - // TerrainDetail, active only with the curve on (the masks are curve-band - // defined). The relief noise seeds from resolvedSeed + 7409. + // Hydraulic erosion (task 17): output-only droplet pass on the RENDER map, + // after detail, before the crater carve. The classify map never sees it. + private bool _erosionOn; + private bool _riversOn; + private byte _craterErosionMode; + + // The carve's radius as a fraction of CraterRadius — the ONLY place this number + // lives on the generator side. Erosion's protected core must be at least this + // wide or the two passes overlap; see the guard before the erosion call. + private const float CRATER_CARVE_FACTOR = 0.80f; + + // Task-10 detail passes (shelf micro-relief + shelf-edge variation): gated by + // TerrainDetail, active only with the curve on (both are defined in terms of + // the curve's bands). The relief noise seeds from resolvedSeed + 7409, the + // edge-warp noise from resolvedSeed + 7507. _edgeAmpRaw is the config dial in + // raw height units, already clamped to _maxEdgeShiftRaw. private bool _detailOn; private FastNoiseLite _reliefNoise; + private FastNoiseLite _edgeNoise; + private float _edgeAmpRaw; + private float _maxEdgeShiftRaw; + + // Task-11 island-falloff shaping: the submarine coast shelf and the offshore + // islet layer. Both act on BELOW-SEA height in pass 1; the axis ratios that + // reshape the island itself are read straight from config in GenerateTopography. + private bool _coastWide; + private bool _offshoreOn; + private FastNoiseLite _offshoreNoise; + private float _offshoreThreshold = 1f; // The seed's raw pre-curve height maximum (post noise/falloff/Trench/spine, // pre-carve) — the v2 curve's per-seed spike normalizer. Computed in @@ -95,9 +120,16 @@ public partial class MapGenerator : TextureRect _heightMap = new float[MapSize, MapSize]; _curveKnots = ConfigManager.TerrainCurve == "v5" ? HeightCurve.V5 : null; _curveOn = _curveKnots != null; + _erosionOn = ConfigManager.Erosion == "v1"; + _riversOn = ConfigManager.Rivers == "v1"; + _craterErosionMode = ConfigManager.CraterErosionMode == "feather" + ? HydraulicErosion.CRATER_MODE_FEATHER : HydraulicErosion.CRATER_MODE_FULL; // (The monotonicity assertion now runs inside GenerateTopography, against the // effective per-seed curve, once hMaxSeed is known.) - _heightMapClassify = _curveOn ? new float[MapSize, MapSize] : _heightMap; + // Classify gets its own array whenever ANY render-only pass diverges the two + // maps — the curve, or erosion (which must not leak into classify even with + // the curve off; aliased arrays would be exactly that leak). + _heightMapClassify = (_curveOn || _erosionOn) ? new float[MapSize, MapSize] : _heightMap; _tempMap = new float[MapSize, MapSize]; _biomeMap = new Biome[MapSize, MapSize]; _isTrueOcean = new bool[MapSize, MapSize]; @@ -119,10 +151,52 @@ public partial class MapGenerator : TextureRect } _detailOn = _curveOn && ConfigManager.TerrainDetail == "v1"; if (_detailOn) + { _reliefNoise = MakeModulationNoise(TerrainDetailPass.RELIEF_SEED_OFFSET, TerrainDetailPass.RELIEF_FREQ_ISLANDS); + _edgeNoise = MakeModulationNoise(TerrainDetailPass.EDGE_SEED_OFFSET, TerrainDetailPass.EDGE_FREQ_ISLANDS); + + // The edge warp slides K3/K4/K5; the dial is clamped to the largest shift + // that keeps the knot set strictly ordered, so monotonicity can never be + // a tuning question. Clamping is loud — a silently ignored dial is worse + // than a refused one. + _maxEdgeShiftRaw = TerrainDetailPass.MaxEdgeShift(_curveKnots); + _edgeAmpRaw = Mathf.Max(ConfigManager.ShelfEdgeVariation, 0f) / 251f; + if (_edgeAmpRaw > _maxEdgeShiftRaw) + { + GD.PrintErr($"[MapGenerator] ShelfEdgeVariation {ConfigManager.ShelfEdgeVariation:F2} m exceeds the preset's safe bound {_maxEdgeShiftRaw * 251f:F2} m — clamping."); + _edgeAmpRaw = _maxEdgeShiftRaw; + } + GD.Print($"[MapGenerator] TerrainDetail v1: relief ±{ConfigManager.ShelfReliefAmp:F1} m @ {TerrainDetailPass.RELIEF_FREQ_ISLANDS:F0}/island, edge warp ±{_edgeAmpRaw * 251f:F2} m of input height @ {TerrainDetailPass.EDGE_FREQ_ISLANDS:F0}/island (bound {_maxEdgeShiftRaw * 251f:F2} m)."); + } else if (ConfigManager.TerrainDetail == "v1" && !_curveOn) GD.Print("[MapGenerator] TerrainDetail v1 requires the curve — no-op with TerrainCurve off."); + _coastWide = ConfigManager.CoastProfile == "wide"; + _offshoreOn = ConfigManager.OffshoreIslandDensity > 0f; + if (_offshoreOn) + { + _offshoreNoise = MakeModulationNoise(IslandFalloff.OFFSHORE_SEED_OFFSET, IslandFalloff.OFFSHORE_FREQ_ISLANDS); + + // Calibrate the islet threshold against the field's ACTUAL distribution + // rather than the theoretical [-1,1]: sample on a stride grid and take the + // quantile. Deterministic from the seed, and it makes the density dial mean + // what it says whatever FastNoiseLite's output range turns out to be. + const int stride = 8; + int side = MapSize / stride; + float[] samples = new float[side * side]; + for (int i = 0; i < side; i++) + for (int j = 0; j < side; j++) + samples[i * side + j] = (_offshoreNoise.GetNoise2D(i * stride, j * stride) + 1f) * 0.5f; + _offshoreThreshold = IslandFalloff.CalibrateThreshold(samples, ConfigManager.OffshoreIslandDensity); + GD.Print($"[MapGenerator] Offshore islet threshold {_offshoreThreshold:F4} " + + $"(density {ConfigManager.OffshoreIslandDensity:F3} of {samples.Length} samples; field range {System.Linq.Enumerable.Min(samples):F3}..{System.Linq.Enumerable.Max(samples):F3})."); + } + GD.Print($"[MapGenerator] Island falloff: axis {ConfigManager.IslandAxisX:F2}x/{ConfigManager.IslandAxisY:F2}y, " + + $"coast '{ConfigManager.CoastProfile}'" + + (_coastWide ? $" (shelf strength {IslandFalloff.SHELF_STRENGTH:F3}, scale {IslandFalloff.SHELF_SCALE_M:F0} m)" : "") + + $", offshore islets density {ConfigManager.OffshoreIslandDensity:F3}" + + (_offshoreOn ? $" @ {IslandFalloff.OFFSHORE_FREQ_ISLANDS:F0}/island, crest {IslandFalloff.OFFSHORE_ISLAND_H_M:F0} m, moat {IslandFalloff.OFFSHORE_MIN_DEPTH_M:F0} m" : " (off)") + "."); + // THE CRATER FIX: Push it into the ocean (scales via percentage of MapSize!) // Supposedly! We will have to test this manually on other map sizes to confirm the crater is properly scaled and submerged on the north coast! float randomX = (float)GD.RandRange(0.35f, 0.65f); @@ -156,6 +230,15 @@ public partial class MapGenerator : TextureRect GD.Print($"{T()} Towns placed: {_towns.Count}."); await CaptureStage("2_towns"); + // --- RIVERS (task 22, C0b part 2a): carve the frozen plan's beds. --- + // AFTER towns (GenerateTowns reads the render map for land/slope/water + // checks, so carving first would move towns and destabilise every A/B) and + // BEFORE roads (a full run's A* should see the carved beds). RENDER map + // only: biomes and WBID are already computed from classify — the oracle is + // untouched by construction. NO WATER — part 2b. + if (_riversOn) + CarveRivers(); + if (ConfigManager.SkipRoads) { // Iteration toggle (terrain-water task 03): the road pass is ~25 min of a @@ -309,17 +392,39 @@ public partial class MapGenerator : TextureRect StrengthSeedOffset = HeightCurve.STRENGTH_SEED_OFFSET, PresetId = _curveKnots.PresetId, K5 = _curveKnots.K5, K6 = _curveKnots.K6 } : null, + // EROS: the erosion params AS APPLIED (post config clamping) — a blueprint + // with eroded heights is self-describing without the config that made it. + Erosion = _erosionOn ? new ErosionInfo + { + Version = HydraulicErosion.VERSION, + DropletCount = ConfigManager.ErosionDropletCount, + Lifetime = ConfigManager.ErosionDropletLifetime, + BrushRadius = ConfigManager.ErosionBrushRadius, + SeedOffset = HydraulicErosion.SEED_OFFSET, + CarveCapM = ConfigManager.ErosionCarveCap, + DepositCapM = ConfigManager.ErosionDepositCap, + SeaMarginM = ConfigManager.ErosionSeaMargin, + Inertia = ConfigManager.ErosionInertia, + CapacityFactor = ConfigManager.ErosionCapacity, + MinSlopeM = ConfigManager.ErosionMinSlope, + ErodeRate = ConfigManager.ErosionErodeRate, + DepositRate = ConfigManager.ErosionDepositRate, + Evaporation = ConfigManager.ErosionEvaporation, + Gravity = ConfigManager.ErosionGravity, + CraterCoreFactor = ConfigManager.CraterErosionCore, + CraterFeatherFactor = ConfigManager.CraterErosionFeather, + CraterMode = _craterErosionMode + } : null, TerrainDetail = _detailOn ? new TerrainDetailInfo { Version = TerrainDetailPass.VERSION, ReliefAmpM = ConfigManager.ShelfReliefAmp, ReliefFreqIslands = TerrainDetailPass.RELIEF_FREQ_ISLANDS, - IncK = TerrainDetailPass.INC_K, IncP = TerrainDetailPass.INC_P, - IncCapM = TerrainDetailPass.INC_CAP_M, - SeaClampRaw = TerrainDetailPass.SEA_CLAMP, - CraterExclFactor = TerrainDetailPass.CRATER_EXCL_FACTOR, - ShelfIncWeight = TerrainDetailPass.SHELF_INC_WEIGHT, - ReliefSeedOffset = TerrainDetailPass.RELIEF_SEED_OFFSET + ReliefSeedOffset = TerrainDetailPass.RELIEF_SEED_OFFSET, + EdgeAmpM = _edgeAmpRaw * 251f, // as APPLIED (post-clamp), not as configured + EdgeFreqIslands = TerrainDetailPass.EDGE_FREQ_ISLANDS, + EdgeSeedOffset = TerrainDetailPass.EDGE_SEED_OFFSET, + EdgeMaxShiftM = _maxEdgeShiftRaw * 251f } : null, FormatVersion = 2, Params = new BlueprintParams @@ -412,6 +517,9 @@ public partial class MapGenerator : TextureRect private void GenerateTopography() { Vector2 center = new Vector2(MapSize / 2.0f, MapSize / 2.0f); + float axisX = ConfigManager.IslandAxisX; + float axisY = ConfigManager.IslandAxisY; + long offshoreLandPx = 0; // pixels the islet layer lifted from water to land for (int x = 0; x < MapSize; x++) { for (int y = 0; y < MapSize; y++) @@ -423,11 +531,13 @@ public partial class MapGenerator : TextureRect _tempMap[x, y] = temperature; // --- 2. THE ORIGINAL ISLAND FALLOFF --- - float nx = Mathf.Abs(x - center.X) / (MapSize / 2.0f * 1.15f); - float ny = Mathf.Abs(y - center.Y) / (MapSize / 2.0f * 0.90f); + // Axis ratios are config dials since task 11 (were the literals + // 1.15 / 0.90). They move the coastline, so they move biomes. + float nx = Mathf.Abs(x - center.X) / (MapSize / 2.0f * axisX); + float ny = Mathf.Abs(y - center.Y) / (MapSize / 2.0f * axisY); float squircleFalloff = Mathf.Max(nx, ny); - - Vector2 ellipticalPos = new Vector2((x - center.X) / 1.15f, (y - center.Y) / 0.90f); + + Vector2 ellipticalPos = new Vector2((x - center.X) / axisX, (y - center.Y) / axisY); float ellipticalFalloff = ellipticalPos.Length() / (MapSize / 1.3f); float finalFalloff = Mathf.Lerp(ellipticalFalloff, squircleFalloff, 0.5f); @@ -445,6 +555,10 @@ public partial class MapGenerator : TextureRect finalFalloff += southDepth * 0.6f; // Sink the stretched land bridges! } + // Captured before the power and before the Trench wall: this is the + // "how far past the island body are we" number the offshore layer reads. + float preTrenchFalloff = finalFalloff; + finalFalloff = Mathf.Pow(finalFalloff, 2.5f); float distX = Mathf.Abs(x - center.X) / (MapSize / 2.0f); @@ -453,12 +567,16 @@ public partial class MapGenerator : TextureRect if (distY > 0.90f) finalFalloff += (distY - 0.90f) * 15.0f; // --- 3. THE MOUNTAIN SPINE --- + // The ridge axis is the line x = centre. `1 - |x - cx|` peaks there with + // a slope discontinuity, which put the single largest slope step on the + // whole map at exactly that column (task-11 diagnostic). SmoothAbs rounds + // the crest — same peak height, continuous slope through it. float mountainSpine = 0f; - if (temperature < 0.65f) + if (temperature < 0.65f) { - float distanceToCenterX = Mathf.Abs(x - center.X) / (MapSize / 2.0f * 1.15f); - mountainSpine = 1.0f - distanceToCenterX; - float southernFade = Mathf.Clamp((0.65f - temperature) * 4.0f, 0.0f, 1.0f); + float distanceToCenterX = Mathf.Abs(x - center.X) / (MapSize / 2.0f * axisX); + mountainSpine = 1.0f - IslandFalloff.SmoothAbs(distanceToCenterX, IslandFalloff.CREST_EPSILON); + float southernFade = Mathf.Clamp((0.65f - temperature) * 4.0f, 0.0f, 1.0f); mountainSpine = Mathf.Pow(mountainSpine, 3.0f) * southernFade * 0.6f; } @@ -468,46 +586,111 @@ public partial class MapGenerator : TextureRect // hMaxSeed) and the crater carve are applied in PASS 2 below. float rawBase = (_noise.GetNoise2D(x, y) + 1.0f) / 2.0f; float finalH = rawBase + mountainSpine - (finalFalloff * FalloffStrength); + + // --- 5. THE COAST SHELF (task 11) --- + // The height curve is identity at and below sea, so it never reached the + // seabed. Compress shallow depth so the shallows reach much further out. + // Strictly positive depth stays strictly positive, so the waterline — and + // with it every biome and water body — cannot move by a single pixel. + float seaHere = GetSeaLevel(temperature); + if (_coastWide && finalH < seaHere) + { + float depthM = (seaHere - finalH) * 251f; + // The remap is strictly positive on positive depth, so in exact + // arithmetic the waterline cannot move. In float32 it can: for a + // pixel a few microns under water, (sea - shallowerDepth) rounds + // back up to exactly sea, and `H < sea` then calls it land. That + // cost 5 px of 67 M on the first batch — immaterial in itself, but + // it falsifies the invariant the whole separability argument rests + // on. Hold the result strictly below sea and the invariant is exact. + finalH = Mathf.Min(seaHere - IslandFalloff.CoastShelf(depthM) / 251f, + System.MathF.BitDecrement(seaHere)); + } + + // --- 6. OFFSHORE ISLANDS (task 11) --- + // Sparse islets lerped TOWARD a target crest rather than added to the + // seabed, so they surface at any ambient depth. Held off the mainland by + // a depth moat and out of the Trench ramp by a distance mask. + if (_offshoreOn && finalH < seaHere) + { + float ambientDepthM = (seaHere - finalH) * 251f; + float zone = IslandFalloff.OffshoreZoneWeight( + ambientDepthM, preTrenchFalloff, + Mathf.Abs(x - center.X) / (MapSize / 2.0f), + Mathf.Abs(y - center.Y) / (MapSize / 2.0f)); + if (zone > 0f) + { + float v = (_offshoreNoise.GetNoise2D(x, y) + 1.0f) * 0.5f; + float blob = IslandFalloff.OffshoreBlob(v, _offshoreThreshold) * zone; + if (blob > 0f) + { + float before = finalH; + finalH = Mathf.Lerp(finalH, seaHere + IslandFalloff.OFFSHORE_ISLAND_H_M / 251f, blob); + if (before < seaHere && finalH >= seaHere) offshoreLandPx++; + } + } + } + if (finalH > _hMaxSeed) _hMaxSeed = finalH; _heightMap[x, y] = finalH; } } + if (_offshoreOn) + GD.Print($"{T()} [Offshore] islet layer lifted {offshoreLandPx} px above sea " + + $"({offshoreLandPx / (float)(MapSize * MapSize) * 100f:F3}% of the map)."); + // The v2 curve is SEED-DEPENDENT: its spike maps [t4, hMaxSeed] onto the peak // band, so the monotonicity assertion must run against the EFFECTIVE per-seed // curve — after hMaxSeed is known, before any pixel is curved. - if (_curveOn) HeightCurve.AssertMonotonic(_hMaxSeed, _curveKnots); + if (_curveOn) HeightCurve.AssertMonotonic(_hMaxSeed, _curveKnots, _detailOn ? _edgeAmpRaw : 0f); - // --- PASS 2: curve (task 05/06) + crater carve --- + // --- PASS 2: curve (task 05/06) + detail (task 10), then erosion (task 17), + // then the crater carve — three sub-passes (2a/2b/2c) in that order. --- // Curve applied AFTER noise + falloff + Trench, BEFORE the crater carve, so // the carve cuts into curved terrain and the rim/bowl shape is untouched by // the curve. Identity at and below sea + this ordering preserve the // Trench/ocean-border guarantee and the crater by construction. classifyH // stays uncurved — see _heightMapClassify; hMaxSeed never touches it. - // --- PASS 2a: curve + shelf micro-relief (task 10 pass A) --- // classify stays RAW; curved gets the v5 curve plus, when TerrainDetail is on, - // the shelf-ness-weighted noise skin (risers and peaks untouched). + // the shelf-edge warp (pass B — the knot block slides per column, so the + // shelf/riser boundary contours scallop) and the shelf-ness-weighted noise + // skin (pass A — risers and peaks untouched). Both are read-only consumers of + // `raw`; neither can move a column below the red ceiling or above the cap, + // because K2 and K6 never move and the curve is monotonic between them. float reliefAmpRaw = ConfigManager.ShelfReliefAmp / 251f; + float physicalCraterRadius = _impactRadius * CRATER_CARVE_FACTOR; for (int x = 0; x < MapSize; x++) { for (int y = 0; y < MapSize; y++) { float raw = _heightMap[x, y]; + float classifyH = raw; float curvedH; + float distToCrater = new Vector2(x, y).DistanceTo(_impactCenter); if (_curveOn) { - // per-column shelf modulation (v4) — anchors and strength from the - // low-frequency fields; ordering safety by construction. + // v4: per-column shelf modulation — anchors and strength from the + // low-frequency fields; ordering safety by construction (amplitudes + // bounded; asserted at all 8 field-extreme corners per generation). float benchLo = HeightCurve.BENCH_BASE + _benchNoise.GetNoise2D(x, y) * HeightCurve.BENCH_AMP; float plateauLo = HeightCurve.PLATEAU_BASE + _plateauNoise.GetNoise2D(x, y) * HeightCurve.PLATEAU_AMP; float shelfSpan = HeightCurve.ShelfSpan((_strengthNoise.GetNoise2D(x, y) + 1f) * 0.5f); - curvedH = HeightCurve.Apply(raw, _hMaxSeed, benchLo, shelfSpan, plateauLo, shelfSpan, _curveKnots); - if (_detailOn) + // Detail yields to the crater: zero inside the carve, feathered just + // outside it, so the carve stays the final authority on its terrain. + float wCrater = _detailOn + ? TerrainDetailPass.CraterDetailWeight(distToCrater, _impactRadius) + : 0f; + + float edgeShift = _detailOn ? _edgeNoise.GetNoise2D(x, y) * _edgeAmpRaw * wCrater : 0f; + curvedH = HeightCurve.Apply(raw, _hMaxSeed, benchLo, shelfSpan, plateauLo, shelfSpan, _curveKnots, edgeShift); + + if (_detailOn && wCrater > 0f) { - float wShelf = TerrainDetailPass.ShelfWeight(raw, _curveKnots); + float wShelf = TerrainDetailPass.ShelfWeight(raw, _curveKnots, edgeShift); if (wShelf > 0f) - curvedH += _reliefNoise.GetNoise2D(x, y) * reliefAmpRaw * wShelf; + curvedH += _reliefNoise.GetNoise2D(x, y) * reliefAmpRaw * wShelf * wCrater; } } else @@ -515,105 +698,193 @@ public partial class MapGenerator : TextureRect curvedH = raw; } - _heightMapClassify[x, y] = raw; // uncurved; carve joins in pass 2c + _heightMapClassify[x, y] = classifyH; _heightMap[x, y] = curvedH; } } - // --- PASS 2b: drainage incision (task 10 pass B) --- - if (_curveOn && _detailOn) - RunIncisionPass(); - - // --- PASS 2c: THE CRATER CARVE (The Flooded Bay & Landbridge Fix!) --- - // The carve remains the FINAL authority on its own terrain: applied after - // curve/relief/incision, to both maps, with the original expression. - float physicalCraterRadius = _impactRadius * 0.80f; - for (int x = 0; x < MapSize; x++) + // --- EROSION (task 17): render map ONLY — after detail, BEFORE the crater + // carve. Output-only by construction: _heightMapClassify was finalized above + // (bar the carve) and the pass never sees it, so biomes/water classify + // pre-erosion — the oracle. The pass's sea clamp plus its below-sea + // read-only rule mean the RENDERED coastline cannot move either; that is + // verified here, not assumed, by counting render-map water pixels A/B. + if (_erosionOn) { - for (int y = 0; y < MapSize; y++) + ulong tEro0 = Time.GetTicksMsec(); + float[,] seaMap = null; + float seaFlat = ConfigManager.SeaLevelValue; + if (ConfigManager.SeaLevelModel != "flat") + { + seaMap = new float[MapSize, MapSize]; + for (int x = 0; x < MapSize; x++) + for (int y = 0; y < MapSize; y++) + seaMap[x, y] = GetSeaLevel(_tempMap[x, y]); + } + // Erosion's protected core must cover the carve, or the two passes touch the + // same cells and the carve — which runs AFTER erosion and scales height + // toward the sea target — amplifies erosion's delta across the waterline. + // Refusing to fail silently: the in-pass flood guard below cannot see this, + // because it measures before the carve. + if (ConfigManager.CraterErosionCore < CRATER_CARVE_FACTOR) + GD.PrintErr($"[MapGenerator] ⚠ CraterErosionCore {ConfigManager.CraterErosionCore:F2} is " + + $"inside the carve radius ({CRATER_CARVE_FACTOR:F2} × CraterRadius). Erosion will modify " + + "carve-authored terrain, and the crater carve will then amplify those deltas — expect a " + + "handful of rendered-waterline crossings inside the bay that the erosion flood guard cannot see."); + + long wetBefore = CountRenderWaterPixels(seaMap, seaFlat); + + var p = new HydraulicErosion.Params + { + DropletCount = ConfigManager.ErosionDropletCount, + Lifetime = ConfigManager.ErosionDropletLifetime, + CarveCapM = ConfigManager.ErosionCarveCap, + DepositCapM = ConfigManager.ErosionDepositCap, + SeaMarginM = ConfigManager.ErosionSeaMargin, + BrushRadius = ConfigManager.ErosionBrushRadius, + Inertia = ConfigManager.ErosionInertia, + CapacityFactor = ConfigManager.ErosionCapacity, + MinSlopeM = ConfigManager.ErosionMinSlope, + ErodeRate = ConfigManager.ErosionErodeRate, + DepositRate = ConfigManager.ErosionDepositRate, + Evaporation = ConfigManager.ErosionEvaporation, + Gravity = ConfigManager.ErosionGravity, + CraterMode = _craterErosionMode, + Seed = _noise.Seed + HydraulicErosion.SEED_OFFSET + }; + var st = HydraulicErosion.Apply(_heightMap, MapSize, seaMap, seaFlat, + _impactCenter.X, _impactCenter.Y, + _impactRadius * ConfigManager.CraterErosionCore, + _impactRadius * ConfigManager.CraterErosionFeather, p); + + long wetAfter = CountRenderWaterPixels(seaMap, seaFlat); + if (wetAfter != wetBefore) + throw new System.InvalidOperationException( + $"[MapGenerator] EROSION FLOOD-GUARD VIOLATION: render-map water pixels {wetBefore} -> {wetAfter}. Refusing to generate."); + + GD.Print($"{T()} [Erosion] crater '{ConfigManager.CraterErosionMode}': core {_impactRadius * ConfigManager.CraterErosionCore:F0} px" + + (ConfigManager.CraterErosionMode == "feather" + ? $" -> feather to {_impactRadius * ConfigManager.CraterErosionFeather:F0} px" : " (hard edge, full strength beyond)") + "."); + GD.Print($"{T()} [Erosion] v1: {st.Spawned} droplets ({st.SkippedNoLand} skipped), {st.Steps} steps, " + + $"{(Time.GetTicksMsec() - tEro0) / 1000.0:F1}s wall. Eroded {st.ErodedVolumeM3:F0} m³ over {st.ModifiedCells} touched cells " + + $"(max cell carve {st.MaxCellErosionM:F2} m vs cap {p.CarveCapM:F2} m), deposited {st.DepositedVolumeM3:F0} m³ " + + $"(max cell deposit {st.MaxCellDepositM:F2} m vs cap {p.DepositCapM:F2} m). " + + $"Deaths: {st.DiedSea} sea / {st.DiedEdge} edge / {st.DiedDry} dry / {st.DiedLifetime} lifetime. " + + $"Water pixels {wetBefore} -> {wetAfter} (flood guard holds)."); + } + + // --- PASS 2c: CARVE THE CRATER (The Flooded Bay & Landbridge Fix!) --- + // The carve stays LAST — the final authority on its own terrain (erosion is + // also excluded within 1.2× CraterRadius, entirely clear of this 0.8× + // physical carve). Both heights are read into locals BEFORE either write, so + // the all-passes-off aliasing (classify and height are the same array) + // cannot double-carve. We only carve the physical hole at 80% of the radius + // to guarantee a landbridge! + int cx0 = Mathf.Max(0, (int)(_impactCenter.X - physicalCraterRadius) - 1); + int cx1 = Mathf.Min(MapSize - 1, (int)(_impactCenter.X + physicalCraterRadius) + 1); + int cy0 = Mathf.Max(0, (int)(_impactCenter.Y - physicalCraterRadius) - 1); + int cy1 = Mathf.Min(MapSize - 1, (int)(_impactCenter.Y + physicalCraterRadius) + 1); + for (int x = cx0; x <= cx1; x++) + { + for (int y = cy0; y <= cy1; y++) { float distToCrater = new Vector2(x, y).DistanceTo(_impactCenter); - - // We only carve the physical hole at 80% of the radius to guarantee a landbridge! - if (distToCrater < physicalCraterRadius) - { - float craterDepth = 1.0f - (distToCrater / physicalCraterRadius); - // Dialed back to -0.15f as per your excellent instinct! - float carveTarget = GetSeaLevel(_tempMap[x, y]) - 0.15f; - // Read BOTH before writing EITHER: with the curve off the two maps - // alias the same array, and a sequential read-modify-write carved - // the crater twice (caught by the task-10 continuity oracle). - float preClassify = _heightMapClassify[x, y]; - float preCurved = _heightMap[x, y]; - _heightMapClassify[x, y] = Mathf.Lerp(preClassify, carveTarget, craterDepth * 0.9f); - _heightMap[x, y] = Mathf.Lerp(preCurved, carveTarget, craterDepth * 0.9f); - } + if (distToCrater >= physicalCraterRadius) continue; + float craterDepth = 1.0f - (distToCrater / physicalCraterRadius); + // Dialed back to -0.15f as per your excellent instinct! + float carveTarget = GetSeaLevel(_tempMap[x, y]) - 0.15f; + float classifyH = _heightMapClassify[x, y]; + float curvedH = _heightMap[x, y]; + _heightMapClassify[x, y] = Mathf.Lerp(classifyH, carveTarget, craterDepth * 0.9f); + _heightMap[x, y] = Mathf.Lerp(curvedH, carveTarget, craterDepth * 0.9f); } } } /// - /// Task-10 pass B: D8 flow accumulation over the curved+relieved land, then - /// depth = K · accum^p · slope, masked to the risers (shelves feathered to 30 %, - /// toe and peaks zero, crater excluded), capped, and clamped to sea + 1 m. - /// Prints its own MEASURED depth distribution — the tuning/report source. + /// The river-carving pass (task 22): recomputes the frozen task-21b plan on the + /// eroded surface, routes the routed giants' lowland reaches (SHORT/LOWGROUND), + /// and carves every promoted bed. Render map only; flood-guarded exactly like + /// erosion (water-pixel count A/B around the pass, throw on any change). /// - private void RunIncisionPass() + private void CarveRivers() { - ulong t0 = Time.GetTicksMsec(); - int n = MapSize; - int total = n * n; - - float[] flat = new float[total]; - for (int x = 0; x < n; x++) - for (int y = 0; y < n; y++) - flat[x * n + y] = _heightMap[x, y]; - - int[] accum = TerrainDetailPass.FlowAccumulation(flat, n, out float[] drop); - double accumSeconds = (Time.GetTicksMsec() - t0) / 1000.0; - - float capRaw = TerrainDetailPass.INC_CAP_M / 251f; - float exclR = _impactRadius * TerrainDetailPass.CRATER_EXCL_FACTOR; - float featherR = _impactRadius * TerrainDetailPass.CRATER_FEATHER_FACTOR; - long incised = 0, clampHits = 0; - var depthsM = new System.Collections.Generic.List(1 << 20); - - for (int x = 0; x < n; x++) + ulong tRiv0 = Time.GetTicksMsec(); + float[,] seaMap = null; + float seaFlat = ConfigManager.SeaLevelValue; + if (ConfigManager.SeaLevelModel != "flat") { - for (int y = 0; y < n; y++) - { - float raw = _heightMapClassify[x, y]; - float w = TerrainDetailPass.IncisionWeight(raw, _curveKnots); - if (w <= 0f) continue; - - float distToCrater = new Vector2(x, y).DistanceTo(_impactCenter); - if (distToCrater < exclR) continue; - if (distToCrater < featherR) - w *= (distToCrater - exclR) / (featherR - exclR); - - int i = x * n + y; - float depth = TerrainDetailPass.INC_K - * Mathf.Pow(accum[i], TerrainDetailPass.INC_P) * drop[i]; - depth = Mathf.Min(depth, capRaw) * w; - if (depth <= 0f) continue; - - float nh = _heightMap[x, y] - depth; - if (nh < TerrainDetailPass.SEA_CLAMP) - { - nh = TerrainDetailPass.SEA_CLAMP; - clampHits++; - } - float realized = _heightMap[x, y] - nh; - if (realized * 251f >= 0.5f) { incised++; depthsM.Add(realized * 251f); } - _heightMap[x, y] = nh; - } + seaMap = new float[MapSize, MapSize]; + for (int x = 0; x < MapSize; x++) + for (int y = 0; y < MapSize; y++) + seaMap[x, y] = GetSeaLevel(_tempMap[x, y]); } + long wetBefore = CountRenderWaterPixels(seaMap, seaFlat); + float topBefore = 0f; + for (int x = 0; x < MapSize; x++) + for (int y = 0; y < MapSize; y++) + if (_heightMap[x, y] > topBefore) topBefore = _heightMap[x, y]; - depthsM.Sort(); - float P(double q) => depthsM.Count == 0 ? 0 : depthsM[Mathf.Clamp((int)(q * depthsM.Count), 0, depthsM.Count - 1)]; - double totalSeconds = (Time.GetTicksMsec() - t0) / 1000.0; - GD.Print($"{T()} [Incision] accumulation {accumSeconds:F1}s, total {totalSeconds:F1}s."); - GD.Print($"{T()} [Incision] incised cells (≥0.5 m): {incised}; depth m: p50 {P(0.5):F1}, p90 {P(0.9):F1}, p99 {P(0.99):F1}, max {(depthsM.Count > 0 ? depthsM[depthsM.Count - 1] : 0):F1}; sea-clamp hits {clampHits}."); + // Masks from the SHARED water predicates — identical by construction to the + // WBID-derived masks the task-21b tool used. + bool[] isOcean = new bool[MapSize * MapSize]; + bool[] isClassifyWater = new bool[MapSize * MapSize]; + for (int x = 0; x < MapSize; x++) + for (int y = 0; y < MapSize; y++) + { + isOcean[x * MapSize + y] = IsOceanPixel(x, y); + isClassifyWater[x * MapSize + y] = IsWaterPixel(x, y); + } + + float southX = -1f, southY = -1f; + foreach (var t in _towns) + if (t.Position.Y > southY) { southX = t.Position.X; southY = t.Position.Y; } + + var p = new RiverCarvePass.Params + { + RoutingStyle = ConfigManager.RiverRoutingStyle == "short" + ? RiverCarvePass.STYLE_SHORT : RiverCarvePass.STYLE_LOWGROUND, + WidthScale = ConfigManager.RiverWidthScale, + DepthScale = ConfigManager.RiverDepthScale, + SeaMarginM = ConfigManager.RiverSeaMargin + }; + var st = RiverCarvePass.Apply(_heightMap, MapSize, isOcean, isClassifyWater, + southX, southY, seaMap, seaFlat, + _impactCenter.X, _impactCenter.Y, + _impactRadius * ConfigManager.CraterErosionCore, + () => (Time.GetTicksMsec()) / 1000.0, p); + + long wetAfter = CountRenderWaterPixels(seaMap, seaFlat); + if (wetAfter != wetBefore) + throw new System.InvalidOperationException( + $"[MapGenerator] RIVER FLOOD-GUARD VIOLATION: render-map water pixels {wetBefore} -> {wetAfter}. Refusing to generate."); + float topAfter = 0f; + for (int x = 0; x < MapSize; x++) + for (int y = 0; y < MapSize; y++) + if (_heightMap[x, y] > topAfter) topAfter = _heightMap[x, y]; + + GD.Print($"{T()} [Rivers] v1 '{ConfigManager.RiverRoutingStyle}': plan {st.AnalysisSeconds:F1}s, " + + $"routing {st.RoutingSeconds:F1}s, carve {st.CarveSeconds:F1}s " + + $"({(Time.GetTicksMsec() - tRiv0) / 1000.0:F1}s total). " + + $"{st.CarvedCells} cell-writes, {st.CarvedVolumeM3:F0} m³, max cut {st.MaxCutM:F1} m. " + + $"Water pixels {wetBefore} -> {wetAfter} (flood guard holds); island top {topBefore * 251f:F2} -> {topAfter * 251f:F2} m."); + foreach (var r in st.Rivers) + GD.Print($"{T()} [Rivers] {r.Name} [{r.Kind}{(r.SouthernCandidate ? " SOUTHERN" : "")}]: " + + $"drainage {r.DrainagePx}, course {r.CourseLenPx} px" + + (r.RouteLenPx > 0 ? $", lowland route {r.RouteLenPx} px (straight {r.RouteStraightPx:F0}, wander {r.WanderRatio:F2})" : "") + + $", {(r.ReachedOcean ? "reaches ocean/terminal" : "*** ROUTE INCOMPLETE ***")}, " + + $"max cut {r.MaxCutM:F1} m, {r.VolumeM3:F0} m³."); + } + + // Render-map water pixel count — the erosion flood-guard's external check. + private long CountRenderWaterPixels(float[,] seaMap, float seaFlat) + { + long wet = 0; + for (int x = 0; x < MapSize; x++) + for (int y = 0; y < MapSize; y++) + if (_heightMap[x, y] < (seaMap != null ? seaMap[x, y] : seaFlat)) + wet++; + return wet; } private void CalculateTrueOcean() diff --git a/Tools/Scripts/README.md b/Tools/Scripts/README.md index 7b5b18a..53398ab 100644 --- a/Tools/Scripts/README.md +++ b/Tools/Scripts/README.md @@ -11,6 +11,21 @@ Generates the entire 2D blueprint. Roughly in order: 2. **Topography** — FastNoiseLite base height plus a mountain spine, minus a squircle distance falloff, giving a guaranteed island. Noise frequency is divided by `scaleFactor` (`MapSize / 1024f`) so terrain features stay the same real-world size at any map profile. + The island's proportions are the `IslandAxisX`/`IslandAxisY` dials (`1.30`/`0.78`; the + pre-task-11 shape was `1.15`/`0.90`). **`IslandAxisX` is a weak lever** — the island is + already Trench-clamped at ~90 % of the map width, so aspect responds almost entirely to + `IslandAxisY`, which trades against land area. These move the coastline, so they move biomes. + The mountain spine shares `IslandAxisX` for its width, and its crest is rounded + (`IslandFalloff.SmoothAbs`) — `1 - |x - centre|` used to peak with a slope discontinuity that + was, measured, the largest slope step on the map outside the Trench walls. **The spine's AXIS + is still a straight line down the map centre; that is known, deferred, and its own task.** + With `CoastProfile: "wide"` (the default) the *seabed* leaving the shoreline is shelved + (`IslandFalloff.CoastShelf`): the height curve is identity at and below sea level, so it never + reached the water, and the shoreline used to shelve gently on land then drop 6.7× steeper the + moment it went under. The shelf cannot move the waterline — it is strictly positive for + positive depth — so biomes and water are bit-identical with it on or off. `OffshoreIslandDensity` + (`0.02`, `0` disables) seeds sparse discoverable islets in the open ocean; they are held off the + mainland by a depth moat and out of the Trench by a distance mask, both by construction. When `TerrainCurve: "v5"` (the default — the task-09 gate's BALANCED winner), the calibrated height-redistribution curve (`HeightCurve.cs` — the terraced ascent with spatially modulated shelves: flat farmable @@ -19,10 +34,83 @@ Generates the entire 2D blueprint. Roughly in order: ring — and a per-seed-normalized summit spike to the 420 m cap) reshapes above-sea terrain after noise/falloff/Trench and before the crater carve; biome classification reads a retained uncurved map, so biomes are identical either way. With `TerrainDetail: "v1"` (the - default) two detail passes follow the curve: shelf micro-relief (±3 m rolling skin on the - benches/plateaus) and D8 drainage incision (rain-cut ravines in the risers — the future - river routes; `TerrainDetailPass.cs`). Drops the `0_height` hillshade snapshot (hypsometric - bands × NW hillshade) in both modes. + default) two detail passes ride along with the curve (`TerrainDetailPass.cs`): shelf + micro-relief (`ShelfReliefAmp`, ±3 m rolling skin on the benches/plateaus) and shelf-edge + variation (`ShelfEdgeVariation`, 12 m) — a per-column shift of the shelf/riser knot block that + makes the shelf edge scallop into notches, coves and peninsulas instead of tracing a clean + height contour. Both touch exported heights only, and neither can reach below the red ceiling + or above the 420 m cap: the curve's K2 and K6 knots do not move, so a warped column is + bit-identical to an unwarped one outside the shelf/riser stack. Drops the `0_height` hillshade + snapshot (hypsometric bands × NW hillshade) in both modes. + + **Erosion (tasks 17–18, Phase C0)** — with `Erosion: "v1"` (default **"off"**, opt-in until the + developer's gate approves it) a droplet-based hydraulic erosion pass (`HydraulicErosion.cs`, + standalone numeric, deterministic from the resolved seed) details the curved+detailed render + map after the detail passes and before the crater carve: droplets walk downhill with inertia, + eroding steep fast stretches and depositing where the ground flattens — both spread over the + same cone brush, so neither carving nor dumping can spike a single cell. **Four** hard + governors bound it (`ErosionDropletCount`/`ErosionDropletLifetime`/`ErosionCarveCap`/ + `ErosionDepositCap`; both caps are per-cell metres against one net-displacement ledger and are + asserted on exit), a sea clamp forbids carving below sea + margin and leaves below-sea cells + untouched in both directions (the rendered coastline cannot move — asserted every generation), + and the crater is handled by `CraterErosionMode` (task 19): nothing inside the protected strike + core (`CraterErosionCore`, **0.80 ×** CraterRadius — the carve's own extent) is modified, and + outside it either `"full"` applies full strength at once or `"feather"` ramps 0→full out to + `CraterErosionFeather` (1.05 ×). Task 17's hard 1.2 × cutoff was replaced because it held + **620 811 land cells** of ordinary terrain smooth for no geometric reason — measured, the carve's + displacement is exactly 0 beyond 0.80 × — which read as an un-eroded disc with a hard edge. + Keeping the core at the carve radius is what makes erosion and the carve touch **disjoint** + cells; a narrower core lets the carve, which runs afterwards and scales height toward the sea + target, amplify erosion's deltas across the waterline (measured at a 0.50 core: 79 rendered + waterline crossings). The flooded bay and its sea connection never depend on the crater mode — + below-sea cells are read-only in both directions, so the bay can be neither carved open nor + silted shut. Output-height only: biome/water + classification reads the retained pre-erosion map, so `1_biomes`/`0_water` are bit-identical + with erosion on or off. + The task-18 defaults tune for a drainage **hierarchy** — fine rills everywhere feeding a set of + clearly deeper convergent channels — by letting droplets live long enough (384 steps at inertia + 0.35, low evaporation) that their paths overlap and deepen shared low lines, and by raising the + carve cap to 15 m so trunks separate from rills instead of both piling against one ceiling. + Measured on seed 1280587109: ~1.9 M cells carved past 0.5 m, 42 k past 5 m, 1.4 k past 10 m, + and 177 connected channel systems of 200+ cells at the 3 m threshold. Erosion concentrates + ~9× on the curve's shelf risers, because that is where sustained slope exists; the flat + shelves and lowlands are barely touched, so **the lowland continuation of a trunk is not + erosion's to cut** — that is river promotion's job. **No rivers yet** — the carved channels are + the designated future river routes (Phase C0b promotes them by flow accumulation). + The predecessor D8 drainage-incision pass was written and reverted in task 10 — per-cell + steepest descent on a regular grid can only route along eight headings, and at map scale that + reads as straight hatching, not drainage; the droplet model is the working replacement (its + carve field measures isotropic to within 1.5 % across the folded 45° grid period). + **River plan (task 21, C0b part 1)** — `DrainageAnalysis.cs` + the headless + `RiverPlanTool.tscn` produce a river PLAN from an erosion-ON blueprint: priority-flood with a + one-ulp epsilon resolves the ~15k erosion pits for ROUTING ONLY (terrain untouched), deep+large + depressions survive as terminal basins, D8 flow directions + Kahn accumulation build the + drainage network, and the top ~3 TRUE-ocean outlets (the ocean body, WBID 1 — enclosed lagoons + do not count as "the sea") become trunk candidates with lean tributaries, mountain-exit handoff + points, and lean endorheic terminals. Task 21b extends the plan to the developer's MIXED + promotion: the ocean trunks PLUS the top endorheic giants (`RIVERPLAN_GIANT_N`, default 3), + each classified — a giant whose terminal basin holds a classify lake stays a **lake-ender** + (rivers ending in lakes are real geography); a dry-pan giant, and always the **SOUTHERN + CANDIDATE** (the giant pooling nearest the southernmost town), gets a **PROVISIONAL route** to + the ocean: steepest descent on the full (no-terminal) fill, so the basin overtops at its spill + and the walk follows the terrain's own drainage to the sea — drawn dashed for the gate, never + carved. Output is a JSON *plan* sidecar + console report — deliberately NOT a blueprint + section, so a plan can never masquerade as realized water. Part 2 (task 22) carves and waters + the gated plan. Pure analysis: the source blueprint is never written. + + **River carving (task 22, C0b part 2a)** — with `Rivers: "v1"` (default **"off"**, pending the + routing-style gate) the frozen task-21b plan is executed as real terrain (`RiverCarvePass.cs`): + the drainage analysis reruns in-pipeline (deterministic), each routed giant gets a lowland + route to the nearest ocean by deterministic Dijkstra — `RiverRoutingStyle: "short"` (direct, + uphill-penalised) or `"lowground"` (cost ≈ elevation; follows the lowest ground and meanders; + the provisional default) — and every promoted course is carved as a parabolic channel with a + smoothstep shoulder, width/depth growing downstream with drainage (`RiverWidthScale`/ + `RiverDepthScale`), bed made monotone non-increasing toward the outlet and clamped to + sea + `RiverSeaMargin` everywhere (the erosion flood-guard discipline: below-sea cells + read-only, zero new below-sea cells, coastline provably fixed; asserted per generation). + Slots AFTER towns (town placement reads the render map and must not shift) and BEFORE roads. + Crater core excluded. **NO WATER yet** — part 2b waters the gated routing style. + 3. **Sea level and water** — sea level per the configured model (`SeaLevelModel`: `"flat"` scalar — the default, `SeaLevelValue` 0.15 — or the legacy `"field"` latitude Lerp); flood fill separates true ocean from inland lakes; a mainland fill guarantees one contiguous landmass. diff --git a/Tools/Scripts/RiverCarvePass.cs b/Tools/Scripts/RiverCarvePass.cs new file mode 100644 index 0000000..a5d803b --- /dev/null +++ b/Tools/Scripts/RiverCarvePass.cs @@ -0,0 +1,361 @@ +using System; +using System.Collections.Generic; + +/// +/// River bed carving — C0b part 2a (terrain-water task 22). The first river pass +/// that MODIFIES terrain: executes the frozen task-21b plan by carving channel +/// beds for the promoted rivers. NO WATER — part 2b puts water into these beds +/// once the routing-style gate picks SHORT or LOWGROUND. +/// +/// Standalone numeric (D-035 family). Runs the task-21 DrainageAnalysis in- +/// pipeline (deterministic: same seed → same eroded surface → same plan), then: +/// +/// 1. LOWLAND ROUTING (the A/B): each routed giant gets a route from its +/// pooling terminal to the nearest OCEAN cell by deterministic Dijkstra. +/// SHORT — cost ≈ distance, uphill penalised: heads direct, avoids walls. +/// LOWGROUND — cost ≈ elevation above sea: follows the lowest available +/// ground and wanders like a real lowland river. +/// 2. BED CARVING: every promoted course (trunks, routed giants + their lowland +/// reaches, lake-enders, tributaries) is stamped as a parabolic channel with +/// a smoothstep shoulder — a bed for water to sit in, not a canyon. Width and +/// depth grow downstream with drainage. The bed elevation is made MONOTONE +/// NON-INCREASING toward the outlet (water must flow), and is clamped to +/// sea + margin everywhere — the flood-guard discipline erosion established: +/// below-sea cells are read-only, no carve may create inland below-sea cells, +/// so the rendered coastline cannot move. The bed meets the ocean AT the +/// coast, where the terrain itself descends through sea level. +/// 3. Crater: nothing inside the protected core is modified (erosion's rule). +/// +/// Output-only: the caller applies this to the RENDER map after classify-side +/// data (biomes, WBID) is already computed — the oracle stays byte-identical. +/// +public static class RiverCarvePass +{ + public const float M_PER_UNIT = 251f; + public const byte STYLE_SHORT = 0; + public const byte STYLE_LOWGROUND = 1; + + private static readonly int[] DX = { -1, -1, -1, 0, 0, 1, 1, 1 }; + private static readonly int[] DY = { -1, 0, 1, -1, 1, -1, 0, 1 }; + private static readonly float[] DIST = { + 1.41421356f, 1f, 1.41421356f, 1f, 1f, 1.41421356f, 1f, 1.41421356f }; + + // Routing cost constants. SHORT pays lightly for climbing (8 per metre of rise, + // so a 10 m wall costs like an 80 px detour — walls are avoided, direction is + // kept). LOWGROUND pays for BEING high (1 per metre of elevation per px) plus + // heavily for climbing, so the cheapest corridor is the lowest ground even when + // that wanders. + private const float SHORT_UPHILL_PER_M = 8f; + private const float LOWGROUND_ELEV_PER_M = 1f; + private const float LOWGROUND_BASE = 0.05f; + private const float LOWGROUND_UPHILL_PER_M = 50f; + + // Bed geometry: sizes grow downstream from head to mouth, scaled by + // sqrt(drainage / 1e6) so a 2.3M px giant carves roughly 2.3× deeper/wider at + // the mouth than a 0.4M px trunk. Kept channel-scale, per the erosion + // detailing philosophy. + private const float DEPTH_HEAD_M = 1.0f; + private const float DEPTH_MOUTH_M = 6.0f; // × sizeFactor × DepthScale + private const float HALFWIDTH_HEAD_PX = 2.0f; + private const float HALFWIDTH_MOUTH_PX = 12.0f; // × sizeFactor × WidthScale + private const float MIN_BED_SLOPE = 0.002f; // m per px of enforced descent + + public class Params + { + public byte RoutingStyle = STYLE_LOWGROUND; + public float WidthScale = 1.0f; + public float DepthScale = 1.0f; + public float SeaMarginM = 0.2f; // bed floor above sea, everywhere + public DrainageAnalysis.Params PlanParams = new(); + } + + public class RiverStat + { + public string Name; + public string Kind; + public bool SouthernCandidate; + public long DrainagePx; + public int CourseLenPx; + public int RouteLenPx; // lowland reach only (routed giants) + public float RouteStraightPx; + public float WanderRatio; // routeLen / straight-line + public bool ReachedOcean; + public float MaxCutM; + public double VolumeM3; + } + + public class Stats + { + public List Rivers = new(); + public long CarvedCells; + public double CarvedVolumeM3; + public float MaxCutM; + public double AnalysisSeconds, RoutingSeconds, CarveSeconds; + } + + public static Stats Apply(float[,] height, int mapSize, bool[] isOcean, + bool[] isClassifyWater, float southX, float southY, + float[,] seaMap, float seaFlat, + float craterCx, float craterCy, float craterCoreRadius, + Func secondsNow, Params p) + { + int n = mapSize; + var stats = new Stats(); + float SeaAt(int x, int y) => seaMap != null ? seaMap[x, y] : seaFlat; + float coreSq = craterCoreRadius * craterCoreRadius; + + // --- the frozen plan, recomputed deterministically in-pipeline --- + double t0 = secondsNow(); + var plan = DrainageAnalysis.Run(height, mapSize, isOcean, isClassifyWater, southX, southY, p.PlanParams); + stats.AnalysisSeconds = secondsNow() - t0; + + // --- lowland routing for the routed giants (the A/B) --- + t0 = secondsNow(); + var giantRoutes = new List>(); + foreach (var g in plan.Giants) + { + if (g.Kind != "routed") { giantRoutes.Add(null); continue; } + giantRoutes.Add(RouteToOcean(height, n, isOcean, + (int)g.Terminal.x, (int)g.Terminal.y, p.RoutingStyle, SeaAt)); + } + stats.RoutingSeconds = secondsNow() - t0; + + // --- carve --- + t0 = secondsNow(); + int riverIdx = 0; + foreach (var t in plan.Trunks) + { + riverIdx++; + var course = new List<(float x, float y)>(t.Course); + course.Reverse(); // head → mouth + var rs = CarveRiver($"trunk{riverIdx}", "ocean-trunk", t.DrainageAreaPx, + course, null, height, n, SeaAt, coreSq, craterCx, craterCy, p, stats); + rs.ReachedOcean = true; // outlet is on the coast by construction + foreach (var trib in t.Tributaries) + CarveTributary(trib, height, n, SeaAt, coreSq, craterCx, craterCy, p, stats); + } + int gi = 0; + foreach (var g in plan.Giants) + { + var route = giantRoutes[gi]; gi++; + var course = new List<(float x, float y)>(g.Course); + course.Reverse(); // head → terminal + var rs = CarveRiver($"giant{gi}", g.Kind, g.DrainageAreaPx, + course, route, height, n, SeaAt, coreSq, craterCx, craterCy, p, stats); + rs.SouthernCandidate = g.SouthernCandidate; + rs.ReachedOcean = g.Kind != "routed" || (route != null && route.Count > 0); + foreach (var trib in g.Tributaries) + CarveTributary(trib, height, n, SeaAt, coreSq, craterCx, craterCy, p, stats); + } + stats.CarveSeconds = secondsNow() - t0; + return stats; + } + + /// + /// Deterministic Dijkstra from the start cell to the nearest ocean cell under + /// the selected style's cost model. Returns the path start → ocean (1-px steps), + /// or an empty list if no path exists (reported upstream, never asserted away). + /// + private static List<(float x, float y)> RouteToOcean(float[,] height, int n, + bool[] isOcean, int sx, int sy, byte style, Func seaAt) + { + int total = n * n; + var gcost = new float[total]; + var parent = new int[total]; + var closed = new bool[total]; + Array.Fill(gcost, float.MaxValue); + Array.Fill(parent, -1); + + float ElevM(int x, int y) => MathF.Max(0f, (height[x, y] - seaAt(x, y)) * M_PER_UNIT); + + var pq = new PriorityQueue(); + int start = sx * n + sy; + gcost[start] = 0f; + pq.Enqueue(start, (0f, start)); + int goal = -1; + + while (pq.Count > 0) + { + int c = pq.Dequeue(); + if (closed[c]) continue; + closed[c] = true; + if (isOcean[c]) { goal = c; break; } + int cx = c / n, cy = c % n; + float hc = height[cx, cy]; + for (int k = 0; k < 8; k++) + { + int nx = cx + DX[k], ny = cy + DY[k]; + if (nx < 0 || nx >= n || ny < 0 || ny >= n) continue; + int ni = nx * n + ny; + if (closed[ni]) continue; + float dhM = MathF.Max(0f, (height[nx, ny] - hc) * M_PER_UNIT); + float step = style == STYLE_SHORT + ? DIST[k] + dhM * SHORT_UPHILL_PER_M + : DIST[k] * (LOWGROUND_BASE + ElevM(nx, ny) * LOWGROUND_ELEV_PER_M) + + dhM * LOWGROUND_UPHILL_PER_M; + float nc = gcost[c] + step; + if (nc < gcost[ni]) + { + gcost[ni] = nc; + parent[ni] = c; + pq.Enqueue(ni, (nc, ni)); + } + } + } + + var path = new List<(float x, float y)>(); + if (goal >= 0) + { + for (int c = goal; c >= 0; c = parent[c]) + path.Add((c / n, c % n)); + path.Reverse(); + } + return path; + } + + private static void CarveTributary(DrainageAnalysis.Stream trib, float[,] height, int n, + Func seaAt, float coreSq, float craterCx, float craterCy, + Params p, Stats stats) + { + var course = new List<(float x, float y)>(trib.Course); + course.Reverse(); // head → confluence + CarveRiver(null, "tributary", trib.DrainageAreaPx, course, null, + height, n, seaAt, coreSq, craterCx, craterCy, p, stats); + } + + /// + /// Carves one river: densify the course, build a monotone-descending clamped + /// bed profile, stamp the channel. Returns the per-river stat (also appended + /// to stats.Rivers unless name is null — tributaries fold into the totals). + /// + private static RiverStat CarveRiver(string name, string kind, long drainagePx, + List<(float x, float y)> upland, List<(float x, float y)> lowlandRoute, + float[,] height, int n, Func seaAt, + float coreSq, float craterCx, float craterCy, Params p, Stats stats) + { + // Full head→mouth polyline: upland stem, then the lowland reach if any. + var pts = new List<(float x, float y)>(upland); + if (lowlandRoute != null && lowlandRoute.Count > 1) + pts.AddRange(lowlandRoute.GetRange(1, lowlandRoute.Count - 1)); + + // Densify to ~1-px samples (plan courses are decimated ×4). + var dense = new List<(float x, float y)>(); + for (int i = 0; i + 1 < pts.Count; i++) + { + var a = pts[i]; var b = pts[i + 1]; + float segLen = MathF.Sqrt((b.x - a.x) * (b.x - a.x) + (b.y - a.y) * (b.y - a.y)); + int steps = Math.Max(1, (int)MathF.Ceiling(segLen)); + for (int s2 = 0; s2 < steps; s2++) + dense.Add((a.x + (b.x - a.x) * s2 / steps, a.y + (b.y - a.y) * s2 / steps)); + } + if (pts.Count > 0) dense.Add(pts[^1]); + if (dense.Count < 2) return new RiverStat(); + + float sizeFactor = MathF.Sqrt(drainagePx / 1_000_000f); + var rs = new RiverStat + { + Name = name, Kind = kind, DrainagePx = drainagePx, + CourseLenPx = dense.Count, + RouteLenPx = lowlandRoute?.Count ?? 0 + }; + if (lowlandRoute != null && lowlandRoute.Count > 1) + { + var a = lowlandRoute[0]; var b = lowlandRoute[^1]; + rs.RouteStraightPx = MathF.Sqrt((b.x - a.x) * (b.x - a.x) + (b.y - a.y) * (b.y - a.y)); + // Wander = POLYLINE length over straight-line — cell count undercounts + // diagonal steps and can read below 1, which is geometrically impossible. + float polyLen = 0f; + for (int i = 1; i < lowlandRoute.Count; i++) + { + float sdx = lowlandRoute[i].x - lowlandRoute[i - 1].x; + float sdy = lowlandRoute[i].y - lowlandRoute[i - 1].y; + polyLen += MathF.Sqrt(sdx * sdx + sdy * sdy); + } + rs.RouteLenPx = (int)polyLen; + rs.WanderRatio = rs.RouteStraightPx > 1f ? polyLen / rs.RouteStraightPx : 1f; + } + + // Bed profile: raw = terrain − depth(t); then monotone non-increasing + // downstream; then clamped to sea + margin. The clamp can flatten the tail + // near the mouth — allowed: non-increasing is what water needs, and the + // flood guard is absolute. + int m = dense.Count; + var bed = new float[m]; + var depth = new float[m]; + var halfW = new float[m]; + for (int i = 0; i < m; i++) + { + float t = m > 1 ? (float)i / (m - 1) : 1f; + depth[i] = (DEPTH_HEAD_M + (DEPTH_MOUTH_M * sizeFactor - DEPTH_HEAD_M) * t) * p.DepthScale; + if (depth[i] < 0.5f) depth[i] = 0.5f; + halfW[i] = (HALFWIDTH_HEAD_PX + (HALFWIDTH_MOUTH_PX * sizeFactor - HALFWIDTH_HEAD_PX) * t) * p.WidthScale; + if (halfW[i] < 1.5f) halfW[i] = 1.5f; + int cx = (int)dense[i].x, cy = (int)dense[i].y; + bed[i] = height[cx, cy] - depth[i] / M_PER_UNIT; + } + for (int i = 1; i < m; i++) + { + float maxAllowed = bed[i - 1] - MIN_BED_SLOPE / M_PER_UNIT; + if (bed[i] > maxAllowed) bed[i] = maxAllowed; + } + for (int i = 0; i < m; i++) + { + int cx = (int)dense[i].x, cy = (int)dense[i].y; + float floor = seaAt(cx, cy) + p.SeaMarginM / M_PER_UNIT; + if (bed[i] < floor) bed[i] = floor; + } + + // Stamp: parabolic channel to the rim, smoothstep shoulder back to terrain. + for (int i = 0; i < m; i++) + { + float hw = halfW[i]; + float outer = hw * 2f; + int cx0 = (int)MathF.Floor(dense[i].x - outer), cx1 = (int)MathF.Ceiling(dense[i].x + outer); + int cy0 = (int)MathF.Floor(dense[i].y - outer), cy1 = (int)MathF.Ceiling(dense[i].y + outer); + float rimH = bed[i] + depth[i] / M_PER_UNIT; + for (int x = cx0; x <= cx1; x++) + { + if (x < 0 || x >= n) continue; + for (int y = cy0; y <= cy1; y++) + { + if (y < 0 || y >= n) continue; + float rx = x - dense[i].x, ry = y - dense[i].y; + float r = MathF.Sqrt(rx * rx + ry * ry); + if (r > outer) continue; + float ddx = x - craterCx, ddy = y - craterCy; + if (ddx * ddx + ddy * ddy < coreSq) continue; // crater core protected + float sea = seaAt(x, y); + float old = height[x, y]; + if (old < sea) continue; // below-sea cells read-only + float target; + if (r <= hw) + { + float f = r / hw; + target = bed[i] + (depth[i] / M_PER_UNIT) * f * f; + } + else + { + float f = (r - hw) / hw; // 0..1 across the shoulder + f = f * f * (3f - 2f * f); // smoothstep + target = rimH + (old - rimH) * f; + } + float floor = sea + p.SeaMarginM / M_PER_UNIT; + if (target < floor) target = floor; + if (target < old) + { + float cutM = (old - target) * M_PER_UNIT; + height[x, y] = target; + stats.CarvedCells++; + stats.CarvedVolumeM3 += cutM; + if (cutM > stats.MaxCutM) stats.MaxCutM = cutM; + if (cutM > rs.MaxCutM) rs.MaxCutM = cutM; + rs.VolumeM3 += cutM; + } + } + } + } + + if (name != null) stats.Rivers.Add(rs); + return rs; + } +} diff --git a/Tools/Scripts/RiverPlanTool.cs b/Tools/Scripts/RiverPlanTool.cs new file mode 100644 index 0000000..53cf35b --- /dev/null +++ b/Tools/Scripts/RiverPlanTool.cs @@ -0,0 +1,286 @@ +using Godot; +using System.Collections.Generic; +using System.Globalization; +using System.Text; +using IslaApocalypse.Core; + +/// +/// The river-plan tool (C0b part 1, terrain-water task 21). Headless, harness-style: +/// +/// 1. load an EROSION-ON blueprint through the real parser, +/// 2. run DrainageAnalysis over its (eroded) heightmap — pure analysis, +/// 3. print the full plan report to the console, +/// 4. write the plan as a JSON SIDECAR next to the source file. +/// +/// It never writes the blueprint. The sidecar is deliberately NOT a blueprint +/// section: sections are for realized world data, and this is a PLAN the developer +/// gates before part 2 carves anything — a plan that read as actual water would be +/// exactly the masquerade task 21 forbids. Part 2 owns the durable representation. +/// +/// Run: Godot --headless --path res://Tools/Scenes/RiverPlanTool.tscn +/// Env: RIVERPLAN_SRC (source .dat; default user://MapData_Seed_1280587109.dat), +/// RIVERPLAN_OUT (sidecar path; default /RiverPlan_Seed_.json), +/// RIVERPLAN_* dial overrides (see ReadParams). +/// Exit 0 = plan written, 1 = failure. +/// +public partial class RiverPlanTool : Node +{ + public override void _Ready() + { + bool ok = false; + try { ok = RunPlan(); } + catch (System.Exception e) { GD.PrintErr($"[RiverPlan] EXCEPTION: {e}"); } + GD.Print(ok ? "[RiverPlan] RESULT: PLAN WRITTEN" : "[RiverPlan] RESULT: FAIL"); + GetTree().Quit(ok ? 0 : 1); + } + + private static float EnvF(string k, float d) => + float.TryParse(OS.GetEnvironment(k), NumberStyles.Float, CultureInfo.InvariantCulture, out var v) ? v : d; + private static int EnvI(string k, int d) => + int.TryParse(OS.GetEnvironment(k), out var v) ? v : d; + + private static DrainageAnalysis.Params ReadParams() + { + var p = new DrainageAnalysis.Params(); + p.EndorheicMinDepthM = EnvF("RIVERPLAN_ENDO_MIN_DEPTH_M", p.EndorheicMinDepthM); + p.EndorheicMinAreaPx = EnvI("RIVERPLAN_ENDO_MIN_AREA_PX", p.EndorheicMinAreaPx); + p.EndorheicMinInflowPx = EnvI("RIVERPLAN_ENDO_MIN_INFLOW_PX", p.EndorheicMinInflowPx); + p.EndorheicMaxCount = EnvI("RIVERPLAN_ENDO_MAX_COUNT", p.EndorheicMaxCount); + p.TrunkCount = EnvI("RIVERPLAN_TRUNK_COUNT", p.TrunkCount); + p.TrunkCount = EnvI("RIVERPLAN_OCEAN_N", p.TrunkCount); // 21b alias + p.GiantCount = EnvI("RIVERPLAN_GIANT_N", p.GiantCount); + p.MinOutletSeparationPx = EnvI("RIVERPLAN_OUTLET_SEPARATION_PX", p.MinOutletSeparationPx); + p.StemMinAccPx = EnvI("RIVERPLAN_STEM_MIN_ACC_PX", p.StemMinAccPx); + p.TributaryMinAccPx = EnvI("RIVERPLAN_TRIB_MIN_ACC_PX", p.TributaryMinAccPx); + p.TributaryMaxPerTrunk = EnvI("RIVERPLAN_TRIB_MAX_PER_TRUNK", p.TributaryMaxPerTrunk); + p.ExitGradeMin = EnvF("RIVERPLAN_EXIT_GRADE_MIN", p.ExitGradeMin); + p.ExitWindowPx = EnvI("RIVERPLAN_EXIT_WINDOW_PX", p.ExitWindowPx); + p.SeaLevel = EnvF("RIVERPLAN_SEA_LEVEL", p.SeaLevel); + return p; + } + + private bool RunPlan() + { + string src = OS.GetEnvironment("RIVERPLAN_SRC"); + if (string.IsNullOrEmpty(src)) + src = ProjectSettings.GlobalizePath("user://MapData_Seed_1280587109.dat"); + GD.Print($"[RiverPlan] source blueprint: {src}"); + + ulong t0 = Time.GetTicksMsec(); + WorldBlueprint bp = MapDataParser.LoadMapDataFromPath(src); + if (bp == null) { GD.PrintErr("[RiverPlan] blueprint load failed."); return false; } + if (bp.Erosion == null) + GD.PrintErr("[RiverPlan] ⚠ source carries no EROS section — analysing an UNERODED " + + "surface; the plan will still compute but is not the C0b input the task means."); + ulong t1 = Time.GetTicksMsec(); + GD.Print($"[RiverPlan] loaded in {(t1 - t0) / 1000.0:F1}s " + + $"(seed {bp.Params?.WorldSeed}, {bp.MapSize}², erosion {(bp.Erosion != null ? $"v{bp.Erosion.Version}" : "ABSENT")})."); + + if (bp.WaterBodyIds == null) + { GD.PrintErr("[RiverPlan] source carries no WBID — cannot identify THE OCEAN; refusing."); return false; } + // THE OCEAN body (WBID == 1) is the only water that counts as "the sea": + // enclosed lagoons are depressions a river may legitimately END in, not + // destinations that make a trunk "sea-reaching". + int nn = bp.MapSize; + bool[] isOcean = new bool[nn * nn]; + bool[] isClassifyWater = new bool[nn * nn]; + for (int x = 0; x < nn; x++) + for (int y = 0; y < nn; y++) + { + ushort wb = bp.WaterBodyIds[x, y]; + isOcean[x * nn + y] = wb == 1; + isClassifyWater[x * nn + y] = wb != 0; + } + + // Southernmost town — the 21b SOUTHERN CANDIDATE anchor (shown, not forced). + float southX = -1f, southY = -1f; + foreach (var t in bp.Towns) + if (t.Position.Y > southY) { southX = t.Position.X; southY = t.Position.Y; } + + var p = ReadParams(); + var plan = DrainageAnalysis.Run(bp.HeightMap, bp.MapSize, isOcean, isClassifyWater, southX, southY, p); + ulong t2 = Time.GetTicksMsec(); + GD.Print($"[RiverPlan] analysis in {(t2 - t1) / 1000.0:F1}s."); + + // ---- console report ---- + GD.Print($"[RiverPlan] routing: {plan.LandCells} land cells; " + + $"{plan.SeaReachingCells} drain to sea ({100.0 * plan.SeaReachingCells / plan.LandCells:F1}%), " + + $"{plan.EndorheicCells} endorheic ({100.0 * plan.EndorheicCells / plan.LandCells:F1}%), " + + $"{plan.UnroutedCells} unrouted (should be ~0)."); + GD.Print($"[RiverPlan] depressions: {plan.PitsFilledCount} pits filled through for routing, " + + $"{plan.TerminalBasinCount} qualified as terminal basins " + + $"(depth ≥ {p.EndorheicMinDepthM} m and area ≥ {p.EndorheicMinAreaPx} px)."); + GD.Print("[RiverPlan] top outlets by drainage area (pre-separation):"); + foreach (var (x, y, a) in plan.AllOutletsTop) + GD.Print($"[RiverPlan] ({x},{y}) {a} px"); + int ti = 0; + foreach (var t in plan.Trunks) + { + ti++; + GD.Print($"[RiverPlan] TRUNK {ti}: outlet ({t.Outlet.x:F0},{t.Outlet.y:F0}), " + + $"drainage {t.DrainageAreaPx} px, stem {t.Course.Count * 4} px, " + + (t.ExitFound + ? $"mountain-exit ({t.MountainExit.x:F0},{t.MountainExit.y:F0}) at {t.MountainExitElevM:F0} m" + : "mountain-exit NOT FOUND (stem never sustains the exit grade)") + + $", {t.Tributaries.Count} tributaries."); + foreach (var tr in t.Tributaries) + GD.Print($"[RiverPlan] trib: joins near head ({tr.Course[0].x:F0},{tr.Course[0].y:F0}), " + + $"drainage {tr.DrainageAreaPx} px"); + } + foreach (var e in plan.Endorheics) + { + ushort wb = bp.WaterBodyIds[(int)e.Terminal.x, (int)e.Terminal.y]; + GD.Print($"[RiverPlan] ENDORHEIC terminal ({e.Terminal.x:F0},{e.Terminal.y:F0}): " + + $"drainage {e.DrainageAreaPx} px into a basin {e.BasinDepthM:F1} m deep, {e.BasinAreaPx} px" + + (wb > 1 ? $" — terminates IN classify lake/lagoon WBID {wb} (river-feeds-lake)" : " — dry closed basin") + "."); + } + + // ---- 21b: the promoted giants ---- + int gi = 0; + foreach (var g in plan.Giants) + { + gi++; + GD.Print($"[RiverPlan] GIANT {gi} [{g.Kind.ToUpper()}{(g.SouthernCandidate ? " — SOUTHERN CANDIDATE" : "")}]: " + + $"drainage {g.DrainageAreaPx} px, pools at ({g.Terminal.x:F0},{g.Terminal.y:F0}) " + + $"({(g.TerminalInClassifyWater ? "in classify water" : "dry pan")}, basin {g.BasinDepthM:F1} m / {g.BasinAreaPx} px), " + + (g.ExitFound ? $"mountain-exit ({g.MountainExit.x:F0},{g.MountainExit.y:F0}) at {g.MountainExitElevM:F0} m, " : "") + + $"{g.Tributaries.Count} tributaries" + + (g.ProvisionalRoute != null + ? $"; PROVISIONAL route {g.ProvisionalRoute.Count * 4} px via spill ({g.Spill.x:F0},{g.Spill.y:F0}) " + + (g.RouteReachedOcean ? "-> reaches the OCEAN" : "-> DID NOT reach the ocean (walk stuck — report)") + : "; ends at its lake") + "."); + } + + // ---- the southern-town report (filed fact, not a constraint) ---- + if (bp.Towns.Count > 0) + { + TownLocation south = bp.Towns[0]; + foreach (var t in bp.Towns) + if (t.Position.Y > south.Position.Y) south = t; + GD.Print($"[RiverPlan] southernmost town: tier {south.Tier} at " + + $"({south.Position.X:F0},{south.Position.Y:F0})."); + ti = 0; + foreach (var t in plan.Trunks) + { + ti++; + float best = float.MaxValue; + foreach (var (x, y) in t.Course) + { + float dx = x - south.Position.X, dy = y - south.Position.Y; + float d2 = dx * dx + dy * dy; + if (d2 < best) best = d2; + } + GD.Print($"[RiverPlan] SOUTH REPORT trunk {ti}: outlet y={t.Outlet.y:F0} " + + $"({(t.Outlet.y > bp.MapSize * 0.55f ? "southern" : t.Outlet.y < bp.MapSize * 0.45f ? "northern" : "central")} coast); " + + $"course passes {Mathf.Sqrt(best):F0} px from the southernmost town."); + } + } + + // ---- JSON sidecar ---- + string outPath = OS.GetEnvironment("RIVERPLAN_OUT"); + if (string.IsNullOrEmpty(outPath)) + outPath = System.IO.Path.Combine(System.IO.Path.GetDirectoryName(src) ?? ".", + $"RiverPlan_Seed_{bp.Params?.WorldSeed}.json"); + System.IO.File.WriteAllText(outPath, ToJson(bp, plan)); + GD.Print($"[RiverPlan] plan sidecar written: {outPath}"); + return true; + } + + // Hand-rolled, invariant-culture JSON for a fixed schema — deterministic output, + // no serializer reflection surprises. + private static string ToJson(WorldBlueprint bp, DrainageAnalysis.Plan plan) + { + var ci = CultureInfo.InvariantCulture; + var sb = new StringBuilder(1 << 20); + void Pt(StringBuilder b, (float x, float y) v) => + b.Append('[').Append(v.x.ToString("F1", ci)).Append(',').Append(v.y.ToString("F1", ci)).Append(']'); + void Course(List<(float x, float y)> c) + { + sb.Append('['); + for (int i = 0; i < c.Count; i++) { if (i > 0) sb.Append(','); Pt(sb, c[i]); } + sb.Append(']'); + } + sb.Append("{\n\"_WARNING\": \"RIVER *PLAN* — analysis output for the task-21 gate. "); + sb.Append("Nothing here is realized water or terrain. Part 2 (task 22) consumes this; "); + sb.Append("nothing at runtime may read it as water.\",\n"); + sb.Append($"\"seed\": {bp.Params?.WorldSeed ?? 0}, \"mapSize\": {bp.MapSize},\n"); + var p = plan.P; + sb.Append($"\"params\": {{\"endoMinDepthM\": {p.EndorheicMinDepthM.ToString(ci)}, "); + sb.Append($"\"endoMinAreaPx\": {p.EndorheicMinAreaPx}, \"endoMinInflowPx\": {p.EndorheicMinInflowPx}, "); + sb.Append($"\"endoMaxCount\": {p.EndorheicMaxCount}, \"trunkCount\": {p.TrunkCount}, "); + sb.Append($"\"minOutletSeparationPx\": {p.MinOutletSeparationPx}, \"stemMinAccPx\": {p.StemMinAccPx}, "); + sb.Append($"\"tribMinAccPx\": {p.TributaryMinAccPx}, \"tribMaxPerTrunk\": {p.TributaryMaxPerTrunk}, "); + sb.Append($"\"exitGradeMin\": {p.ExitGradeMin.ToString(ci)}, \"exitWindowPx\": {p.ExitWindowPx}, "); + sb.Append($"\"seaLevel\": {p.SeaLevel.ToString(ci)}}},\n"); + sb.Append($"\"routing\": {{\"landCells\": {plan.LandCells}, \"seaReaching\": {plan.SeaReachingCells}, "); + sb.Append($"\"endorheic\": {plan.EndorheicCells}, \"unrouted\": {plan.UnroutedCells}, "); + sb.Append($"\"pitsFilled\": {plan.PitsFilledCount}, \"terminalBasins\": {plan.TerminalBasinCount}}},\n"); + sb.Append("\"trunks\": [\n"); + for (int i = 0; i < plan.Trunks.Count; i++) + { + var t = plan.Trunks[i]; + sb.Append(" {\"outlet\": "); Pt(sb, t.Outlet); + sb.Append($", \"drainageAreaPx\": {t.DrainageAreaPx}, \"exitFound\": {(t.ExitFound ? "true" : "false")}, "); + sb.Append("\"mountainExit\": "); Pt(sb, t.MountainExit); + sb.Append($", \"mountainExitElevM\": {t.MountainExitElevM.ToString("F1", ci)},\n \"course\": "); + Course(t.Course); + sb.Append(",\n \"tributaries\": ["); + for (int j = 0; j < t.Tributaries.Count; j++) + { + var tr = t.Tributaries[j]; + if (j > 0) sb.Append(','); + sb.Append($"\n {{\"drainageAreaPx\": {tr.DrainageAreaPx}, \"course\": "); + Course(tr.Course); + sb.Append('}'); + } + sb.Append("]\n }"); + if (i < plan.Trunks.Count - 1) sb.Append(','); + sb.Append('\n'); + } + sb.Append("],\n\"giants\": [\n"); + for (int i = 0; i < plan.Giants.Count; i++) + { + var g = plan.Giants[i]; + sb.Append(" {\"kind\": \"").Append(g.Kind).Append("\", "); + sb.Append($"\"southernCandidate\": {(g.SouthernCandidate ? "true" : "false")}, "); + sb.Append($"\"drainageAreaPx\": {g.DrainageAreaPx}, "); + sb.Append("\"terminal\": "); Pt(sb, g.Terminal); + sb.Append($", \"terminalInClassifyWater\": {(g.TerminalInClassifyWater ? "true" : "false")}, "); + sb.Append($"\"basinDepthM\": {g.BasinDepthM.ToString("F2", ci)}, \"basinAreaPx\": {g.BasinAreaPx}, "); + sb.Append($"\"exitFound\": {(g.ExitFound ? "true" : "false")}, \"mountainExit\": "); Pt(sb, g.MountainExit); + sb.Append($", \"mountainExitElevM\": {g.MountainExitElevM.ToString("F1", ci)},\n \"course\": "); + Course(g.Course); + if (g.ProvisionalRoute != null) + { + sb.Append(",\n \"spill\": "); Pt(sb, g.Spill); + sb.Append($", \"routeReachedOcean\": {(g.RouteReachedOcean ? "true" : "false")}"); + sb.Append(",\n \"provisionalRoute_NOT_WATER\": "); + Course(g.ProvisionalRoute); + } + sb.Append(",\n \"tributaries\": ["); + for (int j = 0; j < g.Tributaries.Count; j++) + { + var tr = g.Tributaries[j]; + if (j > 0) sb.Append(','); + sb.Append($"\n {{\"drainageAreaPx\": {tr.DrainageAreaPx}, \"course\": "); + Course(tr.Course); + sb.Append('}'); + } + sb.Append("]\n }"); + if (i < plan.Giants.Count - 1) sb.Append(','); + sb.Append('\n'); + } + sb.Append("],\n\"endorheics\": ["); + for (int i = 0; i < plan.Endorheics.Count; i++) + { + var e = plan.Endorheics[i]; + if (i > 0) sb.Append(','); + sb.Append("\n {\"terminal\": "); Pt(sb, e.Terminal); + sb.Append($", \"drainageAreaPx\": {e.DrainageAreaPx}, "); + sb.Append($"\"basinDepthM\": {e.BasinDepthM.ToString("F2", ci)}, \"basinAreaPx\": {e.BasinAreaPx}, "); + sb.Append($"\"terminalWbid\": {bp.WaterBodyIds[(int)e.Terminal.x, (int)e.Terminal.y]}}}"); + } + sb.Append("\n]\n}\n"); + return sb.ToString(); + } +} diff --git a/Tools/Scripts/RiverPlanTool.cs.uid b/Tools/Scripts/RiverPlanTool.cs.uid new file mode 100644 index 0000000..f0f95e2 --- /dev/null +++ b/Tools/Scripts/RiverPlanTool.cs.uid @@ -0,0 +1 @@ +uid://b37tm1tov0x6m diff --git a/Tools/Scripts/RoundTripHarness.cs b/Tools/Scripts/RoundTripHarness.cs index 10128cb..087f5ac 100644 --- a/Tools/Scripts/RoundTripHarness.cs +++ b/Tools/Scripts/RoundTripHarness.cs @@ -122,6 +122,7 @@ public partial class RoundTripHarness : Node ok &= CompareWater(a, b); ok &= CompareTerrainCurve(a, b); ok &= CompareTerrainDetail(a, b); + ok &= CompareErosion(a, b); if (ok) GD.Print($"[Harness] Semantic equality holds: {a.MapSize}x{a.MapSize} grid, " + @@ -229,8 +230,8 @@ public partial class RoundTripHarness : Node return false; } var da = a.TerrainDetail; var db = b.TerrainDetail; - float[] fa = { da.Version, da.ReliefAmpM, da.ReliefFreqIslands, da.IncK, da.IncP, da.IncCapM, da.SeaClampRaw, da.CraterExclFactor, da.ShelfIncWeight, da.ReliefSeedOffset }; - float[] fb = { db.Version, db.ReliefAmpM, db.ReliefFreqIslands, db.IncK, db.IncP, db.IncCapM, db.SeaClampRaw, db.CraterExclFactor, db.ShelfIncWeight, db.ReliefSeedOffset }; + float[] fa = { da.Version, da.ReliefAmpM, da.ReliefFreqIslands, da.ReliefSeedOffset, da.EdgeAmpM, da.EdgeFreqIslands, da.EdgeSeedOffset, da.EdgeMaxShiftM }; + float[] fb = { db.Version, db.ReliefAmpM, db.ReliefFreqIslands, db.ReliefSeedOffset, db.EdgeAmpM, db.EdgeFreqIslands, db.EdgeSeedOffset, db.EdgeMaxShiftM }; for (int i = 0; i < fa.Length; i++) if (System.BitConverter.SingleToInt32Bits(fa[i]) != System.BitConverter.SingleToInt32Bits(fb[i])) { @@ -241,6 +242,34 @@ public partial class RoundTripHarness : Node return true; } + private bool CompareErosion(WorldBlueprint a, WorldBlueprint b) + { + if (a.Erosion == null && b.Erosion == null) + { + GD.Print("[Harness] EROS: absent in source — nothing to compare (and none reappeared)."); + return true; + } + if (a.Erosion == null || b.Erosion == null) + { + GD.PrintErr("[Harness] EROS presence mismatch between source and reread."); + return false; + } + var ea = a.Erosion; var eb = b.Erosion; + bool same = ea.Version == eb.Version + && ea.DropletCount == eb.DropletCount && ea.Lifetime == eb.Lifetime + && ea.BrushRadius == eb.BrushRadius && ea.SeedOffset == eb.SeedOffset + && ea.CraterMode == eb.CraterMode; + float[] fa = { ea.CarveCapM, ea.DepositCapM, ea.SeaMarginM, ea.Inertia, ea.CapacityFactor, ea.MinSlopeM, + ea.ErodeRate, ea.DepositRate, ea.Evaporation, ea.Gravity, ea.CraterCoreFactor, ea.CraterFeatherFactor }; + float[] fb = { eb.CarveCapM, eb.DepositCapM, eb.SeaMarginM, eb.Inertia, eb.CapacityFactor, eb.MinSlopeM, + eb.ErodeRate, eb.DepositRate, eb.Evaporation, eb.Gravity, eb.CraterCoreFactor, eb.CraterFeatherFactor }; + for (int i = 0; i < fa.Length; i++) + if (System.BitConverter.SingleToInt32Bits(fa[i]) != System.BitConverter.SingleToInt32Bits(fb[i])) same = false; + if (!same) { GD.PrintErr("[Harness] EROS fields differ."); return false; } + GD.Print($"[Harness] EROS equal (erosion v{ea.Version})."); + return true; + } + private bool CompareRoads(string tier, List a, List b) { if (a.Count != b.Count) diff --git a/Tools/Scripts/TerrainDetailPass.cs b/Tools/Scripts/TerrainDetailPass.cs index b7cf84f..44b1985 100644 --- a/Tools/Scripts/TerrainDetailPass.cs +++ b/Tools/Scripts/TerrainDetailPass.cs @@ -1,51 +1,105 @@ using Godot; -using System; /// -/// The terrain DETAIL passes (terrain-water task 10) — pure numeric array machinery +/// The terrain DETAIL passes (terrain-water task 10) — pure numeric functions /// (D-035; a named future C++ candidate, kept standalone): /// /// PASS A — shelf micro-relief: a medium-frequency noise skin (±ShelfReliefAmp, /// default 3 m) weighted by shelf-ness, so the compressed shelves get their /// rolling texture back while risers and peaks stay untouched. /// -/// PASS B — drainage incision: D8 steepest-descent flow routing + accumulation -/// over the curved terrain; depth = K · accum^p · localSlope (capped), masked to -/// the risers (feathered ~30 % onto shelves, zero on the toe and above the -/// plateau top, zero near the crater), clamped so carved terrain never drops -/// below sea + 1 m. The channels double as the future river routes (Phase C). +/// PASS B — shelf-edge variation: a per-column shift of the shelf/riser KNOT +/// BLOCK (K3/K4/K5) by a low-frequency noise field, so the boundary where a +/// shelf meets its riser wanders in and out instead of tracing a clean height +/// contour — organic notches, coves and peninsulas at the shelf edge. /// -/// Ordering (enforced by the caller): curve → micro-relief → incision → crater -/// carve. The classify map never sees any of it. +/// Both are output-height only; the classify map never sees either of them. +/// +/// NOTE — what this file deliberately does NOT contain: the task-10 draft's D8 +/// flow routing / accumulation / drainage incision. It shipped, produced the +/// canonical grid artifact (thousands of straight, disconnected, pooling +/// scratches along the D8 neighbour directions) and was reverted whole. Rivers +/// and erosion are Phase C work — a hydraulic-erosion pass over FINAL terrain, +/// not a per-cell steepest-descent carve on a grid. /// public static class TerrainDetailPass { - public const ushort VERSION = 1; + // The TDTL body version is owned by the format (Core); the pass just stamps it. + public const ushort VERSION = IslaApocalypse.Core.BlueprintFormat.TDTL_VERSION; // Pass A — micro-relief. public const float RELIEF_AMP_DEFAULT_M = 3f; // config dial: ShelfReliefAmp (metres) public const float RELIEF_FREQ_ISLANDS = 40f; // ~40 undulations per island width (~200 m features) public const int RELIEF_SEED_OFFSET = 7409; - // Pass B — incision. K/p tuned against the depth targets (gullies 8–15 m, - // trunks ~25 m, cap 30 m); the tuning run's achieved distribution is in the - // task-10 report. - public const float INC_K = 1.40f; - public const float INC_P = 0.45f; // concave: many fingers, few deep trunks - public const float INC_CAP_M = 30f; // IncisionMax - public const float SEA_CLAMP = 0.15f + 1f / 251f; // carved height ≥ sea + 1 m - public const float SHELF_INC_WEIGHT = 0.3f; // shelves get washes, not gorges - public const float CRATER_EXCL_FACTOR = 1.2f; // zero incision inside this × CraterRadius - public const float CRATER_FEATHER_FACTOR = 1.4f; // ...feathering to full by this × CraterRadius + // Pass B — shelf-edge variation. The amplitude is stated in metres of INPUT + // height (raw × 251): it is how far, in raw-height terms, a shelf boundary + // contour is displaced — not an output elevation change. What the eye sees is + // the LATERAL wander, which is that displacement divided by the local raw + // gradient. Measured on seed 1375359975: |∇raw| at the K3/K4/K5 contours is + // p50 0.00088 raw/px, so 12 m of input height buys a median peak displacement + // of ~54 px and a mean of ~8 px along the boundary — coves and notches, which + // is where the developer's sketch sits. 5 m (the first try) moved the boundary + // a mean 3.7 px and was invisible at map scale. + public const float EDGE_AMP_DEFAULT_M = 12f; // config dial: ShelfEdgeVariation (metres of input height) + public const float EDGE_FREQ_ISLANDS = 20f; // ~410 px wavelength at 8K — coves and notches at the + public const int EDGE_SEED_OFFSET = 7507; // scale of the sketch, not a fringe of teeth + + // The shift squeezes whichever of the foothill riser / plateau bands it moves + // into. Bounding it at 2/3 of the smaller band means that band never compresses + // below a THIRD of its nominal width — i.e. its slope never more than triples, + // even where peak noise lands on a boundary. That is the real constraint; knot + // ordering follows from it. + public const float EDGE_SAFETY_FRACTION = 2f / 3f; + + // The crater carve is the final authority on its own terrain. Detail is masked + // out inside the physical carve radius (0.80 × CraterRadius — exactly where the + // carve applies) and feathers to full by 1.05 ×. Without this, detail moves a + // column's PRE-carve height, the carve's Lerp passes a fraction of that through, + // and columns sitting a metre or two above the sea inside the bowl get pushed + // under it — 532 px on seed 1158286446 in the first batch, terrain below the sea + // scalar that the (classify-driven, and correctly unchanged) water grid calls dry. + public const float CRATER_DETAIL_EXCL_FACTOR = 0.80f; + public const float CRATER_DETAIL_FEATHER_FACTOR = 1.05f; + + /// + /// Detail weight from distance to the impact centre: 0 inside the carve, 1 well + /// outside it, linear between. is the configured + /// CraterRadius (the carve itself uses 0.80 × of it). + /// + public static float CraterDetailWeight(float distToCrater, float craterRadius) + { + float excl = craterRadius * CRATER_DETAIL_EXCL_FACTOR; + if (distToCrater <= excl) return 0f; + float feather = craterRadius * CRATER_DETAIL_FEATHER_FACTOR; + if (distToCrater >= feather) return 1f; + return (distToCrater - excl) / (feather - excl); + } + + /// + /// The largest per-column knot shift this preset allows: bounded by the band + /// squeeze above, which also keeps the knot set strictly ordered + /// (K2 < K3+d, K5+d < K6) with a third of each band to spare. K1/K2/K6 never + /// move, so the toe, the orange/red bands and the summit spike are + /// bit-identical whatever the warp does — which is what makes the red-ceiling + /// floor and the 420 m cap exact rather than statistical. + /// + public static float MaxEdgeShift(CurveKnots k) + { + return EDGE_SAFETY_FRACTION * Mathf.Min(k.K3 - k.K2, k.K6 - k.K5); + } /// /// Shelf-ness weight from the RAW input height: 1 mid-shelf, feathering to 0 /// through the risers (feather extends 30 % of the band half-width past each - /// shelf edge). Covers both shelves. + /// shelf edge). Covers both shelves. is the same + /// per-column warp the curve is evaluated with, so the micro-relief skin + /// follows the shelf wherever pass B has moved its boundary. /// - public static float ShelfWeight(float raw, CurveKnots k) + public static float ShelfWeight(float raw, CurveKnots k, float edgeShift) { - return Mathf.Max(BandBump(raw, k.K3, k.K4), BandBump(raw, k.K5, k.K6)); + return Mathf.Max(BandBump(raw, k.K3 + edgeShift, k.K4 + edgeShift), + BandBump(raw, k.K5 + edgeShift, k.K6)); } private static float BandBump(float h, float lo, float hi) @@ -55,89 +109,4 @@ public static class TerrainDetailPass // full inside 60 % of the band, linear feather to zero at 130 % return Mathf.Clamp(1f - (t - 0.6f) / 0.7f, 0f, 1f); } - - /// - /// Incision mask from the RAW input height: 0 below the red-ceiling input (K2) - /// and above the plateau top (K6); 1 on the riser bands; SHELF_INC_WEIGHT on the - /// shelf bands; smooth feathers (15 % of the local band width) at every boundary. - /// - public static float IncisionWeight(float raw, CurveKnots k) - { - if (raw <= k.K2 || raw >= k.K6) return 0f; - if (raw < k.K3) // foothill riser: feather in from K2, feather toward shelf weight at K3 - return EdgeBlend(raw, k.K2, k.K3, 0f, 1f, SHELF_INC_WEIGHT); - if (raw < k.K4) // bench - return SHELF_INC_WEIGHT; - if (raw < k.K5) // mid riser - return EdgeBlend(raw, k.K4, k.K5, SHELF_INC_WEIGHT, 1f, SHELF_INC_WEIGHT); - // plateau band: shelf weight, feathering to zero at K6 - float w = (k.K6 - raw) / ((k.K6 - k.K5) * 0.15f); - return Mathf.Min(SHELF_INC_WEIGHT, Mathf.Clamp(w, 0f, 1f) * SHELF_INC_WEIGHT); - } - - private static float EdgeBlend(float h, float lo, float hi, float wIn, float wMid, float wOut) - { - float f = (hi - lo) * 0.15f; - if (h < lo + f) return Mathf.Lerp(wIn, wMid, (h - lo) / f); - if (h > hi - f) return Mathf.Lerp(wMid, wOut, (h - (hi - f)) / f); - return wMid; - } - - /// - /// D8 flow accumulation over a height field (row-major idx = x·n + y). - /// Steepest-descent routing (drop / distance, diagonals ÷√2), deterministic - /// tie-break (fixed neighbour order, first winner). Cells with no lower - /// neighbour are pits/outlets (no outflow). accum = upslope contributing cells - /// including self; steepestDrop = drop per pixel toward the chosen neighbour. - /// - public static int[] FlowAccumulation(float[] h, int n, out float[] steepestDrop) - { - int total = n * n; - int[] downstream = new int[total]; - steepestDrop = new float[total]; - int[] dx = { 1, -1, 0, 0, 1, 1, -1, -1 }; - int[] dy = { 0, 0, 1, -1, 1, -1, 1, -1 }; - float[] invDist = { 1f, 1f, 1f, 1f, 0.7071068f, 0.7071068f, 0.7071068f, 0.7071068f }; - - for (int x = 0; x < n; x++) - { - for (int y = 0; y < n; y++) - { - int i = x * n + y; - float hc = h[i]; - float best = 0f; - int bestIdx = -1; - for (int d = 0; d < 8; d++) - { - int nx = x + dx[d], ny = y + dy[d]; - if (nx < 0 || nx >= n || ny < 0 || ny >= n) continue; - int ni = nx * n + ny; - float grade = (hc - h[ni]) * invDist[d]; - if (grade > best) - { - best = grade; - bestIdx = ni; - } - } - downstream[i] = bestIdx; - steepestDrop[i] = best; - } - } - - // Height-descending order: each cell pushes its accumulated count downstream. - float[] keys = (float[])h.Clone(); - int[] order = new int[total]; - for (int i = 0; i < total; i++) order[i] = i; - Array.Sort(keys, order); // ascending - - int[] accum = new int[total]; - for (int i = 0; i < total; i++) accum[i] = 1; - for (int i = total - 1; i >= 0; i--) - { - int c = order[i]; - int d = downstream[c]; - if (d >= 0) accum[d] += accum[c]; - } - return accum; - } } diff --git a/Tools/Scripts/TerrainDetailPass.cs.uid b/Tools/Scripts/TerrainDetailPass.cs.uid new file mode 100644 index 0000000..d9de368 --- /dev/null +++ b/Tools/Scripts/TerrainDetailPass.cs.uid @@ -0,0 +1 @@ +uid://bgvlgxhxajciv