diff --git a/Client/README.md b/Client/README.md
index 02b9515..6bdb2f1 100644
--- a/Client/README.md
+++ b/Client/README.md
@@ -17,21 +17,6 @@ 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 0988ebe..2a46655 100644
--- a/Client/Scripts/ChunkRenderer.cs
+++ b/Client/Scripts/ChunkRenderer.cs
@@ -14,149 +14,22 @@ 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 f905988..6c0da54 100644
--- a/Core/Scripts/BLUEPRINT_FORMAT.md
+++ b/Core/Scripts/BLUEPRINT_FORMAT.md
@@ -56,8 +56,7 @@ 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` | 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`. |
+| `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`. |
| `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. |
@@ -114,50 +113,11 @@ 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`, 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
+ 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
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 d4ec90a..f435a9c 100644
--- a/Core/Scripts/BlockRegistry.cs
+++ b/Core/Scripts/BlockRegistry.cs
@@ -21,21 +21,6 @@ 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()
{
@@ -57,10 +42,6 @@ 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 d8af0d8..5aad3c7 100644
--- a/Core/Scripts/BlueprintFormat.cs
+++ b/Core/Scripts/BlueprintFormat.cs
@@ -34,24 +34,6 @@ 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 9dca0f8..27fe859 100644
--- a/Core/Scripts/BlueprintWriter.cs
+++ b/Core/Scripts/BlueprintWriter.cs
@@ -35,8 +35,6 @@ 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));
@@ -157,28 +155,12 @@ namespace IslaApocalypse.Core
private static void WriteTerrainDetail(BinaryWriter writer, TerrainDetailInfo d)
{
- 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
+ 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);
}
private static void WriteWaterBodyIds(BinaryWriter writer, WorldBlueprint bp)
diff --git a/Core/Scripts/ChunkData.cs b/Core/Scripts/ChunkData.cs
index 9a60711..3c44e63 100644
--- a/Core/Scripts/ChunkData.cs
+++ b/Core/Scripts/ChunkData.cs
@@ -37,23 +37,6 @@ 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;
@@ -61,12 +44,6 @@ 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 2ae8816..14e233e 100644
--- a/Core/Scripts/ConfigManager.cs
+++ b/Core/Scripts/ConfigManager.cs
@@ -33,149 +33,17 @@ 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 + 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.
+ // 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.
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.");
@@ -270,125 +138,6 @@ 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 0b2e689..b3fb362 100644
--- a/Core/Scripts/Constants.cs
+++ b/Core/Scripts/Constants.cs
@@ -75,40 +75,6 @@ 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 d86ed9b..35e4695 100644
--- a/Core/Scripts/MapDataParser.cs
+++ b/Core/Scripts/MapDataParser.cs
@@ -89,37 +89,16 @@ namespace IslaApocalypse.Core
///
/// The terrain detail passes that shaped this blueprint's HGTS (v2 TDTL section,
- /// terrain-water task 10): shelf micro-relief + shelf-edge variation parameters.
+ /// terrain-water task 10): shelf micro-relief + drainage incision 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
@@ -152,9 +131,6 @@ 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
@@ -278,8 +254,7 @@ 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, payloadLength);
- else if (tag == BlueprintFormat.TAG_EROSION) sectionOk = ParseErosion(reader, blueprint, payloadLength);
+ else if (tag == BlueprintFormat.TAG_TERRAIN_DETAIL) sectionOk = ParseTerrainDetail(reader, blueprint);
else
{
// The property the redesign exists to buy: future sections (water,
@@ -473,55 +448,19 @@ namespace IslaApocalypse.Core
return true;
}
- private static bool ParseTerrainDetail(BinaryReader reader, WorldBlueprint blueprint, ulong payloadLength)
+ private static bool ParseTerrainDetail(BinaryReader reader, WorldBlueprint blueprint)
{
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 d0187ef..d645894 100644
--- a/Core/Scripts/README.md
+++ b/Core/Scripts/README.md
@@ -11,11 +11,7 @@ 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`, `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`).
+ three grasses, `SNOW`, `WASTELAND_DIRT`, `ASPHALT`) with a safe `GetBlock` lookup.
- **`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
@@ -47,17 +43,11 @@ 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. **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`).
+ deprecation warning. Nothing at runtime consumes the water data yet.
- **`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 —
- including `WaterSurfaceY` (world Y of the water surface, or `Constants.NO_WATER`), `WaterDepthM`
- (true depth from blueprint heights) and `HasAnyWater`.
+ mesher can reach into the neighbouring chunk, plus the per-column data the renderer needs.
- **`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), 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.
+ (material blend band; per-tier road width, shoulder, grade smoothing and surface).
### Maths
- **`MarchingCubes.cs`** — density field → `ArrayMesh`, with analytical normals and deterministic
diff --git a/Scenes/Main.tscn b/Scenes/Main.tscn
index 544ab25..1631ce9 100644
--- a/Scenes/Main.tscn
+++ b/Scenes/Main.tscn
@@ -2,34 +2,13 @@
[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 2ff7955..789c64f 100644
--- a/Server/README.md
+++ b/Server/README.md
@@ -27,24 +27,6 @@ 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 2bf74b7..ded094a 100644
--- a/Server/Scripts/ServerChunkManager.cs
+++ b/Server/Scripts/ServerChunkManager.cs
@@ -29,17 +29,6 @@ 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()
{
@@ -66,13 +55,6 @@ namespace IslaApocalypse.Server
$"vs config MapSize {ConfigManager.MapSize}.");
}
- // The ocean's surface level, for the shoreline-seam rule below. Taken
- // from the blueprint's body table (type OCEAN), never derived here —
- // the runtime does not compute sea level (D-033).
- if (_blueprint.WaterBodies != null)
- foreach (var body in _blueprint.WaterBodies)
- if (body.Type == WaterBodyInfo.TYPE_OCEAN) { _oceanLevelRaw = body.SurfaceLevel; break; }
-
GD.Print("[Server] Blueprint loaded. Locating Capitol City...");
// 2. Find the Capitol in the parsed data
@@ -87,8 +69,7 @@ namespace IslaApocalypse.Server
// Old original png map coords
// Vector2 capitolPos = new Vector2(2405, 3296); // hardcoded for now since we know exactly where it is in this seed, which is the "paradise" biome hub
- // New Manual Test point
- // Vector2 capitolPos = new Vector2(4487, 4424);
+
GD.Print($"[Server] Capitol found at {capitolPos}. Generating chunks...");
@@ -106,16 +87,6 @@ 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)
@@ -282,72 +253,6 @@ 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;
@@ -370,7 +275,6 @@ 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();
@@ -378,21 +282,6 @@ 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
deleted file mode 100644
index 0e9f20c..0000000
--- a/Tools/Scenes/RiverPlanTool.tscn
+++ /dev/null
@@ -1,6 +0,0 @@
-[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
deleted file mode 100644
index c9f6544..0000000
--- a/Tools/Scripts/DrainageAnalysis.cs
+++ /dev/null
@@ -1,657 +0,0 @@
-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
deleted file mode 100644
index 6342bd6..0000000
--- a/Tools/Scripts/DrainageAnalysis.cs.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://dhwyjpwd58pos
diff --git a/Tools/Scripts/HeightCurve.cs b/Tools/Scripts/HeightCurve.cs
index 591a950..2e18ab0 100644
--- a/Tools/Scripts/HeightCurve.cs
+++ b/Tools/Scripts/HeightCurve.cs
@@ -42,11 +42,6 @@ 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
{
@@ -92,29 +87,11 @@ 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 edgeShift)
+ float benchLo, float benchSpan, float plateauLo, float plateauSpan, CurveKnots k)
{
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)
{
@@ -127,27 +104,27 @@ 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 < k3)
+ if (h < k.K3)
{
- u = (h - k.K2) / (k3 - k.K2);
+ u = (h - k.K2) / (k.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 < k4)
+ if (h < k.K4)
{
- u = (h - k3) / (k4 - k3);
+ u = (h - k.K3) / (k.K4 - k.K3);
return benchLo + u * benchSpan; // bench (min span 6 m — fix 3)
}
float benchTop = benchLo + benchSpan;
- if (h < k5)
+ if (h < k.K5)
{
- u = (h - k4) / (k5 - k4);
+ u = (h - k.K4) / (k.K5 - k.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 - k5) / (k.K6 - k5);
+ u = (h - k.K5) / (k.K6 - k.K5);
return plateauLo + u * plateauSpan; // plateau
}
float plateauTop = plateauLo + plateauSpan;
@@ -163,25 +140,15 @@ public static class HeightCurve
///
/// Per-generation numeric strict-monotonicity check of the EFFECTIVE curve for
- /// 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.
+ /// 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.
///
- public static void AssertMonotonic(float hMaxSeed, CurveKnots k, float maxEdgeShift)
+ public static void AssertMonotonic(float hMaxSeed, CurveKnots k)
{
- 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)
{
@@ -189,31 +156,28 @@ public static class HeightCurve
{
foreach (float sp in spans)
{
- foreach (float es in edgeShifts)
+ float prevH = -7f;
+ float prev = Apply(prevH, hMaxSeed, bl, sp, pl, sp, k);
+
+ void Check(double hd)
{
- float prevH = -7f;
- float prev = Apply(prevH, hMaxSeed, bl, sp, pl, sp, k, es);
-
- 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);
+ 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(
+ $"[HeightCurve] MONOTONICITY VIOLATION at h={h} (preset {k.Name}, hMaxSeed={hMaxSeed}, benchLo={bl}, plateauLo={pl}, span={sp}): {v} <= {prev}. Refusing to generate.");
+ prev = v;
+ prevH = h;
}
+
+ double top = System.Math.Max(2.0, EffectiveSpikeMax(hMaxSeed, k) + 0.5);
+ for (double hh = -7.0 + 0.01; hh < 0.10; hh += 0.01) Check(hh);
+ for (double hh = 0.10; hh <= top; hh += 0.0001) Check(hh);
+ for (double hh = top + 0.05; hh <= top + 6.0; hh += 0.05) Check(hh);
}
}
}
- GD.Print($"[HeightCurve] Monotonicity assertion passed (v{VERSION} preset '{k.Name}', 8 modulation corners × edge shifts ±{maxEdgeShift:F6}, effective spikeMax {EffectiveSpikeMax(hMaxSeed, k):F6}).");
+ GD.Print($"[HeightCurve] Monotonicity assertion passed (v{VERSION} preset '{k.Name}', 8 modulation corners, effective spikeMax {EffectiveSpikeMax(hMaxSeed, k):F6}).");
}
}
diff --git a/Tools/Scripts/HydraulicErosion.cs b/Tools/Scripts/HydraulicErosion.cs
deleted file mode 100644
index cfb9479..0000000
--- a/Tools/Scripts/HydraulicErosion.cs
+++ /dev/null
@@ -1,370 +0,0 @@
-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
deleted file mode 100644
index 5782d33..0000000
--- a/Tools/Scripts/HydraulicErosion.cs.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://hls3pvvnqci5
diff --git a/Tools/Scripts/IslandFalloff.cs b/Tools/Scripts/IslandFalloff.cs
deleted file mode 100644
index 92257fe..0000000
--- a/Tools/Scripts/IslandFalloff.cs
+++ /dev/null
@@ -1,143 +0,0 @@
-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
deleted file mode 100644
index 1f1b0a7..0000000
--- a/Tools/Scripts/IslandFalloff.cs.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://b2ybhwg0w67pf
diff --git a/Tools/Scripts/MapGenerator.cs b/Tools/Scripts/MapGenerator.cs
index e8ff480..40528cb 100644
--- a/Tools/Scripts/MapGenerator.cs
+++ b/Tools/Scripts/MapGenerator.cs
@@ -27,14 +27,13 @@ public partial class MapGenerator : TextureRect
private float[,] _heightMap;
- // 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).
+ // 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).
private float[,] _heightMapClassify;
private bool _curveOn;
@@ -50,35 +49,11 @@ public partial class MapGenerator : TextureRect
// v5: the selected knot preset; null = curve off.
private CurveKnots _curveKnots;
- // 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.
+ // 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.
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
@@ -120,16 +95,9 @@ 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.)
- // 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;
+ _heightMapClassify = _curveOn ? new float[MapSize, MapSize] : _heightMap;
_tempMap = new float[MapSize, MapSize];
_biomeMap = new Biome[MapSize, MapSize];
_isTrueOcean = new bool[MapSize, MapSize];
@@ -151,52 +119,10 @@ 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 ? $" @ {IslandFalloff.OFFSHORE_FREQ_ISLANDS:F0}/island, crest {IslandFalloff.OFFSHORE_ISLAND_H_M:F0} m, moat {IslandFalloff.OFFSHORE_MIN_DEPTH_M:F0} m" : " (off)") + ".");
-
// THE CRATER FIX: Push it into the ocean (scales via percentage of MapSize!)
// Supposedly! We will have to test this manually on other map sizes to confirm the crater is properly scaled and submerged on the north coast!
float randomX = (float)GD.RandRange(0.35f, 0.65f);
@@ -230,15 +156,6 @@ public partial class MapGenerator : TextureRect
GD.Print($"{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
@@ -392,39 +309,17 @@ 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,
- 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
+ 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
} : null,
FormatVersion = 2,
Params = new BlueprintParams
@@ -517,9 +412,6 @@ 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++)
@@ -531,13 +423,11 @@ public partial class MapGenerator : TextureRect
_tempMap[x, y] = temperature;
// --- 2. THE ORIGINAL ISLAND FALLOFF ---
- // 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 nx = Mathf.Abs(x - center.X) / (MapSize / 2.0f * 1.15f);
+ float ny = Mathf.Abs(y - center.Y) / (MapSize / 2.0f * 0.90f);
float squircleFalloff = Mathf.Max(nx, ny);
-
- Vector2 ellipticalPos = new Vector2((x - center.X) / axisX, (y - center.Y) / axisY);
+
+ Vector2 ellipticalPos = new Vector2((x - center.X) / 1.15f, (y - center.Y) / 0.90f);
float ellipticalFalloff = ellipticalPos.Length() / (MapSize / 1.3f);
float finalFalloff = Mathf.Lerp(ellipticalFalloff, squircleFalloff, 0.5f);
@@ -555,10 +445,6 @@ 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);
@@ -567,16 +453,12 @@ 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 * axisX);
- mountainSpine = 1.0f - IslandFalloff.SmoothAbs(distanceToCenterX, IslandFalloff.CREST_EPSILON);
- float southernFade = Mathf.Clamp((0.65f - temperature) * 4.0f, 0.0f, 1.0f);
+ 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);
mountainSpine = Mathf.Pow(mountainSpine, 3.0f) * southernFade * 0.6f;
}
@@ -586,111 +468,46 @@ 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, _detailOn ? _edgeAmpRaw : 0f);
+ if (_curveOn) HeightCurve.AssertMonotonic(_hMaxSeed, _curveKnots);
- // --- 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. ---
+ // --- PASS 2: curve (task 05/06) + crater carve ---
// 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-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.
+ // the shelf-ness-weighted noise skin (risers and peaks untouched).
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)
{
- // 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).
+ // per-column shelf modulation (v4) — anchors and strength from the
+ // low-frequency fields; ordering safety by construction.
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);
- // 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)
+ if (_detailOn)
{
- float wShelf = TerrainDetailPass.ShelfWeight(raw, _curveKnots, edgeShift);
+ float wShelf = TerrainDetailPass.ShelfWeight(raw, _curveKnots);
if (wShelf > 0f)
- curvedH += _reliefNoise.GetNoise2D(x, y) * reliefAmpRaw * wShelf * wCrater;
+ curvedH += _reliefNoise.GetNoise2D(x, y) * reliefAmpRaw * wShelf;
}
}
else
@@ -698,193 +515,105 @@ public partial class MapGenerator : TextureRect
curvedH = raw;
}
- _heightMapClassify[x, y] = classifyH;
+ _heightMapClassify[x, y] = raw; // uncurved; carve joins in pass 2c
_heightMap[x, y] = curvedH;
}
}
- // --- 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)
+ // --- 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++)
{
- 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++)
+ for (int y = 0; y < MapSize; y++)
{
float distToCrater = new Vector2(x, y).DistanceTo(_impactCenter);
- 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);
+
+ // 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);
+ }
}
}
}
///
- /// 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).
+ /// 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.
///
- private void CarveRivers()
+ private void RunIncisionPass()
{
- ulong tRiv0 = 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]);
- }
- 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];
+ ulong t0 = Time.GetTicksMsec();
+ int n = MapSize;
+ int total = n * n;
- // 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++)
+ 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++)
+ {
+ for (int y = 0; y < n; y++)
{
- isOcean[x * MapSize + y] = IsOceanPixel(x, y);
- isClassifyWater[x * MapSize + y] = IsWaterPixel(x, 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;
}
+ }
- 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 ***")}, " +
- $"max cut {r.MaxCutM:F1} m, {r.VolumeM3:F0} m³.");
- }
-
- // Render-map water pixel count — the erosion flood-guard's external check.
- private long CountRenderWaterPixels(float[,] seaMap, float seaFlat)
- {
- long wet = 0;
- for (int x = 0; x < MapSize; x++)
- for (int y = 0; y < MapSize; y++)
- if (_heightMap[x, y] < (seaMap != null ? seaMap[x, y] : seaFlat))
- wet++;
- return wet;
+ depthsM.Sort();
+ float P(double q) => depthsM.Count == 0 ? 0 : depthsM[Mathf.Clamp((int)(q * depthsM.Count), 0, depthsM.Count - 1)];
+ double totalSeconds = (Time.GetTicksMsec() - t0) / 1000.0;
+ GD.Print($"{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}.");
}
private void CalculateTrueOcean()
diff --git a/Tools/Scripts/README.md b/Tools/Scripts/README.md
index 53398ab..7b5b18a 100644
--- a/Tools/Scripts/README.md
+++ b/Tools/Scripts/README.md
@@ -11,21 +11,6 @@ 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
@@ -34,83 +19,10 @@ 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 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.
-
+ 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.
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
deleted file mode 100644
index a5d803b..0000000
--- a/Tools/Scripts/RiverCarvePass.cs
+++ /dev/null
@@ -1,361 +0,0 @@
-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
deleted file mode 100644
index 53cf35b..0000000
--- a/Tools/Scripts/RiverPlanTool.cs
+++ /dev/null
@@ -1,286 +0,0 @@
-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($"\"terminalWbid\": {bp.WaterBodyIds[(int)e.Terminal.x, (int)e.Terminal.y]}}}");
- }
- sb.Append("\n]\n}\n");
- return sb.ToString();
- }
-}
diff --git a/Tools/Scripts/RiverPlanTool.cs.uid b/Tools/Scripts/RiverPlanTool.cs.uid
deleted file mode 100644
index f0f95e2..0000000
--- a/Tools/Scripts/RiverPlanTool.cs.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://b37tm1tov0x6m
diff --git a/Tools/Scripts/RoundTripHarness.cs b/Tools/Scripts/RoundTripHarness.cs
index 087f5ac..10128cb 100644
--- a/Tools/Scripts/RoundTripHarness.cs
+++ b/Tools/Scripts/RoundTripHarness.cs
@@ -122,7 +122,6 @@ public partial class RoundTripHarness : Node
ok &= CompareWater(a, b);
ok &= CompareTerrainCurve(a, b);
ok &= CompareTerrainDetail(a, b);
- ok &= CompareErosion(a, b);
if (ok)
GD.Print($"[Harness] Semantic equality holds: {a.MapSize}x{a.MapSize} grid, " +
@@ -230,8 +229,8 @@ public partial class RoundTripHarness : Node
return false;
}
var da = a.TerrainDetail; var db = b.TerrainDetail;
- float[] fa = { da.Version, da.ReliefAmpM, da.ReliefFreqIslands, da.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 };
+ 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 };
for (int i = 0; i < fa.Length; i++)
if (System.BitConverter.SingleToInt32Bits(fa[i]) != System.BitConverter.SingleToInt32Bits(fb[i]))
{
@@ -242,34 +241,6 @@ 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 44b1985..b7cf84f 100644
--- a/Tools/Scripts/TerrainDetailPass.cs
+++ b/Tools/Scripts/TerrainDetailPass.cs
@@ -1,105 +1,51 @@
using Godot;
+using System;
///
-/// The terrain DETAIL passes (terrain-water task 10) — pure numeric functions
+/// The terrain DETAIL passes (terrain-water task 10) — pure numeric array machinery
/// (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 — 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.
+/// 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).
///
-/// 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.
+/// Ordering (enforced by the caller): curve → micro-relief → incision → crater
+/// carve. The classify map never sees any of it.
///
public static class TerrainDetailPass
{
- // The TDTL body version is owned by the format (Core); the pass just stamps it.
- public const ushort VERSION = IslaApocalypse.Core.BlueprintFormat.TDTL_VERSION;
+ public const ushort VERSION = 1;
// 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 — 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);
- }
+ // 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
///
/// 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. 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.
+ /// shelf edge). Covers both shelves.
///
- public static float ShelfWeight(float raw, CurveKnots k, float edgeShift)
+ public static float ShelfWeight(float raw, CurveKnots k)
{
- return Mathf.Max(BandBump(raw, k.K3 + edgeShift, k.K4 + edgeShift),
- BandBump(raw, k.K5 + edgeShift, k.K6));
+ return Mathf.Max(BandBump(raw, k.K3, k.K4), BandBump(raw, k.K5, k.K6));
}
private static float BandBump(float h, float lo, float hi)
@@ -109,4 +55,89 @@ 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
deleted file mode 100644
index d9de368..0000000
--- a/Tools/Scripts/TerrainDetailPass.cs.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://bgvlgxhxajciv