using Godot;
///
/// The terrain DETAIL passes (terrain-water task 10) — pure numeric functions
/// (D-035; a named future C++ candidate, kept standalone):
///
/// PASS A — shelf micro-relief: a medium-frequency noise skin (±ShelfReliefAmp,
/// default 3 m) weighted by shelf-ness, so the compressed shelves get their
/// rolling texture back while risers and peaks stay untouched.
///
/// Output-height only; the classify map never sees it.
///
/// NOTE — what this file deliberately no longer contains: the task-10 draft's D8
/// steepest-descent flow routing, accumulation and drainage incision. It shipped,
/// and it produced the canonical grid artifact — thousands of straight,
/// disconnected, pooling scratches running along the eight D8 neighbour
/// directions, because per-cell steepest descent on a regular grid can only ever
/// route along those eight headings. It is reverted whole. Rivers and erosion are
/// Phase C work: a hydraulic-erosion pass over FINAL terrain, not a routing carve
/// on a grid mid-pipeline.
///
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;
// 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;
///
/// 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.
///
public static float ShelfWeight(float raw, CurveKnots k)
{
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)
{
float half = (hi - lo) * 0.5f;
float t = Mathf.Abs(h - (lo + half)) / half; // 0 centre, 1 at band edge
// full inside 60 % of the band, linear feather to zero at 130 %
return Mathf.Clamp(1f - (t - 0.6f) / 0.7f, 0f, 1f);
}
}