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
// Task 24: a tributary reach is WET where its along-course flow exceeds this;
// upstream of that it TAPERS to dry over TribTaperPx rather than ending in a
// wall of water. 0 = water tributaries end to end.
public int TribWaterMinFlowPx = 40_000;
public int TribTaperPx = 120;
// Lake-enders route to the nearest water body of at least this size — the
// nearest wet PIXEL was a puddle (task-23 gate finding).
public int LakeMinTargetPx = 20_000;
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;
}
/// The carved geometry the water stage consumes (main rivers only).
public class CarvedRiver
{
public string Name, Kind;
public bool Southern;
public long DrainagePx;
public List<(float x, float y)> Dense; // head → mouth, ~1-px samples
public float[] Bed; // raw units, monotone non-increasing
public float[] HalfW; // px
public bool ReachedWaterTerminal; // lake-enders: extension reached classify water
// Task 24: along-course flow (px of drainage) per sample, and the first index
// that carries water. Between WetFrom-TaperPx and WetFrom the water tapers
// (narrowing and shallowing to the bed) so a stream head fades out.
public float[] Flow;
public int WetFrom;
public int TaperPx;
}
public class Stats
{
public List Rivers = new();
public List Carved = new(); // for the stepped-water stage (task 23)
internal float[] PrePass; // cumulative-cut baseline
public long CarvedCells;
public double CarvedVolumeM3;
public float MaxCutM; // CUMULATIVE vs pre-pass heights (task-22 nit 1 fixed)
public double AnalysisSeconds, RoutingSeconds, CarveSeconds;
}
/// Row-major mask of classify water belonging to
/// bodies of at least LakeMinTargetPx cells (task 24). Lake-enders route to THIS,
/// not to any wet pixel: the task-23 build routed one into a puddle a few hundred
/// px short of the obvious lagoon, because "nearest classify water" is satisfied
/// by a 3-cell pond.
public static Stats Apply(float[,] height, int mapSize, bool[] isOcean,
bool[] isClassifyWater, bool[] isSignificantWater, 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();
// Pre-pass snapshot: max-cut is measured CUMULATIVELY against the heights
// this pass found, not per-write — overlapping stamps re-cut a cell and the
// per-write number understated the true deepest cut ~4× (task-22 nit 1).
float[] pre = new float[n * n];
for (int x = 0; x < n; x++)
for (int y = 0; y < n; y++)
pre[x * n + y] = height[x, y];
stats.PrePass = pre;
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($"trunk{riverIdx}", "ocean-trunk", t.DrainageAreaPx,
course, null, height, n, SeaAt, coreSq, craterCx, craterCy, p, stats);
rs.ReachedOcean = true; // outlet is on the coast by construction
foreach (var trib in t.Tributaries)
CarveTributary(trib, height, n, SeaAt, coreSq, craterCx, craterCy, p, stats);
}
int gi = 0;
foreach (var g in plan.Giants)
{
var route = giantRoutes[gi]; gi++;
var course = new List<(float x, float y)>(g.Course);
course.Reverse(); // head → terminal
// Lake-enders (task 23): the stem pools on dry ground short of its lake
// BECAUSE its pooling point is a local minimum — a blind descent walk
// dead-ends there immediately (measured: 0 steps). Route to the nearest
// classify-water cell with the same lowground Dijkstra the routed giants
// use, so the bed (and then the water) actually joins the lake.
bool reachedLake = false;
if (g.Kind == "lake-ender")
{
// Target SIGNIFICANT water (task 24). Fall back to any classify water
// only if no significant body is reachable, so a seed whose lake-ender
// genuinely has only small ponds still connects rather than dead-ending.
var ext = RouteToOcean(height, n, isSignificantWater,
(int)g.Terminal.x, (int)g.Terminal.y, STYLE_LOWGROUND, SeaAt);
if (ext.Count == 0)
ext = RouteToOcean(height, n, isClassifyWater,
(int)g.Terminal.x, (int)g.Terminal.y, STYLE_LOWGROUND, SeaAt);
if (ext.Count > 0) { route = ext; reachedLake = true; }
}
var rs = CarveRiver($"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) : reachedLake;
if (stats.Carved.Count > 0) stats.Carved[^1].ReachedWaterTerminal = reachedLake;
foreach (var trib in g.Tributaries)
CarveTributary(trib, height, n, SeaAt, coreSq, craterCx, craterCy, p, stats);
}
stats.CarveSeconds = secondsNow() - t0;
return stats;
}
// ---- Route smoothing (task 23): the road pass's AAA pipeline, numerically ----
// RDP(4.0) decimation + 4 Chaikin corner-cutting passes, endpoints pinned —
// the same constants and structure as MapGenerator.SmoothPath, mirrored here
// because this pass is Godot-free. Kills the 8-connected Dijkstra 45° kinks;
// the bed then carves along the smoothed centreline.
private static List<(float x, float y)> SmoothCourse(List<(float x, float y)> raw)
{
if (raw.Count < 3) return raw;
var dec = Rdp(raw, 0, raw.Count - 1, 4.0f);
if (dec.Count < 3) return raw;
var sm = dec;
for (int pass = 0; pass < 4; pass++)
{
var nxt = new List<(float x, float y)>(sm.Count * 2) { sm[0] };
for (int i = 0; i + 1 < sm.Count; i++)
{
var a = sm[i]; var b = sm[i + 1];
nxt.Add((a.x * 0.75f + b.x * 0.25f, a.y * 0.75f + b.y * 0.25f));
nxt.Add((a.x * 0.25f + b.x * 0.75f, a.y * 0.25f + b.y * 0.75f));
}
nxt.Add(sm[^1]);
sm = nxt;
}
return sm;
}
private static List<(float x, float y)> Rdp(List<(float x, float y)> pts, int i0, int i1, float tol)
{
if (i1 - i0 <= 1) return new List<(float x, float y)> { pts[i0], pts[i1] };
var a = pts[i0]; var b = pts[i1];
float abx = b.x - a.x, aby = b.y - a.y;
float abLen = MathF.Sqrt(abx * abx + aby * aby);
float maxD = 0f; int maxI = i0;
for (int i = i0 + 1; i < i1; i++)
{
float d = abLen < 1e-6f
? MathF.Sqrt((pts[i].x - a.x) * (pts[i].x - a.x) + (pts[i].y - a.y) * (pts[i].y - a.y))
: MathF.Abs(abx * (a.y - pts[i].y) - (a.x - pts[i].x) * aby) / abLen;
if (d > maxD) { maxD = d; maxI = i; }
}
if (maxD <= tol) return new List<(float x, float y)> { pts[i0], pts[i1] };
var left = Rdp(pts, i0, maxI, tol);
var right = Rdp(pts, maxI, i1, tol);
left.RemoveAt(left.Count - 1);
left.AddRange(right);
return left;
}
///
/// 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[] targets, 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 (targets[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
// Task 24: tributaries are registered as carved rivers (name "trib") so the
// water stage sees them — they carved but stayed dry in task 23. They are NOT
// added to stats.Rivers, so the per-river console table stays the 6 mains.
CarveRiver("trib", "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.
// ONLY the lowland reach is smoothed: the Dijkstra 45° kinks live there, on
// near-flat ground where a rounded corner costs nothing. The upland stems
// already thread the carved valley FLOORS — smoothing them off-line cut
// valley walls (measured: max cut 14.6 → 27.3 m before this was split).
var pts = new List<(float x, float y)>(upland);
if (lowlandRoute != null && lowlandRoute.Count > 1)
{
var smoothedRoute = SmoothCourse(lowlandRoute);
pts.AddRange(smoothedRoute.GetRange(1, smoothedRoute.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;
// Cumulative depth vs the PRE-PASS surface (nit 1): the
// honest "how deep did we cut here in total" number.
float cumM = (stats.PrePass[x * n + y] - target) * M_PER_UNIT;
height[x, y] = target;
stats.CarvedCells++;
stats.CarvedVolumeM3 += cutM;
if (cumM > stats.MaxCutM) stats.MaxCutM = cumM;
if (cumM > rs.MaxCutM) rs.MaxCutM = cumM;
rs.VolumeM3 += cutM;
}
}
}
}
if (name != null)
{
if (kind != "tributary") stats.Rivers.Add(rs);
// Along-course flow: drainage grows from a headwater trickle to the full
// figure at the mouth. Quadratic in t so the substantial lower half
// dominates — a first-order stand-in for real accumulation, which the
// plan only records per-river.
var flow = new float[m];
for (int i = 0; i < m; i++)
{
float t = m > 1 ? (float)i / (m - 1) : 1f;
flow[i] = drainagePx * (0.05f + 0.95f * t * t);
}
int wetFrom = 0;
if (kind == "tributary" && p.TribWaterMinFlowPx > 0)
{
wetFrom = m; // dry unless the threshold is met
for (int i = 0; i < m; i++)
if (flow[i] >= p.TribWaterMinFlowPx) { wetFrom = i; break; }
}
stats.Carved.Add(new CarvedRiver
{
Name = name, Kind = kind, DrainagePx = drainagePx,
Dense = dense, Bed = bed, HalfW = halfW,
Flow = flow, WetFrom = wetFrom, TaperPx = p.TribTaperPx
});
}
return rs;
}
///
/// The stepped-water builder (task 23, part 2b): segments each carved main
/// river into REACHES — flat water bodies stepping down the bed toward the
/// outlet — and stamps their ids into the WBID grid. Reuses the existing
/// levels-not-cells water model exactly: one body per reach, one flat level
/// each; the writer derives WSRF from body levels as it always has. The step
/// drops are the smoothing dial (smaller drop = more, finer steps); tilted
/// water is the deferred model B and is NOT built here.
///
/// Emission is plain data (no engine types): the caller turns reaches into
/// WBTB entries. Wet cells: inside the channel half-width, currently dry in
/// WBID, at/above sea (below-sea cells belong to the ocean/crater-seam rule),
/// bed below the reach level. Existing water bodies are never overwritten —
/// a river MEETS a lake or the sea, it does not repaint them.
///
public class Reach
{
public ushort Id;
public string River;
public float Level; // raw units
public int PixelCount;
public double Cx, Cy; // centroid accumulators → mean
}
public static List AddSteppedWater(float[,] height, int mapSize,
ushort[,] wbid, ushort firstId, List rivers,
float[,] seaMap, float seaFlat, float craterCx, float craterCy,
float craterCoreRadius, float stepDropM, float waterDepthM)
{
int n = mapSize;
float SeaAt(int x, int y) => seaMap != null ? seaMap[x, y] : seaFlat;
float coreSq = craterCoreRadius * craterCoreRadius;
var reaches = new List();
ushort nextId = firstId;
foreach (var r in rivers)
{
int m = r.Dense.Count;
if (m < 2) continue;
// Task 24: start at the wet-from index (tributary threshold; 0 for mains),
// but back up by the taper length so the transition is a FADE, not a wall.
int i = Math.Max(0, r.WetFrom - r.TaperPx);
if (i >= m) continue; // entirely below threshold: dry
int taperStart = i, taperEnd = Math.Min(m - 1, r.WetFrom);
float lastLevel = float.MaxValue;
while (i < m)
{
// Reach spans from i while the bed stays within stepDropM of the
// reach's starting bed; its flat level sits waterDepthM above that
// start (deepening toward the next step — the pool behind a riffle).
float startBed = r.Bed[i];
float level = startBed + waterDepthM / M_PER_UNIT;
if (level >= lastLevel) // enforce strict descent
level = lastLevel - 0.01f / M_PER_UNIT;
int j = i;
while (j < m && r.Bed[j] > startBed - stepDropM / M_PER_UNIT) j++;
var reach = new Reach { Id = nextId, River = r.Name, Level = level };
for (int k2 = i; k2 < j; k2++)
{
// Taper: 0 at the dry end of the fade zone → 1 at full water. The
// water narrows AND its surface drops to the bed, so a stream head
// thins out and disappears instead of ending in a flat wall.
float taper = 1f;
if (taperEnd > taperStart && k2 < taperEnd)
taper = (float)(k2 - taperStart) / (taperEnd - taperStart);
if (taper <= 0.02f) continue;
float hw = r.HalfW[k2] * (0.25f + 0.75f * taper);
int x0 = (int)MathF.Floor(r.Dense[k2].x - hw), x1 = (int)MathF.Ceiling(r.Dense[k2].x + hw);
int y0 = (int)MathF.Floor(r.Dense[k2].y - hw), y1 = (int)MathF.Ceiling(r.Dense[k2].y + hw);
for (int x = x0; x <= x1; x++)
{
if (x < 0 || x >= n) continue;
for (int y = y0; y <= y1; y++)
{
if (y < 0 || y >= n) continue;
if (wbid[x, y] != 0) continue; // never repaint existing water
float rx = x - r.Dense[k2].x, ry = y - r.Dense[k2].y;
if (rx * rx + ry * ry > hw * hw) continue;
float ddx = x - craterCx, ddy = y - craterCy;
if (ddx * ddx + ddy * ddy < coreSq) continue;
float h = height[x, y];
float sea = SeaAt(x, y);
if (h < sea) continue; // ocean/seam territory
// The tapered surface sits between the bed and the reach
// level, so the wet strip shallows as it narrows.
float localLevel = taper >= 1f
? level
: r.Bed[k2] + (level - r.Bed[k2]) * taper;
if (h >= localLevel) continue; // bank above the water line
wbid[x, y] = nextId;
reach.PixelCount++;
reach.Cx += x; reach.Cy += y;
}
}
}
if (reach.PixelCount > 0)
{
reach.Cx /= reach.PixelCount; reach.Cy /= reach.PixelCount;
reaches.Add(reach);
nextId++;
lastLevel = level;
}
i = j;
}
}
return reaches;
}
}