using Godot; /// /// The height-redistribution curve, v2 (terrain-water task 06) — a pure, static, /// monotonic piecewise map over raw blueprint heights (D-035: numbers in, numbers /// out; the per-seed spike maximum is an explicit PARAMETER, not hidden state). /// /// v2 changes (developer's task-05 hillshade-gate verdict; everything below the /// plateau step is behaviorally byte-identical to v1): /// - PER-SEED SPIKE NORMALIZATION: the spike's input domain runs from t4 to the /// current seed's own raw pre-curve maximum (hMaxSeed), so every island's /// tallest pixel reaches the ceiling — v1 mapped against the pooled /// calibration max and mid-range seeds topped out at 110–175 m. /// - STIFFER SPIKE: ease-in 0.1u + 0.9·u⁴ (was 0.2u + 0.8·u³) — a wall, not a ramp. /// - PEAK CEILING 420 m above sea (was 220 m). /// /// Lower knots/bands are v1's, calibrated 2026-08-07 from batch 04's ten flat-sea /// heightmaps (pooled above-sea land CDF, 340,618,126 samples): P75/P90/P93/P96. /// /// Shape (strictly monotonic; every segment's normalized slope bounded below by a /// positive constant; asserted numerically per generation against the EFFECTIVE /// per-seed curve once hMaxSeed is known): /// h ≤ sea (0.15) identity — water and the below-sea world untouched /// sea → t1 smooth toe, ease-out blend (gentle rolling, never flat) /// t1 → t2 linear rise into the red band /// t2 → t3 smooth shoulder up to the plateau shelf /// t3 → t4 near-flat plateau step (small positive slope) /// t4 → spikeMax accelerating u⁴ spike to the 420 m peak cap (per-seed domain) /// h > spikeMax linear tail (strict monotonicity, no clamp; reachable only /// in the degenerate near-flat guard case) /// public static class HeightCurve { public const ushort VERSION = 2; // Input knots — v1 calibration, unchanged (see class header). public const float T1 = 0.628736f; // P75 — orange coverage boundary public const float T2 = 0.819152f; // P90 public const float T3 = 0.879340f; // P93 public const float T4 = 0.962922f; // P96 // Output bands — the storm ladder. Lower anchors unchanged from v1. public const float SEA = 0.15f; public const float ORANGE_CEIL = 0.206f; // 1000-yr storm ceiling public const float RED_CEIL = 0.27f; // biblical ceiling public const float PLATEAU_LO = SEA + 50f / 251f; // ≈ 0.34924 (50 m above sea) public const float PLATEAU_HI = PLATEAU_LO + 0.02f; // ≈ 0.36924 (~5 m step relief) public const float PEAK_CAP = SEA + 420f / 251f; // ≈ 1.82869 (420 m above sea; v1: 220 m) public const float TAIL_SLOPE = 0.25f; // above spikeMax (degenerate guard only) // Degenerate/near-flat guard: the spike domain is [T4, max(hMaxSeed, T4 + SPIKE_MIN_SPAN)], // so a pathological seed whose raw max sits at or below t4 still yields a positive, // monotonic domain (its cap is then simply never reached; heights above spikeMax — none in // practice — would ride the tail). public const float SPIKE_MIN_SPAN = 0.01f; /// The effective spike-domain top for a seed's raw maximum, guard applied. public static float EffectiveSpikeMax(float hMaxSeed) { return Mathf.Max(hMaxSeed, T4 + SPIKE_MIN_SPAN); } /// Raw pre-curve height. /// The seed's raw pre-curve maximum (post noise/falloff/Trench/spine, /// pre-carve) — the same field the curve consumes. Makes the map seed-dependent (v2). public static float Apply(float h, float hMaxSeed) { if (h <= SEA) return h; float u, s; if (h < T1) { u = (h - SEA) / (T1 - SEA); s = 0.3f * u + 0.7f * (u * (2f - u)); // ease-out, slope ≥ 0.3 return SEA + s * (ORANGE_CEIL - SEA); } if (h < T2) { u = (h - T1) / (T2 - T1); return ORANGE_CEIL + u * (RED_CEIL - ORANGE_CEIL); // linear } if (h < T3) { u = (h - T2) / (T3 - T2); s = 0.2f * u + 0.8f * (u * u * (3f - 2f * u)); // smoothstep blend, slope ≥ 0.2 return RED_CEIL + s * (PLATEAU_LO - RED_CEIL); } if (h < T4) { u = (h - T3) / (T4 - T3); return PLATEAU_LO + u * (PLATEAU_HI - PLATEAU_LO); // near-flat, small positive slope } float spikeMax = EffectiveSpikeMax(hMaxSeed); if (h < spikeMax) { u = (h - T4) / (spikeMax - T4); s = 0.1f * u + 0.9f * (u * u * u * u); // ease-in u⁴ wall, slope ≥ 0.1 return PLATEAU_HI + s * (PEAK_CAP - PLATEAU_HI); } return PEAK_CAP + (h - spikeMax) * TAIL_SLOPE; } /// /// Numeric strict-monotonicity check of the EFFECTIVE per-seed curve — call once /// per generation after hMaxSeed is known, before the curve pass. A violation is /// a build bug, not a data condition — fail loudly and refuse to generate. /// public static void AssertMonotonic(float hMaxSeed) { float prevH = -7f; float prev = Apply(prevH, hMaxSeed); // Successive double samples can round to the SAME float32 — only strictly // increasing float samples are compared (task-05 incident fix, kept). void Check(double hd) { float h = (float)hd; if (h <= prevH) return; float v = Apply(h, hMaxSeed); if (v <= prev) throw new System.InvalidOperationException( $"[HeightCurve] MONOTONICITY VIOLATION at h={h} (hMaxSeed={hMaxSeed}): {v} <= {prev}. Refusing to generate."); prev = v; prevH = h; } // Coarse below the identity region, fine through every knot, out past the // per-seed spike top and the tail. double top = System.Math.Max(2.0, EffectiveSpikeMax(hMaxSeed) + 0.5); for (double h = -7.0 + 0.01; h < 0.10; h += 0.01) Check(h); for (double h = 0.10; h <= top; h += 0.0001) Check(h); for (double h = top + 0.05; h <= top + 6.0; h += 0.05) Check(h); GD.Print($"[HeightCurve] Monotonicity assertion passed (v{VERSION}, effective spikeMax {EffectiveSpikeMax(hMaxSeed):F6})."); } }