using Godot; /// /// The height-redistribution curve (terrain-water task 05, graduation M-7) — a pure, /// static, monotonic piecewise map over raw blueprint heights (D-035: numbers in, /// numbers out, no lifecycle). /// /// OUTPUT bands are fixed by design (the storm ladder; developer-approved /// 75 % orange coverage / plateau 50 m above sea / peaks 220 m above sea). /// INPUT knots were calibrated ONCE from measured data — the pooled CDF of /// above-sea land heights across batch 04's ten flat-sea seeds (340,618,126 /// samples, 2026-08-07): P75 / P90 / P93 / P96 / max. The same knots apply to /// every seed; per-seed band proportions vary a few points by design. /// /// Shape, monotonic by construction (every segment's normalized slope is bounded /// below by a positive constant) and asserted numerically at startup: /// 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 → hmaxCal accelerating spike to the peak cap /// h > hmaxCal linear tail (keeps strict monotonicity, no clamp) /// public static class HeightCurve { public const ushort VERSION = 1; // Input knots — calibrated from batch 04 B-flat pooled land CDF (see report). 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 public const float HMAX_CAL = 1.452219f; // pooled max // Output bands — the storm ladder. 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 + 220f / 251f; // ≈ 1.02649 (220 m above sea) public const float TAIL_SLOPE = 0.25f; // above HMAX_CAL public static float Apply(float h) { 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 } if (h < HMAX_CAL) { u = (h - T4) / (HMAX_CAL - T4); s = 0.2f * u + 0.8f * (u * u * u); // ease-in spike, slope ≥ 0.2 return PLATEAU_HI + s * (PEAK_CAP - PLATEAU_HI); } return PEAK_CAP + (h - HMAX_CAL) * TAIL_SLOPE; } /// /// Numeric strict-monotonicity check across the whole plausible domain. /// Cheap (runs once at generator start); a violation is a build bug, not a /// data condition — fail loudly and refuse to generate. /// public static void AssertMonotonic() { float prev = Apply(-7f); // Coarse below the identity region, fine through every knot, out past the tail. for (double h = -7.0 + 0.01; h < 0.10; h += 0.01) prev = Step(prev, (float)h); for (double h = 0.10; h <= 2.0; h += 0.0001) prev = Step(prev, (float)h); for (double h = 2.0; h <= 8.0; h += 0.05) prev = Step(prev, (float)h); GD.Print("[HeightCurve] Monotonicity assertion passed (v" + VERSION + ")."); } private static float Step(float prev, float h) { float v = Apply(h); if (v <= prev) throw new System.InvalidOperationException( $"[HeightCurve] MONOTONICITY VIOLATION at h={h}: {v} <= {prev}. Refusing to generate."); return v; } }