# /Tools/Scripts — generation logic C# backend for the offline developer tools. Decoupled from the live server and client. ## `MapGenerator.cs` Generates the entire 2D blueprint. Roughly in order: 1. **Config** — reads `ServerConfig.json`, which sets `MapSize` (8192 by default) and the crater radius. The `MapSize = 4096` field initialiser is a fallback that is immediately overwritten. 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. 3. **Sea level and water** — temperature-driven sea level; flood fill separates true ocean from inland lakes; a mainland fill guarantees one contiguous landmass. 4. **The crater** — placed along the northern coast and carved to below sea level, but only out to **80 % of its radius**, which guarantees a landbridge rather than severing the island. 5. **Biomes and towns** — biome zoning by height and temperature; tiered town placement (Capitol, Hubs, Villages, Outposts, POIs) filtered by slope, water proximity and spacing. 6. **Roads** — see below. 7. **Export** — writes the `.dat` blueprint, then renders the PNG snapshot. ### The road network `AStarGrid2D` over the whole map at one node per pixel. Mountains are made expensive rather than impassable (`1 + elevation³ × 400`), water and the crater are marked solid. - **Continental loop** — highway nodes sorted by radial angle and connected in a ring. - **Mountain branch** — a spur from the loop to the snow hub. - **County roads** — Prim's algorithm daisy-chains remaining towns onto the network. Villages become Rugged roads, everything else Trails. - **Abandon protocol** — a town further than 8 % of the map from the network is skipped rather than pathed to, so one unreachable outpost cannot hang generation. - **Smoothing** — every path is decimated with Ramer–Douglas–Peucker (tolerance 4.0) then smoothed with 4 Chaikin passes. ⚠ **This is the project's dominant performance problem.** At 8K the grid is 67 million nodes, and the weight-setup pass touches every one before the first path is requested. The `await` yields between stages cannot interrupt a single engine-side `GetPointPath` call, so a long path still blocks. Full regenerations frequently get abandoned. ### The PNG snapshot `SaveMapSnapshot()` builds an offscreen `SubViewport` in code rather than relying on the scene's layout, because Godot's UI layout engine will otherwise crush a 4096+ render down to the editor window size. A `MapDrawProxy` control re-issues the `_Draw()` calls into that viewport — `GetImage()` captures only the base texture and would otherwise miss the roads and towns entirely — and the code awaits two `RenderingServer.FramePostDraw` signals so the GPU has actually painted before the image is read back. Road colours on the snapshot, useful for identifying a road: **red** = Highway, **black** = Branch, **dark brown** = Rugged, **light brown** = Trail. ### Outputs `MapData_Seed_.dat` and `Map_Seed_.png`, both to `user://`. ## Rules 1. **No magic numbers.** Distances, radii and thresholds derive from `MapSize` or `scaleFactor`, so the generator behaves identically at 4K and 10K. 2. **Respect the GPU.** Anything exporting visual data must `await` the appropriate frame signals before reading pixels back.