using Godot;
using System.Collections.Generic;
using IslaApocalypse.Core;
namespace IslaApocalypse.Server
{
///
/// One straight stretch of road, plus which tier it belongs to. The tier is what
/// decides how wide and how smoothly it gets carved (D-022) — before this existed,
/// every road was bulldozed to the same dimensions regardless of what it was.
///
public struct RoadSegment
{
public Vector2 A;
public Vector2 B;
public RoadTier Tier;
public RoadSegment(Vector2 a, Vector2 b, RoadTier tier)
{
A = a;
B = b;
Tier = tier;
}
}
public partial class ServerChunkManager : Node
{
private WorldBlueprint _blueprint;
private Dictionary _activeChunks = new Dictionary();
public int chunkSize = 24;
public override void _Ready()
{
// 1. LOAD CONFIGURATION and the seed-based blueprint data from the MapDataParser!
ConfigManager.LoadConfig();
chunkSize = ConfigManager.ChunkRadius; // Update chunk radius from config file
_blueprint = MapDataParser.LoadMapData(ConfigManager.WorldSeed.ToString());
if (_blueprint != null)
{
GD.Print("[Server] Blueprint loaded. Locating Capitol City...");
// 2. Find the Capitol in the parsed data
Vector2 capitolPos = new Vector2(2048, 2048); // Safe fallback center
foreach (var town in _blueprint.Towns) {
if (town.Tier == TownTier.Capitol) {
capitolPos = town.Position;
break;
}
}
// Old original png map coords
// Vector2 capitolPos = new Vector2(2405, 3296); // hardcoded for now since we know exactly where it is in this seed, which is the "paradise" biome hub
GD.Print($"[Server] Capitol found at {capitolPos}. Generating chunks...");
// 3. Convert pixel coordinates to Chunk coordinates
int capitolChunkX = (int)(capitolPos.X / Constants.CHUNK_SIZE_X);
int capitolChunkZ = (int)(capitolPos.Y / Constants.CHUNK_SIZE_Z);
int radius = ConfigManager.ChunkRadius;
for (int x = capitolChunkX - radius; x < capitolChunkX + radius; x++)
{
for (int z = capitolChunkZ - radius; z < capitolChunkZ + radius; z++)
{
GenerateChunk(new Vector2I(x, z));
}
}
// 5. Teleport the Camera to look down at our creation!
Camera3D cam = GetNodeOrNull("Camera3D");
if (cam != null)
{
// Put the camera 120 meters in the air above the Capitol
cam.GlobalPosition = new Vector3(capitolPos.X, 120f, capitolPos.Y);
// Point it straight down at the ground
cam.LookAt(new Vector3(capitolPos.X, 0, capitolPos.Y));
}
}
}
public void GenerateChunk(Vector2I chunkCoord)
{
if (_activeChunks.ContainsKey(chunkCoord)) return;
ChunkData newChunk = new ChunkData(chunkCoord);
int startX = chunkCoord.X * Constants.CHUNK_SIZE_X;
int startZ = chunkCoord.Y * Constants.CHUNK_SIZE_Z;
// --- SPATIAL CULLING FOR ROADS ---
// Bounding box for this chunk, padded so a road running just outside it still
// carves its shoulder in. The pad comes from the widest shoulder any tier has
// (plus a margin), so widening a road can't silently outgrow this and clip
// roads off at chunk edges.
float roadPad = Constants.MAX_SHOULDER_RADIUS + Constants.ROAD_CULL_MARGIN;
Rect2 chunkBounds = new Rect2(
startX - roadPad, startZ - roadPad,
Constants.CHUNK_SIZE_X + roadPad * 2, Constants.CHUNK_SIZE_Z + roadPad * 2);
List localRoadSegments = new List();
// Keep only the segments that actually reach this chunk, and remember which
// TIER each came from — that is what decides how wide and smooth it carves.
void CollectSegments(List paths, RoadTier tier)
{
foreach (var path in paths) {
for (int i = 0; i < path.Length - 1; i++) {
Vector2 a = path[i];
Vector2 b = path[i+1];
Rect2 segBounds = new Rect2(Mathf.Min(a.X, b.X), Mathf.Min(a.Y, b.Y), Mathf.Abs(b.X - a.X), Mathf.Abs(b.Y - a.Y));
if (chunkBounds.Intersects(segBounds.Grow(1.0f))) {
localRoadSegments.Add(new RoadSegment(a, b, tier));
}
}
}
}
// All four tiers now carve. Rugged and Trail are the county roads — they were
// generated and saved all along, but nothing ever consumed them.
CollectSegments(_blueprint.Highways, RoadTier.Highway);
CollectSegments(_blueprint.BranchRoads, RoadTier.Branch);
CollectSegments(_blueprint.RuggedRoads, RoadTier.Rugged);
CollectSegments(_blueprint.TrailRoads, RoadTier.Trail);
// ---------------------------------------
for (int x = 0; x <= Constants.CHUNK_SIZE_X; x++)
{
for (int z = 0; z <= Constants.CHUNK_SIZE_Z; z++)
{
int globalX = startX + x;
int globalZ = startZ + z;
if (globalX >= _blueprint.MapSize || globalZ >= _blueprint.MapSize || globalX < 0 || globalZ < 0)
continue;
float GetExactSurface(int gX, int gZ, out byte roadMaterial)
{
roadMaterial = BlockRegistry.AIR; // 0 == "not a road"
if (gX >= _blueprint.MapSize) gX = _blueprint.MapSize - 1;
if (gZ >= _blueprint.MapSize) gZ = _blueprint.MapSize - 1;
float raw = _blueprint.HeightMap[gX, gZ];
float baseHeight = Mathf.Clamp(raw * (Constants.CHUNK_HEIGHT - 5), 2.0f, Constants.CHUNK_HEIGHT - 2.0f);
// If no roads are in this chunk, skip the heavy math entirely!
if (localRoadSegments.Count == 0) return baseHeight;
float finalHeight = baseHeight;
Vector2 currentPos = new Vector2(gX, gZ);
// Details of the nearest road that actually REACHES us. Each tier has
// its own reach, so "nearest" alone isn't enough — a footpath two
// metres away must not shadow a highway whose shoulder still covers
// us. We therefore ignore any road we're outside the shoulder of, and
// take the closest of what's left.
bool foundRoad = false;
float bestDist = float.MaxValue;
float bestRoadElevation = baseHeight;
RoadProfile bestProfile = default;
foreach (var seg in localRoadSegments)
{
RoadProfile profile = Constants.GetRoadProfile(seg.Tier);
// 'alongT' tells us HOW FAR ALONG this segment the nearest point is
// (0 = at the start point, 1 = at the end point).
float dist = DistanceToLineSegment(currentPos, seg.A, seg.B, out float alongT);
if (dist > profile.ShoulderRadius) continue; // this road doesn't reach us
if (dist >= bestDist) continue; // a closer one already won
// F2 FIX — the road elevation is taken at the point on the segment
// CLOSEST TO US, not at the segment's midpoint.
//
// The old code gave every column near a segment that segment's
// single midpoint height, so each stretch of road was one flat
// plank and consecutive planks stepped up/down like a staircase.
//
// Two honest ways to read the height at our closest point:
// rampElevation - a straight line between this segment's two
// end points. Holds a grade; cuts and fills.
// landElevation - the actual terrain under that point.
// Hugs the land; inherits its bumps.
// The tier's GradeSmoothing dials between them (D-021 / D-022):
// a highway holds its grade, a trail follows the ground.
//
// Either way it varies CONTINUOUSLY as we move along the road,
// which is what kills the steps. And because neighbouring
// segments share an end point, the height matches exactly where
// one segment hands over to the next — no seam at the joins.
float rampElevation = Mathf.Lerp(HeightAtPixel(seg.A), HeightAtPixel(seg.B), alongT);
float landElevation = HeightAtPixel(seg.A.Lerp(seg.B, alongT));
foundRoad = true;
bestDist = dist;
bestProfile = profile;
bestRoadElevation = Mathf.Lerp(landElevation, rampElevation, profile.GradeSmoothing);
}
// THE BULLDOZER: Carve the terrain, using the winning road's own dimensions.
if (foundRoad)
{
if (bestDist <= bestProfile.RoadRadius) {
finalHeight = bestRoadElevation; // Flatten it completely!
roadMaterial = bestProfile.SurfaceMaterial;
} else {
// Smoothly interpolate from the flat road up/down to the natural mountain height
float t = (bestDist - bestProfile.RoadRadius) / (bestProfile.ShoulderRadius - bestProfile.RoadRadius);
t = t * t * (3f - 2f * t); // SmoothStep equation for a beautiful curved slope
finalHeight = Mathf.Lerp(bestRoadElevation, baseHeight, t);
}
}
return finalHeight;
}
// Pass the road surface out for the main voxel so we can paint it!
// 0 (AIR) means this column is not part of any road.
byte roadSurface = BlockRegistry.AIR;
float exactSurfaceY = GetExactSurface(globalX, globalZ, out roadSurface);
// We discard the 'out' variable for the normals using an underscore '_'
float surfaceRight = GetExactSurface(globalX + 1, globalZ, out _);
float surfaceFwd = GetExactSurface(globalX, globalZ + 1, out _);
Biome columnBiome = _blueprint.BiomeMap[globalX, globalZ];
// Hand the renderer the TRUE surface height for this column, plus the
// biome and road flag that go with it. The BlockIDs below still use the
// rounded height (unchanged) — but the colour no longer has to.
newChunk.SurfaceHeights[x, z] = exactSurfaceY;
newChunk.ColumnBiomes[x, z] = columnBiome;
newChunk.ColumnRoadMaterial[x, z] = roadSurface;
float hRight = surfaceRight - exactSurfaceY;
float hFwd = surfaceFwd - exactSurfaceY;
float slopeX = hRight / Constants.VOXEL_SCALE;
float slopeZ = hFwd / Constants.VOXEL_SCALE;
float len = Mathf.Sqrt(slopeX * slopeX + 1.0f + slopeZ * slopeZ);
for (int y = 0; y <= Constants.CHUNK_HEIGHT; y++)
{
float verticalDist = y - exactSurfaceY;
float density = verticalDist / len;
newChunk.Densities[x, y, z] = density;
int blockY = Mathf.RoundToInt(exactSurfaceY);
// THE PAINT: Pass the road surface into the Biome Palette!
newChunk.BlockIDs[x, y, z] = BiomePalette.GetVoxelID(columnBiome, blockY, y, roadSurface);
}
} // End of Z loop
} // End of X loop
_activeChunks.Add(chunkCoord, newChunk);
var renderer = new IslaApocalypse.Client.ChunkRenderer();
AddChild(renderer);
renderer.RenderChunk(newChunk);
}
///
/// Turns a map-pixel position into a world surface height, with bounds clamping.
/// Same mapping used everywhere else: raw 0-1 heightmap value scaled into the
/// usable vertical band of the chunk.
///
/// The position handed in is usually FRACTIONAL (road path points land between
/// heightmap cells), so we read the four cells around it and blend — bilinear
/// interpolation — rather than snapping to whichever cell we happen to land in.
///
/// Why that matters: snapping made the height jump by a whole cell's worth the
/// instant a point crossed a cell boundary, and hold perfectly flat until it did.
/// Along a road whose points sit less than a metre apart, that produced a fine
/// metre-scale staircase — the "washboard". Blending makes the height vary
/// continuously as the position moves, so the staircase has nothing to stand on.
///
private float HeightAtPixel(Vector2 pixel)
{
int max = _blueprint.MapSize - 1;
// The four heightmap cells surrounding this position.
// At the very edge of the map x1/y1 clamp back onto x0/y0, which makes the
// blend a harmless no-op instead of reading out of bounds.
int x0 = Mathf.Clamp(Mathf.FloorToInt(pixel.X), 0, max);
int y0 = Mathf.Clamp(Mathf.FloorToInt(pixel.Y), 0, max);
int x1 = Mathf.Clamp(x0 + 1, 0, max);
int y1 = Mathf.Clamp(y0 + 1, 0, max);
// How far between those cells we actually are, 0 to 1 on each axis.
// Clamped so a position outside the map can't push the blend past its corners.
float fx = Mathf.Clamp(pixel.X - x0, 0.0f, 1.0f);
float fy = Mathf.Clamp(pixel.Y - y0, 0.0f, 1.0f);
// Blend across X on the near row and the far row, then blend those two down Y.
float nearRow = Mathf.Lerp(_blueprint.HeightMap[x0, y0], _blueprint.HeightMap[x1, y0], fx);
float farRow = Mathf.Lerp(_blueprint.HeightMap[x0, y1], _blueprint.HeightMap[x1, y1], fx);
float raw = Mathf.Lerp(nearRow, farRow, fy);
return Mathf.Clamp(raw * (Constants.CHUNK_HEIGHT - 5), 2.0f, Constants.CHUNK_HEIGHT - 2.0f);
}
///
/// Calculates the shortest distance from a point to a line segment defined by v and w.
///
private float DistanceToLineSegment(Vector2 point, Vector2 v, Vector2 w)
{
return DistanceToLineSegment(point, v, w, out _);
}
///
/// Same as above, but also reports WHERE along the segment the nearest point falls:
/// is 0 at v, 1 at w. The road carving needs this so it can read
/// the height at the spot next to us instead of at the segment's midpoint.
///
private float DistanceToLineSegment(Vector2 point, Vector2 v, Vector2 w, out float t)
{
float l2 = v.DistanceSquaredTo(w);
if (l2 == 0) // v == w case
{
t = 0f;
return point.DistanceTo(v);
}
// Consider the line extending the segment, parameterized as v + t (w - v).
// We find projection of point p onto the line.
// It falls where t = [(p-v) . (w-v)] / |w-v|^2
t = Mathf.Max(0, Mathf.Min(1, (point - v).Dot(w - v) / l2));
// Projection falls on the segment
Vector2 projection = v + t * (w - v);
return point.DistanceTo(projection);
}
}
}