islaApocalypse/Tools/Scenes/README.md
beezm a7e6c17422 docs: BLUEPRINT_FORMAT.md + README updates for the v2 container (terrain-water task 02)
Byte-accurate v2 contract (magic/version, tagged sections, registered
FourCC table, validation rules, re-encode sentinels, extension path)
plus the v1 legacy summary — v1 stays live per the safety-net plan.
READMEs updated additively: parser dispatch, dual-write outputs,
harness usage, server params cross-check, wire-format hazard rewording
(u8 on v2 path, range-checked; append-only rule unchanged).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-06 07:31:03 -04:00

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# /Tools/Scenes — developer environments
Standalone scenes used to run the offline generation scripts. **Never add these to a game export.**
## `MapPreview.tscn`
The 2D map generator itself.
- **Root:** `TextureRect` · **Script:** `MapGenerator.cs`
- Runs the noise maths, builds the heightmap and biome map, plots the A\* road network, writes the
`.dat`, and draws the map via `_Draw()`.
**This is the project's main scene** (`project.godot` → `run/main_scene`). That means **pressing
F5 anywhere in the project runs this**, regenerating the world and overwriting your `.dat` — it does
not start the game. To view the 3D world, open `Scenes/Main.tscn` and press **F6** instead.
## `MapCaptureTool.tscn`
*(Lives in `/Scenes`, wraps this directory's scene.)* A `SubViewportContainer``SubViewport`
(4096×4096) → `MapPreview`. It exists purely to render the map offscreen at full resolution: Godot's
UI layout engine would otherwise scale a 4096-pixel render down to the editor window, producing a
tiny or black PNG.
Note the generator writes the `.dat` on its own — the capture wrapper only matters for the
full-resolution image.
## `RoundTripHarness.tscn`
The blueprint format regression test (script: `Tools/Scripts/RoundTripHarness.cs`). Run it
headless from a terminal — it never generates, it round-trips an existing blueprint through the
real parser and v2 writer and asserts semantic equality:
```
Godot --headless --path <repo> res://Tools/Scenes/RoundTripHarness.tscn
```
Defaults to the preserved reference blueprint (`user://reference_1409879727/`); override with the
`HARNESS_V1_PATH` / `HARNESS_V2_PATH` environment variables. Exit code 0 = pass.
## Generating a new world
1. Open `MapPreview.tscn` (or `Scenes/MapCaptureTool.tscn` for the full-resolution PNG).
2. Press **F6***Play Current Scene*.
3. **Expect minutes, not seconds**, and expect the editor to be unresponsive. The A\* road stage is
the slow part and can stall long enough to be worth abandoning; watch the console for
`[A*] 1/4 … 4/4` progress. See `/Tools/Scripts/README.md`.
4. On success the console prints the export path. Files land in `user://`
`~/.local/share/godot/app_userdata/islaApocolypse/`.
**Then update `ServerConfig.json`'s `WorldSeed`** to match the new `.dat`, or the 3D scene will fail
to load it.