islaApocalypse/Core/Scripts/Enums.cs
beezm f9ea2da3f4 roads: enable Rugged+Trail carving + per-tier character (D-022)
All four road tiers now carve into the 3D world. Rugged and Trail were
generated, exported and parsed all along, but nothing ever consumed them —
which is why county roads visible on the 2D map did not exist in 3D.

Tier identity is now carried into the carve via a RoadSegment struct, so each
tier gets its own width, shoulder and grade-smoothing from one tunable block in
Constants: highways widest and holding a grade, trails narrow and hugging the
land. Rugged and Trail surface as dirt rather than asphalt.

Because tiers now have different reach, nearest-by-distance was no longer a
sound way to pick the governing road — a nearby footpath could shadow a highway
whose shoulder still covered the column. The carve now considers only roads
whose shoulder actually reaches, and takes the closest of those.

The per-chunk cull pad is derived from the widest shoulder plus a margin, so
widening a road cannot silently truncate it at chunk edges.

Untouched: density field, Marching Cubes interpolation/welding, chunk dims,
the .dat contract, the 2D A* generation, and mesher normals.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 03:53:32 -04:00

15 lines
737 B
C#

namespace IslaApocalypse.Core
{
// The master list of shared identifiers for the game
public enum Biome { Ocean, Lake, Beach, Paradise, Tropical, Jungle, Wasteland, Crater, Mountain, Snow }
public enum TownTier { Village, Hub, Capitol, Outpost, IslandLoot, MiniPOI }
public enum MapHalf { Any, Left, Right }
// How "built" a road is, most engineered first. Drives how wide and how
// smooth it gets carved into the 3D world (see D-022).
//
// NOTE: unlike Biome and TownTier above, this one is NOT written into the
// .dat file — the blueprint stores each tier in its own section, so this
// enum never becomes a serialized number. It is safe to reorder or extend.
public enum RoadTier { Highway, Branch, Rugged, Trail }
}