islaApocalypse/Core/Scripts
beezm 0e39538604 feat: tributary water (tapered), significant-lake targeting, finer steps + deeper beds (terrain-water task 24)
All three gate polish items — they interleave in the same files, so they land as
one buildable commit rather than three that do not compile independently.

1. TRIBUTARY WATER. Tributaries carved in task 22/23 but stayed dry: they were
   never registered with the water stage. They now are (as CarvedRiver entries
   named 'trib', kept OUT of the per-river console table so it stays the 6
   mains). RiverTribWaterMinFlow (40k px of along-course flow) sets where water
   starts; RiverTribTaperPx (120 px) makes the wet->dry transition a FADE, not a
   wall — across the taper the wet strip narrows (0.25x -> 1x half-width) AND its
   surface drops toward the bed, so a stream head thins out and vanishes.
   Along-course flow is modelled quadratically from headwater trickle to full
   drainage at the mouth (the plan records drainage per river, not per sample).
   RiverTribWaterMinFlow=0 waters them end to end — the documented fallback.

2. LAKE-ENDER TARGETING. The join routed to the nearest classify-water CELL,
   which a 322-px puddle satisfies; it stopped ~80 px short of the 197k-px
   lagoon beside it. It now routes to a SIGNIFICANT water mask (bodies of at
   least RiverLakeMinTargetPx = 20k cells, built from the water-body table),
   falling back to any classify water only if no significant body is reachable,
   so a seed with genuinely small ponds still connects. Proven by adjacency:
   task 23 had 63 river cells touching the puddle and 0 touching the lagoon;
   task 24 has 49 touching the lagoon and 0 touching the puddle.

3. FINER STEPS + DEEPER BEDS. RiverStepDropM 2.0 -> 0.6 and RiverWaterDepthM
   1.2 -> 2.2, RiverDepthScale 1.0 -> 1.5. Reaches 298 -> 1034; the level gap
   between adjacent reaches drops from median 0.571 m / p95 2.08 m to median
   0.124 m / p95 0.74 m — the pond-staircase reads as a graded descent. Reaches
   stay trivial bodies (median 44 px).

Guards all held: flood guard 0 newly-below-sea and 0 below-sea cells modified,
BIOME oracle md5-identical to the task-22 baseline (output-only unchanged),
island top 457.65 m exact, crater core excluded, lowest carved cell exactly
sea+margin (37.85 m). Cumulative max cut 25.98 m with 339 cells >20 m —
identical to task 23, so deepening the WATER did not deepen the worst cuts.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-11 20:24:38 -04:00
..
BiomePalette.cs roads: enable Rugged+Trail carving + per-tier character (D-022) 2026-08-05 03:53:32 -04:00
BiomePalette.cs.uid baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
BlockData.cs baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
BlockData.cs.uid baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
BlockRegistry.cs feat: render the water we already had (terrain-water task 13, Phase C1) 2026-08-09 02:32:04 -04:00
BlockRegistry.cs.uid baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
BLUEPRINT_FORMAT.md docs: stepped river water, WBTB type 2, and the C0b finale in the generator README (terrain-water task 23) 2026-08-11 19:57:25 -04:00
BlueprintFormat.cs fix: shrink erosion's crater exclusion to the strike core; add FULL/FEATHER modes (terrain-water task 19) 2026-08-10 05:50:22 -04:00
BlueprintFormat.cs.uid chore: Godot .uid files for the new task-02 scripts 2026-08-07 00:17:46 -04:00
BlueprintWriter.cs fix: shrink erosion's crater exclusion to the strike core; add FULL/FEATHER modes (terrain-water task 19) 2026-08-10 05:50:22 -04:00
BlueprintWriter.cs.uid chore: Godot .uid files for the new task-02 scripts 2026-08-07 00:17:46 -04:00
ChunkData.cs feat: render the water we already had (terrain-water task 13, Phase C1) 2026-08-09 02:32:04 -04:00
ChunkData.cs.uid baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
ConfigManager.cs feat: tributary water (tapered), significant-lake targeting, finer steps + deeper beds (terrain-water task 24) 2026-08-11 20:24:38 -04:00
ConfigManager.cs.uid baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
Constants.cs feat: render the water we already had (terrain-water task 13, Phase C1) 2026-08-09 02:32:04 -04:00
Constants.cs.uid baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
Enums.cs roads: enable Rugged+Trail carving + per-tier character (D-022) 2026-08-05 03:53:32 -04:00
Enums.cs.uid baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
MapDataParser.cs feat: stepped river water + widen + lake-ender join + the task-22 nits (terrain-water task 23, C0b finale) 2026-08-11 19:55:04 -04:00
MapDataParser.cs.uid baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
MarchingCubes.cs roads: enable Rugged+Trail carving + per-tier character (D-022) 2026-08-05 03:53:32 -04:00
MarchingCubes.cs.uid baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
MATH_MARCHING_CUBES.md docs: fix MATH_MARCHING_CUBES §4 polarity + dims 2026-08-05 21:32:51 -04:00
README.md docs: water at rest across the Core/Client/Server READMEs (terrain-water task 13) 2026-08-09 02:33:06 -04:00

/Core/Scripts

Pure C# data structures, shared enums, and static maths. Compiled into the shared assembly used by both /Server and /Client.

"Pure data, zero state." These scripts define what things are and how to calculate them. They never track live game events — who is online, which chunks are loaded, what time it is.

What's actually here

Voxel materials

  • BlockData.cs — struct describing one block type (ID, name, IsSolid, BaseColor).
  • BlockRegistry.cs — the byte-ID master list (AIR 0, BEDROCK, STONE, DIRT, SAND, the three grasses, SNOW, WASTELAND_DIRT, ASPHALT, WATER) with a safe GetBlock lookup. Block IDs are never serialized — the blueprint stores heights, biome ordinals and water data, never block IDs, and chunks are not persisted — so appending to this table is wire-safe. WATER is a registry identity only: it is not written into ChunkData.BlockIDs, because water is drawn as its own surface rather than as part of the terrain iso-surface (see Client/README.md).
  • BiomePalette.cs — decides which material sits where, given biome, depth, and whether the column is roadbed. Two paths on purpose: an integer classification that decides what is stored in each voxel, and a float-depth version used for rendering that returns the two materials either side of a boundary so colours fade rather than snap.

⚠ Note that BlockRegistry and the mesher's colour table hold different RGB values for some blocks. The mesher's table is what you actually see; BlockData.BaseColor is currently unused by rendering.

Shared identifiers

  • Enums.csBiome, TownTier, MapHalf, RoadTier.

    Biome and TownTier are the .dat wire format (u8 in the v2 container, i32 in legacy v1). They are declared without explicit values, so each member's ordinal is the number written to disk. Append only, at the end — never reorder or insert. The v2 reader range-checks ordinals so drift fails loudly at parse time, but only the append-only rule keeps old files meaning the same thing. Legacy v1 has no gate and no validation at all. RoadTier is exempt: road tiers live in separate sections of the file, so it is never serialized.

World data

  • BLUEPRINT_FORMAT.md — the byte-accurate .dat container contract (v2 tagged sections + the v1 legacy summary). Read this before touching the writer or parser.
  • BlueprintFormat.cs — the single registry of v2 constants: magic, version gate, section tags (FourCC), validation bounds, re-encode sentinels.
  • BlueprintWriter.cs — writes a WorldBlueprint as a v2 file. Blueprint-typed on purpose: the map generator and the round-trip harness are both just callers.
  • MapDataParser.cs — decodes a .dat blueprint into a WorldBlueprint (heightmap, biome map, towns, four road tiers, and — v2 only — the embedded generation params, per-town highway-node flag, and the optional water-bodies data: WaterBodyIds, WaterBodies table, WaterSurfaceQ). Dispatches on the first byte: v2 tagged-section files get validation (version gate, size bounds, section-length and ordinal range checks); legacy v1 files still load, intact, with a deprecation warning. The water sections are consumed at runtime since task 13 — the server reads them per column and the client draws the result (see Server/README.md).
  • ChunkData.cs — one chunk's density and block-ID fields, +1 padded on every axis so the mesher can reach into the neighbouring chunk, plus the per-column data the renderer needs — including WaterSurfaceY (world Y of the water surface, or Constants.NO_WATER), WaterDepthM (true depth from blueprint heights) and HasAnyWater.
  • Constants.cs — chunk dimensions, ISO_LEVEL, VOXEL_SCALE, and the visual/road tunables (material blend band; per-tier road width, shoulder, grade smoothing and surface), plus the water-at-rest tunables: HEIGHT_SCALE (the one raw-height→metres mapping, shared by the terrain surface and the water sheet so they cannot drift apart), NO_WATER, and the depth-shading colour/alpha ramp.

Maths

  • MarchingCubes.cs — density field → ArrayMesh, with analytical normals and deterministic integer-keyed vertex welding.
  • MATH_MARCHING_CUBES.md — an explainer of the algorithm.

Rules

  1. No Godot node inheritance. Pure classes, structs and statics.
  2. No _Process / _Ready. Nothing here is attached to a live scene object.
  3. Dependencies flow inward only. /Server and /Client reference /Core; /Core never references them.