islaApocalypse/Tools
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
..
Scenes feat: drainage-network promotion analysis — the river PLAN (terrain-water task 21, C0b part 1) 2026-08-11 18:06:21 -04:00
Scripts feat: tributary water (tapered), significant-lake targeting, finer steps + deeper beds (terrain-water task 24) 2026-08-11 20:24:38 -04:00
README.md docs: water sections (WBID/WBTB/WSRF), no-BSIN rationale, SkipRoads + water stage in READMEs (terrain-water task 03) 2026-08-07 01:40:48 -04:00

/Tools

Offline developer utilities. Nothing here ships. These generate the source data that /Server and /Client later consume, which keeps world-generation logic out of the shipped client.

The 2D world generator

Script: Tools/Scripts/MapGenerator.cs · Scenes: Tools/Scenes/MapPreview.tscn and Scenes/MapCaptureTool.tscn

Builds the topographical and logistical foundation of the island before any 3D exists.

  • Resolution is config-driven, from ServerConfig.json's MapProfile: 4K/6K/8K/10K → 4096 / 6144 / 8192 / 10240. Shipped default is 8K. 1 pixel = 1 in-game metre = 1 voxel footprint. (The MapSize field initialiser in the script says 4096, but it is overwritten from config before use.)
  • Topography: FastNoiseLite plus distance-falloff maths for a guaranteed mainland island, a mountain spine, dynamic temperature-driven sea level, and an impact crater pushed into the northern coast (carved at 80 % of its radius so a landbridge always survives).
  • Water bodies: the classified water promoted into explicit blueprint data (ocean + labeled lakes with transitional per-body levels — WBID/WBTB/WSRF sections), plus priority-flood basin diagnostics. The SkipRoads config toggle turns a full ~26-min generation into a ~80 s road-less iteration cycle.
  • Logistics: AStarGrid2D pathfinding producing a looping continental highway, a branch to the mountain hub, and county roads daisy-chained outward with Prim's algorithm. Paths are decimated (RamerDouglasPeucker) then smoothed (4 Chaikin passes).
  • Zoning: biome mapping and tiered town/POI placement by slope, temperature and proximity.

⚠️ A* is the known bottleneck

The grid is one node per pixel — 67 million nodes at 8K — and the weight-setup pass walks every one of them. A full generation can stall long enough that runs get abandoned. await yields are sprinkled through the road stage, but they cannot interrupt a single engine-side GetPointPath call, so they only help between paths. Expect a regeneration to take minutes, or to need abandoning.

Outputs — written to user://, not into the project

File What it is
MapData_Seed_<seed>.dat The binary blueprint the server reads — v2 tagged container (~336 MB at 8K; contract in Core/Scripts/BLUEPRINT_FORMAT.md)
MapData_Seed_<seed>_v1.dat The same content in the legacy v1 format (~512 MB), dual-written as a safety net until a future removal task
Map_Seed_<seed>.png Visual snapshot of the map, for reviewing and picking seeds

On Linux: ~/.local/share/godot/app_userdata/islaApocolypse/.

Running it

Open Tools/Scenes/MapPreview.tscn and press F6. It is also the project's main scene, so pressing F5 anywhere runs this — which is why F5 regenerates your world instead of starting the game. Use Scenes/MapCaptureTool.tscn when you specifically want the full-resolution PNG.

Rules

  1. No client dependencies. Nothing here may reference UI, player controllers or shaders in /Client.
  2. Data out, nothing in. Tools emit .dat/.png/.json; they never write to a live server save.
  3. No magic numbers. Distances and radii scale off MapSize or the derived scaleFactor, so the generator behaves the same at every profile.