islaApocalypse/Tools/Scripts/README.md
beezm 5ba868f038 docs: island falloff, coast shelf, offshore islets (terrain-water task 11)
Tools/Scripts/README.md: the falloff dials and what they actually do --
including that IslandAxisX is a weak lever because the island is already
Trench-clamped at ~90% of the map width, so nobody re-derives that the hard
way. The spine crest fix, and an explicit note that the spine's AXIS is
still a straight line down the map centre: known, deferred, its own task.

BLUEPRINT_FORMAT.md config-knobs section: the three new dials, each labelled
with whether it moves biomes. CoastProfile does NOT (it cannot move the
waterline, so HGTS changes while BIOM/WBID/WBTB/WSRF stay bit-identical);
IslandAxis* and OffshoreIslandDensity DO, by design.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-08 23:31:40 -04:00

8.4 KiB
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/Tools/Scripts — generation logic

C# backend for the offline developer tools. Decoupled from the live server and client.

MapGenerator.cs

Generates the entire 2D blueprint. Roughly in order:

  1. Config — reads ServerConfig.json, which sets MapSize (8192 by default) and the crater radius. The MapSize = 4096 field initialiser is a fallback that is immediately overwritten.

  2. Topography — FastNoiseLite base height plus a mountain spine, minus a squircle distance falloff, giving a guaranteed island. Noise frequency is divided by scaleFactor (MapSize / 1024f) so terrain features stay the same real-world size at any map profile. The island's proportions are the IslandAxisX/IslandAxisY dials (1.30/0.78; the pre-task-11 shape was 1.15/0.90). IslandAxisX is a weak lever — the island is already Trench-clamped at ~90 % of the map width, so aspect responds almost entirely to IslandAxisY, which trades against land area. These move the coastline, so they move biomes. The mountain spine shares IslandAxisX for its width, and its crest is rounded (IslandFalloff.SmoothAbs) — 1 - |x - centre| used to peak with a slope discontinuity that was, measured, the largest slope step on the map outside the Trench walls. The spine's AXIS is still a straight line down the map centre; that is known, deferred, and its own task. With CoastProfile: "wide" (the default) the seabed leaving the shoreline is shelved (IslandFalloff.CoastShelf): the height curve is identity at and below sea level, so it never reached the water, and the shoreline used to shelve gently on land then drop 6.7× steeper the moment it went under. The shelf cannot move the waterline — it is strictly positive for positive depth — so biomes and water are bit-identical with it on or off. OffshoreIslandDensity (0.02, 0 disables) seeds sparse discoverable islets in the open ocean; they are held off the mainland by a depth moat and out of the Trench by a distance mask, both by construction. When TerrainCurve: "v5" (the default — the task-09 gate's BALANCED winner), the calibrated height-redistribution curve (HeightCurve.cs — the terraced ascent with spatially modulated shelves: flat farmable lowlands, a walkable foothill bench at 100±12 m, the white mountain-town plateau at 220±20 m — shelf heights and strength drift across the island so no two flanks wear the same ring — and a per-seed-normalized summit spike to the 420 m cap) reshapes above-sea terrain after noise/falloff/Trench and before the crater carve; biome classification reads a retained uncurved map, so biomes are identical either way. With TerrainDetail: "v1" (the default) two detail passes ride along with the curve (TerrainDetailPass.cs): shelf micro-relief (ShelfReliefAmp, ±3 m rolling skin on the benches/plateaus) and shelf-edge variation (ShelfEdgeVariation, 12 m) — a per-column shift of the shelf/riser knot block that makes the shelf edge scallop into notches, coves and peninsulas instead of tracing a clean height contour. Both touch exported heights only, and neither can reach below the red ceiling or above the 420 m cap: the curve's K2 and K6 knots do not move, so a warped column is bit-identical to an unwarped one outside the shelf/riser stack. Drops the 0_height hillshade snapshot (hypsometric bands × NW hillshade) in both modes.

    No rivers, no erosion, no flow routing anywhere in this pipeline. A D8 drainage-incision pass was written and reverted in task 10 — per-cell steepest descent on a regular grid can only route along eight headings, and at map scale that reads as straight hatching, not drainage. Erosion is Phase C work: a hydraulic pass over final terrain, after the shape stops moving.

  3. Sea level and water — sea level per the configured model (SeaLevelModel: "flat" scalar — the default, SeaLevelValue 0.15 — or the legacy "field" latitude Lerp); flood fill separates true ocean from inland lakes; a mainland fill guarantees one contiguous landmass.

  4. The crater — placed along the northern coast and carved to below sea level, but only out to 80 % of its radius, which guarantees a landbridge rather than severing the island.

  5. Water bodies — promotes the classified water into explicit data: the ocean as body 1, each lake connected-component labeled (same 4-connectivity as the true-ocean fill), one transitional surface level per body. Classification comes from the shared IsOceanPixel/IsLakePixel predicates that the biome stage also uses, so the two can never disagree. A priority-flood pit-fill runs here as validated diagnostics (basin statistics to console; serializes nothing). Drops the 0_water snapshot.

  6. Biomes and towns — biome zoning by height and temperature; tiered town placement (Capitol, Hubs, Villages, Outposts, POIs) filtered by slope, water proximity and spacing.

  7. Roads — see below. Skipped entirely when the SkipRoads config toggle is on (the ~25-min A* pass is the bottleneck; a skip run exports a road-less iteration blueprint in ~80 s with a loud console banner).

  8. Export — writes the .dat blueprint (dual-write: the v2 tagged container under the primary seed name, plus the legacy v1 format beside it as _v1.dat — see Core/Scripts/BLUEPRINT_FORMAT.md), then renders the PNG snapshot. The v2 file embeds the resolved generation params (seed, MapSize, crater radius, density, impact centre, provenance).

The road network

AStarGrid2D over the whole map at one node per pixel. Mountains are made expensive rather than impassable (1 + elevation³ × 400), water and the crater are marked solid.

  • Continental loop — highway nodes sorted by radial angle and connected in a ring.
  • Mountain branch — a spur from the loop to the snow hub.
  • County roads — Prim's algorithm daisy-chains remaining towns onto the network. Villages become Rugged roads, everything else Trails.
  • Abandon protocol — a town further than 8 % of the map from the network is skipped rather than pathed to, so one unreachable outpost cannot hang generation.
  • Smoothing — every path is decimated with RamerDouglasPeucker (tolerance 4.0) then smoothed with 4 Chaikin passes.

This is the project's dominant performance problem. At 8K the grid is 67 million nodes, and the weight-setup pass touches every one before the first path is requested. The await yields between stages cannot interrupt a single engine-side GetPointPath call, so a long path still blocks. Full regenerations frequently get abandoned.

The PNG snapshot

SaveMapSnapshot() builds an offscreen SubViewport in code rather than relying on the scene's layout, because Godot's UI layout engine will otherwise crush a 4096+ render down to the editor window size. A MapDrawProxy control re-issues the _Draw() calls into that viewport — GetImage() captures only the base texture and would otherwise miss the roads and towns entirely — and the code awaits two RenderingServer.FramePostDraw signals so the GPU has actually painted before the image is read back.

Road colours on the snapshot, useful for identifying a road: red = Highway, black = Branch, dark brown = Rugged, light brown = Trail.

Outputs

MapData_Seed_<seed>.dat (v2), MapData_Seed_<seed>_v1.dat (legacy dual-write), and the staged snapshots Map_Seed_<seed>_{0_height,0_water,1_biomes,2_towns,3_roads}.png, all to user://. (0_height is the hypsometric hillshade of the curved terrain; 0_water is painted from the water stage's own outputs — ocean deep blue, lakes lighter blue, land neutral; 3_roads is absent on a SkipRoads run.)

RoundTripHarness.cs

The blueprint format regression test (scene: Tools/Scenes/RoundTripHarness.tscn). Loads a known-good blueprint through the real parser, re-writes it as v2 through the real writer, re-loads it, and asserts semantic equality (heights bitwise, biomes, towns, every road point). Headless, seconds per cycle, no generation. Exit code 0 = pass.

Rules

  1. No magic numbers. Distances, radii and thresholds derive from MapSize or scaleFactor, so the generator behaves identically at 4K and 10K.
  2. Respect the GPU. Anything exporting visual data must await the appropriate frame signals before reading pixels back.