The task-10 draft's PASS B shipped and produced the canonical grid
artifact: thousands of straight, disconnected, pooling scratches. Per-
cell steepest descent on a regular grid can only route along its eight
neighbour headings, so at map scale the "channels" read as hatching,
not drainage. Reverted entirely rather than tuned -- no K, p or mask
setting fixes a directional basis. Rivers and erosion move to Phase C
as a hydraulic-erosion pass over FINAL terrain.
Removed: FlowAccumulation / IncisionWeight / EdgeBlend and the INC_*,
SEA_CLAMP, SHELF_INC_WEIGHT and CRATER_* constants; RunIncisionPass and
the pass-2b call; the six incision fields from TDTL (writer, parser,
harness). KEPT, untouched and developer-approved: pass A, the shelf
micro-relief skin, and its ShelfReliefAmp dial.
The crater carve folds back into the single pass-2 loop it came from,
carving two LOCALS written once each. That is what the code did before
the draft split it out, and it makes the aliased double-carve that the
split introduced (fix 1b98fb5) structurally impossible rather than
merely fixed -- there is no longer a read-modify-write to get wrong.
TDTL bodies are now versioned (BlueprintFormat.TDTL_VERSION = 2) and the
parser skips a body version it does not know instead of misreading the
longer v1 layout into plausible nonsense. The only v1 payloads that
exist are in the reverted batch's own tree.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
186 lines
6 KiB
C#
186 lines
6 KiB
C#
|
||
using Godot;
|
||
using Godot.Collections; // Required for Godot's built-in JSON parser
|
||
|
||
namespace IslaApocalypse.Core // Change this if your namespace is different
|
||
{
|
||
public static class ConfigManager
|
||
{
|
||
// Default Fallbacks
|
||
// public static int WorldSeed = 1063685222;
|
||
public static int WorldSeed = (int)GD.Randi(); // if 0 also randomizes
|
||
public static int MapSize = 8192;
|
||
public static float CraterRadius = 400f;
|
||
public static float DensityMultiplier = 1.0f; // <-- Replaces TownCount
|
||
public static int ChunkRadius = 24; // Default chunk size, can be overridden by config
|
||
|
||
// Iteration toggle: skip the ~25-min A* road pass entirely. The blueprint is
|
||
// still exported (road sections present but empty) — an iteration artifact,
|
||
// not a shippable world. Default false.
|
||
public static bool SkipRoads = false;
|
||
|
||
// Sea-level model (D-033, terrain-water task 04): "flat" = one scalar sea
|
||
// level everywhere (SeaLevelValue); "field" = the legacy latitude Lerp
|
||
// (0.26 north .. 0.15 south). Generator-only — the runtime never computes
|
||
// sea level. Default: flat 0.15.
|
||
public static string SeaLevelModel = "flat";
|
||
public static float SeaLevelValue = 0.15f;
|
||
|
||
// Height-redistribution curve (tasks 05–10, graduation M-7): "v5" is the
|
||
// task-09 gate's winner — the BALANCED terraced ascent with corner easing and
|
||
// modulated shelves; "off" is the raw legacy profile. "v1"–"v4" and the
|
||
// taste-batch tri-state ("v5-compact" lost, "v5-balanced" became plain "v5")
|
||
// are retired. Default: v5.
|
||
public static string TerrainCurve = "v5";
|
||
|
||
// Terrain detail passes (task 10): "v1" = shelf micro-relief (requires the
|
||
// curve; no-op when it is off), "off" disables it. ShelfReliefAmp is the
|
||
// micro-relief amplitude in metres. Defaults: v1, 3 m.
|
||
public static string TerrainDetail = "v1";
|
||
public static float ShelfReliefAmp = 3.0f;
|
||
|
||
public static void LoadConfig()
|
||
{
|
||
string path = "res://ServerConfig.json";
|
||
|
||
if (!FileAccess.FileExists(path))
|
||
{
|
||
GD.PrintErr("[ConfigManager] ServerConfig.json not found! Defaulting to 8K.");
|
||
return;
|
||
}
|
||
|
||
// Read the file
|
||
using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);
|
||
string content = file.GetAsText();
|
||
|
||
// Parse the JSON
|
||
var json = new Json();
|
||
var error = json.Parse(content);
|
||
if (error != Error.Ok)
|
||
{
|
||
GD.PrintErr($"[ConfigManager] JSON Parse Error: {json.GetErrorMessage()}");
|
||
return;
|
||
}
|
||
|
||
var data = (Dictionary)json.Data;
|
||
|
||
// Extract the Seed
|
||
if (data.ContainsKey("WorldSeed"))
|
||
{
|
||
WorldSeed = (int)data["WorldSeed"];
|
||
}
|
||
|
||
// Extract the MapProfile and run your Switch/Case logic!
|
||
string profile = "8K";
|
||
if (data.ContainsKey("MapProfile"))
|
||
{
|
||
profile = (string)data["MapProfile"];
|
||
}
|
||
|
||
// Extract the TownDensity and run your Switch/Case logic!
|
||
string townDensity = "Normal";
|
||
if (data.ContainsKey("TownDensity"))
|
||
{
|
||
townDensity = (string)data["TownDensity"];
|
||
}
|
||
// Extract the ChunkRadius
|
||
if (data.ContainsKey("ChunkRadius")) {
|
||
ChunkRadius = (int)data["ChunkRadius"];
|
||
}
|
||
|
||
// Extract the SkipRoads iteration toggle
|
||
if (data.ContainsKey("SkipRoads"))
|
||
{
|
||
SkipRoads = (bool)data["SkipRoads"];
|
||
}
|
||
|
||
// Extract the sea-level model
|
||
if (data.ContainsKey("SeaLevelModel"))
|
||
{
|
||
string model = (string)data["SeaLevelModel"];
|
||
if (model == "flat" || model == "field")
|
||
SeaLevelModel = model;
|
||
else
|
||
GD.PrintErr($"[ConfigManager] Unknown SeaLevelModel '{model}'. Keeping '{SeaLevelModel}'.");
|
||
}
|
||
if (data.ContainsKey("SeaLevelValue"))
|
||
{
|
||
SeaLevelValue = (float)data["SeaLevelValue"];
|
||
}
|
||
|
||
// Extract the terrain-curve gate
|
||
if (data.ContainsKey("TerrainCurve"))
|
||
{
|
||
string curve = (string)data["TerrainCurve"];
|
||
if (curve == "off" || curve == "v5")
|
||
TerrainCurve = curve;
|
||
else if (curve == "v5-balanced")
|
||
GD.PrintErr($"[ConfigManager] TerrainCurve 'v5-balanced' won the task-09 gate and is now plain \"v5\". Keeping '{TerrainCurve}'.");
|
||
else if (curve == "v5-compact")
|
||
GD.PrintErr($"[ConfigManager] TerrainCurve 'v5-compact' was retired by the task-09 verdict (BALANCED won). Keeping '{TerrainCurve}' — use \"v5\" or \"off\".");
|
||
else if (curve == "v1" || curve == "v2" || curve == "v3" || curve == "v4")
|
||
GD.PrintErr($"[ConfigManager] TerrainCurve '{curve}' was retired by a later recalibration (v5, tasks 09/10). Keeping '{TerrainCurve}' — use \"v5\" or \"off\".");
|
||
else
|
||
GD.PrintErr($"[ConfigManager] Unknown TerrainCurve '{curve}'. Keeping '{TerrainCurve}'.");
|
||
}
|
||
|
||
// Extract the terrain-detail gate + relief amplitude
|
||
if (data.ContainsKey("TerrainDetail"))
|
||
{
|
||
string detail = (string)data["TerrainDetail"];
|
||
if (detail == "off" || detail == "v1")
|
||
TerrainDetail = detail;
|
||
else
|
||
GD.PrintErr($"[ConfigManager] Unknown TerrainDetail '{detail}'. Keeping '{TerrainDetail}'.");
|
||
}
|
||
if (data.ContainsKey("ShelfReliefAmp"))
|
||
{
|
||
ShelfReliefAmp = (float)data["ShelfReliefAmp"];
|
||
}
|
||
|
||
switch (profile)
|
||
{
|
||
case "4K":
|
||
MapSize = 4096;
|
||
CraterRadius = 400f; // Scaled down crater
|
||
break;
|
||
case "6K":
|
||
MapSize = 6144;
|
||
CraterRadius = 600f;
|
||
break;
|
||
case "8K":
|
||
MapSize = 8192;
|
||
CraterRadius = 800f; // Your original crater size spread over an 8K map
|
||
break;
|
||
case "10K":
|
||
MapSize = 10240;
|
||
CraterRadius = 1000f;
|
||
break;
|
||
default:
|
||
GD.PrintErr($"[ConfigManager] Unknown MapProfile '{profile}'. Defaulting to 8K.");
|
||
MapSize = 8192;
|
||
CraterRadius = 800f;
|
||
break;
|
||
}
|
||
|
||
switch (townDensity)
|
||
{
|
||
case "Sparse":
|
||
DensityMultiplier = 0.5f;
|
||
break;
|
||
case "Normal":
|
||
DensityMultiplier = 1.0f;
|
||
break;
|
||
case "Dense":
|
||
DensityMultiplier = 2.0f;
|
||
break;
|
||
default:
|
||
GD.PrintErr($"[ConfigManager] Unknown TownDensity '{townDensity}'. Defaulting to Normal.");
|
||
DensityMultiplier = 1.0f;
|
||
break;
|
||
}
|
||
|
||
GD.Print($"[ConfigManager] Successfully loaded {profile} Profile. MapSize set to {MapSize}.");
|
||
}
|
||
}
|
||
}
|