PASS B, replacing the reverted incision. The developer's sketch asked for
the shelf/riser BOUNDARY to be organic, not for water: notches, coves and
small peninsulas where a flat shelf meets its riser, instead of the clean
oval contour the curve produces.
Mechanism (the task's preferred "boundary warp", in its most
monotonic-safe form): every shelf/riser boundary is the contour where the
raw height crosses K3, K4 or K5, so the boundary is warped by SLIDING
THOSE THREE KNOTS per column -- edgeShift = simplex(resolvedSeed + 7507,
12 per island width) x ShelfEdgeVariation. The contours then wander in and
out of the terrain instead of tracing an iso-height line. Noise-warped by
construction, so there is no grid direction for an artifact to line up on
-- the failure mode of the thing this replaces.
Why slide knots rather than perturb a weight or the input height:
monotonicity becomes structural instead of conditional. The curve is
strictly monotonic for ANY ordered knot set, so no derivative bound, no
amplitude-vs-feather-width tuning, no way for a dial to invert a column.
MaxEdgeShift keeps the set ordered (half the smallest margin to a fixed
knot = 12.3 m of input height for the v5 knots); the config dial is
clamped to it, loudly. AssertMonotonic now sweeps 24 corners -- the 8
modulation extremes x {-max, 0, +max} shift -- and checks the bound first.
K1, K2 and K6 never move, which buys the guarantees exactly rather than
statistically: below K2 and above K6 a warped column is bit-identical to
an unwarped one, so the red ceiling still floors every shelf edge (storm
ladder safe), the 420 m cap still caps, and the toe and summit spikes are
untouched. The block slides rigidly, so the bench and mid-riser keep their
exact widths -- shelf interiors stay flat, riser interiors keep their
profile, and only the foothill riser and plateau stretch to absorb it.
The micro-relief mask takes the same shift, so pass A's skin follows the
shelf wherever pass B moved its edge.
Dial ShelfEdgeVariation (default 5 m of INPUT height -- a boundary
displacement, not an elevation change) under the existing TerrainDetail
gate; both passes stay one judged unit. TDTL v2 body records relief and
edge amp/frequency/seed-offset plus the applied clamp bound; writer,
parser and harness follow. No blueprint was written between the revert
and this commit, so v2 only ever means relief + edge warp on disk.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
195 lines
6.4 KiB
C#
195 lines
6.4 KiB
C#
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using Godot;
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using Godot.Collections; // Required for Godot's built-in JSON parser
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namespace IslaApocalypse.Core // Change this if your namespace is different
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{
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public static class ConfigManager
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{
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// Default Fallbacks
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// public static int WorldSeed = 1063685222;
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public static int WorldSeed = (int)GD.Randi(); // if 0 also randomizes
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public static int MapSize = 8192;
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public static float CraterRadius = 400f;
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public static float DensityMultiplier = 1.0f; // <-- Replaces TownCount
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public static int ChunkRadius = 24; // Default chunk size, can be overridden by config
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// Iteration toggle: skip the ~25-min A* road pass entirely. The blueprint is
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// still exported (road sections present but empty) — an iteration artifact,
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// not a shippable world. Default false.
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public static bool SkipRoads = false;
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// Sea-level model (D-033, terrain-water task 04): "flat" = one scalar sea
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// level everywhere (SeaLevelValue); "field" = the legacy latitude Lerp
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// (0.26 north .. 0.15 south). Generator-only — the runtime never computes
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// sea level. Default: flat 0.15.
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public static string SeaLevelModel = "flat";
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public static float SeaLevelValue = 0.15f;
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// Height-redistribution curve (tasks 05–10, graduation M-7): "v5" is the
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// task-09 gate's winner — the BALANCED terraced ascent with corner easing and
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// modulated shelves; "off" is the raw legacy profile. "v1"–"v4" and the
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// taste-batch tri-state ("v5-compact" lost, "v5-balanced" became plain "v5")
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// are retired. Default: v5.
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public static string TerrainCurve = "v5";
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// Terrain detail passes (task 10): "v1" = shelf micro-relief + shelf-edge
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// variation as one judged unit (requires the curve; no-op when it is off);
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// "off" disables both. ShelfReliefAmp is the micro-relief amplitude in metres
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// of OUTPUT height. ShelfEdgeVariation is the shelf-edge warp amplitude in
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// metres of INPUT height — how far the shelf/riser boundary contour is
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// displaced, not an elevation change; it is clamped at load time to the
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// largest shift that keeps the curve's knots ordered. Defaults: v1, 3 m, 5 m.
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public static string TerrainDetail = "v1";
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public static float ShelfReliefAmp = 3.0f;
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public static float ShelfEdgeVariation = 5.0f;
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public static void LoadConfig()
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{
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string path = "res://ServerConfig.json";
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if (!FileAccess.FileExists(path))
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{
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GD.PrintErr("[ConfigManager] ServerConfig.json not found! Defaulting to 8K.");
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return;
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}
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// Read the file
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using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);
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string content = file.GetAsText();
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// Parse the JSON
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var json = new Json();
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var error = json.Parse(content);
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if (error != Error.Ok)
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{
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GD.PrintErr($"[ConfigManager] JSON Parse Error: {json.GetErrorMessage()}");
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return;
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}
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var data = (Dictionary)json.Data;
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// Extract the Seed
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if (data.ContainsKey("WorldSeed"))
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{
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WorldSeed = (int)data["WorldSeed"];
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}
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// Extract the MapProfile and run your Switch/Case logic!
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string profile = "8K";
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if (data.ContainsKey("MapProfile"))
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{
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profile = (string)data["MapProfile"];
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}
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// Extract the TownDensity and run your Switch/Case logic!
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string townDensity = "Normal";
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if (data.ContainsKey("TownDensity"))
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{
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townDensity = (string)data["TownDensity"];
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}
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// Extract the ChunkRadius
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if (data.ContainsKey("ChunkRadius")) {
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ChunkRadius = (int)data["ChunkRadius"];
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}
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// Extract the SkipRoads iteration toggle
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if (data.ContainsKey("SkipRoads"))
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{
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SkipRoads = (bool)data["SkipRoads"];
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}
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// Extract the sea-level model
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if (data.ContainsKey("SeaLevelModel"))
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{
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string model = (string)data["SeaLevelModel"];
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if (model == "flat" || model == "field")
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SeaLevelModel = model;
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else
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GD.PrintErr($"[ConfigManager] Unknown SeaLevelModel '{model}'. Keeping '{SeaLevelModel}'.");
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}
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if (data.ContainsKey("SeaLevelValue"))
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{
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SeaLevelValue = (float)data["SeaLevelValue"];
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}
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// Extract the terrain-curve gate
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if (data.ContainsKey("TerrainCurve"))
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{
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string curve = (string)data["TerrainCurve"];
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if (curve == "off" || curve == "v5")
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TerrainCurve = curve;
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else if (curve == "v5-balanced")
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GD.PrintErr($"[ConfigManager] TerrainCurve 'v5-balanced' won the task-09 gate and is now plain \"v5\". Keeping '{TerrainCurve}'.");
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else if (curve == "v5-compact")
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GD.PrintErr($"[ConfigManager] TerrainCurve 'v5-compact' was retired by the task-09 verdict (BALANCED won). Keeping '{TerrainCurve}' — use \"v5\" or \"off\".");
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else if (curve == "v1" || curve == "v2" || curve == "v3" || curve == "v4")
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GD.PrintErr($"[ConfigManager] TerrainCurve '{curve}' was retired by a later recalibration (v5, tasks 09/10). Keeping '{TerrainCurve}' — use \"v5\" or \"off\".");
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else
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GD.PrintErr($"[ConfigManager] Unknown TerrainCurve '{curve}'. Keeping '{TerrainCurve}'.");
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}
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// Extract the terrain-detail gate + relief amplitude
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if (data.ContainsKey("TerrainDetail"))
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{
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string detail = (string)data["TerrainDetail"];
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if (detail == "off" || detail == "v1")
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TerrainDetail = detail;
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else
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GD.PrintErr($"[ConfigManager] Unknown TerrainDetail '{detail}'. Keeping '{TerrainDetail}'.");
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}
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if (data.ContainsKey("ShelfReliefAmp"))
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{
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ShelfReliefAmp = (float)data["ShelfReliefAmp"];
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}
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if (data.ContainsKey("ShelfEdgeVariation"))
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{
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ShelfEdgeVariation = (float)data["ShelfEdgeVariation"];
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}
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switch (profile)
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{
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case "4K":
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MapSize = 4096;
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CraterRadius = 400f; // Scaled down crater
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break;
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case "6K":
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MapSize = 6144;
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CraterRadius = 600f;
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break;
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case "8K":
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MapSize = 8192;
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CraterRadius = 800f; // Your original crater size spread over an 8K map
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break;
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case "10K":
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MapSize = 10240;
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CraterRadius = 1000f;
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break;
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default:
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GD.PrintErr($"[ConfigManager] Unknown MapProfile '{profile}'. Defaulting to 8K.");
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MapSize = 8192;
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CraterRadius = 800f;
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break;
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}
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switch (townDensity)
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{
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case "Sparse":
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DensityMultiplier = 0.5f;
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break;
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case "Normal":
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DensityMultiplier = 1.0f;
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break;
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case "Dense":
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DensityMultiplier = 2.0f;
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break;
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default:
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GD.PrintErr($"[ConfigManager] Unknown TownDensity '{townDensity}'. Defaulting to Normal.");
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DensityMultiplier = 1.0f;
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break;
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}
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GD.Print($"[ConfigManager] Successfully loaded {profile} Profile. MapSize set to {MapSize}.");
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}
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}
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}
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