Per the task-07 gate: the terraces work but uniform anchors put a flat ring at exactly 100 m and 220 m on every mountain. v4 keeps v3's structure (frozen toe/rise, three risers, per-seed u4 spike to 420 m) and turns the shelf anchors into smooth spatial fields: bench 100+-12 m and plateau 220+-20 m via two decorrelated very-low-freq Simplex fields (~3 undulations per island width), plus a strength field (~5/island) blending each shelf's output span between ~2 m (pronounced flat) and ~25 m (barely a hint) — the optional strength modulation shipped, ordering-safe by construction (worst-case bench top 0.6962 < plateau min 0.9468). Field seeds derive from the RESOLVED noise seed + fixed offsets (7101/7207/7303) — no config knob. Apply is per-column with all modulated values as pure parameters (D-035); the classify path never sees them. Monotonicity assertion now sweeps all 8 modulation-extreme corners x per-seed spikeMax. TerrainCurve gate "off"|"v4" (default v4); v1-v3 retired loudly. TCRV extended (+36 B when version>=4: amplitudes, span range, frequencies, seed offsets — length-framed section makes the layout change safe; parser dispatches on the curve version byte; harness compares the extension). Note: MapGenerator.cs also carries the developer's editor whitespace normalization (spaces->tabs, git diff -w empty before this change). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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| Scripts | ||
| README.md | ||
Core Module
Shared, stateless logic used by both the server and client paths: the .dat parser, the mesher, the
voxel data containers, and the material lookups. No Godot nodes, no scene state. These scripts
define what things are and how to calculate them; they never remember what is currently happening.
Components
MapDataParser.cs — the data bridge
Deserializes the binary .dat blueprint written by /Tools into a WorldBlueprint held in RAM:
map size, the float heightmap, the biome map, town locations, all four tiers of A* road
vectors (Highways, Branch Roads, Rugged Roads, Trails), and — from v2 files — the embedded
generation params (seed, sizes, impact centre, provenance) and each town's highway-node flag.
Two formats are live (byte-accurate contract: Core/Scripts/BLUEPRINT_FORMAT.md). The parser
dispatches on the file's first byte:
- v2 (primary) — raw
ISLAmagic, u32 version gate, then tagged sections[u32 tag][u64 length][payload]. Unknown tags are skipped by length, so future sections are invisible to older readers. Validated on read: version, MapSize bounds, section lengths against the file, biome/tier ordinal ranges. Since the water-bodies stage, v2 files also carry the optionalWBID/WBTB/WSRFwater sections (per-pixel body ids, the body table, quantized surface levels) — parsed intoWorldBlueprintand consumed by nothing at runtime yet. - v1 (legacy) — the positional
"ISLA_V1"format, still written beside v2 as_v1.datand still loadable (with a deprecation warning) until a future removal task.
⚠ Wire-format hazard. Biome and town-tier enums are serialized as their ordinal values
(u8 in v2, i32 in v1). Never reorder or insert members in Enums.cs — append only, at the end.
v2's range checks make drift fail loudly at parse time; legacy v1 has no validation and silently
reinterprets every pixel. (RoadTier is exempt: road tiers are stored in separate file sections —
tagged in v2, positional in v1 — so that enum never hits disk.)
ChunkData.cs + Constants.cs — voxel containers and tuning
- Chunk dimensions:
24 × 24horizontal,256vertical (Constants.cs). - The
+1padding is structural.DensitiesandBlockIDsare one cell larger on every axis —[25, 257, 25]— so the mesher can evaluate the boundary cells shared with the neighbouring chunk and the meshes meet without gaps. - Per-column data for rendering:
SurfaceHeights(the true, unrounded surface),ColumnBiomes, andColumnRoadMaterial(0 = not a road). These let the mesher colour by real height rather than a rounded integer. - Tunables in
Constants.cs:BLEND_BAND_METERS(how far one surface material fades into the next) and the per-tier road block — width, shoulder, grade-smoothing and surface material for each of the four road tiers, plus the derived cull padding.
MarchingCubes.cs — the mesher
Turns a chunk's density field into a Godot ArrayMesh.
- Analytical normals: exact density gradients at each cell corner, interpolated along the edge by the same fraction used for the vertex position — smooth lighting without Godot's normal pass.
- Deterministic vertex welding: shared vertices are keyed by an integer
EdgeKeyordered lowest-to-highest, so neighbouring chunks compute identical keys and no float drift creeps in. - Vertex colouring: each vertex is coloured from its true float depth below the surface, fading between the two materials either side of a boundary rather than switching at an integer depth.
Density sign convention (load-bearing): density is positive above the surface and negative
below it. A corner counts as inside the terrain when density < ISO_LEVEL.
BiomePalette.cs + BlockRegistry.cs + BlockData.cs — materials
-
BlockRegistry: byte-ID lookup for every block (AIR,BEDROCK,STONE,DIRT,SAND, the three grasses,SNOW,WASTELAND_DIRT,ASPHALT). -
BiomePaletteanswers "what material is here?" twice, deliberately:GetVoxelID(...)— the authoritative integer classification by whole-block depth. Decides what is actually stored in each voxel; used for everything non-visual.GetBlendedVoxelIDs(...)— the rendering version. Same question by float depth, returning the two materials either side of the nearest boundary plus how far between them the point is, so the renderer fades instead of snapping.
Both take a road-surface byte, so a trail is surfaced in dirt where a highway is surfaced in asphalt.