islaApocalypse/Core/Scripts
2026-08-08 00:29:34 -04:00
..
BiomePalette.cs roads: enable Rugged+Trail carving + per-tier character (D-022) 2026-08-05 03:53:32 -04:00
BiomePalette.cs.uid baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
BlockData.cs baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
BlockData.cs.uid baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
BlockRegistry.cs baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
BlockRegistry.cs.uid baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
BLUEPRINT_FORMAT.md docs: curve v2 — TCRV spikeMax semantics, TerrainCurve v2 default, v1 retired (terrain-water task 06) 2026-08-08 00:29:34 -04:00
BlueprintFormat.cs feat: 0_height hillshade snapshot + TCRV blueprint section + harness (terrain-water task 05) 2026-08-07 15:24:33 -04:00
BlueprintFormat.cs.uid chore: Godot .uid files for the new task-02 scripts 2026-08-07 00:17:46 -04:00
BlueprintWriter.cs feat: curve v2 — per-seed spike normalization, u4 wall, 420 m ceiling (terrain-water task 06) 2026-08-08 00:21:25 -04:00
BlueprintWriter.cs.uid chore: Godot .uid files for the new task-02 scripts 2026-08-07 00:17:46 -04:00
ChunkData.cs roads: enable Rugged+Trail carving + per-tier character (D-022) 2026-08-05 03:53:32 -04:00
ChunkData.cs.uid baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
ConfigManager.cs feat: curve v2 — per-seed spike normalization, u4 wall, 420 m ceiling (terrain-water task 06) 2026-08-08 00:21:25 -04:00
ConfigManager.cs.uid baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
Constants.cs roads: enable Rugged+Trail carving + per-tier character (D-022) 2026-08-05 03:53:32 -04:00
Constants.cs.uid baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
Enums.cs roads: enable Rugged+Trail carving + per-tier character (D-022) 2026-08-05 03:53:32 -04:00
Enums.cs.uid baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
MapDataParser.cs feat: curve v2 — per-seed spike normalization, u4 wall, 420 m ceiling (terrain-water task 06) 2026-08-08 00:21:25 -04:00
MapDataParser.cs.uid baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
MarchingCubes.cs roads: enable Rugged+Trail carving + per-tier character (D-022) 2026-08-05 03:53:32 -04:00
MarchingCubes.cs.uid baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
MATH_MARCHING_CUBES.md docs: fix MATH_MARCHING_CUBES §4 polarity + dims 2026-08-05 21:32:51 -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

/Core/Scripts

Pure C# data structures, shared enums, and static maths. Compiled into the shared assembly used by both /Server and /Client.

"Pure data, zero state." These scripts define what things are and how to calculate them. They never track live game events — who is online, which chunks are loaded, what time it is.

What's actually here

Voxel materials

  • BlockData.cs — struct describing one block type (ID, name, IsSolid, BaseColor).
  • BlockRegistry.cs — the byte-ID master list (AIR 0, BEDROCK, STONE, DIRT, SAND, the three grasses, SNOW, WASTELAND_DIRT, ASPHALT) with a safe GetBlock lookup.
  • BiomePalette.cs — decides which material sits where, given biome, depth, and whether the column is roadbed. Two paths on purpose: an integer classification that decides what is stored in each voxel, and a float-depth version used for rendering that returns the two materials either side of a boundary so colours fade rather than snap.

⚠ Note that BlockRegistry and the mesher's colour table hold different RGB values for some blocks. The mesher's table is what you actually see; BlockData.BaseColor is currently unused by rendering.

Shared identifiers

  • Enums.csBiome, TownTier, MapHalf, RoadTier.

    Biome and TownTier are the .dat wire format (u8 in the v2 container, i32 in legacy v1). They are declared without explicit values, so each member's ordinal is the number written to disk. Append only, at the end — never reorder or insert. The v2 reader range-checks ordinals so drift fails loudly at parse time, but only the append-only rule keeps old files meaning the same thing. Legacy v1 has no gate and no validation at all. RoadTier is exempt: road tiers live in separate sections of the file, so it is never serialized.

World data

  • BLUEPRINT_FORMAT.md — the byte-accurate .dat container contract (v2 tagged sections + the v1 legacy summary). Read this before touching the writer or parser.
  • BlueprintFormat.cs — the single registry of v2 constants: magic, version gate, section tags (FourCC), validation bounds, re-encode sentinels.
  • BlueprintWriter.cs — writes a WorldBlueprint as a v2 file. Blueprint-typed on purpose: the map generator and the round-trip harness are both just callers.
  • MapDataParser.cs — decodes a .dat blueprint into a WorldBlueprint (heightmap, biome map, towns, four road tiers, and — v2 only — the embedded generation params, per-town highway-node flag, and the optional water-bodies data: WaterBodyIds, WaterBodies table, WaterSurfaceQ). Dispatches on the first byte: v2 tagged-section files get validation (version gate, size bounds, section-length and ordinal range checks); legacy v1 files still load, intact, with a deprecation warning. Nothing at runtime consumes the water data yet.
  • ChunkData.cs — one chunk's density and block-ID fields, +1 padded on every axis so the mesher can reach into the neighbouring chunk, plus the per-column data the renderer needs.
  • Constants.cs — chunk dimensions, ISO_LEVEL, VOXEL_SCALE, and the visual/road tunables (material blend band; per-tier road width, shoulder, grade smoothing and surface).

Maths

  • MarchingCubes.cs — density field → ArrayMesh, with analytical normals and deterministic integer-keyed vertex welding.
  • MATH_MARCHING_CUBES.md — an explainer of the algorithm.

Rules

  1. No Godot node inheritance. Pure classes, structs and statics.
  2. No _Process / _Ready. Nothing here is attached to a live scene object.
  3. Dependencies flow inward only. /Server and /Client reference /Core; /Core never references them.