Three new v2 tagged sections carrying the water-bodies stage output: WBID (MapSize^2 u16 body ids; 0 none, 1 ocean, 2..N lakes), WBTB (count-prefixed 20-byte records: id, type, provisional salinity, transitional flat surface level, pixel count, centroid), WSRF (MapSize^2 u16 quantized levels; 0 = no-water sentinel, 1 + L*32768 encoding, ~7.7 mm world resolution). Written only when the blueprint carries water; absent on legacy re-encodes. Parser registers all three (length + type checks) into new WorldBlueprint members — consumed by nothing at runtime. Round-trip harness now compares the water sections whenever the source carries them; v1-source baseline stays green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
74 lines
3.4 KiB
C#
74 lines
3.4 KiB
C#
namespace IslaApocalypse.Core
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{
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/// <summary>
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/// The single registry of constants for the v2 blueprint container — magic, version,
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/// section tags, validation bounds, and the sentinel values used when a v2 file is
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/// re-encoded from a v1 source that cannot supply real generation parameters.
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///
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/// The byte-accurate layout lives in Core/Scripts/BLUEPRINT_FORMAT.md. Writer:
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/// BlueprintWriter.WriteV2. Reader: MapDataParser (v2 branch). Tags are FourCC codes
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/// stored as little-endian u32, so the raw bytes on disk read as ASCII ("PRMS", "HGTS",
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/// ...) in a hex dump.
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/// </summary>
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public static class BlueprintFormat
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{
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// "ISLA" as raw bytes 'I','S','L','A' == little-endian u32 0x414C5349.
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// Deliberately NOT a length-prefixed .NET string: the v1 header starts with the
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// 7-bit length prefix 0x07, so the first byte alone (0x49 vs 0x07) identifies the
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// format and the reader can dispatch without ambiguity.
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public const uint MAGIC = 0x414C5349;
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public const uint VERSION = 2;
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// Section tags (FourCC, little-endian). Reader rule: known tag -> parse,
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// unknown tag -> skip by length and continue. Never reuse a retired tag value.
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public const uint TAG_PARAMS = 0x534D5250; // "PRMS"
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public const uint TAG_HEIGHTS = 0x53544748; // "HGTS"
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public const uint TAG_BIOMES = 0x4D4F4942; // "BIOM"
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public const uint TAG_TOWNS = 0x4E574F54; // "TOWN"
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public const uint TAG_ROADS_HIGHWAY = 0x57484452; // "RDHW"
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public const uint TAG_ROADS_BRANCH = 0x52424452; // "RDBR"
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public const uint TAG_ROADS_RUGGED = 0x47524452; // "RDRG"
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public const uint TAG_ROADS_TRAIL = 0x4C544452; // "RDTL"
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public const uint TAG_WATER_BODY_IDS = 0x44494257; // "WBID"
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public const uint TAG_WATER_BODY_TABLE = 0x42544257; // "WBTB"
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public const uint TAG_WATER_SURFACE = 0x46525357; // "WSRF"
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// WSRF quantization: u16, 0 reserved as the no-water sentinel. A real level L
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// (raw blueprint height units) encodes as 1 + round(L × 32768), so a genuine
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// level can never encode to 0. Decodes back via (q − 1) / 32768. Covers
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// [0 .. ~1.99997] raw at 1/32768 raw resolution ≈ 7.7 mm of world height
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// (1 raw unit = 251 m) — far below the 1 m voxel.
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public const float WSRF_SCALE = 1f / 32768f;
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public static ushort EncodeWaterLevel(float level)
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{
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return (ushort)Godot.Mathf.Clamp(1 + Godot.Mathf.RoundToInt(level * 32768f), 1, ushort.MaxValue);
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}
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public static float DecodeWaterLevel(ushort quantized)
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{
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return (quantized - 1) * WSRF_SCALE;
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}
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// MapSize sanity bounds, checked before any allocation on read.
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public const int MIN_MAP_SIZE = 256;
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public const int MAX_MAP_SIZE = 32768;
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// Sentinels written into the params section when the source blueprint came from a
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// v1 file (a re-encode cannot know the original generation inputs). WorldSeed 0 is
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// also the config "randomize" sentinel, which no real resolved seed ever is.
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public const int SENTINEL_WORLD_SEED = 0;
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public const float SENTINEL_CRATER_RADIUS = -1f;
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public const float SENTINEL_DENSITY_MULTIPLIER = -1f;
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public const float SENTINEL_IMPACT_CENTER = -1f; // both components
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/// <summary>Renders a tag as its 4 ASCII characters, for log messages.</summary>
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public static string TagToString(uint tag)
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{
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return new string(new[] {
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(char)(tag & 0xFF), (char)((tag >> 8) & 0xFF),
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(char)((tag >> 16) & 0xFF), (char)((tag >> 24) & 0xFF)
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});
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}
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}
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}
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