islaApocalypse/Core/Scripts
beezm 6960c2a2e8 feat: river bed carving with SHORT/LOWGROUND lowland routing A/B (terrain-water task 22, C0b part 2a)
Executes the frozen task-21b plan as real terrain — the first river pass to
modify the render map. NO WATER (part 2b waters the gated routing style).

RiverCarvePass (D-035 numeric): reruns DrainageAnalysis in-pipeline
(deterministic — same seed, same eroded surface, same plan), routes each routed
giant's lowland reach to the nearest ocean by deterministic Dijkstra under two
config-gated cost models — 'short' (distance + uphill penalty; heads direct) vs
'lowground' (cost ~ elevation above sea; follows the lowest ground and
meanders) — then carves every promoted course as a parabolic channel with a
smoothstep shoulder. Width/depth grow downstream with sqrt(drainage); bed
profile forced monotone non-increasing toward the outlet (water must flow) and
clamped to sea + RiverSeaMargin EVERYWHERE, with below-sea cells read-only and
the crater core excluded — the erosion flood-guard discipline, asserted per
generation by the water-pixel A/B (throws on any change).

Pipeline slot: AFTER GenerateTowns (towns read the render map for land/slope/
water checks — carving first would move towns and destabilise every A/B) and
BEFORE roads (a full run's A* should see the beds).

ISLA_SERVER_CONFIG env override added to ConfigManager: batch/A-B tooling loads
an alternate config file and the developer's live ServerConfig.json is never
written by tooling again (the task-19 restore near-miss class is retired).

Measured, seed 1280587109 (both variants): oracle md5-identical to baseline
(BIOM/WBID bitwise equal), 0 newly-below-sea cells, below-sea untouched, island
top 457.65 m exact, lowest carved cell exactly sea+margin (37.85 m), and
Rivers='off' is bitwise identical to the task-19 blueprint. All routed giants
reach the ocean in both styles. Wander (polyline/straight): SHORT 1.02-1.06 vs
LOWGROUND 1.24-1.38; SHORT carves 811k m3 (cuts through rises, max cumulative
cut 14.6 m), LOWGROUND 481k m3 (goes around, 14.3 m). Pass cost ~25 s (plan
21 s, routing 1.4-2.5 s, carve 0.3 s).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 19:16:37 -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 feat: render the water we already had (terrain-water task 13, Phase C1) 2026-08-09 02:32:04 -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: crater erosion modes and the retired 1.2x exclusion (terrain-water task 19) 2026-08-10 05:50:22 -04:00
BlueprintFormat.cs fix: shrink erosion's crater exclusion to the strike core; add FULL/FEATHER modes (terrain-water task 19) 2026-08-10 05:50:22 -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 fix: shrink erosion's crater exclusion to the strike core; add FULL/FEATHER modes (terrain-water task 19) 2026-08-10 05:50:22 -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 feat: render the water we already had (terrain-water task 13, Phase C1) 2026-08-09 02:32:04 -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: river bed carving with SHORT/LOWGROUND lowland routing A/B (terrain-water task 22, C0b part 2a) 2026-08-11 19:16:37 -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 feat: render the water we already had (terrain-water task 13, Phase C1) 2026-08-09 02:32:04 -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 fix: shrink erosion's crater exclusion to the strike core; add FULL/FEATHER modes (terrain-water task 19) 2026-08-10 05:50:22 -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 at rest across the Core/Client/Server READMEs (terrain-water task 13) 2026-08-09 02:33:06 -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, WATER) with a safe GetBlock lookup. Block IDs are never serialized — the blueprint stores heights, biome ordinals and water data, never block IDs, and chunks are not persisted — so appending to this table is wire-safe. WATER is a registry identity only: it is not written into ChunkData.BlockIDs, because water is drawn as its own surface rather than as part of the terrain iso-surface (see Client/README.md).
  • 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. The water sections are consumed at runtime since task 13 — the server reads them per column and the client draws the result (see Server/README.md).
  • 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 — including WaterSurfaceY (world Y of the water surface, or Constants.NO_WATER), WaterDepthM (true depth from blueprint heights) and HasAnyWater.
  • 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), plus the water-at-rest tunables: HEIGHT_SCALE (the one raw-height→metres mapping, shared by the terrain surface and the water sheet so they cannot drift apart), NO_WATER, and the depth-shading colour/alpha ramp.

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.