islaApocalypse/Tools/Scripts/README.md
2026-08-08 00:29:34 -04:00

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# /Tools/Scripts — generation logic
C# backend for the offline developer tools. Decoupled from the live server and client.
## `MapGenerator.cs`
Generates the entire 2D blueprint. Roughly in order:
1. **Config** — reads `ServerConfig.json`, which sets `MapSize` (8192 by default) and the crater
radius. The `MapSize = 4096` field initialiser is a fallback that is immediately overwritten.
2. **Topography** — FastNoiseLite base height plus a mountain spine, minus a squircle distance
falloff, giving a guaranteed island. Noise frequency is divided by `scaleFactor`
(`MapSize / 1024f`) so terrain features stay the same real-world size at any map profile.
When `TerrainCurve: "v2"` (the default), the calibrated height-redistribution curve
(`HeightCurve.cs` — flat farmable lowlands, 50 m plateau shelf, and a per-seed-normalized
spike to the 420 m peak cap: every island's tallest point reaches the ceiling) reshapes
above-sea terrain after noise/falloff/Trench and before the crater carve; biome
classification reads a retained uncurved map, so biomes are identical either way. Drops the
`0_height` hillshade snapshot (hypsometric bands × NW hillshade) in both modes.
3. **Sea level and water** — sea level per the configured model (`SeaLevelModel`: `"flat"` scalar
— the default, `SeaLevelValue` 0.15 — or the legacy `"field"` latitude Lerp); flood fill
separates true ocean from inland lakes; a mainland fill guarantees one contiguous landmass.
4. **The crater** — placed along the northern coast and carved to below sea level, but only out to
**80 % of its radius**, which guarantees a landbridge rather than severing the island.
5. **Water bodies** — promotes the classified water into explicit data: the ocean as body 1, each
lake connected-component labeled (same 4-connectivity as the true-ocean fill), one transitional
surface level per body. Classification comes from the shared `IsOceanPixel`/`IsLakePixel`
predicates that the biome stage also uses, so the two can never disagree. A priority-flood
pit-fill runs here as validated diagnostics (basin statistics to console; serializes nothing).
Drops the `0_water` snapshot.
6. **Biomes and towns** — biome zoning by height and temperature; tiered town placement (Capitol,
Hubs, Villages, Outposts, POIs) filtered by slope, water proximity and spacing.
7. **Roads** — see below. Skipped entirely when the `SkipRoads` config toggle is on (the ~25-min
A\* pass is the bottleneck; a skip run exports a road-less iteration blueprint in ~80 s with a
loud console banner).
8. **Export** — writes the `.dat` blueprint (dual-write: the v2 tagged container under the primary
seed name, plus the legacy v1 format beside it as `_v1.dat` — see
`Core/Scripts/BLUEPRINT_FORMAT.md`), then renders the PNG snapshot. The v2 file embeds the
resolved generation params (seed, MapSize, crater radius, density, impact centre, provenance).
### The road network
`AStarGrid2D` over the whole map at one node per pixel. Mountains are made expensive rather than
impassable (`1 + elevation³ × 400`), water and the crater are marked solid.
- **Continental loop** — highway nodes sorted by radial angle and connected in a ring.
- **Mountain branch** — a spur from the loop to the snow hub.
- **County roads** — Prim's algorithm daisy-chains remaining towns onto the network. Villages become
Rugged roads, everything else Trails.
- **Abandon protocol** — a town further than 8 % of the map from the network is skipped rather than
pathed to, so one unreachable outpost cannot hang generation.
- **Smoothing** — every path is decimated with RamerDouglasPeucker (tolerance 4.0) then smoothed
with 4 Chaikin passes.
**This is the project's dominant performance problem.** At 8K the grid is 67 million nodes, and the
weight-setup pass touches every one before the first path is requested. The `await` yields between
stages cannot interrupt a single engine-side `GetPointPath` call, so a long path still blocks. Full
regenerations frequently get abandoned.
### The PNG snapshot
`SaveMapSnapshot()` builds an offscreen `SubViewport` in code rather than relying on the scene's
layout, because Godot's UI layout engine will otherwise crush a 4096+ render down to the editor
window size. A `MapDrawProxy` control re-issues the `_Draw()` calls into that viewport — `GetImage()`
captures only the base texture and would otherwise miss the roads and towns entirely — and the code
awaits two `RenderingServer.FramePostDraw` signals so the GPU has actually painted before the image
is read back.
Road colours on the snapshot, useful for identifying a road: **red** = Highway, **black** = Branch,
**dark brown** = Rugged, **light brown** = Trail.
### Outputs
`MapData_Seed_<seed>.dat` (v2), `MapData_Seed_<seed>_v1.dat` (legacy dual-write), and the staged
snapshots `Map_Seed_<seed>_{0_height,0_water,1_biomes,2_towns,3_roads}.png`, all to `user://`.
(`0_height` is the hypsometric hillshade of the curved terrain; `0_water` is painted from the
water stage's own outputs — ocean deep blue, lakes lighter blue, land neutral; `3_roads` is
absent on a SkipRoads run.)
## `RoundTripHarness.cs`
The blueprint format regression test (scene: `Tools/Scenes/RoundTripHarness.tscn`). Loads a
known-good blueprint through the real parser, re-writes it as v2 through the real writer, re-loads
it, and asserts semantic equality (heights bitwise, biomes, towns, every road point). Headless,
seconds per cycle, no generation. Exit code 0 = pass.
## Rules
1. **No magic numbers.** Distances, radii and thresholds derive from `MapSize` or `scaleFactor`, so
the generator behaves identically at 4K and 10K.
2. **Respect the GPU.** Anything exporting visual data must `await` the appropriate frame signals
before reading pixels back.