islaApocalypse/Tools
beezm ae97e48229 feat: drainage-network promotion analysis — the river PLAN (terrain-water task 21, C0b part 1)
Pure analysis over the ERODED render map: changes zero terrain, adds zero water.
Priority-flood (task-03 family, Barnes heap+pit, 8-connected) with a one-ulp
epsilon so every filled pit keeps a strictly descending routing path — the ~16.5k
erosion pits route through; depressions >= 2 m deep and >= 10k px survive as
terminal basins (70 on the working seed). D8 flow directions on that routing
surface (D8 as a COMPUTATION, not the reverted carving use), Kahn-propagated flow
accumulation, then promotion: TRUE-ocean outlets (WBID 1 only — two of the first
draft's three 'sea-reaching' trunks actually ended in enclosed lagoons, which is
exactly the overclaim the gate must not inherit) ranked by drainage area, top ~3
with outlet separation become trunks; max-accumulation stems; mountain-exit from
sustained along-stem grade; lean deduped tributaries; lean endorheic terminals
credited with per-basin TOTAL inflow (acc at the deepest cell undercounts flat
lagoon beds 10x — measured).

Output: console report + a JSON plan sidecar next to the source blueprint —
deliberately NOT a blueprint section, so the plan cannot masquerade as realized
water. The source .dat is never written (md5-verified). Headless tool, ~21 s
analysis on 8K; RIVERPLAN_* env dials.

Seed 1280587109 findings for the gate: 3 ocean trunks spread west/north/east
(436k/409k/325k px); the island's five LARGEST systems (1.1M-2.3M px) are all
endorheic — three end in big enclosed lagoons (classify lakes, 19-20 m basins),
two in dry pans; 62.9% of land does not drain to the open ocean, the drainage
restatement of task 18's 'erosion cannot cut the lowlands'. The 2.27M-px giant
terminates in the SE lagoon ~1.1k px from the southernmost town (filed south
report, not enforced).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 18:06:21 -04:00
..
Scenes feat: drainage-network promotion analysis — the river PLAN (terrain-water task 21, C0b part 1) 2026-08-11 18:06:21 -04:00
Scripts feat: drainage-network promotion analysis — the river PLAN (terrain-water task 21, C0b part 1) 2026-08-11 18:06:21 -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

/Tools

Offline developer utilities. Nothing here ships. These generate the source data that /Server and /Client later consume, which keeps world-generation logic out of the shipped client.

The 2D world generator

Script: Tools/Scripts/MapGenerator.cs · Scenes: Tools/Scenes/MapPreview.tscn and Scenes/MapCaptureTool.tscn

Builds the topographical and logistical foundation of the island before any 3D exists.

  • Resolution is config-driven, from ServerConfig.json's MapProfile: 4K/6K/8K/10K → 4096 / 6144 / 8192 / 10240. Shipped default is 8K. 1 pixel = 1 in-game metre = 1 voxel footprint. (The MapSize field initialiser in the script says 4096, but it is overwritten from config before use.)
  • Topography: FastNoiseLite plus distance-falloff maths for a guaranteed mainland island, a mountain spine, dynamic temperature-driven sea level, and an impact crater pushed into the northern coast (carved at 80 % of its radius so a landbridge always survives).
  • Water bodies: the classified water promoted into explicit blueprint data (ocean + labeled lakes with transitional per-body levels — WBID/WBTB/WSRF sections), plus priority-flood basin diagnostics. The SkipRoads config toggle turns a full ~26-min generation into a ~80 s road-less iteration cycle.
  • Logistics: AStarGrid2D pathfinding producing a looping continental highway, a branch to the mountain hub, and county roads daisy-chained outward with Prim's algorithm. Paths are decimated (RamerDouglasPeucker) then smoothed (4 Chaikin passes).
  • Zoning: biome mapping and tiered town/POI placement by slope, temperature and proximity.

⚠️ A* is the known bottleneck

The grid is one node per pixel — 67 million nodes at 8K — and the weight-setup pass walks every one of them. A full generation can stall long enough that runs get abandoned. await yields are sprinkled through the road stage, but they cannot interrupt a single engine-side GetPointPath call, so they only help between paths. Expect a regeneration to take minutes, or to need abandoning.

Outputs — written to user://, not into the project

File What it is
MapData_Seed_<seed>.dat The binary blueprint the server reads — v2 tagged container (~336 MB at 8K; contract in Core/Scripts/BLUEPRINT_FORMAT.md)
MapData_Seed_<seed>_v1.dat The same content in the legacy v1 format (~512 MB), dual-written as a safety net until a future removal task
Map_Seed_<seed>.png Visual snapshot of the map, for reviewing and picking seeds

On Linux: ~/.local/share/godot/app_userdata/islaApocolypse/.

Running it

Open Tools/Scenes/MapPreview.tscn and press F6. It is also the project's main scene, so pressing F5 anywhere runs this — which is why F5 regenerates your world instead of starting the game. Use Scenes/MapCaptureTool.tscn when you specifically want the full-resolution PNG.

Rules

  1. No client dependencies. Nothing here may reference UI, player controllers or shaders in /Client.
  2. Data out, nothing in. Tools emit .dat/.png/.json; they never write to a live server save.
  3. No magic numbers. Distances and radii scale off MapSize or the derived scaleFactor, so the generator behaves the same at every profile.