islaApocalypse/Core/Scripts/BlueprintWriter.cs
beezm 492b56a87c feat: shelf-edge variation -- the red-line scalloping (terrain-water task 10)
PASS B, replacing the reverted incision. The developer's sketch asked for
the shelf/riser BOUNDARY to be organic, not for water: notches, coves and
small peninsulas where a flat shelf meets its riser, instead of the clean
oval contour the curve produces.

Mechanism (the task's preferred "boundary warp", in its most
monotonic-safe form): every shelf/riser boundary is the contour where the
raw height crosses K3, K4 or K5, so the boundary is warped by SLIDING
THOSE THREE KNOTS per column -- edgeShift = simplex(resolvedSeed + 7507,
12 per island width) x ShelfEdgeVariation. The contours then wander in and
out of the terrain instead of tracing an iso-height line. Noise-warped by
construction, so there is no grid direction for an artifact to line up on
-- the failure mode of the thing this replaces.

Why slide knots rather than perturb a weight or the input height:
monotonicity becomes structural instead of conditional. The curve is
strictly monotonic for ANY ordered knot set, so no derivative bound, no
amplitude-vs-feather-width tuning, no way for a dial to invert a column.
MaxEdgeShift keeps the set ordered (half the smallest margin to a fixed
knot = 12.3 m of input height for the v5 knots); the config dial is
clamped to it, loudly. AssertMonotonic now sweeps 24 corners -- the 8
modulation extremes x {-max, 0, +max} shift -- and checks the bound first.

K1, K2 and K6 never move, which buys the guarantees exactly rather than
statistically: below K2 and above K6 a warped column is bit-identical to
an unwarped one, so the red ceiling still floors every shelf edge (storm
ladder safe), the 420 m cap still caps, and the toe and summit spikes are
untouched. The block slides rigidly, so the bench and mid-riser keep their
exact widths -- shelf interiors stay flat, riser interiors keep their
profile, and only the foothill riser and plateau stretch to absorb it.
The micro-relief mask takes the same shift, so pass A's skin follows the
shelf wherever pass B moved its edge.

Dial ShelfEdgeVariation (default 5 m of INPUT height -- a boundary
displacement, not an elevation change) under the existing TerrainDetail
gate; both passes stay one judged unit. TDTL v2 body records relief and
edge amp/frequency/seed-offset plus the applied clamp bound; writer,
parser and harness follow. No blueprint was written between the revert
and this commit, so v2 only ever means relief + edge warp on disk.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-08 20:31:41 -04:00

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using Godot;
using System;
using System.IO;
namespace IslaApocalypse.Core
{
/// <summary>
/// Writes a WorldBlueprint to disk in the v2 tagged-section container
/// (layout: Core/Scripts/BLUEPRINT_FORMAT.md; constants: BlueprintFormat).
///
/// Deliberately written against the blueprint data types, not the generator's
/// internal arrays, so it is callable outside a generation run — the map generator
/// and the round-trip harness are both just callers.
///
/// Provenance (timestamp, git hash) is stamped at write time — it describes the
/// file being written, not whatever was in blueprint.Params. If blueprint.Params is
/// null (a re-encode of a legacy v1 file), the sentinel values from BlueprintFormat
/// are written instead of real generation inputs.
/// </summary>
public static class BlueprintWriter
{
public static void WriteV2(string absolutePath, WorldBlueprint bp)
{
ulong started = Time.GetTicksMsec();
using (FileStream stream = File.Open(absolutePath, FileMode.Create))
using (BinaryWriter writer = new BinaryWriter(stream))
{
// Header: raw "ISLA" magic + u32 version. Little-endian throughout.
writer.Write(BlueprintFormat.MAGIC);
writer.Write(BlueprintFormat.VERSION);
WriteSection(writer, BlueprintFormat.TAG_PARAMS, w => WriteParams(w, bp));
if (bp.TerrainCurve != null)
WriteSection(writer, BlueprintFormat.TAG_TERRAIN_CURVE, w => WriteTerrainCurve(w, bp.TerrainCurve));
if (bp.TerrainDetail != null)
WriteSection(writer, BlueprintFormat.TAG_TERRAIN_DETAIL, w => WriteTerrainDetail(w, bp.TerrainDetail));
WriteSection(writer, BlueprintFormat.TAG_HEIGHTS, w => WriteHeights(w, bp));
WriteSection(writer, BlueprintFormat.TAG_BIOMES, w => WriteBiomes(w, bp));
// Water sections are written only when the blueprint carries water data
// (a legacy v1 re-encode has none — the sections are simply absent).
if (bp.WaterBodyIds != null)
{
WriteSection(writer, BlueprintFormat.TAG_WATER_BODY_IDS, w => WriteWaterBodyIds(w, bp));
WriteSection(writer, BlueprintFormat.TAG_WATER_BODY_TABLE, w => WriteWaterBodyTable(w, bp));
WriteSection(writer, BlueprintFormat.TAG_WATER_SURFACE, w => WriteWaterSurface(w, bp));
}
WriteSection(writer, BlueprintFormat.TAG_TOWNS, w => WriteTowns(w, bp));
WriteSection(writer, BlueprintFormat.TAG_ROADS_HIGHWAY, w => WriteRoadTier(w, bp.Highways));
WriteSection(writer, BlueprintFormat.TAG_ROADS_BRANCH, w => WriteRoadTier(w, bp.BranchRoads));
WriteSection(writer, BlueprintFormat.TAG_ROADS_RUGGED, w => WriteRoadTier(w, bp.RuggedRoads));
WriteSection(writer, BlueprintFormat.TAG_ROADS_TRAIL, w => WriteRoadTier(w, bp.TrailRoads));
}
double seconds = (Time.GetTicksMsec() - started) / 1000.0;
Vector2 impact = bp.Params?.ImpactCenter
?? new Vector2(BlueprintFormat.SENTINEL_IMPACT_CENTER, BlueprintFormat.SENTINEL_IMPACT_CENTER);
GD.Print($"[BlueprintWriter] v2 blueprint written in {seconds:F1}s to: {absolutePath} " +
$"(seed {bp.Params?.WorldSeed ?? BlueprintFormat.SENTINEL_WORLD_SEED}, " +
$"MapSize {bp.MapSize}, impactCenter ({impact.X:F1},{impact.Y:F1}))");
}
/// <summary>
/// Frames one section: [u32 tag][u64 payload-length][payload]. The length is
/// back-patched after the payload is written, so payload writers never have to
/// pre-compute their own size.
/// </summary>
private static void WriteSection(BinaryWriter writer, uint tag, Action<BinaryWriter> payload)
{
writer.Write(tag);
long lengthPos = writer.BaseStream.Position;
writer.Write((ulong)0);
long payloadStart = writer.BaseStream.Position;
payload(writer);
long payloadEnd = writer.BaseStream.Position;
writer.BaseStream.Position = lengthPos;
writer.Write((ulong)(payloadEnd - payloadStart));
writer.BaseStream.Position = payloadEnd;
}
private static void WriteParams(BinaryWriter writer, WorldBlueprint bp)
{
BlueprintParams p = bp.Params;
writer.Write(p?.WorldSeed ?? BlueprintFormat.SENTINEL_WORLD_SEED);
writer.Write(bp.MapSize); // always real — the blueprint knows its own size
writer.Write(p?.CraterRadius ?? BlueprintFormat.SENTINEL_CRATER_RADIUS);
writer.Write(p?.DensityMultiplier ?? BlueprintFormat.SENTINEL_DENSITY_MULTIPLIER);
Vector2 impact = p?.ImpactCenter
?? new Vector2(BlueprintFormat.SENTINEL_IMPACT_CENTER, BlueprintFormat.SENTINEL_IMPACT_CENTER);
writer.Write(impact.X);
writer.Write(impact.Y);
// Provenance, stamped now (length-prefixed .NET strings — fine inside a
// length-framed section; only the file HEADER must avoid them).
writer.Write(DateTime.UtcNow.ToString("yyyy-MM-ddTHH:mm:ssZ"));
writer.Write(TryGetGitShortHash());
}
private static void WriteHeights(BinaryWriter writer, WorldBlueprint bp)
{
// X outer / Y inner — the v1 convention, kept: the second index is the map's
// north/south axis and the server consumes it as world Z.
int n = bp.MapSize;
for (int x = 0; x < n; x++)
for (int y = 0; y < n; y++)
writer.Write(bp.HeightMap[x, y]);
}
private static void WriteBiomes(BinaryWriter writer, WorldBlueprint bp)
{
int n = bp.MapSize;
for (int x = 0; x < n; x++)
{
for (int y = 0; y < n; y++)
{
int ordinal = (int)bp.BiomeMap[x, y];
if (ordinal < 0 || ordinal > byte.MaxValue)
throw new InvalidDataException(
$"[BlueprintWriter] Biome ordinal {ordinal} at ({x},{y}) does not fit in a byte.");
writer.Write((byte)ordinal);
}
}
}
private static void WriteTerrainCurve(BinaryWriter writer, TerrainCurveInfo c)
{
writer.Write(c.Version);
writer.Write(c.T1); writer.Write(c.T2); writer.Write(c.T3); writer.Write(c.T4);
writer.Write(c.SpikeMax);
writer.Write(c.Sea); writer.Write(c.OrangeCeil); writer.Write(c.RedCeil);
writer.Write(c.PlateauLo); writer.Write(c.PlateauHi); writer.Write(c.PeakCap);
writer.Write(c.TailSlope);
// v4+ extension: shelf-modulation parameters.
if (c.Version >= 4)
{
writer.Write(c.BenchAmp); writer.Write(c.PlateauAmp);
writer.Write(c.ShelfSpanMin); writer.Write(c.ShelfSpanMax);
writer.Write(c.ElevFreqIslands); writer.Write(c.StrengthFreqIslands);
writer.Write(c.BenchSeedOffset); writer.Write(c.PlateauSeedOffset);
writer.Write(c.StrengthSeedOffset);
}
// v5+ extension: knot preset id + K5/K6.
if (c.Version >= 5)
{
writer.Write(c.PresetId);
writer.Write(c.K5); writer.Write(c.K6);
}
}
private static void WriteTerrainDetail(BinaryWriter writer, TerrainDetailInfo d)
{
writer.Write(d.Version); // u16
writer.Write(d.ReliefAmpM); writer.Write(d.ReliefFreqIslands); // 2 × f32
writer.Write(d.ReliefSeedOffset); // i32
writer.Write(d.EdgeAmpM); writer.Write(d.EdgeFreqIslands); // 2 × f32
writer.Write(d.EdgeSeedOffset); // i32
writer.Write(d.EdgeMaxShiftM); // f32
}
private static void WriteWaterBodyIds(BinaryWriter writer, WorldBlueprint bp)
{
int n = bp.MapSize;
for (int x = 0; x < n; x++)
for (int y = 0; y < n; y++)
writer.Write(bp.WaterBodyIds[x, y]);
}
private static void WriteWaterBodyTable(BinaryWriter writer, WorldBlueprint bp)
{
writer.Write(bp.WaterBodies.Count);
foreach (WaterBodyInfo body in bp.WaterBodies)
{
writer.Write(body.Id);
writer.Write(body.Type);
writer.Write(body.Salinity);
writer.Write(body.SurfaceLevel);
writer.Write(body.PixelCount);
writer.Write(body.Centroid.X);
writer.Write(body.Centroid.Y);
}
}
private static void WriteWaterSurface(BinaryWriter writer, WorldBlueprint bp)
{
int n = bp.MapSize;
// A parsed blueprint carries the quantized surface verbatim; a freshly
// generated one derives it from body ids + per-body levels.
if (bp.WaterSurfaceQ != null)
{
for (int x = 0; x < n; x++)
for (int y = 0; y < n; y++)
writer.Write(bp.WaterSurfaceQ[x, y]);
return;
}
// id -> encoded level lookup (ids are small and dense: 1..N)
int maxId = 0;
foreach (WaterBodyInfo body in bp.WaterBodies)
if (body.Id > maxId) maxId = body.Id;
ushort[] encoded = new ushort[maxId + 1];
foreach (WaterBodyInfo body in bp.WaterBodies)
encoded[body.Id] = BlueprintFormat.EncodeWaterLevel(body.SurfaceLevel);
for (int x = 0; x < n; x++)
{
for (int y = 0; y < n; y++)
{
ushort id = bp.WaterBodyIds[x, y];
writer.Write(id == 0 ? (ushort)0 : encoded[id]);
}
}
}
private static void WriteTowns(BinaryWriter writer, WorldBlueprint bp)
{
writer.Write(bp.Towns.Count);
foreach (TownLocation town in bp.Towns)
{
int tier = (int)town.Tier;
if (tier < 0 || tier > byte.MaxValue)
throw new InvalidDataException(
$"[BlueprintWriter] TownTier ordinal {tier} does not fit in a byte.");
writer.Write(town.Position.X);
writer.Write(town.Position.Y);
writer.Write((byte)tier);
writer.Write(town.IsHighwayNode ? (byte)1 : (byte)0);
}
}
private static void WriteRoadTier(BinaryWriter writer, System.Collections.Generic.List<Vector2[]> paths)
{
writer.Write(paths.Count);
foreach (Vector2[] path in paths)
{
writer.Write(path.Length);
foreach (Vector2 p in path) { writer.Write(p.X); writer.Write(p.Y); }
}
}
/// <summary>
/// Best-effort short hash of the generator repo (reads res://.git directly, no
/// git invocation). Returns "" when unavailable — e.g. an exported build.
/// </summary>
private static string TryGetGitShortHash()
{
try
{
string gitDir = Path.Combine(ProjectSettings.GlobalizePath("res://"), ".git");
string head = File.ReadAllText(Path.Combine(gitDir, "HEAD")).Trim();
if (head.StartsWith("ref: "))
{
string refPath = Path.Combine(gitDir, head.Substring(5));
if (!File.Exists(refPath)) return "";
head = File.ReadAllText(refPath).Trim();
}
return head.Length >= 8 ? head.Substring(0, 8) : head;
}
catch
{
return "";
}
}
}
}