All four road tiers now carve into the 3D world. Rugged and Trail were generated, exported and parsed all along, but nothing ever consumed them — which is why county roads visible on the 2D map did not exist in 3D. Tier identity is now carried into the carve via a RoadSegment struct, so each tier gets its own width, shoulder and grade-smoothing from one tunable block in Constants: highways widest and holding a grade, trails narrow and hugging the land. Rugged and Trail surface as dirt rather than asphalt. Because tiers now have different reach, nearest-by-distance was no longer a sound way to pick the governing road — a nearby footpath could shadow a highway whose shoulder still covered the column. The carve now considers only roads whose shoulder actually reaches, and takes the closest of those. The per-chunk cull pad is derived from the widest shoulder plus a margin, so widening a road cannot silently truncate it at chunk edges. Untouched: density field, Marching Cubes interpolation/welding, chunk dims, the .dat contract, the 2D A* generation, and mesher normals. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
342 lines
14 KiB
C#
342 lines
14 KiB
C#
using Godot;
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using System.Collections.Generic;
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using IslaApocalypse.Core;
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namespace IslaApocalypse.Server
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{
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/// <summary>
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/// One straight stretch of road, plus which tier it belongs to. The tier is what
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/// decides how wide and how smoothly it gets carved (D-022) — before this existed,
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/// every road was bulldozed to the same dimensions regardless of what it was.
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/// </summary>
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public struct RoadSegment
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{
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public Vector2 A;
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public Vector2 B;
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public RoadTier Tier;
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public RoadSegment(Vector2 a, Vector2 b, RoadTier tier)
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{
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A = a;
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B = b;
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Tier = tier;
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}
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}
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public partial class ServerChunkManager : Node
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{
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private WorldBlueprint _blueprint;
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private Dictionary<Vector2I, ChunkData> _activeChunks = new Dictionary<Vector2I, ChunkData>();
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public int chunkSize = 24;
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public override void _Ready()
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{
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// 1. LOAD CONFIGURATION and the seed-based blueprint data from the MapDataParser!
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ConfigManager.LoadConfig();
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chunkSize = ConfigManager.ChunkRadius; // Update chunk radius from config file
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_blueprint = MapDataParser.LoadMapData(ConfigManager.WorldSeed.ToString());
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if (_blueprint != null)
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{
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GD.Print("[Server] Blueprint loaded. Locating Capitol City...");
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// 2. Find the Capitol in the parsed data
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Vector2 capitolPos = new Vector2(2048, 2048); // Safe fallback center
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foreach (var town in _blueprint.Towns) {
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if (town.Tier == TownTier.Capitol) {
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capitolPos = town.Position;
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break;
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}
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}
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// Old original png map coords
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// Vector2 capitolPos = new Vector2(2405, 3296); // hardcoded for now since we know exactly where it is in this seed, which is the "paradise" biome hub
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GD.Print($"[Server] Capitol found at {capitolPos}. Generating chunks...");
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// 3. Convert pixel coordinates to Chunk coordinates
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int capitolChunkX = (int)(capitolPos.X / Constants.CHUNK_SIZE_X);
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int capitolChunkZ = (int)(capitolPos.Y / Constants.CHUNK_SIZE_Z);
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int radius = ConfigManager.ChunkRadius;
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for (int x = capitolChunkX - radius; x < capitolChunkX + radius; x++)
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{
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for (int z = capitolChunkZ - radius; z < capitolChunkZ + radius; z++)
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{
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GenerateChunk(new Vector2I(x, z));
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}
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}
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// 5. Teleport the Camera to look down at our creation!
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Camera3D cam = GetNodeOrNull<Camera3D>("Camera3D");
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if (cam != null)
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{
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// Put the camera 120 meters in the air above the Capitol
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cam.GlobalPosition = new Vector3(capitolPos.X, 120f, capitolPos.Y);
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// Point it straight down at the ground
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cam.LookAt(new Vector3(capitolPos.X, 0, capitolPos.Y));
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}
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}
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}
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public void GenerateChunk(Vector2I chunkCoord)
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{
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if (_activeChunks.ContainsKey(chunkCoord)) return;
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ChunkData newChunk = new ChunkData(chunkCoord);
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int startX = chunkCoord.X * Constants.CHUNK_SIZE_X;
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int startZ = chunkCoord.Y * Constants.CHUNK_SIZE_Z;
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// --- SPATIAL CULLING FOR ROADS ---
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// Bounding box for this chunk, padded so a road running just outside it still
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// carves its shoulder in. The pad comes from the widest shoulder any tier has
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// (plus a margin), so widening a road can't silently outgrow this and clip
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// roads off at chunk edges.
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float roadPad = Constants.MAX_SHOULDER_RADIUS + Constants.ROAD_CULL_MARGIN;
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Rect2 chunkBounds = new Rect2(
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startX - roadPad, startZ - roadPad,
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Constants.CHUNK_SIZE_X + roadPad * 2, Constants.CHUNK_SIZE_Z + roadPad * 2);
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List<RoadSegment> localRoadSegments = new List<RoadSegment>();
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// Keep only the segments that actually reach this chunk, and remember which
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// TIER each came from — that is what decides how wide and smooth it carves.
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void CollectSegments(List<Vector2[]> paths, RoadTier tier)
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{
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foreach (var path in paths) {
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for (int i = 0; i < path.Length - 1; i++) {
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Vector2 a = path[i];
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Vector2 b = path[i+1];
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Rect2 segBounds = new Rect2(Mathf.Min(a.X, b.X), Mathf.Min(a.Y, b.Y), Mathf.Abs(b.X - a.X), Mathf.Abs(b.Y - a.Y));
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if (chunkBounds.Intersects(segBounds.Grow(1.0f))) {
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localRoadSegments.Add(new RoadSegment(a, b, tier));
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}
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}
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}
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}
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// All four tiers now carve. Rugged and Trail are the county roads — they were
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// generated and saved all along, but nothing ever consumed them.
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CollectSegments(_blueprint.Highways, RoadTier.Highway);
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CollectSegments(_blueprint.BranchRoads, RoadTier.Branch);
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CollectSegments(_blueprint.RuggedRoads, RoadTier.Rugged);
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CollectSegments(_blueprint.TrailRoads, RoadTier.Trail);
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// ---------------------------------------
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for (int x = 0; x <= Constants.CHUNK_SIZE_X; x++)
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{
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for (int z = 0; z <= Constants.CHUNK_SIZE_Z; z++)
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{
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int globalX = startX + x;
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int globalZ = startZ + z;
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if (globalX >= _blueprint.MapSize || globalZ >= _blueprint.MapSize || globalX < 0 || globalZ < 0)
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continue;
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float GetExactSurface(int gX, int gZ, out byte roadMaterial)
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{
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roadMaterial = BlockRegistry.AIR; // 0 == "not a road"
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if (gX >= _blueprint.MapSize) gX = _blueprint.MapSize - 1;
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if (gZ >= _blueprint.MapSize) gZ = _blueprint.MapSize - 1;
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float raw = _blueprint.HeightMap[gX, gZ];
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float baseHeight = Mathf.Clamp(raw * (Constants.CHUNK_HEIGHT - 5), 2.0f, Constants.CHUNK_HEIGHT - 2.0f);
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// If no roads are in this chunk, skip the heavy math entirely!
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if (localRoadSegments.Count == 0) return baseHeight;
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float finalHeight = baseHeight;
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Vector2 currentPos = new Vector2(gX, gZ);
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// Details of the nearest road that actually REACHES us. Each tier has
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// its own reach, so "nearest" alone isn't enough — a footpath two
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// metres away must not shadow a highway whose shoulder still covers
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// us. We therefore ignore any road we're outside the shoulder of, and
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// take the closest of what's left.
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bool foundRoad = false;
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float bestDist = float.MaxValue;
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float bestRoadElevation = baseHeight;
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RoadProfile bestProfile = default;
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foreach (var seg in localRoadSegments)
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{
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RoadProfile profile = Constants.GetRoadProfile(seg.Tier);
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// 'alongT' tells us HOW FAR ALONG this segment the nearest point is
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// (0 = at the start point, 1 = at the end point).
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float dist = DistanceToLineSegment(currentPos, seg.A, seg.B, out float alongT);
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if (dist > profile.ShoulderRadius) continue; // this road doesn't reach us
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if (dist >= bestDist) continue; // a closer one already won
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// F2 FIX — the road elevation is taken at the point on the segment
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// CLOSEST TO US, not at the segment's midpoint.
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//
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// The old code gave every column near a segment that segment's
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// single midpoint height, so each stretch of road was one flat
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// plank and consecutive planks stepped up/down like a staircase.
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//
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// Two honest ways to read the height at our closest point:
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// rampElevation - a straight line between this segment's two
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// end points. Holds a grade; cuts and fills.
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// landElevation - the actual terrain under that point.
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// Hugs the land; inherits its bumps.
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// The tier's GradeSmoothing dials between them (D-021 / D-022):
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// a highway holds its grade, a trail follows the ground.
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//
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// Either way it varies CONTINUOUSLY as we move along the road,
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// which is what kills the steps. And because neighbouring
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// segments share an end point, the height matches exactly where
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// one segment hands over to the next — no seam at the joins.
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float rampElevation = Mathf.Lerp(HeightAtPixel(seg.A), HeightAtPixel(seg.B), alongT);
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float landElevation = HeightAtPixel(seg.A.Lerp(seg.B, alongT));
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foundRoad = true;
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bestDist = dist;
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bestProfile = profile;
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bestRoadElevation = Mathf.Lerp(landElevation, rampElevation, profile.GradeSmoothing);
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}
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// THE BULLDOZER: Carve the terrain, using the winning road's own dimensions.
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if (foundRoad)
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{
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if (bestDist <= bestProfile.RoadRadius) {
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finalHeight = bestRoadElevation; // Flatten it completely!
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roadMaterial = bestProfile.SurfaceMaterial;
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} else {
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// Smoothly interpolate from the flat road up/down to the natural mountain height
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float t = (bestDist - bestProfile.RoadRadius) / (bestProfile.ShoulderRadius - bestProfile.RoadRadius);
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t = t * t * (3f - 2f * t); // SmoothStep equation for a beautiful curved slope
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finalHeight = Mathf.Lerp(bestRoadElevation, baseHeight, t);
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}
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}
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return finalHeight;
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}
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// Pass the road surface out for the main voxel so we can paint it!
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// 0 (AIR) means this column is not part of any road.
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byte roadSurface = BlockRegistry.AIR;
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float exactSurfaceY = GetExactSurface(globalX, globalZ, out roadSurface);
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// We discard the 'out' variable for the normals using an underscore '_'
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float surfaceRight = GetExactSurface(globalX + 1, globalZ, out _);
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float surfaceFwd = GetExactSurface(globalX, globalZ + 1, out _);
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Biome columnBiome = _blueprint.BiomeMap[globalX, globalZ];
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// Hand the renderer the TRUE surface height for this column, plus the
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// biome and road flag that go with it. The BlockIDs below still use the
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// rounded height (unchanged) — but the colour no longer has to.
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newChunk.SurfaceHeights[x, z] = exactSurfaceY;
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newChunk.ColumnBiomes[x, z] = columnBiome;
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newChunk.ColumnRoadMaterial[x, z] = roadSurface;
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float hRight = surfaceRight - exactSurfaceY;
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float hFwd = surfaceFwd - exactSurfaceY;
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float slopeX = hRight / Constants.VOXEL_SCALE;
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float slopeZ = hFwd / Constants.VOXEL_SCALE;
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float len = Mathf.Sqrt(slopeX * slopeX + 1.0f + slopeZ * slopeZ);
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for (int y = 0; y <= Constants.CHUNK_HEIGHT; y++)
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{
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float verticalDist = y - exactSurfaceY;
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float density = verticalDist / len;
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newChunk.Densities[x, y, z] = density;
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int blockY = Mathf.RoundToInt(exactSurfaceY);
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// THE PAINT: Pass the road surface into the Biome Palette!
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newChunk.BlockIDs[x, y, z] = BiomePalette.GetVoxelID(columnBiome, blockY, y, roadSurface);
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}
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} // End of Z loop
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} // End of X loop
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_activeChunks.Add(chunkCoord, newChunk);
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var renderer = new IslaApocalypse.Client.ChunkRenderer();
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AddChild(renderer);
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renderer.RenderChunk(newChunk);
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}
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/// <summary>
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/// Turns a map-pixel position into a world surface height, with bounds clamping.
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/// Same mapping used everywhere else: raw 0-1 heightmap value scaled into the
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/// usable vertical band of the chunk.
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///
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/// The position handed in is usually FRACTIONAL (road path points land between
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/// heightmap cells), so we read the four cells around it and blend — bilinear
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/// interpolation — rather than snapping to whichever cell we happen to land in.
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///
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/// Why that matters: snapping made the height jump by a whole cell's worth the
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/// instant a point crossed a cell boundary, and hold perfectly flat until it did.
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/// Along a road whose points sit less than a metre apart, that produced a fine
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/// metre-scale staircase — the "washboard". Blending makes the height vary
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/// continuously as the position moves, so the staircase has nothing to stand on.
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/// </summary>
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private float HeightAtPixel(Vector2 pixel)
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{
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int max = _blueprint.MapSize - 1;
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// The four heightmap cells surrounding this position.
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// At the very edge of the map x1/y1 clamp back onto x0/y0, which makes the
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// blend a harmless no-op instead of reading out of bounds.
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int x0 = Mathf.Clamp(Mathf.FloorToInt(pixel.X), 0, max);
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int y0 = Mathf.Clamp(Mathf.FloorToInt(pixel.Y), 0, max);
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int x1 = Mathf.Clamp(x0 + 1, 0, max);
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int y1 = Mathf.Clamp(y0 + 1, 0, max);
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// How far between those cells we actually are, 0 to 1 on each axis.
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// Clamped so a position outside the map can't push the blend past its corners.
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float fx = Mathf.Clamp(pixel.X - x0, 0.0f, 1.0f);
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float fy = Mathf.Clamp(pixel.Y - y0, 0.0f, 1.0f);
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// Blend across X on the near row and the far row, then blend those two down Y.
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float nearRow = Mathf.Lerp(_blueprint.HeightMap[x0, y0], _blueprint.HeightMap[x1, y0], fx);
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float farRow = Mathf.Lerp(_blueprint.HeightMap[x0, y1], _blueprint.HeightMap[x1, y1], fx);
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float raw = Mathf.Lerp(nearRow, farRow, fy);
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return Mathf.Clamp(raw * (Constants.CHUNK_HEIGHT - 5), 2.0f, Constants.CHUNK_HEIGHT - 2.0f);
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}
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/// <summary>
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/// Calculates the shortest distance from a point to a line segment defined by v and w.
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/// </summary>
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private float DistanceToLineSegment(Vector2 point, Vector2 v, Vector2 w)
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{
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return DistanceToLineSegment(point, v, w, out _);
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}
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/// <summary>
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/// Same as above, but also reports WHERE along the segment the nearest point falls:
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/// <paramref name="t"/> is 0 at v, 1 at w. The road carving needs this so it can read
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/// the height at the spot next to us instead of at the segment's midpoint.
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/// </summary>
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private float DistanceToLineSegment(Vector2 point, Vector2 v, Vector2 w, out float t)
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{
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float l2 = v.DistanceSquaredTo(w);
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if (l2 == 0) // v == w case
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{
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t = 0f;
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return point.DistanceTo(v);
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}
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// Consider the line extending the segment, parameterized as v + t (w - v).
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// We find projection of point p onto the line.
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// It falls where t = [(p-v) . (w-v)] / |w-v|^2
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t = Mathf.Max(0, Mathf.Min(1, (point - v).Dot(w - v) / l2));
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// Projection falls on the segment
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Vector2 projection = v + t * (w - v);
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return point.DistanceTo(projection);
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}
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}
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}
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