islaApocalypse/Core/Scripts/MapDataParser.cs
beezm c305fd6565 feat: blueprint v2 envelope — writer, dual-write, round-trip harness (terrain-water task 02)
v2 tagged-section container (D-030): raw ISLA magic + u32 version gate,
[u32 tag][u64 length][payload] sections — params (resolved generation
inputs incl. impact centre), heights f32, biomes u8, towns with the
highway-node flag, four road tiers identified by tag not position.

- BlueprintFormat.cs: the single tag/constant registry.
- BlueprintWriter.WriteV2: blueprint-typed, callable outside a
  generation run; generator and harness are both just callers.
- ExportMapData dual-writes: v2 under the primary seed name, legacy v1
  beside it as _v1.dat (safety net; removal is a future task).
- MapDataParser: LoadMapDataFromPath entry point; v1 parse body
  extracted intact as LoadV1 (v2 reader lands in the next commit).
- RoundTripHarness scene: load v1 -> write v2 -> load v2 -> semantic
  equality, headless, seconds per cycle.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-06 07:24:08 -04:00

180 lines
No EOL
6.1 KiB
C#

using Godot;
using System.IO;
using System.Collections.Generic;
namespace IslaApocalypse.Core
{
// 1. The Data Container
// This holds the unpacked data in RAM so the Server can ask it questions
// without having to re-read the hard drive every single frame.
public struct TownLocation
{
public Vector2 Position;
public TownTier Tier;
// Whether the generator marked this settlement as a highway node (it drives the
// road topology at generation time). Carried by the v2 blueprint; always false
// when loading a legacy v1 file, which never stored it. Nothing server-side
// consumes it yet — it is carried and exposed, not acted on.
public bool IsHighwayNode;
}
/// <summary>
/// The resolved generation inputs embedded in a v2 blueprint, so a file is
/// self-describing and config desync is detectable. Null on a legacy v1 load.
/// A v2 file re-encoded from a v1 source carries the BlueprintFormat sentinel
/// values instead of real inputs.
/// </summary>
public class BlueprintParams
{
public int WorldSeed; // the generator's RESOLVED noise seed (names the file)
public int MapSize;
public float CraterRadius;
public float DensityMultiplier;
public Vector2 ImpactCenter; // the crater's _impactCenter, in map pixels
public string GeneratedUtc = ""; // stamped at write time, ISO-8601
public string GeneratorGitHash = ""; // short hash of the generator repo, "" if unknown
}
public class WorldBlueprint
{
public int MapSize;
public float[,] HeightMap;
public Biome[,] BiomeMap;
public List<TownLocation> Towns = new List<TownLocation>();
// All 4 road tiers!
public List<Vector2[]> Highways = new List<Vector2[]>();
public List<Vector2[]> BranchRoads = new List<Vector2[]>();
public List<Vector2[]> RuggedRoads = new List<Vector2[]>();
public List<Vector2[]> TrailRoads = new List<Vector2[]>();
// Which on-disk format this blueprint was parsed from (1 or 2), and the embedded
// generation parameters. Params is null when the source was a legacy v1 file.
public int FormatVersion = 1;
public BlueprintParams Params;
}
// 2. The Parser Utility
public static class MapDataParser
{
public static WorldBlueprint LoadMapData(string seedStr)
{
string filePath = ProjectSettings.GlobalizePath($"user://MapData_Seed_{seedStr}.dat");
return LoadMapDataFromPath(filePath);
}
/// <summary>
/// Loads a blueprint from an explicit absolute path. Same result as LoadMapData;
/// exists so tooling (the round-trip harness) can load files that do not follow
/// the seed-derived naming.
/// </summary>
public static WorldBlueprint LoadMapDataFromPath(string filePath)
{
if (!File.Exists(filePath))
{
GD.PrintErr($"[MapDataParser] CRITICAL ERROR: Map file not found at {filePath}");
return null;
}
using (FileStream stream = File.OpenRead(filePath))
{
using (BinaryReader reader = new BinaryReader(stream))
{
return LoadV1(reader);
}
}
}
// ===============================================================
// LEGACY v1 PARSE PATH — the original "ISLA_V1" positional format.
// Kept intact and untouched; do not extend it. New content belongs
// in the v2 tagged-section format.
// ===============================================================
private static WorldBlueprint LoadV1(BinaryReader reader)
{
WorldBlueprint blueprint = new WorldBlueprint();
{
{
// 1. Header Validation (CRITICAL: Must read string first to align bytes!)
string header = reader.ReadString();
if (header != "ISLA_V1")
{
GD.PrintErr("[MapDataParser] ERROR: Invalid map version or corrupted file.");
return null;
}
// 2. Read Map Dimensions & Initialize Arrays
blueprint.MapSize = reader.ReadInt32();
blueprint.HeightMap = new float[blueprint.MapSize, blueprint.MapSize];
blueprint.BiomeMap = new Biome[blueprint.MapSize, blueprint.MapSize];
// 3. Read Raw Voxel Data (Height & Biome)
for (int x = 0; x < blueprint.MapSize; x++)
{
for (int y = 0; y < blueprint.MapSize; y++)
{
blueprint.HeightMap[x, y] = reader.ReadSingle();
blueprint.BiomeMap[x, y] = (Biome)reader.ReadInt32();
}
}
// 4. Read Logistical Anchors (Towns & POIs)
int townCount = reader.ReadInt32();
for (int i = 0; i < townCount; i++)
{
TownLocation town = new TownLocation();
town.Position = new Vector2(reader.ReadSingle(), reader.ReadSingle());
town.Tier = (TownTier)reader.ReadInt32();
blueprint.Towns.Add(town);
}
// 5. Read Road Networks
// Highway
int highwayCount = reader.ReadInt32();
for (int i = 0; i < highwayCount; i++)
{
int pathLength = reader.ReadInt32();
Vector2[] path = new Vector2[pathLength];
for (int p = 0; p < pathLength; p++) { path[p] = new Vector2(reader.ReadSingle(), reader.ReadSingle()); }
blueprint.Highways.Add(path);
}
// Branch
int branchCount = reader.ReadInt32();
for (int i = 0; i < branchCount; i++)
{
int pathLength = reader.ReadInt32();
Vector2[] path = new Vector2[pathLength];
for (int p = 0; p < pathLength; p++) { path[p] = new Vector2(reader.ReadSingle(), reader.ReadSingle()); }
blueprint.BranchRoads.Add(path);
}
// Rugged
int ruggedCount = reader.ReadInt32();
for (int i = 0; i < ruggedCount; i++)
{
int pathLength = reader.ReadInt32();
Vector2[] path = new Vector2[pathLength];
for (int p = 0; p < pathLength; p++) { path[p] = new Vector2(reader.ReadSingle(), reader.ReadSingle()); }
blueprint.RuggedRoads.Add(path);
}
// Trails
int trailCount = reader.ReadInt32();
for (int i = 0; i < trailCount; i++)
{
int pathLength = reader.ReadInt32();
Vector2[] path = new Vector2[pathLength];
for (int p = 0; p < pathLength; p++) { path[p] = new Vector2(reader.ReadSingle(), reader.ReadSingle()); }
blueprint.TrailRoads.Add(path);
}
}
}
GD.Print($"[MapDataParser] Successfully loaded v1 Blueprint. Dimension: {blueprint.MapSize}x{blueprint.MapSize}.");
return blueprint;
}
}
}